20
Introduction Hello, and welcome to One Page Fantasy! One Page Fantasy is a single-page ruleset played with Warhammer Fantasy miniatures that was designed to be fast to learn and simple to play. Gameplay is focused around alternating phases and simple mechanics keeping combat between big armies fast and engaging for both players. We recommend printing page 2 and 4 on a single sheet, and your army page onto another sheet. This way you will always have all rules, special rules and units at hand as you are learning the game and getting to know your army. You can find various supplements to this ruleset and other one page rules at onepagerules.wordpress.com . You can find more awesome art at rosscarlisle.tumblr.com . If you'd like to get news & updates you can follow us at facebook.com/onepagerules or @onepageanon . If you wish to get involved in the game’s development or have any questions you can head over to our forums at onepagerules.proboards.com , or write me an e-mail at [email protected] . Thank you for playing and happy wargaming, One Page Anon (Rules) and Ross Carlisle (Logo) Index 1. Introduction & Index 2. Rules 3. Advanced Rules 4. Common Special Rules 5. Empire 6. Orcs 7. Goblins 8. High Elves 9. Warriors of Chaos 10. Dwarfs 11. Skaven 12. Lizardmen 13. Ogre Kingdoms 14. Dark Elves 15. Tomb Kings 16. Vampire Counts 17. Bretonnia 18. Beastmen 19. Wood Elves 20. Daemons of Chaos

1pFB - Complete v0.21

Embed Size (px)

DESCRIPTION

wargaming

Citation preview

  • Introduction

    Hello, and welcome to One Page Fantasy!

    One Page Fantasy is a single-page ruleset played with

    Warhammer Fantasy miniatures that was designed to be

    fast to learn and simple to play.

    Gameplay is focused around alternating phases and simple

    mechanics keeping combat between big armies fast and

    engaging for both players.

    We recommend printing page 2 and 4 on a single sheet,

    and your army page onto another sheet. This way you will

    always have all rules, special rules and units at hand as you

    are learning the game and getting to know your army.

    You can find various supplements to this ruleset and other

    one page rules at onepagerules.wordpress.com. You can

    find more awesome art at rosscarlisle.tumblr.com.

    If you'd like to get news & updates you can follow us at

    facebook.com/onepagerules or @onepageanon.

    If you wish to get involved in the games development or

    have any questions you can head over to our forums at

    onepagerules.proboards.com, or write me an e-mail at

    [email protected].

    Thank you for playing and happy wargaming,

    One Page Anon (Rules) and Ross Carlisle (Logo)

    Index

    1. Introduction & Index

    2. Rules

    3. Advanced Rules

    4. Common Special Rules

    5. Empire

    6. Orcs

    7. Goblins

    8. High Elves

    9. Warriors of Chaos

    10. Dwarfs

    11. Skaven

    12. Lizardmen

    13. Ogre Kingdoms

    14. Dark Elves

    15. Tomb Kings

    16. Vampire Counts

    17. Bretonnia

    18. Beastmen

    19. Wood Elves

    20. Daemons of Chaos

  • One Page Fantasy Rules v0.21 by OnePageAnon (http://onepagerules.wordpress.com/)

    General Principles The Most Important Rule: Whenever a rule is unclear or does not seem quite right, use common sense and personal preference. Units: Each unit consists of one or more models acting as a single entity, and is defined by their quality, size and whatever equipment and special rules they have. You can find unit profiles in their respective army supplement. Quality Tests: Whenever a rule states that you must take a Quality test roll one six-sided die trying to score the units Quality value or higher, and if it does that counts as a success. Additional Dice: Whenever a rule refers to adding dice they are added to the unit as a whole, and not to each individual model (dice are added to the most common weapon that is being used). Line of Sight: If you can draw a straight line from the attacker to the target without passing through any solid obstacle, then he has line of sight.

    Before we begin... Preparation: The game is played on a flat 6x4 surface, with at least 5 pieces of terrain on it. The players roll-off, and the winner chooses on what side to deploy and has to start first. Then the players alternate in placing one unit each within 12 of their table edge. Objective: After 4 rounds the game ends, and both players sum the point value of all enemy units they destroyed or that are fleeing. The player with the most points wins.

    Playing the Game The game is played in rounds, with each round consisting of several phases in which units are activated. Before each round the players roll-off to see who goes first, and the winner gets to go first during each phase until the end of the round.

    Phases During each phase the first player has to activate all of his units before play passes onto the second player. Once all units have acted during a phase the game passes to the next phase until all phases have been played. These are the phases:

    1. Movement Phase 2. Shooting Phase 3. Close Combat Phase

    Movement Phase Units may use one of the following actions:

    Action Move Notes Hold 0 May turn to face any

    direction, may shoot. Walk 4 May turn up to 90 at any

    point, may shoot. Target gets +1 die to blocking.

    March 8 May turn up to 90 at any point, may not shoot/cast.

    Charge 8 May turn up to 90 at any point, see close combat. Gets +1 die to melee.

    Units may use Walk/March action to move sideways or backward by moving up to half the distance. Note that units may not move within 1 of other units unless charging.

    Shooting Phase All models in the first two rows of the unit that are in range and have line of sight of an enemy unit may shoot one weapon at it. Units may not shoot into or out of close combat under any circumstance. The attacker takes one Quality test per Killpower in the firing models, and each success is a hit. The target then takes as many Quality tests as hits, and each success is a block. Subtract the number of blocks from the number of hits, and remove as many models from the target unit as the resulting number (defender may remove them in any order, starting from the back row).

    Close Combat Phase When using a Charge action move the unit so that as many models as possible are in base contact with the target unit. If it is not clear what facing the unit is charging roll a die, on a 4+ the attacker decides. Any model in the front row that is in base contact with an enemy model, and any model in the second row that is in base contact with a friendly model from the front row in base contact with an enemy model may strike with all its melee weapons. Both units strike simultaneously with all weapons, which is resolved like shooting, and casualties are removed after all attacks have been resolved. When a unit is attacked in its side facing it may not strike back, and when attacked in its rear facing it may not strike back and all models in the front row of the attacking unit double their Killpower. Compare how many models each unit lost, and if one unit lost more models than the other it must take a morale test. If neither unit is destroyed or flees the combat starts over on the next close combat phase (units charged in the flank/rear turn to face their attacker during the movement phase). When a unit that is already in close combat is charged by another unit in the same facing, you must place both units so that they are both in base contact with the same amount of enemy models in the target unit. If this is not possible then the unit may not charge that facing. If more than two units are locked in close combat, then the player whose turn it is decides which combat is fought first, and has to fully resolve it before moving onto the next fight.

    Morale Whenever shooting brings a unit down to half the size it was before the attack or it loses more models in close combat, it must take a morale test. The unit takes a Quality test and if it is unsuccessful the unit flees 2D6 away from the nearest enemy within line of sight, or else toward the nearest table edge (place the unit facing the direction it moved). The unit may move through friendly units whilst fleeing, and if it stops on top of another unit, move that unit the least amount necessary to fit. If this move brings any models from the unit outside of the table borders or if it is impossible for the unit to complete its full move, then the entire unit is removed as a casualty. A fleeing unit must take a morale test at the beginning of the round before the movement phase, and it flees 2D6 again if the test is failed and may not take any actions this round. If the test is passed the unit may immediately turn to face any direction, but may not move, shoot or use abilities from special rules this round. If a fleeing unit must take a morale test and is successful it does not move, however it still counts as fleeing.

    Terrain Cover (forests, ruins, fences, etc.): Units in cover get +1 die to blocking when being shot. If at least half of the models in a unit are within cover terrain, the entire unit counts as being in cover. If at least half of the models in a unit are hidden by a tall obstacle (like a building or monster) from the perspective of the attacker the unit counts as being in cover. Difficult Terrain (woods, mud, rivers, etc.): Units halve their movement when crossing this terrain. Elevation (cliffs, hills, ledges, etc.): Units get +1 die to shots when being at least 2 above their target.

    Army Composition Each player may take up to 750pts or 1500pts worth of units and upgrades in his army (you decide), and each army may only have one Hero. You may also take any combination of up to two special units from the following: Chariots, Monsters, Ordnance. Units are placed in formation, where all models must be in base contact with each other. The unit size represents how many models are in a row, and you may take as many rows as * next to its size.

    Units Types Heroes: May join non-chariot/monster/ordnance units of same Quality when deploying by replacing one model from the unit. Note that heroes must be placed in the front row of the unit they join. Monsters: May fire all of their weapons (even at separate targets) when using a Hold action and never fail morale tests. Whenever charging non-chariot/monster units the target must take a morale test after combat, regardless of casualties. Dont get benefits from cover/elevation. When destroyed do not remove the model but instead place a suitable marker on the monster. Ordnance: May never move more than 6 at a time, may only fire when using Hold actions and may not use Charge actions. If the unit ever fails a morale test it is immediately destroyed. When destroyed do not remove the model but instead place a suitable marker on the ordnance. Chariots: Chariots may do one of the following when activated:

    Action Move Notes Hold 0 May turn up to 90, may

    shoot. Move 8 May turn up to 45 at any

    point, may shoot. Target gets +1 die to blocking.

    Cruise 16 May turn up to 45 at any point.

    Ram 16 Move into base contact with enemy units.

    Chariots may not move sideways, however they may move at half speed when reversing. When using Ram actions the chariot deals D6 automatic hits to the enemy. If a chariot is attacked in close combat it may not strike back unless it has at least one close combat weapon, and it is never locked in close combat (may freely move away from models in base contact). Chariots get no benefit from cover/elevation. When destroyed do not remove the model but instead place a suitable marker on the chariot.

    Each ranged weapon provides as many dice to shooting as its Killpower, and range less weapons provide Killpower to close combat. Melee weapons are divided into different classes that specify their Killpower, whilst their weapon type defines special rules that they have. Units that do not have a melee weapon listed are assumed to use a light sword. D(n) Killpower weapons roll an (n) sided die to determine Killpower.

    Name Range KP Light - 1 Medium - 2 Heavy - 3 Master - 4 Force - 5 Throwing Knife 12 1 Pistol 12 2 Flamer 12 D3+1 Heavy Flamer 12 D6+1 Shortbow 18 1 Bow 24 1 Rifle 24 2 Longbow 30 1 Crossbow 30 2 Sniper Rifle 36 1 Bolt Thrower 48 3 Cannon 48 8 Stone Thrower 60 6

    Weapons

  • Advanced Rules Advanced Rules

    Once you have gotten familiar with the way One Page Fantasy works, you might want to try using advanced rules to spice up the game.

    Terrain A great way to introduce variety in your games is by giving crossable terrain (such as forests and rivers) a random type as you play. When a player wants to move a unit into or across a piece of terrain roll one die and consult the following table before moving any models, and once the terrain type is revealed you must finish the original movement.

    Result Type 1-2 Difficult Terrain 3-4 Dangerous Terrain 5-6 Deadly Terrain

    Dangerous Terrain (quicksand, deadly vegetation, dark magic fields, etc.): Roll one die for every model that moves into or across dangerous terrain. The unit takes one hit for each 1 you roll. Deadly Terrain (acid pools, lava, canyons, etc.): Models that move into or across deadly terrain are immediately removed as casualties.

    Dispelling and Miscasting Dispelling and Miscasting offer a new tactical element to wizard combat and casting spells. When an opposing wizard within 12 casts a spell, or when an opposing spell is cast on a target within 12 of your wizard, you may try and dispell. Note that a wizard that has already cast a spell this round may not dispell, and a wizard that dispells during a round may not cast spells on his turn. To dispell roll as many dice as the wizards level, and pick the highest result. If the result beats the casting wizards highest result, then the spells effects are not resolved. When rolling two or more 6s on casting a spell or when dispelling, the wizard loses control of his power and miscasts, taking D6 automatic hits.

    Buildings Buildings are terrain models that consist of one solid block which cannot be opened or reached into. Each building has a transport capacity, quality value of 4+, armor value and the Tough special rule. A unit that moves into contact with a building may enter it, and units within a building may use a Walk action to exit. If a unit is within a building when it is destroyed it takes as many hits as models it has. Resolve the hits like shooting and place the models within 2 of the building. A unit that is within a building may use a Walk or March action to get onto the roof of the building. Units on the roof of the building behave as if they were in open terrain, and have to leave the roof to be able to exit the building. Units may shoot into and out of any side of the building that has some sort of firing point, and units within the building always count as being in cover and shooting from the topmost floor (not the roof). Units may chose to fire at units within a building, or at the building itself. When shooting at units within the building any missed shot may be re-rolled, and on a 4+ the building is hit instead. Note that all hits on buildings are halved. Units may use a charge action to get into base contact with a building to attack a unit inside it. All models in both units attack, and the unit within the building gets +1 attack dice. If the unit within the building is destroyed or flees, then the charging unit automatically enters the building. Here are some guidelines for buildings:

    Name Transport Armor Clay Hut 6 - Wooden Shed 6 1 Brick House 11 2 Large House 21 3 Castle Walls 11 4 Castle Keep 21 5

    Objectives When using advanced objectives the table and armies are set up just like a regular game. You can either choose any of these or play with a random one by rolling a die on this table:

    Result Objective 1 Duel 2 Seize Ground 3 Relic Hunt 4 Sabotage 5 Breakthrough 6 Last Stand

    1 - Duel: This objective is the standard game objective as described in the Rules section. 2 - Seize Ground: After 4 rounds the game is over, and the battlefield is divided into four equal quarters, and both players sum the point value of all their non-fleeing units in each quarter. Compare the points for each quarter, and the player that has more points in one quarter counts as having seized it. The player with the most seized table quarters wins. 3 - Relic Hunt: Before deploying armies D3+2 relic markers are placed on the table. Roll-off to see who goes first, and then alternate in placing one marker each. The markers must be placed at least 12 away from any table edge and from any other marker. After 4 rounds the game is over, and both players must see how many relics they seized. If a non-fleeing unit is within 3 of a relic marker whilst no enemy units are within 3 of the same marker, it counts as seized. The player with the most seized relics wins. 4 - Sabotage: Before deploying armies two shrine markers are placed on the table. Roll-off to see who goes first, and place one shrine marker within your deployment zone, at least 6 away from the table edge. A shrine marker may only be attacked by charging it, it has no attacks and has Quality 4+ and the Tough special rule. After 4 rounds the game is over, and the player that has managed to destroy the enemy shrine marker whilst keeping its own shrine marker alive wins. 5 - Breakthrough: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. After 4 rounds the game is over, and if at least 25% of the attackers force (worked out by point cost) is within the defending players deployment zone he wins. 6 - Last Stand: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. The defending player must split his army in half (worked out by point cost), and deploy one half within 6 of the table centre, this half will be referred to as the defenders. The other half of his army must be deployed within 3 of any table border. The attacking player then deploys his army anywhere on the table, at least 12 away from enemy models. After 4 rounds the game is over, and if at least 75% of the defenders (worked out by point cost) are still alive and not fleeing, the defending player wins.

  • Common Special Rules Common Special Rules

    Armor(X): This unit adds +X dice when blocking attacks. If a unit with armor joins another unit (with or without armor), you must use the highest armor value for the entire unit. Fast: This unit adds 4 at the end of any movement, including fleeing. If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Fear: Whenever this unit charges or is charged, the enemy must take a morale test. If failed the unit strikes last during that close combat. Fearless: Unit may re-roll failed morale tests. Frenzy: This model gets +1 dice to close combat and must always charge if within charge range. Furious: This model gets +1 dice to close combat when charging. Nimble: Unit may turn as many times as you want during Walk, March or Charge actions. Hatred: May re-roll failed melee attacks. Impact(X): When charging an enemy the target takes X automatic hits that are resolved before combat begins for each model with this rule. Indirect: This weapon may be fired at enemies that are not within line of sight, and it ignores cover from sight blocking terrain. The target unit gets +1 dice to blocking (even if several Indirect weapons are fired by the same unit). Poison: Units must re-roll successful blocks when attacked by this weapon. Rapid: May re-roll failed shooting attacks. Regeneration: Whenever this unit suffers unblocked hits you may roll one die for each hit, and on a 4+ it is blocked. Resistance(X): This unit gets +X dice when defending against magic attacks. Scope: This model has Quality 2+ when shooting with this weapon. Scout: This unit is deployed after all other non-scout units have been deployed. You may deploy this unit anywhere on the table at least 12 away from enemy units (if both players have Scout units roll-off to see who deploys first). If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Skirmisher: This unit may shoot after marching (target gets +1 die to blocking), however it never wins close combat (wins count as ties). Slow: This unit may never move more than 6 at a time, even when fleeing. Small: This unit has +2 dice when defending against shooting attacks. If a unit with this ability joins a unit without it, then the unit loses this rule. Strider: This unit does not halve its movement when moving through difficult terrain. Strikes First: When fighting close combat you resolve this models hits first and remove enemy casualties before they get to attack. Strikes Last: When fighting close combat you resolve enemy hits first and remove friendly casualties before they get to attack. Torrent: Add +2D6 to this weapons range every time you fire it. Tough: Whenever this unit would remove a model as a casualty place a wound marker next to it instead. Whenever this unit has accumulated 3 wound markers you must remove one model as a casualty and remove 3 wound markers. If a unit with this special rule joins a unit without it, only apply this rule to that unit, and you must either accumulate wound markers until all models with this rule have been removed as casualties, or remove other models as casualties before starting to accumulate wound markers. Vanguard: This unit may make one Run action immediately after being deployed. If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Very Tough: Works exactly like Tough, however you must accumulate 6 wound markers before removing models.

    Wizard(X): This model may cast one spell during the shooting phase instead of firing its weapon. To cast a spell the wizard must have line of sight, and the wizard may cast spells on units engaged in close combat. Wizards that are in close combat themselves may also cast spells on their own unit, or on the unit that they are fighting. When casting a spell you must first roll X dice and score at least one 4+ and then you may resolve its effects. Wizards may join non-chariot/monster/ordnance units of same Quality when deploying by replacing one model from the unit. Note that wizards must be placed in the front row of the unit they join.

    Weapon Types Fists/Claws/Sword: No special rules. Spear: May attack with one extra row when fighting close combat.

    Halberd: Killpower +1. Mace: Killpower +2, Strikes Last Lance: Killpower +2 when charging.

    Common Upgrades Note that sergeants, musicians and battle standard bearers must always be placed in the front row of their unit. Sergeant: One model gets +1 melee attacks. Musician: This unit may re-roll failed morale tests. Battle Standard: When working out who won close combat add 1 to the number of models this unit killed in melee.

    Mounts: A unit that is mounted on another unit as an upgrade uses any equipment and special rules as if they were its own. If a unit with the Tough or Very Tough special rule is mounted on a unit that has the Tough or Very Tough special rule itself, then the amount of markers it must accumulate before it is removed as a casualty are added together.

    Magic Spells All wizards may take any of the following spells. Note that the point cost of the spell depends on the wizards level. Spell 1 2 3 Spirit Leech (Target model within 12 takes a morale test. If it fails remove it as a casualty or adds D3 wound markers to its Tough count)

    5 10 15

    Searing Doom (Target unit within 24 takes D6 hits)

    20 30 35

    Shems Burning Gaze (Target unit within 48 takes D3 hits)

    25 35 40

    Earth Blood (Target unit within 6 rolls one die every time it would remove one model until the end of this round. On a 5+ the model is not removed)

    25 35 40

    Wildform (Target unit within 12 may re-roll failed melee attacks and blocks until the end of this round)

    30 45 50

    Iceshard Blizzard (Target unit within 24 must re-roll successful shooting attacks until the end of this round)

    30 45 50

    Mystifying Miasma (Target unit within 48 has Quality 6+ when shooting or fighting close combat (you decide) until the end of this round)

    40 60 70

    Fireball (Target unit within 24 takes 2D6 hits)

    40 65 75

  • Empire Name Size Quality Equipment Special Rules Upgrades Cost General 1* 4+ Heavy Sword Fearless, Hero, Hold!, Small, Tough A 80pts Captain 1* 5+ Heavy Sword Hero, Hold!, Small, Tough B 60pts Warrior Priest 1* 4+ Medium Sword Hero, Prayer, Resistance(1), Small, Tough C 55pts Witch Hunter 1* 4+ Medium Sword, Pistol Accusation, Hero, Resistance(2), Small,

    Tough - 40pts

    Battle Wizard 1* 5+ Light Sword Small, Tough, Wizard(1) D 20pts Master Engineer 1* 5+ Light Sword Ballistic Master, Small, Tough E 40pts Swordsmen 5**** 5+ Light Swords - F 30pts Spearmen 5**** 5+ Light Spears - F 35pts Militia 5**** 5+ Medium Swords - F 40pts Halberdiers 5**** 5+ Light Halberds - F 40pts Flagellants 5*** 5+ Heavy Swords End is Nigh!,Fearless, Furious - 80pts Greatswords 5*** 4+ Light Maces Armor(1), Fearless F 85pts Handgunners 5** 5+ Rifles - F, G 70pts Archers 5** 5+ Bows Nimble, Small, Skirmisher F 75pts Crossbowmen 5** 5+ Crossbows - F 80pts Huntsmen 5** 5+ Bows Nimble, Scout, Small, Skirmisher F 90pts Pistoliers 5** 5+ Pistols, Medium Swords Fast, Nimble H 70pts Knightly Orders 5** 4+ Light Lances Armor(2), Fast, Nimble F 80pts Inner Circle Knights 5** 4+ Light Maces Armor(2), Fast, Nimble F 80pts Outriders 5** 5+ Rapid Rifles, Medium Swords Fast, Nimble I 110pts Reiksguard Knights 5** 4+ Light Lances Armor(2), Fast, Fearless, Nimble F 105pts Demigryph Knights 5** 4+ Heavy Lances Armor(2), Fast, Fear, Nimble F 120pts Helblaster Gun 1* 5+ Volley Gun (Ran. 24, KP 3D6) Ordnance, Small, Tough - 55pts Helstorm Battery 1* 5+ Helstorm Rockets (Ran. 48, KP D3*3) Ordnance, Small, Tough - 60pts Mortar 1* 5+ Stone Thrower (Indirect) Ordnance, Small, Tough - 75pts Great Cannon 1* 5+ Cannon (Indirect) Ordnance, Small, Tough - 80pts Luminark of Hysh 1* 4+ Bolt Thrower Aura, Chariot, Very Tough - 85pts Celestial Hurricanum 1* 4+ Storm of Shemtek (Ran. 24, KP 2D6) Chariot, Portents, Very Tough - 130pts Steam Tank 1* 4+ Cannon, Heavy Flamer (Torrent) Armor(4), Chariot, Very Tough - 180pts Warhorse 1* - - Fast, Nimble - - Mechanical Steed 1* - - Armor(1), Fast, Nimble - - Imperial Pegasus 1* - Light Claws Fast, Flying, Nimble, Tough - - Imperial Griffon 1* - Heavy Claws Fast, Fear, Flying, Nimble, Very Tough - - Imperial Dragon 1* - Heavy Flamer, Heavy Claws Armor(3), Fear, Flying, Very Tough - - War Altar of Sigmar 1* - - Armor(2), Chariot, Portent, Very Tough - - A

    Replace Heavy Sword: Master Sword +5pts Heavy Mace +5pts Heavy Lance (Mounted Only) +5pts

    Take one: Pistol +5pts Rifle +10pts Longbow +10pts Shield (Armor(+1)) +10pts

    Mount on: Warhorse +5pts Imperial Pegasus +20pts Imperial Griffon +40pts Imperial Dragon +80pts War Altar of Sigmar +110pts B

    Replace Heavy Sword: Master Sword +5pts Heavy Mace +5pts Heavy Lance (Mounted Only) +5pts

    Take one: Shield (Armor(+1)) +5pts Longbow +5pts Pistol +5pts Rifle +10pts

    Mount on: Warhorse +5pts Imperial Pegasus +15pts C

    Replace Medium Sword: Heavy Sword +5pts Medium Mace +5pts

    Take one: Shield (Armor(+1)) +10pts

    Mount on: Warhorse +5pts

    D

    Upgrade Wizard(1): Wizard(2) +5pts

    Mount on: Warhorse +5pts E

    Take one: Grenade Launching Blunderbuss (Ran. 18, KP D3)

    +5pts

    Pigeon Bomb +5pts Rapid Pistol +5pts Rapid Rifle +10pts Sniper Rifle (Scope) +15pts

    Mount on: Warhorse +5pts Mechanical Steed +10pts F

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts G

    Take one: Rapid Rifle +10pts Sniper Rifle (Scope) +15pts H

    Take one: Rapid Pistol +5pts Rapid Rifle +10pts I

    Take one: Rapid Pistol +5pts Grenade Launching Blunderbuss (Ran.18, KP D3)

    +5pts

    Army Special Rules

    Accusation: After both armies are deployed you may declare one enemy unit as heretic. This unit has Quality 2+ when attacking the heretic unit. Aura: This unit and all friendly units within 6 have Armor(+1). Ballistic Master: Friendly Ordnance units within 3 of this model have Quality 4+ when shooting. End is Nigh!: Whenever this unit fights in close combat you may sacrifice D3 models and the unit gets Armor(+1), it may re-roll failed attacks and its target must re-roll successful blocks. Hold!: This unit may re-roll failed morale test. Pigeon Bomb: One per game you may use the pigeon bomb instead of shooting. Nominate one enemy model and roll one die, on a 4+ the target takes D3 automatic hits. Portents: This unit and all friendly units within 6 may re-roll failed attacks. Prayer: Whenever this hero and his unit fight close combat roll one die. On a 4+ the unit may re-roll failed attacks and has +1 die to blocking.

  • Orcs Name Size Quality Equipment Special Rules Upgrades Cost Black Orc Boss 1* 4+ Master Sword Fearless, Furious, Heavily Armed, Hero, Small,

    Tough, Waagh! A 55pts

    Savage Orc Boss 1* 5+ Heavy Sword Frenzy, Furious, Hero, Small, Tough, Waagh! A 40pts Orc Boss 1* 5+ Heavy Sword Furious, Hero, Small, Tough, Waagh! A 35pts Orc Shaman 1* 5+ Light Sword Furious, Small, Tough, Wizard(1) B 20pts Orc Boyz 5**** 5+ Light Swords Furious C 35pts Orc Spear Boyz 5**** 5+ Light Spears Furious C 40pts Orc Havocs 5**** 5+ Medium Swords Furious C 45pts Orc Arrer Boyz 5** 5+ Bows Furious C 55pts Savage Boyz 5**** 5+ Light Swords Frenzy, Furious C, D 45pts Savage Spear Boyz 5**** 5+ Light Spears Frenzy, Furious C, D 50pts Savage Havocs 5**** 5+ Medium Swords Frenzy, Furious C, D 55pts Savage Arrer Boyz 5** 5+ Bows Frenzy, Furious C, D 65pts Black Orcs 5**** 4+ Medium Swords Fearless, Furious, Heavily Armed C 90pts Orc Boar Boyz 5** 5+ Light Swords Armor(1), Fast, Nimble, Tusker Charge C 65pts Orc Boar Knightz 5** 5+ Light Lances Armor(1), Fast, Nimble, Tusker Charge C 60pts Savage Boar Boyz 5** 5+ Light Swords Armor(1), Fast, Frenzy, Nimble, Tusker Charge C 65pts Savage Boar Knightz 5** 5+ Light Lances Armor(1), Fast, Frenzy, Nimble, Tusker Charge C 75pts Savage Boar Havocs 5** 5+ Medium Swords Armor(1), Fast, Frenzy, Nimble, Tusker Charge C 75pts Troll 1*** 5+ Heavy Sword Fear, Regeneration, Tough - 35pts Stone Troll 1*** 5+ Heavy Sword Armor(1), Fear, Regeneration, Resistance(2),

    Tough - 45pts

    River Troll 1*** 5+ Heavy Sword Armor(1), Fear, Regeneration, Strider, Tough - 45pts Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough - 95pts Orc Boar Chariot 1* 5+ Heavy Lance, Scythed Wheels Armor(2), Chariot, Tough, Tusker Charge - 45pts War Boar 1* - - Fast, Nimble, Tusker Charge - - Boar Chariot 1* - Scythed Wheels Armor(2), Chariot, Tough, Tusker Charge - - Wyvern 1* - Force Claws (Poison) Armor(1), Fear, Flying, Very Tough - - A

    Replace Heavy Sword: Master Sword +5pts Heavy Mace +5pts Heavy Lance (Mounted Only) +5pts

    Mount on: War Boar +5pts Boar Chariot +45pts Wyvern +70pts B

    Upgrade Wizard(1): Wizard(2) +5pts

    Mount on: War Boar +5pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts D

    Take one: Big Stabba (Impact(D3)) +10pts

    Army Special Rules

    Fall Over: When this unit is removed as a casualty all units within 3 take D6 automatic hits. Giant Attack: Whenever this unit fights in close combat roll one die and consult the following table: Result Attack

    1-2 This unit immediately wins close combat before either side strikes.

    3-4 Target takes 2D6 automatic hits. 5-6 Remove D6 models from the target

    unit or add D6 wound markers to its Tough/ Very Tough count.

    Heavily Armed: This unit may attack in close combat as if it was using Light Maces instead of Medium Swords, and the Black Orc Boss may use a Heavy Mace instead of his Master Sword (choose one before each combat),. Scythed Wheels: D6+1 hits when using Ram. Tusker Charge: This model gets +2 dice to close combat when charging (+1 if mounted). Waagh!: Once per game you may declare a Waagh! during your turn. Until the end of the round all friendly units add 1 to the number of models they killed when working out who won close combat, and this unit adds D3 to it.

    Army Spells

    Wizards from this army may take any of the following spells: Spell Cost Brain Bursta (Target model within 18 takes D6 hits)

    +10pts

    Fists of Gork (The wizard has +5 attacks for the rest of the game, does not stack)

    +10pts

    Hand of Gork (Target friendly unit within 24 may be placed anywhere within 3D6 of its current position)

    +10pts

    Eadbutt (Target wizard within 4D6 takes 2D6 hits)

    +10pts

    Gaze of Mork (Target unit within 4D6 takes D6 hits)

    +15pts

    Ere we go! (All friendly units within 2D6 may re-roll failed hits in close combat until the beginning of the next round)

    +45pts

    Notes

    When using this army you may take any units with their respective upgrades from the Goblin army.

  • Goblins Name Size Quality Equipment Special Rules Upgrades Cost Goblin Boss 1* 6+ Heavy Sword Hero, Small, Tough A 10pts Goblin Shaman 1* 6+ Light Sword Small, Tough, Wizard(1) B 10pts Goblins 5**** 6+ Light Swords - C 15pts Goblin Spearmen 5**** 6+ Light Spears - C 20pts Goblin Archers 5** 6+ Shortbows - C 25pts Night Goblins 5**** 6+ Light Swords Hatred C, D 20pts Snotlings 1*** 6+ Exploding Spores, Force Sword Very Tough - 20pts Wolf Riders 5** 6+ Light Swords Fast, Nimble C 25pts Wolf Knights 5** 6+ Light Lances Fast, Nimble C 30pts Wolf Archers 5** 6+ Shortbows Fast, Nimble C 35pts Spider Riders 5** 6+ Light Swords (Poison) Fast, Nimble, Strider C 45pts Spider Archers 5** 6+ Shortbows, Light Swords (Poison) Fast, Nimble, Strider C 55pts Squig Hoppers 5** 6+ Medium Sword Boingy, Hatred, Nimble, Fearless - 50pts Squig Herd 5**** 5+ Medium Claws Hatred, Herder, Fearless - 60pts Mangler Squigs 1* 5+ - Fearless, Out of Control, Small, Tough - 60pts Arachnarok Spider 1* 4+ 2x Force Lance, Force Claws (Poison) Armor(1), Fast, Fear, Fearless, Monster,

    Strider, Very Tough E 115pts

    Spear Chukka 1* 6+ Bolt Thrower Ordnance, Small, Tough - 25pts Rock Lobber 1* 6+ Stone Thrower (Indirect) Ordnance, Small, Tough - 40pts Doom Diver Catapult 1* 6+ Stone Thrower (Indirect) Doom Diver, Ordnance, Small, Tough - 45pts Wolf Chariot 1*** 6+ 3x Shortbow, Master Lance, Scythed

    Wheels Armor(2), Chariot, Tough - 35pts

    Pump Wagon 1* 6+ Exploding Spores, Force Sword Armor(2), Chariot, Impact(D6), Pump, Tough F 55pts Giant Wolf 1* - - Fast, Nimble - - Giant Spider 1* - Light Claws (Poison) Fast, Nimble, Strider - - Gigantic Spider 1* - Heavy Claws (Poison) Fast, Fear, Nimble, Strider, Tough - - Wolf Chariot 1* - Scythed Wheels Armor(2), Chariot, Tough - - Great Cave Squig 1* - Heavy Claws Boingy, Nimble, Fearless - - A

    Replace Heavy Sword: Master Sword +5pts Heavy Mace +5pts Heavy Lance (Mounted Only) +5pts

    Take one: Shortbow +5pts

    Mount on: Giant Wolf +5pts Great Cave Squig +10pts Giant Spider +10pts Gigantic Spider +20pts Wolf Chariot +25pts B

    Upgrade Wizard(1): Wizard(2) +5pts

    Mount on: Giant Wolf +5pts Wolf Chariot +25pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts D

    Take any: Fanatic (may take 3x) +10pts Netter +30pts E

    Take one: Bolt Thrower +35pts F

    Take any: Scythed Wheels +5pts Out-Rigga (2D6 if using pump) +5pts Flappas (Ignores difficult terrain) +5pts Giant Spores (Once per game deal 2D6 hits when using Ram)

    +5pts

    Army Special Rules

    Boingy: This unit moves 3D6 when using move, march or charge actions. If you roll 18 the unit also has Impact(1) until the end of this round. Doom Diver: Target units dont get +1 die to blocking when using indirect fire. Exploding Spores: This unit may fire a weapon with Range 12 and Killpower 1 that hits automatically. Fanatic: Place a goblin fanatic model next to this unit as long as it is alive. Once per game you may remove the goblin fanatic model to deal D6 hits to one enemy unit within 6. Herder: Place a night goblin herder model next to this unit as long as it is alive. Once per game you may remove the beastmaster model to deal D6 hits to any unit within 6, however then the unit is removed as a casualty. Netter: Enemy units must re-roll successful melee attacks against this unit. Out of Control: This unit moves 3D6 and may only use move actions. The unit may pass through enemy unit (not close combat) and deals 2D6 automatic hits when doing so. Enemy units may not charge this unit, but instead may move through it, taking 3D6 automatic hits. This unit is then removed as a casualty. Pump: This unit may add D6 to its movement, however on a roll of a 1 it takes D6 hits. Scythed Wheels: D6+1 hits when using Ram.

    Army Spells

    Wizards from this army may take any of the following spells: Spell Cost Sneaky Stabbin (Target unit within 12 gets +1 die to close combat for each level of armor its target has)

    +5pts

    Night Shroud (The wizard and his unit get Armor(+1) until the end of this round)

    +10pts

    Itchy Nuisance (Target unit within 24 reduces its movement by D6 until the end of this round)

    +15pts

    Spider-God Gift (Target unit within 12 has Poison attacks until the end of this round)

    +20pts

    Gorkll Fix It (Target unit within 24 must re-roll all hits and blocks of 6 until the end of this round)

    +30pts

    Vindictive Glare (Target unit within 24 takes 3D6 hits)

    +95pts

    Notes

    When using this army you may take any units with their respective upgrades from the Orcs army.

  • High Elves Name Size Quality Equipment Special Rules Upgrades Cost Prince 1* 4+ Master Sword (Strikes First) Hero, Prowess, Small, Tough A 50pts Mage 1* 4+ Light Sword (Strikes First) Blessing, Prowess, Small, Tough,

    Wizard(1) B 50pts

    Spearmen 5**** 4+ Light Spears (Strikes First) Prowess C 75pts Lothern Sea Guard 5*** 4+ Bows, Light Spears (Strikes First) Prowess C 105pts Archers 5*** 4+ Longbows, Light Swords (Strikes First) Prowess C 110pts Sisters of Avelorn 5*** 3+ Rapid Bows, Light Swords (Strikes First) Prowess - 135pts White Lions 5*** 4+ Light Maces (Strikes First) Armor(2), Fearless, Prowess, Strider C 135pts Shadow Warriors 5*** 4+ Longbows, Light Swords (Strikes First) Hatred, Prowess, Scout, Skirmisher - 140pts Phoenix Guard 5*** 3+ Light Halberds (Strikes First) Armor(1), Fear, Prowess C 150pts Swordmasters 5*** 4+ Medium Maces (Strikes First) Armor(2), Deflect, Prowess C 150pts Ellyrian Reavers 5** 4+ Light Lances (Strikes First) Fast, Nimble C 80pts Ellyrian Harbingers 5** 4+ Bows, Light Swords (Strikes First) Fast, Nimble C 100pts Ellyrian Archers 5** 4+ Bows, Light Lances (Strikes First) Fast, Nimble C 110pts Silver Helms 5** 4+ Light Lances (Strikes First) Armor(2), Fast, Nimble C 120pts Dragon Princes 5*** 3+ Medium Lances (Strikes First) Armor(1), Fast, Nimble, Prowess C 145pts Great Eagle 1*** 3+ Medium Claws Fast, Flying, Tough D 35pts Frostheart Phoenix 1* 3+ Master Claws Armor(1), Blizzard Aura, Fast, Fear,

    Flying, Monster, Very Tough - 90pts

    Flamespyre Phoenix 1* 3+ Heavy Claws Fast, Fear, Flying, Monster, Phoenix, Very Tough, Wake of Fire

    - 125pts

    Bolt Thrower 1* 4+ Rapid Bolt Thrower Ordnance, Small, Tough - 70pts Tiranoc Chariot 1*** 4+ 2x Longbow, Medium Lance (Strikes First) Chariot, Tough - 50pts Lion Chariot 1* 4+ Medium Mace (Strikes First), Medium

    Claws Chariot, Fear, Fearless, Tough - 50pts

    Lothern Skycutter 1* 4+ 3x Bow, Master Lance (Strikes First) Chariot, Flying, Tough E 85pts Elven Steed 1* - - Fast, Nimble - - Great Eagle 1* - Light Claws Fast, Flying, Nimble, Tough - - Griffon 1* - Heavy Claws Fast, Fear, Flying, Nimble, Tough - - Sun Dragon 1* - Heavy Flamer, Heavy Claws Armor(2), Fast, Fear, Flying, Very Tough - - Moon Dragon 1* - Heavy Flamer, Master Claws Armor(2), Fast, Fear, Flying, Very Tough - - Star Dragon 1* - Heavy Flamer, Force Claws Armor(2), Fast, Fear, Flying, Very Tough - - Tiranoc Chariot 1* - Longbow, Light Lance (Strikes First) Chariot, Tough - - A

    Replace Master Sword: Master Halberd (Strikes First) +5pts Master Spear (Strikes First) +5pts Force Mace +5pts Master Lance (Strikes First, Mounted Only)

    +5pts

    Take one: Longbow +10pts Shield (Armor(+1)) +10pts

    Mount on: Elven Steed +5pts Great Eagle +20pts Griffon +30pts Sun Dragon +70pts Moon Dragon +75pts Star Dragon +80pts B

    Upgrade Wizard(1): Wizard(2) +5pts Wizard(3) +10pts

    Mount on: Elven Steed +5pts Great Eagle +20pts Tiranoc Chariot +40pts Sun Dragon +70pts Moon Dragon +75pts Star Dragon +80pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts D

    Take any: Swiftsense (Strikes First) +10pts Swooping Strike (Impact(D3)) +10pts Shredding Talons (Enemies must re-roll successful blocks in melee)

    +15pts

    E

    Take one: Eagle Bolt Thrower (Ran. 24, KP 3) +20pts

    Army Special Rules

    Blessing: The wizard may re-roll one die when casting spells. Blizzard Aura: Enemy units fighting against this model in close combat have Strikes Last. Deflect: This unit has Armor(+1) when blocking shooting attacks. Phoenix: Whenever this model would be removed as a casualty roll one die. On a 5+ the model survives and you may remove D3+1 wound markers. Prowess: This unit may attack with one extra row both in close combat and when shooting. Wake of Fire: Whenever this unit flies over enemy units not engaged in close combat those units take D6 automatic hits.

    Army Spells Wizards from this army may take any of the following spells: Spell Cost Drain Magic (Target unit within 18 loses all magic effects)

    +15pts

    Apotheosis (Target model within 18 removes one wound marker)

    +15pts

    Walk between worlds (Target friendly unit within 24 may immediately move 10)

    +25pts

    Tempest (Target unit within 30 takes D6 hits)

    +45pts

    Hand of Glory (Target unit within 18 may re-roll failed melee or shooting attacks until the end of this round)

    +50pts

    Soul Quench (Target unit within 18 takes 2D6 hits)

    +55pts

  • Warriors of Chaos Name Size Quality Equipment Special Rules Upgrades Cost Chaos Lord 1* 3+ Force Sword Hero, Small, Tough A, B 45pts Chaos Sorcerer 1* 3+ Heavy Sword Hero, Small, Tough, Wizard(1) A, B 45pts Daemon Prince 1* 2+ Force Claws Armor(1), Fear, Fearless, Hero, Tough, Wizard(1) A, D 90pts Chaos Swordsmen 5**** 3+ Medium Swords - A, C 80pts Chaos Halberdiers 5**** 3+ Medium Halberds - A, C 100pts Chaos Warriors 5**** 3+ Medium Maces - A, C 100pts Chaos Marauders 5**** 4+ Light Swords - A, C 45pts Chaos Chieftains 5**** 4+ Light Maces - A, C 60pts Forsaken 5*** 4+ Medium Swords Armor(1), Fearless, Frenzy, Mutations A 100pts Chaos Warhounds 5*** 4+ Light Claws Fast E 50pts Chosen Swordsmen 5*** 3+ Medium Swords Fearless A, C 100pts Chosen Halberdiers 5*** 3+ Medium Halberds Fearless A, C 120pts Chosen Warriors 5*** 3+ Medium Maces Fearless A, C 120pts Marauder Horsemen 5** 4+ Light Swords Fast, Nimble A, C 55pts Marauder Knights 5** 4+ Light Lances Fast, Nimble A, C 70pts Marauder Masters 5** 4+ Light Maces Fast, Nimble A, C 70pts Hellstriders 5** 4+ Medium Lances (Poison) Fast, Fear, Nimble C 115pts Chaos Horsemen 5** 3+ Medium Swords Armor(1), Fast, Fear, Nimble A, C 115pts Chaos Knights 5** 3+ Medium Lances Armor(1), Fast, Fear, Nimble A, C 135pts Skullcrushers 5** 3+ Medium Swords Armor(1), Fast, Fear, Furious, Nimble C 125pts Skullcrusher Knights 5** 3+ Medium Lances Armor(1), Fast, Fear, Furious, Nimble C 145pts Chaos Ogre 1*** 4+ Heavy Sword Fear, Impact(1), Tough A, C 35pts Chaos Mutant Ogre 1*** 4+ Heavy Mace Fear, Impact(1), Tough A, C 40pts Dragon Ogre 1*** 3+ Heavy Sword Fear, Resistance(1), Tough - 40pts Dragon Halberdier 1*** 3+ Heavy Halberd Fear, Resistance(1), Tough - 45pts Dragon Shartak 1*** 3+ Heavy Mace Fear, Resistance(1), Tough - 45pts Chaos Troll 1*** 4+ Heavy Sword Fear, Regeneration, Tough - 45pts Chaos Spawn 1* 4+ Force Claws Fast, Fear, Monster, Tough A 45pts Chimera 1* 3+ Force Claws Fast, Fear, Flying, Monster, Tail Strike, Tough F 65pts Slaughterbrute 1* 3+ Master Claws Fear, Frenzy, Monster, Very Tough - 70pts Dragon Shaggoth 1* 3+ Force Sword Fear, Fearless, Monster, Resistance(1), Very Tough - 75pts Chaos Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough A 95pts Hellcannon 1* 4+ Cannon (Indirect), Force

    Claws Armor(1), Fear, Monster, Very Tough - 165pts

    Mutalith Beast 1* 3+ Force Claws Fear, Maelstrom, Monster, Regeneration, Very Tough - 175pts Chaos Chariot 1* 3+ Master Halberd, Scythed

    Wheels Chariot, Tough A 50pts

    Gorebeast Chariot 1* 3+ Master Halberd, Scythed Wheels

    Chariot, Fear, Gorebeast Charge, Tough A 75pts

    Chaos Warshrine 1* 3+ 2x Force Sword Armor(1), Chariot, Fear, Giver of Glory, Very Tough A 220pts Chaos Steed 1* - - Fast, Nimble - - Daemonic Mount 1* - Light Claws Fear, Tough - - Disc of Tzeentch 1* - Medium Claws Fear, Flying, - - Juggernaut of Khorne 1* - Medium Claws Armor(1), Fast, Fear, Furious, Nimble, Tough - - Palanquin of Nurgle 1* - Force Claws Fear, Tough - - Steed of Slaanesh 1* - Light Claws (Poison) Fast, Fear, Nimble - - Manticore 1* - Force Claws Fear, Flying, Frenzy, Tough - - Chaos Dragon 1* - Heavy Flamer, Force Claws Fear, Flying, Very Tough - - A

    Take one: Tzeentch (Resistance(+1)) +5pts Nurgle (Armor(+1)) +15pts Slaanesh (Fearless) +40pts Khorne (Frenzy) +40pts B

    Replace Force Sword: Force Spear +5pts Force Mace +5pts Force Lance (Mounted Only) +5pts

    Take one: Shield (Armor(+1)) +10pts

    Upgrade Wizard(1): Wizard(2) +10pts

    Mount on: Chaos Steed +5pts Steed of Slaanesh +10pts Disc of Tzeentch +15pts Daemonic Mount +25pts Palanquin of Nurgle +40pts Juggernaut of Khorne +45pts Manticore +45pts Chaos Dragon +75pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts

    D Take any:

    Chaos Armor (Armor(+1)) +10pts Daemonic Flight (Flying) +10pts Wizard(1) +10pts Wizard(2) +20pts Wizard(3) +30pts E

    Take any: Vanguard +5pts Mutant Poisons (Poison) +5pts Scaly Hide (Armor(+1)) +10pts F

    Take any: Regenerating Flesh (Regeneration) +15pts Flaming Breath (Heavy Flamer) +20pts Venomous Ooze (Poison) +20pts

    Army Special Rules Fall Over: When this unit is removed as a casualty all units within 3 take D6 automatic hits. Giant Attack: Whenever this unit fights in close combat roll one die and consult the following table: Result Attack

    1-2 This unit immediately wins close combat before either side strikes.

    3-4 Target takes 2D6 automatic hits. 5-6 Remove D6 models from the target

    unit or add D6 wound markers to its Tough/ Very Tough count.

    Giver of Glory: Once per game D3 friendly units within 12 may re-roll failed hits and failed blocks. Gorebeast Charge: Enemy units must re-roll successful blocks when defending against automatic hits from this units ram actions. Maelstrom: Target unit within 18 takes as many hits as models in it. Mutations: Whenever this unit fights close combat roll one die. On a 1-3 this unit has Strikes Last, on a 4-6 this unit has Strikes First. Scythed Wheels: D6+1 hits when using Ram. Tail Strike: This unit gets +D3 attacks when fighting close combat.

    Army Spells Wizards from this army may take any of the following spells: Spell Cost Stream of Corruption (Target unit within 6 takes 2D6 hits)

    +20pts

    Lash of Slaanesh (Draw a 24 straight line from the wizard. All units it passes take D3 hits)

    +30pts

    Pink Fire of Tzeentch (Target unit within 24 takes D6 hits)

    +35pts

    Miasma of Pestilence (Target unit within 18 must re-roll hits)

    +40pts

    Acquiescence (Target unit within 24 has Strikes Last)

    +50pts

    Blue Fire of Tzeentch (Target unit within 24 takes 3D6 hits)

    +110pts

  • Dwarfs Name Size Quality Equipment Special Rules Upgrades Cost Thane 1* 3+ Heavy Sword Armor(1), Fearless, Furious, Hatred, Hero, Shieldwall,

    Slow, Small, Tough A, F 70pts

    Master Engineer 1* 4+ Medium Sword Armor(1), Artillery Master, Fearless, Furious, Hatred, Hero, Slow, Small, Tough, Entrenchment

    A, F 75pts

    Runesmith 1* 4+ Medium Sword Armor(1), Fearless, Furious, Hatred, Hero, Resistance(2), Shieldwall, Slow, Small, Tough

    A, F 55pts

    Dragon Slayer 1* 4+ Slayer Axe Deathblow, Fearless, Furious, Hero, Hatred, Slayer, Slow, Small, Tough

    F 40pts

    Dwarf Warriors 5**** 4+ Light Swords Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 95pts Dwarf Veterans 5**** 4+ Light Maces Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 110pts Miners 5**** 4+ Light Maces Fearless, Furious, Hatred, Scout, Slow B, C, F, G 110pts Slayers 5**** 4+ Slayer Axes Deathblow, Fearless, Furious, Hatred, Slayer, Slow B, F, G 115pts Quarrelers 5** 4+ Rapid Crossbows Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 195pts Quarreler Veterans 5** 4+ Rapid Crossbows, Light Maces Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 210pts Thunderers 5** 4+ Rapid Rifles Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 175pts Irondrakes 5** 3+ Drakeguns (Range 18, KP 4),

    Light Swords Armor(1), Fearless, Furious, Hatred, Slow B, C, E, F, G 235pts

    Ironbreakers 5*** 3+ Light Swords Armor(1), Fearless, Furious, Hatred, Slow B, F, G 115pts Longbeards 5*** 3+ Light Swords Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 135pts Old Guard 5*** 3+ Light Maces Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 155pts Hammerers 5*** 3+ Medium Maces Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 175pts Rangers 5*** 4+ Rapid Crossbows, Light Maces Fearless, Furious, Hatred, Scout, Slow B, F, G 210pts Gyrocopter 1* 4+ Flamer, Dive Bomb Armor(1), Fast, Fearless, Flying, Hatred, Tough D, H 70pts Gyrobomber 1* 4+ Rapid Rifle, Dwarf Bombs Armor(1), Fast, Fearless, Flying, Hatred, Tough H 140pts Flame Cannon 1* 4+ Heavy Flamer (Torrent) Fearless, Hatred, Ordnance, Small, Tough H 55pts Bolt Thrower 1* 4+ Bolt Thrower Fearless, Hatred, Ordnance, Small, Tough H 70pts Organ Gun 1* 4+ Rapid Bolt Thrower Fearless, Hatred, Ordnance, Small, Tough H 75pts Grudge Thrower 1* 4+ Stone Thrower (Indirect) Fearless, Hatred, Ordnance, Small, Tough H 130pts Cannon 1* 4+ Cannon (Indirect) Fearless, Hatred, Ordnance, Small, Tough H 135pts Shieldbearers 1* - Master Sword Tough - - A

    Replace Heavy Sword: Heavy Mace +5pts

    Take one: Rapid Pistol +10pts Rapid Rifle +20pts Rapid Crossbow +25pts

    Mount on: Shieldbearers +30pts B

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts C

    Take one: Cinderblast Bombs (Ran. 6, KP D6) +5pts D

    Replace Flamer: Brimstone Gun (Rapid Rifle) +5pts E

    Replace Drakegun: Trollhammer Torpedo (Ran. 24, KP D6)

    +5pts

    F

    Take one: Rune of Flight (Throwing Knife) +5pts Rune of Gromril (Armor(+1)) +10pts Rune of Smiting (+D6 melee attacks)

    +15pts

    Rune of Adamant (Armor(+2)) +20pts Rune of Fortitude (May re-roll failed blocks)

    +30pts

    Rune of Slaying (Enemies must re-roll successful blocks in melee)

    +30pts

    G

    Take one: Rune of Sanctuary (Magic Resistance(1))

    +5pts

    Rune of Battle (Add +1 to the number of kills when working out close combat results)

    +10pts

    Rune of Slowness (Enemy units move D6 less when charging)

    +10pts

    H

    Take one: Rune of Immolation (Once per game remove this model and deal 2D6 hits to one unit within 6)

    +5pts

    Rune of Disguise (+1 die when blocking shooting attacks)

    +5pts

    Rune of Penetration (Enemies must re-roll successful blocks when shooting)

    +15pts

    Army Special Rules

    Artillery Master: Friendly Ordnance units within 3 of this model have Quality 3+ when shooting. Deathblow: When this model is killed in close combat the attacker receives one automatic hit. Dive Bomb: Once per game this unit may attack a unit it moved over with 2D6 automatic hits. Dwarf Bombs: Once per turn this unit may attack a unit it moved over with 2D6 automatic hits. Entrenchment: At the beginning of the game you may declare one friendly ordnance model. For the rest of the game that model has +1 die to defense when blocking shooting attacks. Shieldwall: This unit has Armor(+1) when being charged. Slayer: Enemy units must re-roll successful blocks against attacks from this model. Slayer Axe: This model attacks in close combat with either a medium sword or a light mace (choose before each combat), and a Dragon Slayer may use either a master sword or heavy mace.

  • Skaven Name Size Quality Equipment Special Rules Upgrades Cost Warlord 1* 4+ Master Sword Hero, Numbers, Scurry, Small, Tough A 35pts Warlock Engineer 1* 4+ Light Halberd Hero, Numbers, Scurry, Small, Tough B 30pts Chieftain 1* 5+ Heavy Sword Hero, Numbers, Scurry, Small, Tough A 20pts Plague Priest 1* 5+ Heavy Sword Frenzy, Numbers, Scurry, Small, Tough,

    Wizard(1) C 25pts

    Clanrats 5**** 5+ Light Swords Numbers, Scurry D, E 30pts Clanrat Spearmen 5**** 5+ Light Spears Numbers, Scurry D, E 35pts Stormvermin 5**** 4+ Light Halberds Numbers, Scurry D, E 65pts Skavenslaves 5**** 6+ Light Swords Expendable, Numbers D 15pts Slave Spearmen 5**** 6+ Light Spears Expendable, Numbers D 20pts Slave Slingers 5**** 6+ Throwing Knives Expendable, Numbers D 20pts Night Runners 5**** 5+ Throwing Knives, Medium Swords Fast, Numbers, Scurry, Vanguard - 60pts Gutter Runners 5*** 4+ Throwing Knives, Medium Swords Fast, Scout, Scurry, Sneaky F 90pts Rat Swarms 1*** 6+ Force Claws Fast, Small, Very Tough - 20pts Giant Rats 5**** 5+ Light Claws Fast, Numbers, Pack, Scurry - 35pts Rat Ogres 1*** 4+ Heavy Fists Fear, Frenzy, Pack, Scurry, Tough - 35pts Plague Monks 5*** 5+ Medium Swords Frenzy, Numbers, Scurry D 50pts Globadiers 5*** 5+ Throwing Knives (Poison) Scurry, Life is Cheap - 50pts Censer Bearers 5*** 5+ Plague Censers Frenzy, Hatred, Numbers, Scurry - 100pts Warplock Jezzails 1*** 5+ Sniper Rifles (Scope) Armor(1), Scurry - 25pts Hell Pit Abomination 1* 4+ Flailing Fists (KP 2D6) Fear, Impact(D6), Monster, Regeneration, Very

    Tough - 95pts

    Doomwheel 1* 5+ Rolling Doom (KP 3D6) Armor(2), Chariot, Fear, Very Tough, Zzzzap! - 85pts Lightning Cannon 1* 5+ Cannon (Indirect) Ordnance, Small, Tough - 85pts Plagueclaw Catapult 1* 5+ Stone Thrower (Poison, Indirect) Ordnance, Small, Tough - 100pts Plague Furnace 1* - Heavy Flamer, Noxious Fog (KP

    D6), Wrecker (KP 2D6, Strikes Last) Armor(2), Chariot, Frenzy, Resistance(2), Very Tough

    - -

    Screaming Bell 1* - Screaming Bell Armor(2), Chariot, Fear, Resistance(2), Very Tough

    - -

    Ogre Bonebreaker 1* - Heavy Fists Fear, Frenzy, Tough - - War-Litter 1* - Heavy Claws Tough - - Great Pox Rat 1* - Light Claws (Poison) Fast - - A

    Replace Master Sword or Heavy Sword: Master Sword +5pts Master Mace +5pts Master Halberd +5pts

    Take one: Pistol +5pts Rifle +10pts Shield (Armor(+1)) +10pts

    Take any: Tail Weapon (+1 melee attack) +5pts Rat hound (+1 melee attack) +5pts Unctuous Lotions (Poison) +10pts

    Mount on: Great Pox Rat +5pts War-Litter +20pts Ogre Bonebreaker +30pts B

    Replace Light Halberd: Heavy Halberd +5pts

    Take one: Pistol +5pts Rifle +10pts

    Take one: Wizard(1) +5pts Wizard(2) +10pts C

    Replace Heavy Sword: Plague Censer +10pts Heavy Mace

    Upgrade Wizard(1): Wizard(2) +5pts

    Mount on: Great Pox Rat +5pts Plague Furnace +65pts Screaming Bell +165pts D

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts

    E

    Take one: Warpfire Thrower (Heavy Flamer) +15pts Ratling Gun (Ran. 18, KP D6) +15pts Doom Flayer (KP 2D6) +20pts Poisoned Wind Mortar (Ran. 24, KP D6, Indirect)

    +25pts

    Grinder +30pts F

    Take any: Smoke Bombs (Once per game this unit passes a morale test if fleeing)

    +10pts

    Snare Nets (Strikes First) +60pts Venomous Blades (Poison) +60pts

    Army Special Rules Expendable: If this unit fails a morale test (after any re-rolls) it is removed from the game and all units within 3 take D3 automatic hits. Friendly units may shoot at enemies in close combat with this unit. Roll one die, on a 1-3 this unit is hit, on a 4-6 the enemy unit is hit. Grinder: You may hold this unit in reserves instead of deploying it. After round 1 you may roll one die at the beginning of every turn, and on a 4+ you may place a marker anywhere on the table, at least 12 away from enemy units. Roll one die, on a 2+ the unit is placed on the position of the marker. On a 1 the unit scatters and your opponent may move the marker anywhere within 12 of its original position before placing the unit. If the unit has not arrived by the last round it arrives automatically (4+ scatter). Life is Cheap: This unit may shoot at enemies in close combat with friendly units. Roll one die, on a 1-3 the friendly unit is hit, on a 4-6 the enemy is hit. Numbers: This unit may re-roll failed morale tests as many times as extra ranks it has past the first. Pack: Place a packmaster model next to this unit as long as it is alive. This unit has the fearless special rule, however if it ever fails a morale test (after any re-rolls) remove the packmaster model and the unit loses the fearless rule. Plague Censer: At the beginning of any close combat, before either side strikes, any enemy model in contact with this model takes one automatic hit. When fighting close combat this model counts as having a light mace.

    Screaming Bell: Once per turn you may roll one die and consult the following table: Result Effect

    1 Nothing happens. 2 This unit may move D6. 3 All friendly units within 24 may re-

    roll failed blocks. 4 All enemy units within 24 take D3

    automatic hits. 5 Roll one die per piece of terrain

    within 24, on a 5+ it is removed. 6 All friendly units within 24 get +1

    attack in melee, and all friendly units not in close combat may move D6.

    Scurry: This unit moves +2 when fleeing. Sneaky: You may hold this unit in reserves instead of deploying it. After round 1, at the beginning of every turn, roll one die and on a 4+ the unit arrives and may be deployed touching any table edge. If this unit has not arrived by the last round it arrives automatically, but must be placed at least 12 away from any enemy unit. Zzzzap!: Once per turn this unit must shoot at the closest unit within 18 (friend or foe). Fire three shots consecutively at the closest unit, and each shot has 2D6 Killpower.

    Army Spells Wizards from this army may take any of the following spells: Spell Cost Skitterleap (Target model within 12 may be placed anywhere)

    +15pts

    Howling Warpgale (Flying units may not fly and all enemy units must re-roll successful shots until the end of this round)

    +20pts

    Pestilent Breath (Target unit within 12 takes D6+1 hits)

    +20pts

    Bless with Filth (Target unit within 12 has poison in melee)

    +25pts

    Wither (Target unit within 12 must re-roll successful blocks)

    +25pts

    Warp Lightning (Target unit within 24 takes D6 hits)

    +30pts

  • Lizardmen Name Size Quality Equipment Special Rules Upgrades Cost Slann Mage-Priest 1* 3+ Light Sword Armor(1), Fearless, Hero, Very Tough, Wizard(3) - 85pts Scar-Veteran 1* 3+ Master Sword Fearless, Hero, Predatory, Small, Tough A 55pts Skink Chief 1* 6+ Heavy Sword Fearless, Hero, Small, Strider, Tough B 15pts Skink Priest 1* 6+ Light Sword Arcane Vassal, Fearless, Small, Strider, Tough,

    Wizard(1) - 25pts

    Saurus Warriors 5**** 3+ Medium Swords Fearless, Predatory C 110pts Saurus Spearmen 5**** 3+ Medium Spears Fearless, Predatory C 115pts Temple Guard 5*** 3+ Medium Halberds Fearless, Guardian, Predatory C 135pts Cold One Riders 5** 3+ Heavy Swords Fast, Fear, Fearless, Nimble, Predatory C 160pts Cold One Knights 5** 3+ Heavy Lances Fast, Fear, Fearless, Nimble, Predatory C 185pts Skink Cohort 5** 6+ Throwing Knives (Poison) Fearless, Strider C 45pts Skink Skirmishers 5** 6+ Pistols (Poison) Fearless, Skirmisher, Strider C 70pts Chameleon Skinks 5** 5+ Pistols (Poison) Chameleon, Fearless, Scout, Skirmisher, Strider - 130pts Jungle Swarms 1*** 5+ Force Claws (Poison) Fearless, Strider, Very Tough - 50pts Kroxigors 1*** 3+ Heavy Mace Armor(1), Fear, Fearless, Predatory, Strider, Tough - 65pts Terradon Riders 1*** 5+ Throwing Knife (Poison) Drop Rocks, Fast, Fearless, Flying, Nimble D 25pts Ripperdactyl Riders 1*** 5+ Medium Lance Fast, Fear, Fearless, Flying, Frenzy, Nimble, Toad

    Rage - 25pts

    Razordon 1*** 3+ Shortbow, Heavy Claws Fear, Fearless, Hunting Pack, Strider, Tough - 50pts Salamander 1*** 3+ Flamer, Heavy Claws Fear, Fearless, Hunting Pack, Strider, Tough - 55pts Troglodon 1* 3+ Shortbow (Poison), Heavy Claws

    (Poison) Arcane Vassal, Armor(1), Fear, Fearless, Monster, Predatory, Roar, Strider, Very Tough

    - 120pts

    Bastiladon 1* 3+ Ark of Sotek (Ran. D6, KP 2D6), Heavy Claws (Strikes Last)

    Armor(3), Bludgeon, Fear, Fearless, Monster, Very Tough

    F 130pts

    Stegadon 1* 3+ Bolt Thrower (Poison), Force Claws

    Armor(1), Fear, Fearless, Impact(D6), Monster, Very Tough

    E 160pts

    Ancient Stegadon 1* 3+ Giant Blowpipe (Ran. 18, KP 2D6, Poison), Force Claws

    Armor(2), Fear, Fearless, Impact(D6), Monster, Very Tough

    E, H 180pts

    Carnosaur 1* - Force Claws Armor(2), Fear, Frenzy, Monster, Very Tough - - Cold One 1* - Light Claws Fast, Fear, Nimble G - Terradon 1* - - Drop Rocks, Fast, Flying, Nimble - - Ripperdactyl 1* - Light Claws Fast, Fear, Flying, Frenzy, Nimble, Toad Rage - - A

    Replace Master Sword: Force Sword +5pts Master Halberd +5pts Master Spear +5pts Master Mace +5pts Master Lance (Mounted Only) +5pts

    Take one: Shield (Armor(+1)) +10pts

    Mount on: Cold One +10pts Carnosaur +95pts B

    Replace Heavy Sword: Heavy Lance (Mounted Only) +5pts

    Take one: Shield (Armor(+1)) +5pts Throwing Knife (Poison) +5pts Pistol (Poison) +10pts

    Mount on: Terradon +10pts Ripperdactyl +15pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts D

    Take one: Bolas (Pistol) +5pts E

    Take any: Unstoppable Stampede (Furious) +5pts Sharp Horns (Impact(+D3)) +10pts F

    Replace Ark of Sotek: Solar Engine (Ran. 24, KP 2D6) +40pts G

    Take any: Loping Stride (Strider) +5pts Blood Roar (Enemies must re-roll successful morale tests from fear)

    +10pts

    H

    Replace Giant Blowpipe: Engine of the Gods Free

    Army Special Rules Arcane Vassal: Whenever a Slann Mage-Priest casts a spell within 24 of this model you may measure distances for that spell as if they were cast from this models position instead. Bludgeon: Once per round you may attack one enemy unit within 3 of this models rear. The unit immediately takes 2D6 automatic hits. Chameleon: This unit has Armor(+1) against shooting attacks. Drop Rocks: Once per game this unit may attack a unit it moved over with D3 automatic hits. Engine of the Gods: All friendly units within 6 have Armor(+1). Once per game every enemy unit within 4D6 takes D6 automatic hits. Guardian: As long as this unit is within 3 of a Slann Mage-Priest you may redirect any attack which targets the Slann Mage-Priest to this unit. Hunting Pack: Place a Skink Handler model next to this unit as long as it is alive. Once per game you may remove the Skink Handler model and add +D3 KP to a shooting attack, however the unit loses the fearless rule for the rest of the game. Predatory: Whenever this model rolls a 6 on a melee attack roll you may immediately roll one more attack die. This rule does not apply to attack dice generated by this. Roar: Once per game all friendly units within 12 that have the Predatory special rule get one extra attack on rolls of 5 and 6 instead of just 6. Toad Rage: At the beginning of the game select one enemy unit. This unit has +D3 attacks and may re-roll failed hits whenever attacking that unit.

    Army Spells

    Wizards from this army may take any of the following spells: Spell Cost Drain Magic (Target unit within 18 loses all magic effects)

    +15pts

    Apotheosis (Target model within 18 removes one wound marker)

    +15pts

    Walk between worlds (Target friendly unit within 24 may immediately move 10)

    +25pts

    Tempest (Target unit within 30 takes D6 hits)

    +45pts

    Hand of Glory (Target unit within 18 may re-roll failed melee or shooting attacks until the end of this round)

    +50pts

    Soul Quench (Target unit within 18 takes 2D6 hits)

    +55pts

  • Ogre Kingdoms Name Size Quality Equipment Special Rules Upgrades Cost Tyrant 1* 3+ Force Sword Fear, Hero, Impact(1), Very Tough A, C 70pts Bruiser 1* 4+ Master Sword Fear, Hero, Impact(1), Tough A, C 40pts Hunter 1* 4+ Pistol, Master Sword Fear, Hero, Impact(1), Loner, Tough B, C 45pts Butcher 1* 4+ Heavy Sword Fear, Impact(1), Immune, Tough, Wizard(1) D 45pts Firebelly 1* 4+ Flamer, Heavy Sword Fear, Impact(1), Tough, Wizard(1) D 50pts Ogres 3**** 4+ Heavy Swords Fear, Impact(1), Tough E 110pts Crushers 3**** 4+ Master Swords Fear, Impact(1), Tough E 120pts Ironguts 3**** 4+ Heavy Maces Fear, Impact(1), Tough E 120pts Leadbelchers 3** 4+ Belchguns (Ran. 18, KP D6), Heavy Swords Fear, Impact(1), Tough E 155pts Gnoblars 5**** 6+ Throwing Knives, Light Swords - E, F 20pts Maneaters 3*** 3+ Master Swords Been There Done That, Fear, Impact(1), Tough E 155pts Gutlords 3*** 3+ Force Swords Been There Done That, Fear, Impact(1), Tough E 165pts Thunderfists 3*** 3+ Master Maces Been There Done That, Fear, Impact(1), Tough E 165pts Maneater Captains

    3*** 3+ Ogre Pistols (Ran. 12, KP D3+1), Master Swords

    Been There Done That, Fear, Impact(1), Tough E 185pts

    Mournfang Riders

    3** 4+ Heavy Swords Armor(1), Fast, Fear, Impact(D3), Nimble, Tough E 145pts

    Mournfang Crushers

    3** 4+ Heavy Maces Armor(1), Fast, Fear, Impact(D3), Nimble, Tough E 155pts

    Sabretusk Pack 5** 4+ Heavy Claws Fast, Fear, Nimble, Tough, Vanguard - 165pts Yhetee 1*** 3+ Heavy Sword Fast, Fear, Frost Aura, Strider, Tough - 50pts Gorger 1* 4+ Master Fists Ambush, Fear, Fearless, Frenzy, Very Tough - 55pts Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough - 95pts Stonehorn 1* 4+ Chaintrap (Ran.12, KP4), Force Claws Armor(3), Fear, Frenzy, Impact(2D6), Monster,

    Very Tough G 140pts

    Thundertusk 1* 4+ Harpoon (Bolt Thrower), Chaintrap (Ran.12, KP4), Force Claws

    Armor(2), Fear, Frost Sphere, Monster, Numbing Chill, Very Tough

    - 160pts

    Scraplauncher 1* 5+ Stone Thrower (Indirect), Heavy Claws Armor(2), Chariot, Fear, Very Tough - 110pts Ironblaster 1* 4+ Titan Cannon(Ran. 36, KP 12), Heavy Claws Armor(1), Chariot, Fear, Very Tough - 165pts Stonehorn 1* - Force Claws Armor(3), Fear, Frenzy, Impact(2D6), Monster,

    Very Tough - -

    A

    Replace Force Sword or Master Sword: Force Sword +5pts Force Mace +5pts

    Take any: Ironfist (Armor(+1)) +10pts Ogre Pistol (Ran. 12, KP D3+1) +10pts B

    Replace Master Sword: Master Mace +5pts

    Take any: Ironfist (Armor(+1)) +10pts Blood Vulture (Ran. 36, KP D3) +20pts Harpoon (Bolt Thrower) +35pts

    Mount on: Stonehorn +125pts C

    Take one: Wallcrusher (Impact(+1)) +5pts Mountaineater (This model may re-roll failed blocks)

    +5pts

    Giantbreaker (This model may re-roll failed melee attacks)

    +5pts

    Longstrider (Fast) +5pts Brawlergut (Enemy units must re-roll successful blocks against this models impact hits)

    +5pts

    D

    Replace Heavy Sword: Heavy Mace +5pts

    Take one: Ironfist (Armor(+1)) +10pts

    Upgrade Wizard(1): Wizard(2) +5pts E

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts F

    Take one: Trapper +10pts

    G

    Replace Chaintrap: Harpoon (Bolt Thrower) +25pts

    Army Special Rules Ambush: You may hold this unit in reserves instead of deploying it. After round 1, at the beginning of every turn, roll one die and on a 4+ the unit arrives and may be deployed touching any table edge. If this unit has not arrived by the last round it arrives automatically, but must be placed at least 12 away from any enemy unit. Been There Done That: At the beginning of the game you may declare this unit to have one of the following special rules:

    Fearless Poison Scout Sniper Strider Vanguard

    Fall Over: When this unit is removed as a casualty all units within 3 take D6 automatic hits. Frost Aura: Enemy units have Strikes Last when fighting close combat with this model. Frost Sphere: This weapon has a range of 4D6 and D6 Killpower. You may shoot with this weapon after moving even if already firing another weapon. Giant Attack: Whenever this unit fights in close combat roll one die and consult the following table: Result Attack

    1-2 This unit immediately wins close combat before either side strikes.

    3-4 Target takes 2D6 automatic hits. 5-6 Remove D6 models from the target

    unit or add D6 wound markers to its Tough/ Very Tough count.

    Immune: This model ignores the effects of Poison. Loner: This model may only join sabretusk packs. Numbing Chill: All enemy units within 6 of this unit have the Strikes Last special rule. Trapper: Whenever an enemy unit successfully charges this unit roll as many dice as models in the charging unit. The unit takes one automatic hit for each 6 rolled, which are resolved before close combat begins.

    Army Spells

    Wizards from this army may take any of the following spells: Spell Cost Braingobbler (Target unit within 18 must take morale test)

    +15pts

    Bullgorger (Target unit within 12 may re-roll failed hits in melee)

    +25pts

    Toothcracker (Target unit within 12 may re-roll failed blocks)

    +25pts

    The Maw (Target unit within 18 removes D3 models as a casualty or adds D3 wound markers to its Tough count)

    +30pts

    Bonecrusher (Target unit within 18 takes 2D6 hits)

    +45pts

    Trollguts (Target unit within 12 gets the Regeneration rule)

    +100pts

  • Dark Elves Name Size Quality Equipment Special Rules Upgrades Cost Dreadlord 1* 4+ Master Sword (Strikes First) Hatred, Hero, Small, Tough A 50pts Shadowblade 1* 2+ Rapid Throwing Knife (Poison), Force Sword

    (Strikes First, Poison) Fearless. Hatred, Hero, Hidden, Not a Leader, Small, Tough

    - 125pts

    Sorceress 1* 4+ Light Sword (Strikes First) Blessing, Hatred, Small, Tough, Wizard(1)

    B 40pts

    Bleakswords 5**** 4+ Light Swords (Strikes First) Hatred C 75pts Dreadspears 5**** 4+ Light Spears (Strikes First) Hatred C 85pts Witch Elves 5**** 4+ Medium Swords (Strikes First, Poison) Frenzy, Hatred C 150pts Harpies 5*** 4+ Medium Claws Flying - 75pts Corsairs 5*** 4+ Light Swords (Strikes First) Armor(1), Hatred C 85pts Darkshards 5** 4+ Rapid Crossbows, Light Swords (Strikes First) Hatred C 145pts Reavers 5*** 4+ Rapid Crossbows, Light Swords (Strikes First) Armor(1), Hatred C 155pts Sisters of Slaughter 5*** 3+ Medium Swords (Strikes First) Dance of Death, Fearless, Hatred C 175pts Black Guard 5*** 3+ Medium Halberds (Strikes First) Fearless, Hatred C 200pts Executioners 5*** 3+ Medium Maces (Strikes First) Fearless, Hatred C 200pts Shades 5** 3+ Rapid Crossbows, Light Swords (Strikes First) Hatred, Scout, Skirmisher C 245pts Bloodshades 5** 3+ Rapid Crossbows, Light Maces (Strikes First) Hatred, Scout, Skirmisher C 285pts Dark Riders 5** 4+ Light Lances (Strikes First) Fast, Hatred, Nimble C 115pts Cold One Knights 5** 3+ Light Lances (Strikes First) Fast, Fear, Hatred, Nimble C 165pts Doomfire Warlocks 5** 4+ Medium Swords (Strikes First, Poison) Armor(1), Cursed, Fast, Hatred, Nimble - 165pts Herald Riders 5** 4+ Rapid Crossbows, Light Lances (Strikes First) Fast, Hatred, Nimble C 220pts Bloodwrack 1* 3+ Flamer, Heavy Claws (Strikes First) Fast, Fear, Frenzy, Hatred, Tough - 70pts War Hydra 1* 3+ Hydra Heads Armor(1), Fear, Monster, Very Tough D 110pts Kharibdyss 1* 3+ Force Claws (Poison) Armor(1), Fear, Feast of Bones,

    Monster, Very Tough - 130pts

    Reaper Bolt Thrower

    1* 4+ Rapid Bolt Thrower Hatred, Ordnance, Small, Tough - 70pts

    Cold One Chariot 1* 3+ 2x Rapid Crossbows, Master Lance (Strikes First), Scythed Wheels

    Armor(1), Chariot, Fear, Hatred, Tough - 145pts

    Bloodwrack Shrine 1* 4+ Heavy Flamer, Heavy Claws (Strikes First), Medium Lance (Strikes First), Scythed Wheels

    Agony, Chariot, Fear, Hatred, Resistance(1), Very Tough

    - 160pts

    Scourgerunner Chariot

    1* 4+ 5x Rapid Crossbows, Master Lance (Strikes First)

    Armor(1), Chariot, Hatred, Tough - 165pts

    Cold One 1* - - Fast, Nimble - - Dark Steed 1* - Light Claws Fast, Nimble - - Dark Pegasus 1* - Light Lance Fast, Flying, Nimble, Tough - - Manticore 1* - Master Claws Fear, Flying, Monster, Very Tough E - Black Dragon 1* - Flamer (Poison), Force Claws Armor(2), Flying, Hatred, Monster, Very

    Tough - -

    Cauldron of Blood 1* - Master Swords (Strikes First, Poison), Scythed Wheels

    Armor(1), Bloodshield, Chariot, Fear, Frenzy, Fury, Hatred, Resistance(1), Strength, Very Tough

    - -

    A

    Replace Master Sword: Force Mace +5pts Master Halberd +5pts Master Lance (Mounted Only) +5pts

    Take one: Sea Dragon Cloak (Armor(+1)) +10pts Rapid Pistol +10pts Rapid Crossbow +20pts

    Mount on: Cold One +5pts Dark Steed +10pts Dark Pegasus +25pts Manticore +50pts Black Dragon +90pts Cauldron of Blood +175pts B

    Upgrade Wizard(1): Wizard(2) +5pts

    Mount on: Cold One +5pts Dark Steed +10pts Dark Pegasus +25pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts D

    Take any: Fiery Breath (Flamer) +10pts Spit Fire (Heavy Flamer (Torrent)) +20pts

    E

    Take any: Blind Rage (+D3 melee attacks) +5pts Iron Hard Skin (Armor(+1)) +10pts

    Army Special Rules Agony: Friendly units within 6 may re-roll failed morale tests, and enemy units within 6 must re-roll successful morale tests. Blessing: This model may re-roll one spell casting die once per round. Bloodshield: Friendly units within 3 have Armor(+1) as long as this unit is alive. Cursed: This unit counts as having the Wizard(2) special rule, however only one model may cast spells with it per round. Dance of Death: This unit has Armor(1) against melee attacks, and enemy units may not roll their bonus armor dice when in close combat with it. Feast of Bones: Enemy units in base contact with this model must re-roll successful morale tests. If this model is fighting close combat against a single enemy model and all of its attacks hit, the enemy model suffers an additional 2D6 hits. Fury: Once per round you may nominate one unit within 12. That unit gets Frenzy until the end of this round. Hidden: You may choose not to deploy this model at the start of the game, and instead declare that it is hidden within a friendly multi-model unit. During any movement phase you may select any friendly multi-model unit and declare that this model is hidden within it. You may then use any normal action to move this model out of that unit. If all friendly multi-model units are destroyed before this model has been revealed then it is a casualty.

    Hydra Heads: This unit has 9 melee attacks minus one for each wound marker on it. Whenever this unit takes one or more wound markers which do not kill it you may roll one die for each wound gained. On a 4+ that marker is removed. Not a Leader: This hero may not join units. Scythed Wheels: D6+1 hits when using Ram. Strength: Enemy units must re-roll successful blocks caused by friendly units within 6.

    Army Spells Wizards from this army may take any of the following spells: Spell Cost Power of Darkness (The wizard and his unit may re-roll failed melee hits until the end of this round)

    +25pts

    Shroud of Despair (All enemy units within 12 must re-roll successful morale tests)

    +25pts

    Doombolt (Target unit within 18 takes 2D6 hits)

    +45pts

    Bladewind (Target unit within 24 must roll as many melee attacks as models in it. For every failed roll the unit takes one hit.)

    +45pts

    Chillwind (Target unit within 24 takes D6 hits, and the unit must re-roll successful shooting attacks)

    +55pts

    Word of Pain (Target unit within 24 must re-roll successful shooting and melee attacks)

    +90pts

  • Tomb Kings Name Size Quality Equipment Special Rules Upgrades Cost Tomb Prince 1* 4+ Heavy Sword Curse, Hero, Nehekharan, Princes Will, Small, Tough A 90pts Necrotect 1* 6+ Heavy Sword Hero, Nehekharan, Small, Very Tough, Wrath - 25pts Liche Priest 1* 5+ Light Sword Nehekharan, Small, Tough, Wizard(1) B 20pts Skeleton Warriors 5**** 6+ Light Swords Nehekharan C 10pts Skeleton Spearmen 5**** 6+ Light Spears Nehekharan C 15pts Skeleton Archers 5**** 6+ Bows Asaphs Arrows, Nehekharan C 20pts Tomb Guard 5*** 4+ Light Swords Nehekharan C 40pts Tomb Captains 5*** 4+ Light Halberds Nehekharan C 55pts Skeleton Horsemen 5** 6+ Light Lances Fast, Nehekharan, Nimble, Vanguard C 30pts Horse Archers 5** 6+ Bows Asaphs Arrows, Fast, Nehekharan, Nimble, Scout C 45pts Carrion 1*** 4+ Heavy Claws Flying, Nehekharan, Tough - 30pts Tomb Swarm 1*** 6+ Force Claws (Poison) Entombed, Nehekharan, Very Tough - 35pts Ushabti 1*** 3+ Heavy Mace Armor(1), Nehekharan, Tough C 50pts Ushabti Ancient 1*** 3+ Master Sword Armor(1), Nehekharan, Tough C 50pts Ushabti Archers 1*** 3+ Longbow(Poison), Heavy Mace Armor(1), Asaphs Arrows, Nehekharan, Tough C 55pts Necropolis Knight 1*** 3+ Master Lance (Poison) Armor(2), Fast, Nehekharan, Nimble, Tough C 85pts Sepulchral Stalker 1*** 3+ Gaze, Medium Lance Armor(1), Entombed, Fast, Nehekharan, Nimble, Tough - 95pts Tomb Scorpion 1* 3+ Force Claws (Poison) Armor(1), Entombed, Nehekharan, Resistance(1), Tough - 75pts Skull Catapult 1* 6+ Stone Thrower (Indirect) Nehekharan, Ordnance, Screaming Skulls, Small, Tough G 55pts Warsphinx 1* 3+ Master Lance, Force Claws Armor(1), Fear, Monster, Nehekharan, Very Tough D 100pts Necrosphinx 1* 3+ Master Claws, Decapitation Armor(2), Fear, Flying, Monster, Nehekharan, Very Tough F 105pts Necrolith Colossus 1* 3+ Master Sword Armor(1), Asaphs Arrows, Fear, Monster, Nehekharan,

    Unstoppable, Very Tough E 105pts

    Hierotitan 1* 2+ Master Sword Armor(1), Covenant, Fear, Magical Icons, Monster, Nehekharan, Very Tough

    - 135pts

    Skeleton Chariot 1*** 5+ 2x Bows, Master Lance Armor(1), Asaphs Arrows, Chariot, Nehekharan, Tough C 45pts Casket of Souls 1* 4+ Light of Death, Force Mace Armor(2), Chariot, Covenant, Nehekharan, Tough,

    Unleashed - 130pts

    Skeletal Steed 1* - - Fast, Nimble - - Warsphinx 1* - Force Claws Armor(1), Fear, Monster, Very Tough D - Skeleton Chariot 1* - - Armor(1), Chariot, Tough - - A

    Replace Heavy Sword: Heavy Spear +5pts Heavy Mace +5pts Heavy Lance (Mounted Only) +5pts

    Take one: Shield (Armor(+1)) +10pts

    Mount on: Skeletal Steed +5pts Skeleton Chariot +30pts Warsphinx +60pts B

    Upgrade Wizard(1): Wizard(2) +5pts Wizard(3) +10pts

    Mount on: Skeletal Steed +5pts C

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts D

    Take any: Fiery Roar (Flamer) +10pts Envenomed Sting (Poison) +30pts E

    Take one: Longbow +10pts Bow of Deserts (Ran. 48, KP 1, target re-rolls successful blocks)

    +20pts

    F

    Take one: Envenomed Sting (Poison) +15pts G

    Take one: Skulls of the Foe (Targets must re-roll successful morale tests)

    +15pts

    Army Special Rules

    Asaphs Arrows: Enemy units dont get the bonus die for defense when this unit shoots after using a walk action, and this unit does not get bonus dice to shooting from elevation. Covenant: As long as this model is alive one wizard may re-roll one spell casting die once per round. Curse: If this unit is killed by an enemy unit, that unit immediately suffers D6 automatic hits. Decapitation: This is a melee attack that automatically kills the target if not blocked regardless of its Tough wound count. Entombed: You may hold this unit in reserves instead of deploying it. After round 1 you may roll one die at the beginning of every turn, and on a 4+ you may place a marker anywhere on the table, at least 12 away from enemy units. Roll one die, on a 2+ the unit is placed on the position of the marker. On a 1 the unit scatters and your opponent may move the marker anywhere within 12 of its original position before placing the unit. If the unit has not arrived by the last round it arrives automatically (however it scatters on a 4+). Gaze: This is a shooting attack with 12 range. The target unit takes XD6 automatic hits, where X is the number of models in this unit. Light of Death: This is a shooting attack with 48 range that can only be used as long as this unit has not moved. The target unit must take a morale test. If failed the unit immediately removes D3 models or adds D3 wounds to its Tough count. You may then roll one die, on a 3+ you may target another enemy unit within 6 of the target that is not in close combat. This continues until the roll is failed or there are no more viable targets. Magical Icons: This unit may cast one of the following spells as if it had the Wizard(1) rule: Spell Spirit Leech (Target model within 12 takes a morale test. If it fails remove it as a casualty or adds D3 wound markers to its Tough count) Shems Burning Gaze (Target unit within 48 takes D3 hits)

    Nehekharan: This model may never use march actions and has the Fear special rule. Whenever this unit loses close combat it does not test morale, instead it loses as many models/adds as many wounds to its Tough count as the difference it lost close combat by. If at the start of a round there are no friendly models with the Wizard rule on the table, the unit this model is in must take a morale test. If failed the unit takes D3 automatic hits. Princes Will: This hero may join a unit of Quality 6+, and that unit counts as having Quality 4+ as long as the hero is alive. Screaming Skulls: Whenever a target takes hits from this units shooting attacks it must take a morale test. Unleashed: If this unit is killed roll one die for every unit (friend or foe) within 12. On a 4+ that unit takes D6 automatic hits. Unstoppable: This unit may strike an extra attack for each unblocked hit it deals to its target. This rule also counts for the newly generated hits. Wrath: This hero and his unit have the Hatred special rule as long as he is alive.

    Army Spells Wizards from this army may take any of the following spells: Spell Cost Nerus Protection (Target unit within 12 gets Armor(+1))

    +10pts

    Ptras Smiting (Target unit within 12 may attack twice)

    +25pts

    Sakhmets Skullstorm (Place a marker anywhere on the table and scatter it 2D6. All units within 6 of the final position take D6 hits.)

    +25pts

    Djafs Blades (Target unit within 12 gets +D3 melee attacks)

    +50pts

    Usirians Vengeance (Target unit treats all terrain as dangerous)

    +50pts

    Usekhps Desiccation (Target unit within 12 must re-roll successful hits and blocks)

    +50pts

  • Vampire Counts Name Size Quality Equipment Special Rules Upgrades Cost Vampire Lord 1* 4+ Master Sword Hero, Hunger, Small, Tough, Vampire, Wizard(1) A 45pts Wight King 1* 6+ Force Sword Armor(1), Hero, Small, Tough, Undead B 15pts Banshee 1* 5+ Shriek, Light Claws Ethereal, Hero, Small, Tough, Undead - 30pts Wraith 1* 5+ Heavy Mace, Chill Grasp Ethereal, Hero, Small, Tough, Undead - 35pts Necromancer 1* 4+ Light Sword Small, Tough, Undead, Wizard(1) C 30pts Zombies 5**** 6+ Light Swords (Strikes Last) Undead D 5pts Skeleton Warriors 5**** 6+ Light Swords Undead D 10pts Skeleton Spearmen 5**** 6+ Light Spears Undead D 15pts Crypt Ghouls 5**** 6+ Medium Claws (Poison) Undead - 45pts Grave Guard 5*** 4+ Light Swords Armor(1), Undead D 50pts Seneschals 5*** 4+ Light Maces Armor(1), Undead D 65pts Dire Wolves 5** 5+ Light Claws Fast, Furious, Nimble, Undead, Vanguard - 50pts Black Knights 5** 4+ Light Swords Armor(2), Fast, Nimble, Strider, Undead D 65pts Hexwraiths 5** 5+ Light Maces Ethereal, Fast, Nimble, Soulstrider, Undead - 75pts Hell Knights 5** 4+ Light Lances Armor(2), Fast, Nimble, Strider, Undead D 90pts Blood Knights 5** 3+ Medium Lances Armor(1), Fast, Frenzy, Nimble, Vampire D 145pts Wraiths 5** 5+ Heavy Maces, Chill Grasp Ethereal, Tough, Undead - 160pts Fell Bat 1*** 5+ Medium Claws Flying, Undead, Tough - 20pts Bat Swarm 1*** 6+ Force Claws (Strikes First) Flying, Undead, Very Tough - 20pts Spirit Host 1*** 5+ Master Swords Ethereal, Undead, Very Tough - 30pts Vargheist 1*** 4+ Heavy Claws Flying, Frenzy, Vampire, Tough - 35pts Crypt Horror 1*** 4+ Heavy Claws (Poison) Regeneration, Undead - 40pts Varghulf 1* 3+ Force Claws Fast, Hatred, Monster, Regeneration, Vampire - 55pts Terrorgheist 1* 3+ Shriek, Master Claws Armor(1), Flying, Monster, Undead, Very Tough E 85pts Corpse Cart 1* 5+ Restless Dead (KP 2D6) Armor(2), Chariot, Undead, Very Tough, Vigor F 85pts Black Coach 1* 4+ Heavy Mace, Chill Grasp Armor(3), Chariot, Evocation, Vampire, Very Tough - 90pts Mortis Engine 1* 4+ Shriek, Spirit Horde (KP 2D6),

    Master Sword Armor(1), Chariot, Regeneration, Reliquary (Enemies within 2D6 take D6 hits), Strider, Undead, Very Tough

    - 115pts

    Skeletal Steed 1* - - Fast, Nimble, Strider - - Nightmare 1* - - Fast, Nimble - - Hellsteed 1* - - Fast, Flying, Nimble - - Abyssal Terror 1* - Heavy Claws Fear, Flying, Tough G - Terrorgheist 1* - Shriek, Master Claws Armor(1), Flying, Monster, Very Tough E - Zombie Dragon 1* - Heavy Flamer, Force Claws Armor(1), Flying, Monster, Swarm of Flies, Very Tough - - Corpse Cart 1* - Restless Dead (KP 2D6) Armor(2), Chariot, Very Tough, Vigor F - Coven Throne 1* - Spirit Horde (KP 2D6), Master

    Sword (Strikes First) Armor(2), Battle of Wills, Chariot, Strider, Very Tough - -

    A

    Replace Master Sword: Force Sword +5pts Master Mace +5pts Master Lance (Mounted Only) +5pts

    Take one: Heavy Armor (Armor(+1)) +10pts

    Upgrade Wizard(1) Wizard(2) +5pts

    Mount on: Nightmare +5pts Hellsteed +10pts Abyssal Terror +25pts Terrorgheist +70pts Zombie Dragon +95pts Coven Throne +110pts B

    Replace Force Sword: Force Mace +5pts Force Lance (Mounted Only) +5pts

    Mount on: Skeletal Steed +5pts C

    Upgrade Wizard(1): Wizard(2) +5pts

    Mount on: Nightmare +5pts Corpse Cart +105pts D

    Take any: Sergeant +5pts Battle Standard +10pts Musician +15pts E

    Take any: Rancid Maw (Poison) +10pts Infested (When killed all units in base contact take 2D6 hits)

    +20pts

    F

    Take any: Balefire (Enemies within 24 must re-roll one successful casting die)

    +10pts

    Unholy Lodestone (When a friendly wizard within 6 successfully casts Neheks Invocation you may re-roll one die to determine restoration)

    +15pts

    G

    Take any: Poisonous Tail (Poison) +10pts Sword-Claws (Re-roll failed hits) +10pts

    Army Special Rules Battle of Wills: Whenever this model is about to fight close combat, this unit and the enemy must take a morale test. If this model succeeds and the enemy fails, then the enemy must re-roll all hits. Chill Grasp: This model may replace all of its melee attacks for a single attack. If this attack hits you automatically remove one enemy model or add 1 wound marker to the units Tough count. Ethereal: This unit can only be killed by spells. When fighting close combat note down how many models would have been killed to see who won, however you dont remove the killed models. Evocation: At the beginning of each round roll one die and consult the following table: Result Effect

    1-2 May re-roll failed hits. 3-4 Gets the Resistance(2) rule. 5-6 Gets the Flying rule.

    Hunger: Whenever this model kills one or more enemy models in close combat roll one die after the melee has been resolved. On a 6 this you may remove 1 wound from its Tough count. Shriek: Once per round you may target one enemy model within 12, and that model must take a morale test. If failed the model is removed or 1 wound marker is added to its Tough count.

    Soulstrider: This unit may move through friendly and enemy units as if they were not there. If moving through an enemy unit that unit takes D3 hits. Swarm of Flies: Enemy units in close combat with this model must re-roll successful hits. Undead: This model may never use march actions unless within 12 of a friendly hero, and has the Fear special rule. Whenever this unit loses close combat it does not test morale, instead it loses as many models/adds as many wounds to its Tough count as the difference it lost close combat by. If at the start of a round there are no friendly models with the Wizard rule on the table, the unit this model is in must take a morale test. If failed the unit takes D6 automatic hits. Vampire: This model has the Undead special rule, however it may always march and does not take damage when there are no friendly wizards in play. Vigor: Whenever a friendly spell is successfully cast on this unit, this model and all friendly Undead/ Vampire models within 6 have Always Strikes First until the end of this round.

    Army Spells Wizards from this army may take any of the following spells: Spell Cost Macabre Dance (Target unit within 12 may re-roll failed hits in melee)

    +25pts

    Hellish Vigor (Ene