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WARHAMMER ARMIES:

AMAZONS

By Mathias Eliasson
v.1.43
UNOFFICAL ARMY LIST
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CONTENTS
ARMY SPECIAL RULES ................................................ 3 SPECIAL UNITS .............................................................. 13
THE LORE OF THE SERPENTS ................................ 4 Piranha Warriors ................................................ 13
MAGIC ITEMS.................................................................... 5 Eagle Warriors ................................................... 13
LORDS .................................................................................... 7 Jaguar Warriors .................................................. 14
Jungle Stalkers ................................................... 14
Matriach ...............................................................7 Culchan Riders .................................................. 15
Serpent High Priestess..........................................7 Cold One Riders ................................................ 15
HEROES ................................................................................. 8 Terradon Riders ................................................. 16
Mistress ................................................................8 Gorols ................................................................ 16
Serpent Priestess ..................................................8 RARE UNITS ...................................................................... 17
MOUNTS .............................................................................. 9 Serpent Guard .................................................... 17
Jaguar ...................................................................9 Bolt Thrower ..................................................... 17
Culchan ................................................................9 Ancient Sentinels ............................................... 18
Cold One ..............................................................9 Stegadon ............................................................ 18
Terradon ...............................................................9 Amaxon Swamp Python .................................... 19
Great Wyrm ..........................................................9 Avatar of Rigg ................................................... 19
CORE UNITS..................................................................... 10 SPECIAL CHARACTERS (LORDS) .......................20
Warriors .............................................................. 10 Thalestris ........................................................... 20
Skirmishers.........................................................10 Lwaxana ............................................................ 21
Huntresses .......................................................... 11 SPECIAL CHARACTERS (HEROES) .................... 22
Jaguar Hunting Packs ......................................... 11 Azura ................................................................. 22
Snake Swarms ....................................................12 Melandra Hawkeye............................................ 22
Penthesilea ......................................................... 23
Lysippe .............................................................. 23
REFERENCE ...................................................................... 24

2
ARMY SPECIAL RULES
This section of the book describes all the different units KOKA
used in an Amazon army, along with any rules Models with this upgrade gain the Frenzy special rule,
necessary to use them in your games of Warhammer. and they do not lose Frenzy by losing a round of
Where a model has a special rule that is explained in combat.
the Warhammer rulebook, only the name of that rule is
given. If a model has a special rule that is unique to it, SUNSTAFF
that rule is detailed alongside its description. However, Sunstaffs have a range of 24", Strength 4, Armour
there are a number of commonly recurring ‘army Piercing (1), Magical Attacks and Quick to Fire special
special rules’ that apply to several Amazon units, and rules.
these are detailed here.
CLAW OF THE OLD ONES
COLD-BLOODED Hand weapon. Claws of the Old Ones have +1
Whenever a model with this special rule takes a Strength, Armour Piercing (1) and Magical Attacks
Leadership test, it rolls an additional dice and discards special rules.
the highest result.
SUN GAUNTLET
GARLAND WARFARE Pistol. All shots from a Sun Gauntlet have the Magical
All models with this special rule may re-roll the Attacks special rule.
distance they pursue a broken enemy from combat.
AMULET OF THE MOON
GUERRILLA TACTICS Against missile attacks, an Amulet of the Moon gives
In any close combat phase in which a unit with this the wearer -1 to be Hit and a Ward save (5+).
special rule does not break or break their enemy, it may
choose to disengage from combat instead of doing a
combat reform (if the unit lost the combat they must
pass a Leadership test just like when attempting to
Reform from Defeat). If the unit manages to disengage
from combat, the unit will make a Flee move as if it
had broken from combat. This Flee move follows the
rule for Feigned Flight (though only Fast Cavalry and
Skirmishers may choose to move normally in the
Remaining Moves phase after rallying). The enemy
unit is not allowed to Pursue, but may make a Combat
Reform as normal.

3
THE LORE OF THE
SERPENTS
SPIRIT WALK (Lore Attribute) 3. WALL OF THORNS Cast on 7+
Whenever a spell from the Lore of the Serpent is Wall of Thorns is an augment spell that is cast on the
successfully cast on a friendly unit, it gains +D6 to Wizard and any unit they are with. Until the start of the
their Movement value and does not need to take any caster’s next Magic phase, the Wizard and their unit
tests for Dangerous Terrain until the start of the caster's counts as fighting behind a defended obstacle, and any
next magic phase. enemy models in base contact that charges them must
take a Dangerous Terrain test. The Wizard can choose
SERPENT'S STRENGTH Cast on 6+ to extend the range of the spell to cover all friendly
(Signature Spell) units within 6". If they do so, the casting value is
Serpent’s Strength is an augment spell that targets all increased to 14+.
units within 6" of the Wizard. The unit gains +1
Strength until the start of the caster’s next Magic phase. 4. THE LIVING JUNGLE Cast on 9+
The Wizard can choose to extend the range of the spell The Living Jungle is a magic missile with a range of
to target all friendly units within 12". If they do so, the 18" that causes 5D6 Strength 2 hits with the Poisoned
casting value is increased to 12+. Attacks special rule. The Wizard can choose to extend
the range of the spell to 36". If they do so, the casting
1. SINGING WIND Cast on 5+ value is increased to 12+.
Singing Wind is a direct damage spell. The Wizard
makes a Breath Weapon Attack. This may be cast in 5. EMBRACE OF THE SERPENT Cast on 10+
close combat, following the normal rules for Breath Remains in Play. Embrace of the Serpent is a direct
Weapons. All models Hit suffer a Strength 4 Hit. The damage with a range of 18". All models in the unit
Wizard can increase the power of the spell to Strength take a Strength 3 hit. For every turn (friend and foe) the
5. If they do so, the casting value is increased to 8+. spell is active, all models in the unit suffer another Hit
each at the end of the Magic phase, with the Strength
2. WENDALA'S MAELSTROM Cast on 6+ of the Attack increasing by 1 every turn. The caster can
Wendala's Maelstrom is an augment spell that targets increase the range of the spell to 36". If they do so, the
the Wizard and any unit they are with. Until the start of casting value is increased to 13+.
the caster’s next Magic phase, all enemy missile
attacks targeting them suffer a -1 To Hit penalty. The 6. SIREN'S DREAM Cast on 12+
Wizard can choose to extend the range of the spell to Siren's Dream is a hex spell that target all units within
target all friendly units within 6". If they do so, the 12". Until the start of the caster’s next turn, the target
casting value is increased to 12+. units suffer -1 to their Movement, Strength, Initiative
and Attacks characteristics (to minimum of 1). The
caster can choose to extend the range of the spell to
target all units within 24". If they do so, the casting
value is increased to 24+.

4
MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Amazons. These may be used in addition to the magic items found in the Warhammer rulebook.

MAGIC WEAPONS MAGIC ARMOUR


STAR SWORD 60 points SHIELD OF FEATHER IRON 40 points
The Star Sword gives the wielder the Always Strikes Shield. All enemy units in base contact with the bearer
First, Ignores Armour saves, and Parry (6+) special are subject to the Always Strikes Last special rule.
rules.
CRYSTALLINE ARMOUR 35 points
ARC CLAWS 40 points Medium armour. For every spell successfully cast upon
Two hand weapons. Attacks made with the Arc Claws the bearer or the unit they are with, the Amazon player
have the Lightning Attacks special rule, and the wielder gains an additional Power Dice or Dispel dice to their
may reroll any failed To Wound rolls in close combat. current pool. Characters may wear this armour despite
not being able to take normal medium armour.
HAND OF RIGG 40 points
All attacks made with the Hand of Rigg are resolved at ARMOUR OF THE SWAMP DRAKE 10 points
Strength 8 and have the Always Strikes Last special Light armour. The wearer gains the Aquatic and
rule. Natural Armour (6+) special rule.

BRIGHT STAFF 30 points TALISMANS


Sunstaff. The Bright Staff has a range of 30" and the
Multiple Shots (D6) special rule. MAGIC FEATHERS OF NATALINA 50 points
JAGUAR MACE 25 points Enemies must re-roll successful rolls To Hit in close
combat and with missile weapons against the wearer. In
The wielder gains the Armour Piercing (1) special rule,
addition, they gain the Ward save (6+) special rule.
and enemies attacking the wielder in close combat
suffer -1 To Hit. ASPECT OF AXLBERYN 40 points
SKYPIERCER 25 points Model on foot only. The wearer gains Ethereal special
rules, but cannot join any units.
Bow. All shots from Skypiercer are resolved at
Strength 5 with the Flaming Attacks special rule. The SHIELD AMULET 40 points
arrow penetrates ranks like a bolt thrower, but does not
For every Wound the wearer suffers, roll a D6. If this
suffer any Strength penalties for each rank.
number is equal to or higher than the Strength of the
METEOR SPEAR 25 points Attack, the Wound is nullified.
Spear. Attacks made with the Meteor Spear have the SIGN OF POTEC 30 points
Flaming Attacks special rule. When charging, all
The wearer has Magic Resistance (1) special rule.
attacks made with it have +1 Strength with the Armor
Additionally, models with the Daemonic, Undead and
Piercing (1) and Multiple Wounds (D3) special rules.
Vampiric special rules must reroll successful To Hit
ROAR OF CHOTEC 25 points rolls made against the wearer in close combat.
Sun Gauntlet. Shots from the Roar of Chotec have MIRAGE OF AMAXONIA 20 points
Strength 6. When firing the Roar of Chotec, you may
The wearer gains Dodge (5+) special rule.
choose to overcharge it, making the shot have Strength
7 and the Multiple Wounds (2) special rule. If you do
ITZL'S BEAST-WARD 15 points
so, on a To Hit roll of 1 the wielder suffers one
Any unit containing Warbeasts, Monstrous Beasts,
automatic hit from the weapon, using the normal
Monsters, Cavalry, Monstrous Cavalry and Chariots
profile, even if you can reroll the initial To Hit roll of 1.
that wants to declare a charge at the character bearing
STUNNING ROD 20 points this amulet or their unit must first pass a Leadership
test. If failed, the unit may choose a different target for
Great Weapon. An opponent that suffers at least one
their charge or to not make a charge.
unsaved wound from the Stunning Rod has the Always
Strikes Last special rule in their next combat round.
Models with Immunity (Lightning Attacks) are
immune to the effect.

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ARCANE ITEMS EMERALD OF THE MOON 15 points
The bearer gains the Armour Piercing (1) and Poisoned
THE COBRA STAFF 30 points Attacks special rules.
Bound Spell, Power Level 3. The Cobra Staff contains
a magic missile with a range of 18" that causes 2D6
AUGUR SKULL 10 points
hits. These hits always Wound on a 4+ with the Enemy units deploying with the Scout special rule
Armour Piercing (2) special rule. cannot be set up closer than 18" away from the bearer
of this item.
LOCKET OF RIGG 35 points
Bound Spell, Power Level 4. At the start of the game,
STATUE OF SOTEK 10 points
roll a D6 to determine the number of the spell from the All Skink units in base contact with the bearer are
Lore of Light contained within the Locket – you may subject to the Always Strikes Last and Hatred special
replace the rolled spell with Shem's Burning Gaze if rules.
you wish.
WARRIOR'S SUN RING 10 points
BRIGHT WAND OF XOLOC 35 points The bearer can reroll one failed To Wound roll in each
Bound Spell, Power Level 4. The Bright Wand of of their combat phases.
Xoloc contains a magic missile with a range of 24"
that is resolved like a hit from a bolt thrower with the
HUANCHI'S JAGUAR HEADDRESS 5 points
Flaming Attacks special rule. Infantry or Cavalry only. The wearer gains the
Ambushers special rule.
TIARA OF SERENA 20 points
The bearer may attempt to cast the same spell twice in MAGIC STANDARDS
each Magic phase if the first attempt was either
unsuccessful of dispelled. BANNER OF THE FIRST QUEEN 55 points
The range of the bearer’s Hold Your Ground special
ENCHANTED ITEMS rule is increased by 6". Additionally, the bearer of this
standard and any unit accompanying them has the
ELIXIR OF LIFE 50 points Strider special rule and are Stubborn in the first round
The Bearer of the Elixir of Life gains the Regeneration of close combat.
(6+) special rule, and automatically heals one Wound
suffered earlier in the game at the start of each turn.
JAGUAR STANDARD 45 points
The unit carrying the Jaguar Standard gain the Strength
FIERY WINGS 30 points Bonus (1) special rule and take their Break Tests on
Models on foot only. The wearer has the Fly (10) and 3D6, discarding the highest result.
Impact Hits (1) special rules.
EAGLE BANNER 40 points
PLAQUE OF THE OLD ONES 25 points The unit carrying this standard gains the Swiftstride
The bearer becomes a Level 1 Wizard who can use any special rule and may reroll any 1's for their Charge
of the eight Lores of Battle Magic. However, they do distance roll.
not get any bonus to casting or dispelling and cannot
channel dice.
PIRANHA TOTEM 30 points
The unit carrying this standard gains the Killing Blow
BLUE STUMP BREW 20 points special rule.
One use only. The brew may be drunk at any time. Roll
a D6; this is the number of points the character may
PENNANT OF SERENA 25 points
increase her characteristics by. She may freely divide The unit carrying this standard automatically passes
them between several different characteristics if she Leadership tests to disengage from combat when using
wishes. The effects of the brew last until the start of the Guerrilla Tactics, and may choose to move normally in
character’s next turn. the Remaining Moves phase after rallying, even if they
are not Skirmishers or Fast Cavalry.
EYE OF TZCALLI 20 points
The bearer gains the Sniper special rule.
TAPESTRY OF INHAMEX 15 points
If a friendly unit within 6" is destroyed or involuntarily
flees, the unit carrying this standard may re-roll 1's
when rolling To Hit and To Wound in their next close
combat phase.

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LORDS
MATRIACH 90 points
Profile M WS BS S T W I A Ld
Matriarch 4 6 5 4 4 3 6 4 9

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional hand weapon (+3 points), spear (+4 points), great weapon (+8 points), polearm (+8
points) or Claw of the Old Ones (+20 points).
• May take a bow (+5 points), javelins (+5 points), Sunstaff (+10 points) or Sun Gauntlet (+10 points).
• May wear light armour (+3 points).
• May take a shield (+3 points).
• May take an Amulet of the Moon (+10 points).
• May take Koka (+10 points).
• May be mounted on a Jaguar (+21 points), Culchan (+24 points), Cold One (+30 points), Terradon (+45
points), Stegadon, replacing one of the crew (+215 points) or a Pterossus (+260 points).
• May take Magic Items up to a total of 100 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics.

SERPENT HIGH PRIESTESS 215 points


Profile M WS BS S T W I A Ld
Serpent High Priestess 4 4 4 4 4 3 4 2 9

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

MAGIC: A Serpent High Priestess is a Level 3 Wizard who uses spells from the Lore of Light, Lore of Life, Lore of
Beasts, Lore of the Heavens or Lore of the Serpent.

OPTIONS:
• May be upgraded to a Level 4 Wizard (+35 points).
• May take a Claw of the Old Ones (+10 points).
• May take a Sunstaff (+6 points) or Sun Gauntlet (+6 points).
• May take an Amulet of the Moon (+10 points).
• May take Koka (+5 points).
• May be mounted on a Jaguar (+21 points), Culchan (+24 points), Cold One (+30 points), Terradon (+45
points), Stegadon, replacing one of the crew (+215 points) or a Pterossus (+260 points).
• May take Magic Items up to a total of 100 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics.

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HEROES
MISTRESS 50 points
Profile M WS BS S T W I A Ld
Mistress 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional hand weapon (+3 points), spear (+4 points), great weapon (+8 points), polearm (+8
points) or Claw of the Old Ones (+20 points).
• May take a bow (+5 points), javelins (+5 points), Sunstaff (+10 points) or Sun Gauntlet (+10 points).
• May wear light armour (+2 points).
• May take a shield (+2 points).
• May take an Amulet of the Moon (+10 points).
• May take Koka (+10 points).
• May be mounted on a Jaguar (+14 points), Culchan (+16 points), Cold One (+20 points) or Terradon (+30
points).
• May take Magic Items up to a total of 50 points.
• One Mistress 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: Forest Strider, Garland Warfare, Guerrilla Tactics.

SERPENT PRIESTESS 85 points


Profile M WS BS S T W I A Ld
Serpent Priestess 4 4 4 4 3 2 4 1 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

MAGIC: A Serpent Priestess is a Level 1 Wizard who uses spells from the Lore of Light, Lore of Life, Lore of Beasts,
Lore of the Heavens or Lore of the Serpent.

OPTIONS:
• May be upgraded to a Level 2 Wizard (+35 points).
• May take a Claw of the Old Ones (+5 points).
• May take a Sunstaff (+6 points) or Sun Gauntlet (+6 points).
• May take an Amulet of the Moon (+10 points).
• May take Koka (+5 points).
• May be mounted on a Jaguar (+14 points), Culchan (+16 points), Cold One (+20 points) or Terradon (+30
points).
• May take Magic Items up to a total of 50 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics.

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MOUNTS
JAGUAR
Profile M WS BS S T W I A Ld
Jaguar 8 3 0 3 3 1 4 1 5

TROOP TYPE: War Beast (Animal).

SPECIAL RULES: Strength Bonus (1).

CULCHAN
Profile M WS BS S T W I A Ld
Culchan 8 3 0 4 3 1 4 1 5

TROOP TYPE: War Beast (Animal).

SPECIAL RULES: Armour Piercing (1).

COLD ONE
Profile M WS BS S T W I A Ld
Cold One 7 3 0 4 4 1 2 2 3

TROOP TYPE: War Beast (Animal).

SPECIAL RULES: Fear, Natural Armour (6+), Stupidity.

TERRADON
Profile M WS BS S T W I A Ld
Terradon 2 3 0 4 3 2 2 1 3

TROOP TYPE: War Beast (Animal).

SPECIAL RULES: Fear, Fly (9).

GREAT WYRM
Profile M WS BS S T W I A Ld
Great Wyrm 6 4 0 6 6 6 3 5 6

TROOP TYPE: Monster (Animal).

SPECIAL RULES: Fly (7), Natural Armour (4+).


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CORE UNITS
WARRIORS 4 points per model
Profile M WS BS S T W I A Ld
Warrior 4 3 3 3 3 1 3 1 7
Adept 4 3 3 3 3 1 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, shield.

OPTIONS:
• May take spears (+1 point/model), replace shields with additional hand weapons (free) or replace shields with
bows (+2 point/model).
• May upgrade one Warrior to an Adept (+10 points).
• May upgrade one Warrior to a Musician (+10 points).
• May upgrade one Warrior to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics.

SKIRMISHERS 6 points per model


Profile M WS BS S T W I A Ld
Skirmisher 4 3 3 3 3 1 4 1 7
Tracker 4 3 4 3 3 1 4 1 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, javelins.

OPTIONS:
• May replace javelins with blowpipes (free) or slings (free).
• May upgrade javelins to have Poisoned Attacks (+1 point/model).
• May take shields (+1 point/model).
• May upgrade one Skirmisher to a Tracker (+10 points).
• May upgrade one Skirmisher to a Musician (+10 points).
SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics, Skirmishers.

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CORE UNITS
HUNTRESSES 13 points per model
Profile M WS BS S T W I A Ld
Huntress 4 3 3 3 3 1 3 1 7
Prowler 4 3 3 3 3 1 3 2 7
Jaguar 8 3 0 3 3 1 4 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Spear, shield.

OPTIONS:
• May replace spears with javelins (+1 point/model) or replace spears & shields with shortbows (free).
• May upgrade one Huntress to a Prowler (+10 points).
• May upgrade one Huntress to a Musician (+10 points).
• May upgrade one Huntress to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Fast Cavalry, Forest Strider, Garland Warfare, Guerrilla Tactics, Strength Bonus (1)
(Jaguar only).

JAGUAR HUNTING PACKS 7 points per model


Profile M WS BS S T W I A Ld
Jaguar 8 3 0 3 3 1 4 1 5
Beastmistress 4 3 3 3 3 1 3 1 7

UNIT SIZE: 5+

TROOP TYPE: War Beast (Animal). Beastmistress is Infantry (Human).

EQUIPMENT: Two hand weapons (Beastmistress only).

OPTIONS:
• One Beastmistress must be included for every 5 Jaguars (+5 points/model).
SPECIAL RULES: Forest Strider, Guerrilla Tactics, Mixed Unit, Skirmishers, Strength Bonus (1).

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CORE UNITS
SNAKE SWARMS 30 points per model
Profile M WS BS S T W I A Ld
Snake Swarm 5 3 0 2 2 6 1 6 3

UNIT SIZE: 2+

TROOP TYPE: Swarm (Animal).

SPECIAL RULES: Aquatic, Cold-Blooded, Poisoned Attacks.

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SPECIAL UNITS
PIRANHA WARRIORS 8 points per model
Profile M WS BS S T W I A Ld
Piranha Warrior 4 3 4 3 3 1 4 1 8
Razorfin 4 3 5 3 3 1 4 1 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, javelins.

OPTIONS:
• May replace javelins with Sunstaffs (+5 points/model).
• May upgrade javelins to have Poisoned Attacks (+1 point/model).
• May take shields (+1 point/model).
• May take Amulets of the Moon (+2 points/model).
• May take Koka (+1 point/model).
• May upgrade one Piranha Warrior to a Razorfin (+10 points).
• May upgrade one Piranha Warrior to a Musician (+10 points).
• May upgrade one Piranha Warrior to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics, Skirmishers.

EAGLE WARRIORS 7 points per model


Profile M WS BS S T W I A Ld
Eagle Warrior 4 4 4 3 3 1 4 1 8
Skyfeather 4 4 4 3 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Spear, shield.

OPTIONS:
• May take Sun Gauntlets (+3 points/model).
• May take Amulets of the Moon (+2 points/model).
• May take Koka (+1 point/model).
• May upgrade one Eagle Warrior to a Skyfeather (+10 points).
• May upgrade one Eagle Warrior to a Musician (+10 points).
• May upgrade one Eagle Warrior to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics, Vanguard.

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SPECIAL UNITS
JAGUAR WARRIORS 7 points per model
Profile M WS BS S T W I A Ld
Jaguar Warrior 4 4 3 3 3 1 4 2 8
Bloodclaw 4 4 3 3 3 1 4 3 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, shield.

OPTIONS:
• May replace shields with additional hand weapons (free).
• May take Claws of the Old ones (+3 points/model).
• May take Amulets of the Moon (+2 points/model).
• May take Koka (+1 point/model).
• May upgrade one Jaguar Warrior to a Bloodclaw (+10 points).
• May upgrade one Jaguar Warrior to a Musician (+10 points).
• May upgrade one Jaguar Warrior to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Ambushers, Forest Strider, Garland Warfare, Guerrilla Tactics.

JUNGLE STALKERS 11 points per model


Profile M WS BS S T W I A Ld
Jungle Stalker 4 3 4 3 3 1 4 1 7
Sharpshooter 4 3 5 3 3 1 4 1 7

UNIT SIZE: 5+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, bow.

OPTIONS:
• May take additional hand weapons (+1 point/model).
• May upgrade one Jungle Stalker to a Sharpshooter (+10 points).
• May upgrade one Jaguar Warrior to a Musician (+10 points).
SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics, Poisoned Attacks, Scouts, Skirmishers.
• Rapid Fire: Jungle Stalkers can fire Multiple Shots even if they moved during their turn.

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SPECIAL UNITS
CULCHAN RIDERS 17 points per model
Profile M WS BS S T W I A Ld
Culchan Rider 4 4 4 3 3 1 4 1 8
Featherfoot 4 4 4 3 3 1 4 2 8
Culchan 8 3 0 4 3 1 4 1 4

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Spear, shield.

OPTIONS:
• May replace spears with javelins (+2 points/model) or replace spears & shields with shortbows (+1
point/model).
• May upgrade one Huntress to a Featherfoot (+10 points).
• May upgrade one Huntress to a Musician (+10 points).
• May upgrade one Huntress to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Armour Piercing (1) (Culchan only), Fast Cavalry, Forest Strider, Garland Warfare,
Guerrilla Tactics.

COLD ONE RIDERS 20 points per model


Profile M WS BS S T W I A Ld
Noblewoman 4 4 3 3 3 1 4 1 8
Headwoman 4 4 3 3 3 1 4 2 8
Cold One 7 3 0 4 4 1 2 2 3

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Hand weapon, shield.

OPTIONS:
• May take spears (+1 point/model) or Claws of the Old Ones (+3 points/model).
• May take light armour (+2 point/model).
• May take Amulets of the Moon (+2 points/model).
• May upgrade one Noblewoman to a Headwoman (+10 points).
• May upgrade one Noblewoman to a Musician (+10 points).
• May upgrade one Noblewoman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Fear, Forest Strider, Garland Warfare, Guerrilla Tactics, Natural Armour (6+), Stupidity.

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SPECIAL UNITS
TERRADON RIDERS 27 points per model
Profile M WS BS S T W I A Ld
Terradon Rider 4 3 3 3 3 1 4 1 7
Swiftwing 4 3 3 3 3 1 4 2 7
Terradon 2 3 0 4 3 2 2 1 3

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Hand weapons.

OPTIONS:
• May take spears (+1 point/model), javelins (+2 points/model) or shortbows (+2 points/model).
• May take shields (+2 points/model).
• May upgrade one Terradon Rider to a Swiftwing (+10 points).
SPECIAL RULES: Fast Cavalry, Fear, Fly (9), Forest Strider, Garland Warfare, Guerrilla Tactics.
• Drop Rocks: Once per game, during the Remaining Moves sub-phase, models with this special rule may drop
rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the
same time. To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That
target immediately suffers D3 Strength 4 hits for each Terradon in the unit, distributed as for shooting attacks.

GOROLS 30 points per model


Profile M WS BS S T W I A Ld
Gorol 6 4 0 5 4 3 4 3 6
Silverback 6 4 0 5 4 3 4 4 6

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Animal).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take great weapons (+6 points/model).
• May take light armour (+3 points/model).
• May upgrade one Gorol to a Silverback (+10 points).
SPECIAL RULES: Forest Strider.

16
RARE UNITS
SERPENT GUARD 12 points per model
Profile M WS BS S T W I A Ld
Serpent Guard 4 5 4 4 3 1 4 1 8
Shorn One 4 5 4 4 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Polearm, light armour, shield.

OPTIONS:
• May replace polearms with Claws of the Old Ones (+2 points/model).
• May take Sun Gauntlets (+3 points/model) or Sunstaffs (+5 points/model).
• May take Amulets of the Moon (+2 points/model).
• May take Koka (+1 point/model).
• May upgrade one Serpent Guard to a Shorn One (+10 points).
• May upgrade one Serpent Guard to a Musician (+10 points).
• May upgrade one Serpent Guard to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics, Stubborn.

BOLT THROWER 35 points


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

UNIT SIZE: 1 Bolt Thrower & 2 Crew.

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

EQUIPMENT: Hand weapon.

NOTES:
• You may take 1-2 Bolt Throwers as a single Rare choice.

17
RARE UNITS
ANCIENT SENTINELS 50 points per model
Profile M WS BS S T W I A Ld
Ancient Sentinel 6 3 0 5 5 3 1 3 10

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Animated Construct).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take great weapons (+6 points/model).
SPECIAL RULES: Animated Construct, Magical Attacks, Magic Resistance (2), Natural Armour (4+).

STEGADON 215 points


Profile M WS BS S T W I A Ld
Stegadon 6 3 0 5 6 5 2 4 6
Crew - 3 3 3 - - 3 1 8

UNIT SIZE: 1 Stegadon and 3 Crew.

TROOP TYPE: Monster (Human, Animal).

EQUIPMENT: Javelins (Crew only).

OPTIONS:
• May replace javelins with bows (free).
• May take a Great Bow (+20 points) or a Gyroscope of Eternal Radiance (+40 points).
SPECIAL RULES: Cold-Blooded, Garland Warfare, Immunity (Psychology), Impact Hits (D6+1), Natural
Armour (4+), Stubborn.

UPGRADES:
• Great Bow: Great bows follow the rules for Bolt Throwers with Strength 5, Armour Piercing (1) and Multiple
Wounds (D3) special rules.
• Gyroscope of Eternal Radiance: Enchanted Item. Bound spell, power level 8. This is an augment spell with
a range of 12". The target unit immediately makes a move with the Fly (10) special rule as if it were the
Remaining Moves sub-phase.

18
RARE UNITS
AMAXON SWAMP PYTHON 210 points
Profile M WS BS S T W I A Ld
Amaxon Swamp Python 8 4 0 6 6 6 4 5 7

UNIT SIZE: 1

TROOP TYPE: Monster (Animal).

SPECIAL RULES: Aquatic, Cold-Blooded, Natural Armour (4+).


• Constrict: This is a special attack that can be used instead of Stomp (even against units that are normally
immune to Stomp). Choose one model in base contact. The model must pass a Toughness test or suffer D6
Wounds which Ignores Armour saves.

AVATAR OF RIGG 260 points


Profile M WS BS S T W I A Ld
Avatar of Rigg 6 6 5 5 5 4 6 5 10

UNIT SIZE: 1

TROOP TYPE: Monstrous Infantry (Deity).

SPECIAL RULES: Terror, Unstable, Ward save (4+).


• Blessings of Rigg: At the start of the Amazon turn, the Avatar of Rigg may choose one of the following
Blessings to bestow. Each blessing affects all friendly units within 12", and lasts until the start of the next
Amazon turn.
- Warfare: The units may re-roll all failed charge distances.
- Blood: The units gain the Hatred special rule.
- Violent Death: The units gain the Killing blow special rule.

NOTES:
• You may only have one Avatar of Rigg included in your army.

19
SPECIAL CHARACTERS
(LORDS)
THALESTRIS 300 points
Queen of the Amazons
Profile M WS BS S T W I A Ld
Thalestris 4 7 5 4 4 3 6 5 10

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Hand weapon.

MAGIC ITEMS:
• Sword of Rigg: Magic Weapon. All attacks with this sword have the Ignore Armour saves and Multiple
Wounds (D3) special rules. If the opponent carries a magic weapon, roll a D6 for each hit caused by the sword.
On a 4+, the enemy’s magic weapon is destroyed.
• Crown of the Amazon Queen: Talisman. The crown gives the wearer a Ward save (4+).
• Pendant of Delmair: Enchanted Item. If the wearer loses a round of combat they may choose to transform
into a were-jaguar for the duration of the next turn. While in were-jaguar form the wearer's Strength and
Toughness are increased by 1 and they gain the Fear, Hatred and Frenzy special rules. However, they cannot
use any weapon or shield while in this form.

OPTIONS:
• May take a shield (+3 points).
SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics.
• Queen of the Amazons: Thalestris, and all friendly Amazon units within 12" her gain the Immunity
(Psychology) special rule. However, if she is removed as a casualty, all Amazon break tests are taken at -1 for
the rest of the game.

20
SPECIAL CHARACTERS
(LORDS)
LWAXANA 345 points
Curse Witch of Blue Stumps
Profile M WS BS S T W I A Ld
Lwaxana 4 4 4 4 4 3 4 2 9

TROOP TYPE: Infantry (Special Character, Human).

MAGIC: Lwaxana is a Level 4 Wizard who uses spells from the Lore of Shadows, Lore of Death or Lore of the
Serpent.

EQUIPMENT: Hand weapon.

MAGIC ITEMS:
• Blue Nightshade Dagger: Magic Weapon. All close combat attacks with this dagger have the Poisoned
Attacks special rule. In addition, these attacks automatically Wound on a To Hit roll of 5+.
• Staff of Retribution: Arcane Item. Bound Spell, Power Level 4. The Staff of Retribution contains a magic
missile with a range of 24" that causes D6 Strength 5 hits. Roll a D6 each time the Staff has been used. On a
roll of a 1 the staff's power is dissipated, and it can no longer be used for the rest of the battle.
• Voodoo Dolls: Enchanted Item. Instead of attacking normally, the caster may opt to pluck the hair of their
opponent. Roll to hit as normal, if successful, they quickly take a hair (or other small piece) from an enemy
model in base contact. They may then use the Voodoo Doll to curse the enemy model in the beginning of each
their Magic phases. The enemy model must take a Strength test or suffer D3 Wounds, with no saves of any
kind allowed.
• Amulet of the Great Toad: Talisman. Any spell cast at the wearer of this Amulet or any unit they are with is
automatically dispelled on a 4+. Roll before making any normal dispel attempt.

SPECIAL RULES: Forest Strider, Garland Warfare, Guerrilla Tactics.

21
SPECIAL CHARACTERS
(HEROES)
AZURA 190 points
The Ice Maiden
Profile M WS BS S T W I A Ld
Azura 4 6 5 4 4 2 6 3 9

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Hand weapon.

MAGIC ITEMS:
• Azure Fire: Magic Weapon. Claw of the Old Ones. Enemies attacking the wielder in close combat suffer -1 to
Hit. In the shooting phase, Azure Fire follows the rules for Sunstaffs with Strength 5 and Multiple Shots (D3)
special rules.
• The Talisman of Rendar: Talisman. The Talisman of Rendar gives the wearer the Immunity (Flaming
Attacks) and Ward save (5+) special rules.

SPECIAL RULES: Forest Strider, Immunity (Psychology), Garland Warfare, Guerrilla Tactics.
• Mesmerising Dance: All models in base contact with Azura must take a Psychology test at the start of each
close combat phase. If they fail they cannot attack this round.

MELANDRA HAWKEYE 125 points


The Adventuress
Profile M WS BS S T W I A Ld
Melandra Hawkeye 4 5 5 4 4 2 6 3 8

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Bow, Amulet of the Moon.

MAGIC ITEMS:
• Blade of the Hawk: Magic Weapon. This blade gives the wielder +1 Attack and +1 to Hit.
• Pendant of the Old Ones: Enchanted Item. Unless the model has charged or is fleeing, they may teleport
anywhere on the battlefield (facing any direction) in the Remaining Moves sub-phase instead of moving, but
they may not be placed within 1" of enemy models.

SPECIAL RULES: Dodge (5+), Forest Strider, Garland Warfare, Guerrilla Tactics, Scouts.
• Evasion: At the end of each combat Melandra is in, before Break tests are taken, she may choose to move out
of combat. Place her anywhere within 1" of the enemy unit she was fighting. She may move as normal in her
next turn.

22
SPECIAL CHARACTERS
(HEROES)
PENTHESILEA 150 points
The Mark of the Serpent
Profile M WS BS S T W I A Ld
Penthesilea 4 6 5 4 4 2 6 3 8

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Hand weapon.

MAGIC ITEMS:
• Throatcutter: Magic Weapon. Additional hand weapon. This dagger gives the wielder the Poisoned Attacks
and Killing Blow special rules.

SPECIAL RULES: Forest Strider, Frenzy, Hatred, Garland Warfare, Guerrilla Tactics.
• Mark of the Serpent: Penthesilea has the Always Strike First rule. Enemy models attacking her must re-roll
successful rolls to Hit in Close Combat.

LYSIPPE 130 points


The Mounted Avenger
Profile M WS BS S T W I A Ld
Lysippe 4 5 5 4 4 2 5 3 8
Blackfang 8 4 0 4 3 1 4 2 7

TROOP TYPE: Cavalry (Special Character, Human).

EQUIPMENT: Hand weapon.

MAGIC ITEMS:
• Lizard Bane: Magic Weapon. Spear. All attacks with this weapon always Hit on a 2+. Against Lizardmen, it
always Wounds on at least a 3+.
• Lysippe's Horned Helmet: Magic Armour. This helmet gives Lysippe a 6+ armour save. In addition, she
becomes subject to Frenzy.

SPECIAL RULES: Fast Cavalry, Forest Strider, Garland Warfare, Guerrilla Tactics, Hatred (Lizardmen),
Strength Bonus (1) (Blackfang only).
• Lysippe's War Cry: Whenever Lysippe charges, she causes Fear. In addition, any unit charged suffers -1 to
their Weapon Skill and Ballistic Skill when being charged by her. This has no effect on models with Immunity
(Fear).

23
REFERENCE
UNIT NAME TROOP LINE OF UNIT BASE SIZE
TYPE SIGHT STRENGTH (mm)
Amaxon Swamp Python Monster 5 6 50x100
Ancient Sentinel Monstrous Infantry 2 3 40x40
Avatar of Rigg Monstrous Infantry 2 3 40x40
Azura Infantry 1 1 20x20
Beastmistress Infantry 1 1 20x20 or 25x25
Bolt Thrower War Machine 1 3 50
Cold One Warbeast 1 1 25x50
Cold One Rider Cavalry 2 2 25x50
Culchan Warbeast 1 1 25x50
Culchan Rider Cavalry 1 2 25x50
Eagle Warrior Infantry 1 1 20x20
Gorol Monstrous Infantry 2 3 40x40
Great Wyrm Monster 5 6 50x100
Huntress Cavalry 2 1 25x50
Jaguar Warbeast 1 1 25x50
Jaguar Warrior Infantry 1 1 20x20
Jungle Stalker Infantry 1 1 20x20
Lwaxana Infantry 1 1 20x20
Lysippe Cavalry 2 2 25x50
Matriarch Infantry 1 1 20x20
Melandra Infantry 1 1 20x20
Mistress Infantry 1 11 20x20
Pentheselia Infantry 1 1 20x20
Piranha Warrior Infantry 1 1 20x20
Serpent Guard Infantry 1 1 20x20
Serpent High Priestess Infantry 1 1 20x20
Serpent Priestess Infantry 1 1 20x20
Skirmisher Infantry 1 1 20x20
Snake Swarm Swarm 0 3 40x40
Stegadon Monster 5 8 50x100
Terradon Rider Cavalry 2 2 40x40
Thalestris Infantry 1 1 20x20
Warrior Infantry 1 1 20x20

24

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