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Introduction
INTRODUCTION The world of Pannithor is a place of magic and adventure. But it is also beset by danger in this, the Age of Conflict. Legions of evil cast their shadow across the lands while the forces of good strive to hold back the darkness. Between both, the armies of nature fight to maintain the balance of the world, led by a demi-god from another time. Welcome to Kings of War, and prepare to rally your forces to fight epic battles in the biggest and best fantasy mass-battle game.
What’s In This Book? This gamer’s edition book contains all the information you need to muster your soldiers and march them to war.
Pannithor is a wondrous place with a rich and detailed history. Civilisations have come and gone and even the gods themselves have fought for dominance across the battlescarred lands. Despite their interference, or perhaps due to it, the noble races of Elf, Dwarf and Man are flourishing once more. But while these most ancient of peoples build and seek order, the insidious agents of evil spill into the world. Mighty battles are all too common as hordes of orcs, demons, and worse sweep through the world, intent on destruction and death. It is a time of uncertainty and war, but also a time for great heroes and legends to rise.
The rules section explains how to play the game, covering everything you need to know about moving, shooting, combat and casting spells. The army lists section introduces 14 different armies, detailing all the options they have available, from infantry and cavalry to heroes, war engines and monsters. Gallery pages also showcase the superb range of Mantic miniatures available to collect and build your forces. Prepare to immerse yourself in the world of Kings of War like never before.
Kings of War is a tabletop game for two or more players. Choose your side and then command an army of Mantic miniatures to represent incredible armies such as the stoic and pious Basileans, or plot your opponent’s downfall with the wicked Forces of the Abyss. With a huge variety of models and armies to choose from and many stories to tell, Kings of War is truly an amazing spectacle like no other.
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Introduction
Contents Rules................................................... 6
Army Lists........................................ 60
Getting Started.................................................4
Basileans.........................................................60
Units...................................................................6
Dwarfs..............................................................66
The Turn......................................................... 12
Elves................................................................. 72
The Movement Phase............................................ 13
Northern Alliance......................................... 78
Terrain......................................................................20
Forces of Nature.............................................84
The Ranged Phase..................................................22
The Melee Phase....................................................24
Ogres................................................................90
Nerve......................................................................... 25
War Engines...................................................28
Individuals......................................................30
Trident Realm of Neritica...........................96
Abyssal Dwarfs.............................................102
Empire of Dust............................................108
Forces of the Abyss...................................... 114
Special Rules..................................................32
Picking a Force.............................................. 35
Army Compostion...................................................38
Nighstalkers..................................................126
Allies & Alignments..............................................39
Orcs................................................................ 132
Magical Artefacts........................................... 41
Undead...........................................................138
Goblins...........................................................120
Magic................................................................49
Game Scenarios.............................................. 53
Scenarios..................................................................56
Timed Games...........................................................59
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Introduction
Credits Rules Writing & Army List Development
Editing & Proofing
Matthew James, Daniel King, Chris Morris, Jason Moorman, Jeffery Swann
Ead Brown, Rob Burman, Christopher Fisher, Matt Gilbert
Background Material
Duncan Aldis, David Lanza
Graphic Design & Layout
Rob Burman, Michael Grey, Matt Gilbert, Guy Haley, Mark Latham, Thomas Pike, Anthony Reynolds, Greg D Smith, David Symonds
Photography Ben Sandum
Miniature Painting
Playtesters
Duncan Aldis, Luke Barker, Mark Bedwell, Alex Cairns, Andrew Chesney, Conflict in Colour, Matt Gilbert, Golem Painting Studio, Matt Kennedy, Ben Macintyre, Dave Neild, Paul Scott Miniatures, Chris Straw, Studio Giraldez, David Symonds, Chris Webb, Andrew Wedmore, Dave Wilson, Winterdyne Commission Modelling
Patrick Zoro Allen, Michael Blyth, Roger Connor, Michael Crossman, Matthew Curtis, Nick Davies, Andrew Goodman, Jez Gurney, Alec Habig, Frank Habig, Daniel Hannon, Ed Herzig, Geoff Holland, Christopher James, Kris Kapsner, George Kirke, Eldon Krosch Jr., Yan Zhi Lai, Sami Mahmoud, Elliot Morrish, Adam Padley, Michael Pearcy, Cyle ‘Dino Lord’ Pool, Tom Robinson, Todd Serpico, Paul Smith, Adrian Smith, Erich Trowbridge, Nick Williams, Eric Winters
Terrain Elvis Fisher, Gale Force Nine, PrintableScenery.com, Ben Sandum, Sunny Shukla, Tabletop World, Nick Williams
Special Thanks
Art
Andrew Sharp, PrintableScenery.com, Jesse Cornwell (thanks for the boots!) and all our players across the world!
Jeff Brown, Robin Carey, Robert Cirillo, Juan Diego Dianderas, Shen Fei, Heath Foley, Michele Giorgi, Des Hanley, Yann Hoarau, Ralph Horsley, Tugsbayar Jamts, Rob Jenx, Stef Kopinski, Alan Lathwell, Ciaran Morris, Phil Moss, Thomas Putman, Michael Rechlin, Boris Samec, Lie Setiawan, Tan Ho Sim, Luigi Terzi, Damian Ziomek
All scenery from owner’s collection. Based on original rules by Alessio Cavatore.
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Getting Started
Getting Started Welcome to Kings of War! Some players select their armies based on the miniatures they like, particular tactics they want to use in battle, or Kings of War’s extensive background. If you aren’t sure which army to field, just choose the one you like the look of most.
Kings of War is a mass-battle fantasy wargame set in the world of Pannithor. Rank upon rank of soldiers march into bloody combat, while winged demons battle fiery dragons overhead. From launching devastating bombardments of artillery, to tactically out-flanking your opponent’s forces, Kings of War is a game of exciting, expansive fantasy battles. This book is your guide to Kings of War, from playing the game to the lore of the world of Pannithor and how to select an army of your own!
What’s It All About? In games of Kings of War, players field armies of painted Mantic miniatures to fight exciting battles across the tabletop! Combat and abilities are represented by a unit’s statistics (called stats for short) and by rolling six-sided dice (called D6 for short) to decide your warriors’ fates.
You’ll also need clippers, plastic glue and super glue to assemble your miniatures. Your army doesn’t need to be painted for your first games – however, a fully painted army looks amazing on the tabletop and is something to aspire to.
An army is made up of units, which can range from mighty heroes, to powerful war engines, to blocks of stoic troops. We will explore all these concepts in the pages that follow. Each unit and army plays slightly differently, leading to an almost infinite variety of tactics and strategies that can be employed against your opponent in a game. You can fight massive cataclysmic battles in an hour or two, fielding monsters and hundreds of troops against each other, pulling off feints and flanking manoeuvres to thwart your opponent’s plans.
What Do I Need to Get Started?
You will need some six-sided dice, in two colours – about 15 of each colour is enough. These are for rolling in the game and are also useful for showing how much damage a unit takes over time, by placing the dice behind the unit. You will also need a ruler or tape measure that uses inches.
This rulebook contains all the information you’ll need to get started with your very first games. You will need a few more things, however. First and foremost, you’ll need an opponent - someone to face on the battlefield... and enjoy the game with! Each of you will need an army of your own to play with. You can get started quickly by picking up a Mantic Army or Mega Army each, or build up your forces with units according to your own preference. You could also split the contents of the Shadows in the North starter box between you and use them to begin your own new armies!
Finally, you will need a gaming area. This should be a flat, rectangular surface that is 6’x4’. It doesn’t need to be exactly this size, but this is an ideal size for a standard game. You can use some books as terrain if you don’t have any model scenery for your table yet. In the rules, the surface you are playing on – your battlefield – is called the table, or board.
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Getting Started Dice
For example, if a dice roll had a modifier of -1, you would subtract 1 from the score rolled. Thus, if a 5 was rolled on a die, it would become a result of 4, a 3 would become a 2, etc.
In these rules, whenever we refer to a die or dice, we mean a normal six-sided die, which we call D6. Sometimes we also use terms like ‘D3’, which is the result of a D6 divided by 2 (rounded up); ‘D2’, which is the result of a D6 divided by 3 (rounded up); ‘D6+1’, meaning rolling a D6 and adding 1 to the result; or ‘2D6’, which is rolling two dice and adding them together.
Modifiers to a roll are cumulative unless specified otherwise. For example two -1 modifiers would result in a total -2 modifier.
Re-Rolls When you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again. The second result stands, even if it’s worse than the first. Regardless of the number of special rules that apply to a particular circumstance, you can never re-roll a re-roll; the second result always stands.
Modifiers Sometimes, one or more modifiers will apply to a roll. If a modifier applies, add or subtract it from each of the dice scores, as appropriate, to find the final results.
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Rules
Units In Kings of War, all units are made up of one or more models. The number of models that make up a unit is specified in each unit’s stats (explained on page 10) and will normally correspond to the number of models you get in boxes supplied by Mantic. These models must be attached to bases and formed up into their units as described below. Each unit belongs to one of the following Types.
Infantry (Inf) & Heavy Infantry (Hv Inf)
Large Infantry (Lrg Inf), Monstrous Infantry (Mon Inf), Swarm (Swa) & Large Cavalry (Lrg Cav)
Infantry units come in four sizes: • Troops consisting of 10 models, arranged five models wide in two ranks. • Regiments consisting of 20 models, arranged five models wide in four ranks. • Hordes consisting of 40 models, arranged ten models wide in four ranks. • Legions consisting of 60 models, arranged ten models wide in six ranks. Each Infantry model has a 20mm square base.
Large Infantry, Monstrous Infantry, Large Cavalry and Swarm units come in three sizes: • Regiments consisting of three models, arranged in a single rank. • Hordes consisting of six models, arranged three models wide in two ranks. • Legions consisting of 12 models, arranged six models wide in two ranks. Each Large Infantry and Swarm model has a 40mm square base. Note that a Swarm of human-sized models must have at least three models per model base, while a Swarm of smaller creatures like orclings should aim for five or more models per base. Each Large Cavalry and Monstrous Infantry model has a 50mm square base.
Each Heavy Infantry model has a 25mm square base.
Cavalry (Cav) Cavalry units come in three sizes: • Troops consisting of five models, arranged in a single rank. • Regiments consisting of 10 models, arranged five models wide in two ranks. • Hordes consisting of 20 models, arranged ten models wide in two ranks. Each Cavalry model has a 25x50mm rectangular base.
War Engine (War Eng) A War Engine is a unit consisting of a single machine, like a catapult or bolt thrower. It may also have a number of crew models, but these are purely decorative and should be arranged around the machine in a suitably entertaining fashion. Since the crew is merely decorative, they are ignored for all in-game purposes, such as checking ranges, movement, etc. Each War Engine model has a 50mm square base.
Chariot (Cht) Chariot units come in four sizes: • Troops consisting of two models, arranged in a single rank. • Regiments consisting of three models, arranged in a single rank. • Hordes consisting of four models, arranged in a single rank. • Legions consisting of six models, arranged three models wide in two ranks. Each Chariot model has a 50x100mm rectangular base (a ‘chariot base’).
Monster (Mon) A Monster is a unit consisting of a single model – a large and powerful mythical beast or magical construct. Monster models normally have 50mm square bases. Some Monsters may be labeled as Mon (Cht), in which case they have a 50x100mm chariot base. Other rare exceptions may be noted in the unit profile. 6
Units Titan (Ttn) A Titan is a unit consisting of a single model – a being of both gargantuan size and strength. Each Titan model has a 75mm square base.
Hero (Hero/[type]) A Hero is a unit consisting of a single model. It can be an officer, a sorcerer or even a mighty lord of its race. Heroes vary in size between different races, and can ride many types of mount or even monstrous war-beasts, so Heroes always have a tag in brackets specifying what type of unit they belong to. This helps when determining their Height and other special rules that are relevant to that type. So a Hero could be a (Hero/Inf) or (Hero/Hvy Inf), a (Hero/ Cav), a (Hero/Mon) or (Hero/Ttn), a (Hero/Lrg Inf), a (Hero/ Lrg Cav), or, indeed, any other type of unit. Sometimes Heroes have options that allow them to choose different mounts. If a mount is chosen, the Hero’s unit type will of course change to that of the relevant mount, as specified in the Hero’s entry. Heroes fit on the relevant base of their type unless specified otherwise. For example, a Hero (Inf) will be on a 20mm square base, a Hero (Cav) will be on a 25x50mm base, etc.
Exceptional Base Sizes You may need a wider or deeper base for exceptionally large Heroes, Monsters, Titans or War Engines – in such rare cases, use the smallest base that you can fit your model on.
Friendly Units If a rule refers to Friendly units, this means all the units in your army.
Enemy Units Conversely, your opponent’s units and army are considered the Enemy units in the rules.
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Rules
UNIT FOOTPRINTS, MOVEMENT TRAYS & MULTI-BASES
as ‘multi-bases’. Multi-bases are very useful, but make sure that the multi-base itself conforms to the correct size for the ranked up models as if they were mounted onto their individual bases. To continue the example above, you could mount the 20 Elf infantry models directly onto a 100x80mm multi-base.
If a unit consists of a large number of models, it is far more convenient when moving it around to place a ‘movement tray’ underneath it – that way you effectively have a single object to move on the battlefield rather than a large number of them (say 20 Elf infantry models). This speeds up gameplay immensely. The ideal movement tray is a piece of plastic, thick cardboard or plasticard that is cut to the exact space occupied by the bases of the models forming the unit, and painted to match the colour of their bases. For example, a regiment of 20 Elf infantry models occupies a rectangular tray 100mm wide and 80mm deep. If the tray has a little ‘lip’ around the unit (normally up to a couple of millimetres wide), this does not matter and players should ignore the lip when measuring distances.
This last way of mounting models directly onto the multibase offers great modelling opportunities, as the multi-base can effectively be treated as a mini diorama in itself, creating great looking and very individual units and helping to tell story or give a theme to the army. You might even end up with a little more or less than the correct number of models on the multi-base – this is fine, but it must be reasonably close to the correct amount, so that there is no chance of misleading your opponents in regard to the real size of the unit. Below you will find a chart listing the base sizes for all the units as well as the ‘preferred model count’ (PMC), which is the amount of models you should aim to use for your multi-based units to maintain the spectacle of a big battle. Sometimes, the practicalities of model size and position will make this more difficult, or not possible, but in essence, you should plan to have 75% or more of the models being represented on the base.
It is even faster, not to mention more practical, to actually glue the models’ bases directly onto the tray. That way you have an army that effectively consists of a very small number of individual ‘elements’ – very compact and easy to store and transport. Some people even go to the next level, and glue their models directly onto the tray, without first placing them on their individual bases. We refer to these solutions
Troop
Regiment
Horde
Legion
Unit Type
Model Base Size
Footprint
PMC
Footprint
PMC
Footprint
PMC
Footprint
PMC
Infantry
20x20mm
100x40mm
8+
100x80mm
15+
200x80mm
30+
200x120mm
45+
Heavy Infantry
25x25mm
125x50mm
8+
125x100mm
15+
250x100mm
30+
250x150mm
45+
Cavalry
25x50mm
125x50mm
4+
125x100mm
8+
250x100mm
15+
N/A
N/A
40x40mm
N/A
N/A
120x40mm
2+
120x80mm
5+
240x80mm
9+
50x50mm
N/A
N/A
150x50mm
2+
150x100mm
5+
300x100mm
9+
50x100mm
100x100mm
2
150x100mm
3
200x100mm
4
150x200mm
5+
Large Infantry and Swarms Large Cavalry and Monstrous Infantry Chariots
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Units Unit basing examples
Multi-Basing
Scenic basing
Duncan has used simple grass and snow on this Ice Elemental multi-base. The unit has Preferred Model Count for a Large Infantry Horde.
Rob’s Ironwatch Troop has Full Model Count on this rocky multi-base.
Movement Trays These Goblin Fleabag Sniffs and Nightstalker Shadowhounds are all on individual bases with movement trays.
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Rules
Unit Characteristics
Keywords
Facings & Arcs
Units will have one or more keywords listed in bold alongside their special rules. For example: Paladin. If a special rule includes a keyword, then it will affect any unit which also has that keyword. For example: Inspiring (Paladin only) affects any unit with the Paladin keyword.
Normally in Kings of War, units have four facings: front, rear, left flank and right flank. Each of these facings has an ‘arc’, an area determined by drawing imaginary lines at 45 degree angles from each corner of the unit, as shown in Diagram A below.
Unit Leader Point
Stats
The unit Leader Point is the exact centre of the front edge of a unit’s base. The reason why we call it the ‘Leader Point’ is that some players like to place a suitably imposing model in the centre of the first rank to ‘lead’ the unit.
Each unit in Kings of War has a name and a series of statistics (for short, we call them ‘stats’), which define how powerful it is in the game. These are: • Type. Whether the unit is Infantry, Cavalry, etc.
Whenever the rules say to take something ‘from the unit’s Leader Point’, such as a measurement or Line of Sight, it is taken from this point in the exact centre of the unit’s front edge. It’s a good idea to mark the unit’s Leader Point on the unit in some way as it may be difficult to easily locate the Leader Point on a movement tray or multi-base at a glance during gameplay.
• Unit Size. How many models the unit comprises. • Speed (Sp). How fast the unit moves, in inches. • Melee (Me). The score needed by the unit to hit in melee. • Ranged (Ra). The score needed by the unit to hit with ranged attacks. If it has no normal ranged attacks, this is a ‘–’. • Defence (De). The score the enemy requires to damage the unit. • Height (Ht). The unit’s Height value. This value is used primarily when determining Line of Sight. • Unit Strength (US). Unit Strength represents the presence a unit exerts on its surroundings and its ability to control the battlefield. It’s frequently used when scoring scenarios to determine the winner of a game. • Attacks (Att). The number of dice the unit rolls when attacking, both at range and in melee. • Nerve (Ne). A combination of the unit’s size and its training and discipline. This stat shows how resistant it is to damage suffered – both physical damage to its warriors, but also to its morale. • Points (Pts). How valuable the unit is. Used for picking a force and sometimes for working out victory points in scenarios to determine the winner of a game.
Diagram A: Front, Rear, Side Arcs and Leader Point
• Special. Any special equipment (like ranged weapons) and rules the unit has. These stats make up what is known as a unit ‘profile’ – a handy visual summary of the information for each unit. The army lists later in the book have all the unit profiles for the various troops, monsters, heroes and sorcerers at your disposal.
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Units Unit Interactions Front Arc During the game, you will often need to determine whether one of your units can interact with another unit, normally one you intend to charge or shoot. Unless specified otherwise, a unit can only interact with other units that are at least partially within its front arc.
Line of Sight (LoS) Certain actions, such as charging or shooting at an enemy unit, will require you to determine if your unit can see another unit. This requires drawing an imaginary straight line, called the Line of Sight (LoS), from your unit’s Leader Point to any point on the target’s base. • If this imaginary line passes over no other unit’s base or terrain features, then LoS is not blocked. • If either your unit or the target unit has a greater Height stat than any other units or terrain in the way, then LoS is not blocked.
Diagram B1: Drawing Line of Sight Unit A is trying to draw LoS to Unit C (See Diagram B1). The red lines represent the LoS trying to be drawn. If either Unit A or Unit C are taller than Unit B, then LoS is NOT blocked. If Unit B is the same height or taller than both Unit A and Unit C, then LoS is blocked.
• If any units or terrain in the way are the same Height or greater than both your unit and the target unit, then LoS is blocked. A unit’s LoS can never pass through the unit itself. Note that the LoS does not have to be the shortest line between your unit Leader Point and the target unit’s base; any line from your unit Leader Point to any part of the target unit’s base will do fine. If you’re unsure whether your unit can see a target unit or not, roll a die. On a 4+ it can see it, on 3 or less it cannot. Terrain and LoS are discussed in more detail on page 20.
Measuring Distances You can measure any distance at any time you like. Unless otherwise specified, the distance between two units is the distance between the two nearest points of the units’ bases.
Keep Your Distance In order to avoid confusion, keep your units at least 1” away from enemy units at all times, except when charging, engaged or regrouping as explained later. To remove any confusion, ensure that your units are not in base contact with other friendly units at all times.
Diagram B2: Drawing Line of Sight In this example (see Diagram B2), Unit B is considered to be as tall as Unit A and C and therefore blocks LoS. Unit A can still see Unit C by looking around the edge of Unit B. 11
Rules
The Turn Kings of War is played in Rounds, with each player taking a Turn during each Round. Both players roll a die each to decide who has the first Turn – the player winning the die roll decides who goes first. That player goes through the three phases listed below, concluding their Turn. The opposing player then takes their Turn. When both players have finished their Turns, Round 1 is complete. Players continue alternating Turns and completing Rounds this way until an agreed time limit or Round limit is reached. This is usually determined by the scenario being played (see page 53).
A player goes through the following three phases in their Turn:
1. Movement Phase 2. Ranged Phase 3. Melee Phase We’ll examine each of these phases in detail on the following pages. Once a player has moved and attacked with all their units and completed their three phases, it is then their opponent’s Turn.
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the Movement Phase
The Turn
During the Movement Phase of your Turn, pick each of your units, one at a time, and give them one of the following Movement orders. Complete each order and any movement with a unit before proceeding with the next one.
Halt The unit does not move at all. If a unit is not moved during the Movement Phase, it has received a Halt order by default.
Change Facing
Diagram C: Changing Facing
The unit remains stationary and can pivot around its centre to face any direction. See Diagram C.
Advance The unit can advance straight forward up to its Speed stat, in inches. For example, a unit with a Speed of 6 can move forward up to 6 inches. At any point during this move (i.e. before or after advancing, or anywhere along its advance), the unit can also make a single pivot around its centre of up to 90 degrees from its original facing. See Diagram D.
Back The unit can move straight backward at up to half of its Speed stat value, in inches. See Diagram E.
Sidestep
Diagram D: Advance This regiment has a Speed Stat of 5” and it is ordered to Advance. First it is moved 4” straight forward, then it is pivoted around its centre, and finally it completes its advance by moving a further 1” straight forward.
The unit can move sideways straight to its left or straight to its right at up to half of its Speed, in inches. See Diagram E.
At the Double The unit can advance straight forward up to double its Speed, in inches. See Diagram E.
Charge This is by far the most exciting of orders. Your units are about to engage the enemy in hand-to-hand (or tooth-to-claw) combat. It is also the most complicated and so it is described in detail on page 15.
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Diagram E: Move
Rules Disengaging
UNIT INTERPENETRATION
During a game, units may begin their Turn Engaged with Enemy units (see page 24). When such units are given a Movement order that takes them out of base contact with Enemy units, they are said to be Disengaging. Disengaging units may move within 1” of any Enemy unit they were Engaged with at the beginning of the Turn. They still must end their move at least 1” away from any Enemy units unless charging.
Interpenetration When Moving The following rules regulate interpenetration when a unit moves directly forward, backward or sideways.
Friendly Units Friendly units can be moved through (except when charging, see below), but you cannot end a unit’s move on top of another unit, so you’ll have to be sure that your units have enough movement to end up clear of their friends. Also, at the end of their move, your units must not be in base contact with other Friendly units. This ensures that both you and your opponent can clearly tell them apart.
If a unit begins its Turn Engaged with one or more Enemy units on a single facing only, it may make a free Withdraw move directly away from the unit(s) up to 1” before carrying out its normal Movement order. All applicable measurements, LoS checks and front arc checks are then taken from the new position.
Enemy Units
Unless noted above, all the normal rules for movement apply to Disengaging units.
Enemy units, on the other hand, block movement. Your units must remain at least 1” away from them, except when charging, disengaging or during a pivot.
If a unit is given a Halt order but does not Disengage, the unit and all units Engaged with it remain Engaged.
Interpenetration When Pivoting
If your unit is not Engaged but begins its Turn within 1” of an Enemy unit, it may still move freely as long as it ends its Turn farther away from the Enemy unit than where it began.
In reality, regimented units are more flexible in rearranging their ranks and files than our miniatures, so when a unit is pivoting around its centre, it can pivot through both friends and enemy units, and all types of terrain, including Blocking Terrain and the edge of the table. It must of course still end its pivot (and also its entire move) clear of Blocking Terrain (and completely on the table), not in base contact with Friendly units, and at least 1” away from Enemy units.
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The Turn CHARGE A Charge is typically the only way your units can move into contact with the enemy. A unit can Charge a single enemy unit (‘the target’) as long as the following conditions are all met: • The target is at least partially in your unit’s front arc; • The unit can draw LoS to the target from its Leader Point as described on page 11; • The distance between any point on your unit’s front facing and the closest point on the target unit’s base is less than or equal to double your unit’s Speed stat (this is sometimes called the Charge Range); • There is enough space for your unit to be physically placed into contact with the target by moving as described below.
Moving Chargers A Charge move is carried out in three steps:
Diagram F1 Unit A wishes to Charge unit B
1. Move First, the charging unit moves forward using the shortest, most direct route possible to make contact with the facing of the enemy unit being charged. This is done without measuring how much distance they actually cover, going around any Blocking Terrain and any unit in their way (both Friendly and Enemy units). See Diagram F. In order to do this they may, if necessary, pivot once around their centre up to 90º at any point during their move. If the Charge can be completed without the pivot, then the charging unit should not pivot. Note that the charging unit must go through any area of Difficult Terrain or over any Obstacle that would normally slow down their movement. The pivot may not be used to avoid them. These elements of terrain do not slow down Charge moves, but they cause the Charge to be Hindered (see page 24).
Diagram F2
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Rules
Diagram F3 Unit A aligns with unit B at the point of contact
Diagram F4 Unit A shuffles to the centre of unit B
2. Align
3. Shuffle to Centre
Second, once the charging unit has made contact with the target, pick it up and align its front edge flush with the facing of the target in the arc being charged (see Flank and Rear Charges below). The charging unit must still be touching the initial point of contact with the target and clear of all other units. See Diagram F3.
Finally, shuffle the charger sideways until their unit Leader Point is facing directly opposite the centre of the target unit, or as close as possible to it. See Diagram F4. During this shuffle the charging unit may not pass through other units or Blocking Terrain. In some cases this shuffle may take the charging unit into Difficult Terrain or onto an Obstacle. In such cases, the Charge is considered Hindered, as described on page 24.
The charging unit must be able to align at the initial point of contact in order to carry out a legal charge and must physically have enough space to fit when aligned. A charging unit cannot make contact with an enemy unit at a point of contact and then ‘skip’ over units or terrain to align with a different part of the unit. See Diagram G.
Once the charging unit has shuffled to its final position, the charging unit(s) and the target are Engaged.
Diagram G: Illegal Charges Regiment A wants to Charge Regiment B and can contact the corner of ‘Skipping’ to the other side of the Troop is not allowed so this Regiment B, but it cannot align due to the Troop charge would not be legal 16
The Turn Flank and Rear Charges
Corner-to-Corner Charges
If the Leader Point of the charging unit is in the target’s front arc when the order to Charge is given, the unit must charge the target’s front facing.
In some rare cases, the only possible way for charging units to make physical contact with a target would be by literally having one corner of its frontage in contact with one corner of the target.
If the Leader Point of the charging unit is in the target’s right or left flank arc when the order to Charge is given, the unit must charge the target’s corresponding flank facing.
These extreme cases are called ‘corner-to-corner’ contact. One example of this is shown in Diagram I.
If the Leader Point of the charging unit is in the target’s rear arc when the order to Charge is given, the unit must charge the target’s rear facing. See Diagram H.
We deem that this is not enough to warrant a sensible charge and combat, so we disallow these charges.
Diagram H: Flank and Rear Charges
Proximity to Enemies Remember that when charging, units don’t have to stay 1” away from Enemies, and this means that sometimes a charging unit may end up in contact with both its target and one or more Enemy units it has not charged (e.g. when charging a unit that is part of a tight enemy battle line). In this case, if possible, nudge the enemy unit that is not being charged back just enough that it’s clear it is not Engaged with the charging unit.
Diagram I: Corner Charges
This nudge is for the sake of keeping engagements clear and is not enough by itself to expose an otherwise unexposed flank. In other words, players cannot use this nudge to create a Charge that was not possible without the nudge.
17
Rules Multiple Charges Against the Same Target
All units must be able to fit the facing they are charging after all charging units have moved. If there isn’t enough space for all of the units to fit against the facing of the target they are charging, some of the units will not Charge and must be given a different order.
At times you will want two or more of your units to Charge the same Enemy unit. This is allowed as long as each unit can fit against the correct facing of the target unit once all of the charges are completed, but the process for moving the units is a bit different.
Note that units do not shuffle to make room for units that are charging different facings. You will notice how it is impossible for three units of exactly the same frontage (e.g. 100mm) to charge the facing of an enemy that has the same width (100mm). This is because corner-to-corner charges are not allowed – so only two such units can charge the same facing; the third will have to be given a different order.
First, all units charging a single target must be given a simultaneous order to Charge the target unit. This means that each of the units charging must meet the requirements for a Charge order (see page 15) before any of the charging units move. It also means that new units cannot be issued a Charge order against the same target later in the Movement phase.
Also note that, in multiple charges, units charging the same target facing cannot cross each other’s way in, i.e. they cannot swap places and must remain in the same relative positions to the target facing when they started their Charge. The Leader Point of each charging unit must stay in the same relative position to the Leader Points of all other units charging the same facing. In other words, the leftmost Leader Point before the Charge must still be the leftmost Leader Point after the Charge, etc. If it is particularly close and hard to determine, use a straight line perpendicular from the target, moving it left and right, and see which unit’s Leader Point the line touches first. In the event that multiple Leader Points are lined up exactly with each other, then the charging player may choose the final position. See Diagram K.
Each unit is then moved one at a time in an order decided by the charging player. A charging unit moves and aligns in the same way as a single Charge described above. Rather than shuffling to the centre, however, multiple units charging the same facing shuffle to their final positions as explained below, before moving the next unit so that all units on a facing share the space available as equally as possible. In the case of two units, each unit should, as much as possible, have roughly the same fraction of contact (e.g. if two units with 100mm fronts Charge a facing that is 100mm wide, each unit would have 50mm of their facing touching the target unit). In the case of more than two units, the central unit will of course be fully in contact. Divide the remaining frontage evenly among the overhanging units. There is no need to micromanage this to the last millimetre; placing the units in roughly the correct position by eye is sufficient. See Diagram J.
Diagram J: Shuffling Multiple Charges
Each unit has roughly 1/3 of its frontage in contact
Each unit has roughly 5/6 of its frontage in contact 18
Of the 100mm of frontage, the Individual takes up 20mm, which leaves 80mm for the other units to share equally. This means roughly 1/4 of the regiment and horde are in contact
The Turn If the attacking unit Counter Charges an enemy Engaged on its side or rear facing, simply pick up the Counter Charging unit, turn it to face the target and align it flush with the target’s front face. Shuffle it to the final position as normal. As noted above, the unit is now Disengaged from all other units it was previously Engaged with. Nudge them out of contact as above.
Using leasderpoints to determine final positions on a multiple charge
Counter Charging to the flank or rear can sometimes prove slightly tricky in narrow confines. It is perfectly fine to slide the unit sideways to fit against the front of the enemy, as long as the final position does not overlap any other unit. If the unit cannot fit against the target, then it cannot Counter Charge that unit. All rules that apply in a Charge also apply in a Counter Charge, unless otherwise specified. Note: Remember that if a unit wishes to Counter Charge an Enemy unit it is Engaged with, it must declare the Counter Charge in the Movement phase. Don’t forget to declare it!
Diagram K: Using Leader Points to Determine Final Positions after a Multiple Charge Unit B’s Leader Point is farther left than unit C’s so unit B will align to the left
Counter Charge If a unit begins its turn Engaged with one or more Enemy units, it may elect to perform a Counter Charge instead of a regular Charge. If a unit decides to Counter Charge, then it may only do so against an Enemy unit with which it is already Engaged. It does not need LoS and the Enemy unit does not need to be in the front arc, so it may Counter Charge against units Engaged on its flank or rear facings. If the unit Counter Charges an enemy unit that is Engaged on its front facing, simply shuffle the attacking unit to its final position as normal. It is now considered Disengaged from all other units, so, if possible, any units it may still be touching should be nudged out of contact to show that they are no longer Engaged.
19
Rules Difficult Terrain
Terrain
This type of terrain consists of things like woods, crop fields, areas of rocky terrain or scree, ponds and so on. They are normally made by gluing a number of pieces of terrain onto a large base. This conveniently shows the area of the terrain – the entire area of this base counts as Difficult Terrain. It impacts the game in the following ways:
Terrain plays a vital role in Kings of War, providing cover from gunlines, breaking up charging paths for cavalry and providing strategic advantages and disadvantages for both players. Because terrain can have an effect on unit activity in all phases of the game, as well as LoS (and thus shooting), we will discuss it in more depth here before moving on to the Ranged and Melee phases.
• While moving At the Double, units treat Difficult Terrain as Blocking Terrain instead.
On a standard 6’x4’ table it is recommended that players use between eight and twelve pieces of terrain, making sure to use a few pieces of terrain from each of the five types listed below. Before the game, it’s always a good idea to agree with your opponent how you are going to treat each of the pieces of terrain on the table.
• If a unit’s Leader Point is in a piece of Difficult Terrain, then that unit ignores that piece of Difficult Terrain when checking LoS. Otherwise Difficult Terrain impacts LoS as described below. • If a charging unit’s move has gone through or ended over any portion of Difficult Terrain, then it is Hindered as described on page 24.
Terrain Types
Obstacles
There are five types of terrain that impact gameplay in Kings of War:
Obstacles are long and narrow pieces of terrain, like a low wall, a fence, a hedge, etc. – something that a roughly man-sized creature could see over and clamber across easily. Obstacles should be no more than 1” high – any higher and they will be Blocking Terrain instead. They impact the game in the following ways:
Open Terrain Open Terrain simply describes the normal battlefield and it is assumed that units and warriors can move, see and fight in areas of Open Terrain easily, following the normal rules. You don’t need to specify Open Terrain – we assume it covers all the areas of your table where you have not placed any of the other terrain types listed below.
• Units can move over Obstacles normally (even ending their move on top of them), but they cannot cross them while moving At the Double. • If a charging unit’s move has gone through or ended over any portion of an Obstacle, then it is Hindered as described on page 24.
Blocking Terrain Blocking Terrain is any solid piece of terrain such as high walls, buildings or large rock formations. The edge of the table is also normally treated as Blocking Terrain. When setting up the table, it is recommended that players leave at least 12” between any two pieces of Blocking Terrain to ensure that all units in the game can fit between them. It impacts the game in the following ways:
• Obstacles are Height 2 for determining cover but never block LoS.
Hills Hills are elevated terrain pieces on which units can stand. Because of the tactical advantages granted by Hills, it is recommended that players avoid placing them in the Set-up Areas. Hills impact the game in the following ways:
• Units cannot move across Blocking Terrain and must go around it. • Units can pivot through Blocking Terrain in the same way as other units (see Interpenetration When Pivoting on page 14).
• In order to be on a hill for game purposes, a unit must have at least half of its unit’s base on it. When a player intends for their unit to be on a hill, they should make this clear to their opponent.
• Blocking Terrain impacts LoS as described below.
• Hills have no impact on movement. • If a unit’s Leader Point is on a hill, then that unit ignores that hill when checking LoS. Otherwise, hills impact LoS as described below.
20
The Turn Drawing Line of Sight
• While on a hill, a unit adds that hill’s Height to its own. For example, a Height 2 unit on a Height 2 hill would be Height 4, while a Height 3 unit would be Height 5 while it stood on the hill.
Terrain blocks LoS to any units behind it in the same way as a unit. For example, a Height 3 or higher building will block LoS between two Height 3 units. Some pieces of terrain, such as rivers and ponds, will be completely flat and never block LoS. As always, these should be agreed with your opponent before the game.
• If a unit that begins its turn on a hill makes a Charge that is not Hindered against a unit that is not on a hill, the charging unit gains the Thunderous Charge (+1) special rule. Units with the Fly special rule, including those who have temporarily lost the special rule due to being Disordered, do not gain this bonus.
Terrain does not block LoS drawn to units that are at least partially inside the piece of terrain. If any part of a unit is in a forest, for instance, then other units outside of the forest may draw LoS to the unit in the forest.
TERRAIN & LINE OF SIGHT
Note that it is important to have some pieces of terrain that block LoS toward the centre of the board in order to break up LoS and provide cover from units with ranged attacks. Hills, forests and Blocking Terrain are great for this purpose.
Terrain Height Heights of all terrain features should be agreed upon before the game. As a rough guideline, a piece of terrain is Height 1 plus one level of Height for each inch of actual physical height, so a 2” high wall would be Height 3 for example.
Terrain and Cover For rules on how terrain impacts the Ranged phase, see the Cover section on page 23.
Hill Blocking Terrain
Difficult Terrain
Obstacles
21
Rules
The Ranged Phase Once you have finished moving all of your units, it’s time to make ranged attacks with those that can do so. Only units with a ranged weapon, such as a bow, or other ranged attack, such as a spell, can be chosen to make attacks in the Ranged phase. They are said to be firing, shooting or casting ranged attacks as appropriate.
Ranged Weapon Units that possess a ranged weapon will display it in the special rules section of their unit profile. A ranged weapon’s own profile is composed of several different elements. At the very least it will display its name and range but may also indicate a different number of dice to roll for its attacks to be used instead of the unit’s own Att stat. Special rules that affect the weapon are also included and only apply to that weapon when it is used.
Pick one of your units at a time, choose a target for them and let loose. As noted previously, any unit that did not receive an order in the Movement phase is considered to have had the default Halt order given to it. If a unit has two or more types of ranged attacks (including spells), it can only use one per Turn.
For example: (Bows – 24”), (Heavy Crossbows – 36”, Piercing (2), Reload) or (Flame Belcher – 12”, Att: 10, Piercing (1), Steady Aim)
To resolve a unit shooting (or casting) with a ranged attack, a player will:
If a ranged weapon profile does not explicitly list a number of Attacks for that weapon, or list an Ra stat value to be used for that weapon, the Att value and/or Ra value in the unit profile itself should be used.
1. Pick a target and make sure it’s in range and there is LoS to it. 2. Roll to hit.
PICKING A TARGET
3. Roll to damage. At the end of the Ranged phase, you will test the Nerve of any enemy units that were damaged. We will cover Nerve in a following section.
A unit can pick a single Enemy unit as a target for its ranged attacks as long as all the following conditions are met:
Moving and Shooting
• The unit has LoS to the target.
• The target is at least partially in the unit’s front arc.
Units that have received an At the Double order in their previous Movement phase may not make ranged attacks.
• The distance between the unit’s Leader Point and its target is equal to or less than the weapon’s or spell’s range.
Melee and Shooting
SHOOTING & HITTING THE TARGET
Units that are Engaged with enemies cannot use, or be targeted by, ranged attacks, unless specified otherwise.
Once a valid target has been selected, roll a number of dice equal to the firing unit’s (or weapon’s) Att stat. Your unit’s dice rolls, with any modifiers that apply, must score a number equal to or higher than its Ra stat value in order to hit its target. Discard any dice that score less than that.
Engaged Units and Shooting Units that begin their turn Engaged in combat must first Disengage during their Movement phase if they wish to shoot during their Ranged phase. If a unit is issued a Halt order immediately after Disengaging (including Disengaging that involves a Withdraw move), any normal penalties for movement, including those for Pot Shot or Reload, do not apply. With any other Movement order, any normal movement penalties apply.
Example: A unit has Att 10 and so shoots with 10 dice. Its Ra value is 5+. The dice are rolled. Any that score 4 or less are discarded – they have missed. Any that score 5 or 6 are successful hits.
Units that are only Engaged with enemy units that are Yielding do not have to disengage in order to shoot. See page 30 for more on Yielding. 22
The Turn Modifiers
TESTING NERVE
A number of factors can affect the chance of hitting a target:
At the end of the Ranged phase, test the Nerve of any unit you inflicted damage on during that phase. This test is described on page 26 and will determine whether the damaged units are Steady, Wavered or Routed.
• -1 Moving. This applies if the firing unit received any order other than Halt in the previous Movement phase. This modifier does not apply to Pistols, Javelins or Thrown Weapons.
COVER
• -1 Cover. This applies if the target is in cover (see below). For each of these conditions that apply, deduct one from the score rolled on each of the dice.
In cases when the target unit is partially visible behind another unit or terrain piece, the firing unit might suffer from the the -1 Cover modifier on its rolls to hit. To decide whether the target unit is in cover, draw LoS from the Leader Point of the firing unit to the facing and arc of the target unit that the firing unit is in (front, rear or either flank).
For example, if your unit normally needs a 4 or more to hit, but it has moved, you will need 5 or more to hit instead, because all results will be one less than actually rolled – a 5 will become a 4 and thus meet the required Ra value, but a 4 will become a 3 and therefore miss. If the target was in cover as well, you would need 6s.
The target unit will be in cover if: • At least half of its base is within Difficult Terrain, or…
Any dice that naturally roll a 1 always miss, regardless of modifiers. However, if modifiers to the roll mean that the unit would need more than a 6 to hit, it may only roll a number of dice equal to half its Attacks (rounding down) and will only score hits on a 6.
• LoS to at least half of the target unit’s facing that is being targeted passes over intervening units or terrain (including Difficult Terrain the target unit is in contact with). A firing unit that received a Halt order in its Movement phase ignores any piece of Difficult Terrain that it is currently within, or in base contact with, for determining whether an enemy unit is in cover, unless the enemy unit is also touching or within the same piece of Difficult Terrain.
Additionally, the target unit or firing unit may have special rules which also modify To Hit rolls when shooting and will be explained in the unit’s special rules.
DAMAGING THE TARGET
A firing unit that is currently within, or in base contact with, an Obstacle, ignores it for determining whether an enemy unit is in cover, unless the enemy unit is also in contact with the same Obstacle.
After discarding any dice that missed, pick up the remaining dice that scored hits and roll them again to try and damage the enemy unit. The number your unit needs to damage the target is equal to or greater than the target’s Defence value. This roll can sometimes be modified by special rules, etc.
If a unit’s Leader Point is on a hill, but the unit itself is not on the hill (with more than half its base), LoS is not blocked, but the hill itself is taken into consideration when determining cover to and from the unit.
Example: A unit has scored 6 hits on an enemy unit which has a De of 4+. The attacking player rolls the dice again. Any that score 3 or less have failed to cause any damage. Any that score 4 or more cause 1 damage each.
Big Targets
Any die that rolls a 1 always fails to damage, regardless of modifiers. If a modifier brings the score required to damage a target above 6, that target cannot be damaged.
Intervening units/terrain that are three Height levels smaller than either the firing unit or the target offer no cover. For example, Height 1 units/terrain do not offer cover to or from Height 4 units.
Recording Damage
Not Sure?
For each hit that scores damage, place a damage marker next to the unit. This represents physical damage and casualties as well as a decline in the unit’s morale, cohesion and will to fight on. As the unit accumulates damage markers, it might be more convenient to record this by placing a die (possibly an unusual one, of a different size or colour, to avoid rolling it by mistake) next to the unit, or by using some other suitable tokens to track the damage.
In the rare, marginal cases when you’re not sure whether your target is in cover or not, simply roll a die. On a 4+ it is not, on 3 or less it is.
23
Rules
The Melee Phase A unit that is Counter Charging is never Hindered, whether by terrain, special rules or any other reason.
Once you have finished any Ranged attacks with your units and made any Nerve tests for the enemy, it’s time for your warriors to strike against the enemies that they Charged, or Counter Charged, in your Movement phase. We imagine that in your Turn the impetus of the Charge means that your warriors will be doing most of the hacking and slashing, while the enemy mostly defend themselves.
Any die that naturally rolls a 1 is always a miss, regardless of modifiers. However, if modifiers to the roll mean that the unit would need more than a 6 to hit, it may only roll a number of dice equal to half its Attacks (rounding down) and will only score hits on a 6.
At this stage, there may be a number of Engaged units all involved in hand-to-hand Melee combat. The player whose Turn it is picks one of these combats and resolves it completely before moving to the next, and so on until all combats have been resolved.
Additionally, the target unit or attacking unit may have special rules that also modify the roll to hit when making Melee attacks; these will be explained in the units’ special rules.
To resolve each Melee combat a player will:
1. Roll to hit. 2. Roll to damage. 3. Test the enemy unit’s Nerve. If more than one unit is attacking the same target, resolve steps 1 and 2 for each unit in the order chosen by the attacking player before moving on to step 3. Regardless of the number of attacking units, the target’s nerve is only tested once in a given combat.
STRIKING To attack the unit you charged, roll a number of dice equal to the charging unit’s Att stat. If your unit is attacking an enemy to its flank, it doubles its Attacks. If your unit is attacking an enemy to its rear, it triples its Attacks.
DAMAGING THE TARGET This process is exactly the same as described for Ranged attacks on page 23.
HITTING THE TARGET
Recording Damage
This process is exactly the same as described for ranged attacks, except that it uses the unit’s Me stat rather than Ra and the modifiers below rather than the ones for Ranged attacks.
This process is exactly the same as described for Ranged attacks on page 23.
TESTING NERVE
Modifiers A number of factors can affect the chance of hitting a target: • -1 Hindered. If a charging unit’s movement has gone through or ended over any portion of Difficult Terrain or an Obstacle, then it is Hindered in the following Melee phase. A unit can only be Hindered once in any given charge so will only ever suffer a single -1 modifier for the condition.
At the end of each combat, if your attacking unit(s) have managed to score at least one point of damage on the target, test the target’s Nerve. This test is described on page 26 and will determine whether the damaged units are Steady, Wavered or Routed. Note this is different to the Ranged phase, where you test enemy Nerve at the end of that phase. 24
The Turn
Ogre Berserker Braves face off against a Goblin Rabble
AFTER COMBAT
DISORDERED
Target Routed – Chargers Regroup
Units that have suffered at least one point of damage in the melee phase are Disordered – mark them with an appropriate counter.
At the end of each combat, if your Charging or Counter Charging unit(s) managed to Rout the Enemy unit, it can do one of the following:
Units will remain Disordered until the end of their following Turn, when the Disordered counter is removed.
• Stay where it is and pivot around its centre to face any direction (as per a Change Facing order).
No Ranged Attacks
• Move directly forward D6”. The unit must move the full distance rolled. This move is not affected by Difficult Terrain or Obstacles.
Disordered units cannot use any form of ranged attack (including spells). This is because they have been disrupted by the melee or are busy fighting back in close quarters.
• Move directly sideways either left or right D3” (as above). • Move directly backward D3” (as above). A unit cannot move through any other units while regrouping, though it can pivot through them as long as it ends clear. Once the Regroup move has been carried out, nudge the unit out of base contact with any enemy units it may be touching, so that it’s clear they are not Engaged.
Target Steady or Wavering – Remain Engaged If, on the other hand, your unit(s) failed to Rout the Enemy unit, it remains Engaged. Engaged units remain in base contact with one another and do not move.
25
Rules
Nerve As a unit accumulates damage, it will become more and more likely to lose cohesion, stamina or even willpower, until eventually it will turn tail and run from the field, never to return.
Steady The unit continues to fight normally and does not suffer any negative effects. Remember, however, that units capable of ranged attacks that have been Disordered will not be able to use their ranged attacks in their next Turn.
WHEN TO TEST
Wavering
At the end of both the Movement and Ranged phases of your Turn, you test the Nerve of any enemy unit that suffered any damage during that phase. If there are multiple units, you may choose the order to make the tests.
The unit does not Rout, but it is severely shaken during its next Turn. Place a suitable counter by the unit as a reminder. In its next Movement phase, it can only be given one of the following orders: Halt, Change Facing or Back. In addition, the unit is Disordered (so it will not be able to use its ranged attacks in its next Ranged phase). The unit will remain Wavering until the end of its following turn, when the Wavering counter is removed.
In the Melee phase, however, a Nerve test is made for any enemy unit that suffered damage in the phase at the end of each combat, before moving on to the next. In a combat where more than two units are attacking, resolve all of the attacks and damage first from all the attacking units, and then make the Nerve test.
Rout
Note that if one of your own units receives damage during your own Turn, a Nerve test is not required.
The unit is no longer capable of participating in the battle and any few remaining survivors (if any!) have routed. Remove the unit from the table. It can take no further part in this game and is considered destroyed.
HOW TO TEST Each unit has two numbers under its Ne stat. The first number is the unit’s Wavering limit, the second number is its Routing limit.
Devastated While the amount of damage on a unit exceeds its current Routing limit (taking into account any modifiers, such as Rallying or Dread) and the unit has not suffered a Rout result, the unit is said to be Devastated. Devastated units halve their Attacks, Unit Strength and spell (n) stat values, rounding down. Mark the unit with an appropriate token.
To test the Nerve of an Enemy unit, roll 2D6 and add any damage currently on the unit to the score, plus any other modifiers that apply (such as those granted by some special rules). The final total is then compared to the Ne stat values of the Enemy unit. • If the total is equal to or higher than the unit’s Routing limit, the unit suffers a Rout result (see below).
For example, if a unit that normally had an Att stat of 12 was Devastated, it would continue to play using an Att stat of 6 instead
• If the total is lower than the Routing limit, but equal to or higher than the Wavering limit, the unit suffers a Wavering result (see below). • If the total is lower than the unit’s Wavering limit, then the unit is said to be Steady, which means it is completely unaffected and continues to fight on as normal. For example, let’s assume you are testing the Nerve of an Enemy unit that has a Nerve of 11/13 and has suffered three points of damage so far during the game. If you roll a seven (or less), your total will be ten or less and the enemy will be Steady. If you roll an eight or nine, your total will be eleven or twelve and the enemy will be Wavering. If you roll a ten or more, the enemy Routs. 26
The Turn Exceptional Morale Results Double Six – We Are Doomed! If you roll double six when testing Nerve and the enemy unit is not Routed, it will still suffer from a result of Wavering, as insidious news of defeat starts to spread through the ranks.
Double One – Hold Your Ground! If you roll snake eyes (double one) when testing Nerve, the enemy unit is filled with implacable resolve and will always be Steady and fight on, regardless of any modifier. Note, if the Enemy unit has suffered enough damage, this may still result in it being Devastated.
Fearless Some units in the game have a value of “-” for their Wavering limit. For example, it could be -/14. These units are normally composed of fanatical, frenzied warriors or mindless supernatural creatures – in any case, they cannot Waver, and will therefore remain Steady until they eventually Rout. Of course a Rout result for such troops represents them being utterly annihilated, or collapsing as their magical life force abandons them.
27
Wymriders herd a Terror into a trap
Rules
War Engines Unless specified otherwise in a unit profile, the following rules apply to all War Engine units.
Movement War Engines cannot be ordered to move At the Double, nor to Charge. While moving, War Engines treat Obstacles as Blocking Terrain.
Melee Units attacking a War Engine in Melee always triple their Attacks, regardless of the facing they are attacking. War Engines lucky enough to take damage but survive such an onslaught will be Disordered as normal.
Front Arc If a War Engine’s base is wider than 50mm, the front arc for making ranged attacks is not taken from the corners. Instead the 50mm wide base of the arc should be defined on the unit’s front base edge, centered on the unit Leader Point, such as by painting two vertical lines on the front or marking it with appropriate scenic decoration. It still has a front arc as normal, but when choosing a target for ranged attacks it may only choose one within the front arc determined by the 50mm marked on the base. For example, the base in Diagram L has an 80mm width, but the front arc only extends from a 50mm width on the front of the base.
Diagram L: War Engine Bases
28
War Engines
A Basilean Heavy Arbalest team surveys the battlefield
An Abyssal Dwarf crew prepares their G’rog Light Mortar for war 29
Rules
Individuals Units with the Individual special rule are normally made of a single model representing a roughly human-sized individual, on foot or horseback. These can obviously behave in a very different manner from regimented units or very large creatures. When the word Individual is used in the rules with a capital letter, it means a unit with the Individual special rule. A unit with the Individual special rule uses the normal rules with the following changes.
Ranged Attacks Individuals may pivot to face any direction for free before picking a target in the Ranged phase. Enemies shooting against Individuals suffer an additional -1 to hit modifier. A unit with the Individual special rule also has the Steady Aim special rule, which can be found in the next section.
Line of Sight
Melee
Individuals never block LoS and also do not provide cover against ranged attacks.
When charging an Individual, a unit must make contact with the facing that they started in as normal. However, the Individual will align flush with the unit’s facing, rather than the unit aligning to the Individual’s facing. The charging unit then shuffles to its final position as normal. If more than one Enemy unit is charging the Individual, declare all Charges as normal and move the first charging unit into contact. The Individual then aligns to that unit and the charging unit moves to its final position. The remaining charging units then make contact with the facing they would have charged when they declared the Charge and align to the Individual – assuming there is still room to fit.
Movement Immediately before being issued a Movement order, Individuals may pivot to face any direction before carrying out the rest of their order. If it is a Charge order, this pivot is allowed to end within 1” of enemy units. An Individual that does not start the turn in Difficult Terrain or on a Hill that would otherwise block LoS (such as a Height 4 forest for a Height 2 Hero (Inf), model) may not pivot into the Difficult Terrain or Hill to see through it in order to declare a Charge.
Enemies never double/triple their Attacks in Melee combat against an Individual. Similarly, the Individual does not double/triple its own attacks when attacking an enemy in the flank/rear. Individuals do still triple their Attacks against War Engines however.
A unit with the Individual special rule also has the Nimble special rule, which can be found in the next section. An Individual may move into base contact with a Friendly unit to protect a facing. While in base contact like this, the Individual may not be charged in any facing that is entirely in contact with the Friendly unit.
Overrun If an Individual suffers a Rout result, and the attacking unit(s) opts to advance D6” directly forward for its Regroup move, it may make contact with another enemy unit if the distance moved would allow it. This is treated as a successful Charge. The charging unit is aligned and shuffled against the new enemy as normal and can immediately attack again, even if the unit contacted has already been attacked in Melee this Turn. This may result in more than one Nerve test on a single enemy unit in the Melee phase. If either the initial Charge move or the regroup move took the charging unit over an Obstacle or through Difficult Terrain, then it is Hindered during this additional combat.
Yielding Units with the Individual special rule are Yielding. This means that Enemy and Friendly units that are not Disordered may move, Charge and pivot through them as long as they end their entire movement, or the Move step of any Charge, clear of the Individual. In addition, units do not need to Disengage to carry out a ranged attack if they are only Engaged with Individuals that are Yielding.
Also note that if the new enemy is another Individual, which is then Routed, the charging unit can again advance D6” forward as above, and so on – it is possible to run over any number of meddling Individuals in a single Charge!
Enemy Yielding units are not taken into account when determining if a unit can make a Withdraw move. However, the Withdraw move still may not pass through them if the Disengaging unit is Disordered, and the Withdraw move still must end clear of the Yielding unit 30
Special Rules
Special Rules
example, Vicious (Melee – vs. Monsters & Titans only) grants the Vicious special rule, but only in Melee, and only when attacking Monsters and Titans.
Some units possess what we call ‘special rules’. Each of these special rules is an exception to the normal rules. Some are listed with the units themselves, but the most common are presented together in this section for reference.
In some instances, upgrades or special abilities or spells may grant a special rule with a (+n) value. If the unit does not already have that special rule, the unit would then have it with the given (n) value. If it does already have the special rule, the unit’s (n) value is increased by the (+n) value, up to the maximum allowed by the rules.
Special rules typically grant bonuses or apply modifiers to dice rolls during the game. If they only affect actions during specific phases, this will be listed in brackets after the special rule’s name in the unit entry. For instance, Elite (Ranged) grants the Elite special rule, but only on ranged attacks. In cases where there is no qualifier, the special rule works in all applicable phases.
For example: should an ability grant Lifeleech (+1), any unit that does not have Lifeleech would now have Lifeleech (1), whereas a unit with Lifeleech (1) already would now have Lifeleech (2).
Similarly, some special rules may have qualifiers granting the ability only when attacking certain types of units. For
Blast (n)
SPECIAL RULES
If the unit’s attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit. For example, if a unit suffers a hit from a Blast (D6+3) attack, it will suffer from four to nine hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused.
Aura (x) (x) refers to another special rule that the Aura grants to units around it. This unit and all Friendly Core units while within 6” of it have the (x) special rule. Note an Aura may have a further qualifier, in which case the Aura will only grant the special rule to the unit with that name or keyword in addition to the unit with the Aura itself.
Brutal (n) When testing the Nerve of an enemy unit in Melee with one or more of your units with this rule, add the highest Brutal (n) value to the total rolled. If no value is specified, the unit has Brutal (1).
Effects of Auras of the same type are not cumulative. So, for instance, a unit covered by two Aura (Thunderous Charge (+1)) do not gain Thunderous Charge (+2).
Big Shield
If an enemy unit is subject to both the Brutal and Dread special rules, the attacking player must choose which to use. Both cannot be applied against the same unit at the same time.
All attacks (Ranged and Melee) against the target unit’s front facing treat its defence as 6+.
31
Rules Cloak of Death
Fly
In the Movement phase, after this unit has completed its order, all Enemy units within 6” of this unit take an immediate point of damage.
The unit can move over anything (Blocking Terrain, Enemy units, Friendly units when charging, etc.), and may pivot while above anything, as long as the flying unit’s entire move ends clear of any units or Blocking Terrain. The unit does not suffer Hindered charges for moving over Difficult Terrain or Obstacles, unless it ends the move within or touching them.
Units can only be damaged by a single source of Cloak of Death per Turn. No Nerve test is required for damage taken from a Cloak of Death.
While Disordered, this unit cannot use the Fly special rule. In addition, if a unit with Fly also has the Nimble special rule, then the Nimble special rule is also lost while the unit is Disordered.
Crushing Strength (n) All hits caused by Melee attacks from this unit have a +(n) modifier when rolling to damage.
Frozen
For example: when rolling to damage with a Melee attack that has Crushing Strength (1), a roll of 4 would become a roll of 5.
A unit with the Frozen special rule has -1 Sp until the end of its next turn, at which point the special rule is removed from the unit. No unit may have its speed reduced by more than -1 in a given turn due to having the Frozen special rule (although other modifiers may still apply). Frozen has no effect if the unit’s Sp is already 4 or below.
Dread While within 6” of this unit, Enemy units have -1 to their Wavering and Rout Nerve values, in addition to any other modifiers that may apply. A unit can only be affected by a single source of Dread – multiple sources are not cumulative.
Fury
If an Enemy unit is subject to both the Brutal and Dread special rules or the Shattering and Dread special rules, the attacking player must choose to use either the Brutal/Shattering or the Dread modifiers. Both cannot be applied against the same unit.
While Wavering, this unit may still declare a Counter Charge.
Headstrong If a unit with this rule begins its turn Wavering, roll a die before declaring a Movement order (including Halt) for this unit. On a 3+ it shrugs off the effects of Wavering and is Disordered instead. Adjust any counters on the unit as required.
Duelist While attacking enemy Individuals in Melee, this unit doubles its number of Attacks.
Ignore Cover
Elite
The unit fires in high arcs, hitting the target from the top, which means it does not suffer the -1 to hit modifier for enemy targets being in cover. Note that the firing unit does still need to have LoS to its target to fire at it.
Whenever the unit rolls to hit, it must re-roll all dice that score a natural, unmodified 1.
Ensnare
Indirect
Melee attacks against the target unit’s front suffer an additional -1 to hit.
The unit cannot make Ranged attacks on targets that are within 12”.
32
Special Rules Individual
Phalanx
This rule is explained on page 30.
Units that Charge this unit’s front cannot use the Thunderous Charge special rule.
Inspiring
In addition, Cavalry, Large Cavalry and units with the Fly special rule that make an unhindered Charge against this unit’s front suffer a -1 to hit modifier in the subsequent Melee.
If this unit, or any Friendly Core unit within 6” of this unit, suffers a Rout result, the opponent must re-roll that Nerve test. The second result stands. Note that a unit may also have a qualifier for its Inspiring rule. In this case the unit will only Inspire itself and the unit(s) specified.
Piercing (n) All hits caused by Ranged attacks with this rule from this unit have a +(n) modifier when rolling to damage.
Iron Resolve
For example: when rolling to damage with a Ranged attack that has Piercing (1), a roll of 4 would become a roll of 5.
If this unit is Steady as a result of a Nerve test, it regains one point of damage previously suffered.
Pot Shot
Lifeleech (n)
If this unit is given any order other than Halt in the Movement phase, any Ranged attacks with this rule that it makes are resolved with a -2 Moving modifier rather than the normal -1 Moving modifier.
When this unit completes its to-hit and to-damage rolls in Melee combat, it regains one point of damage it has previously suffered for every point of damage it causes on the enemy unit, up to a maximum of n. Lifeleech has a maximum total of 3.
Radiance of Life
Individuals with the Mighty special rule are no longer Yielding.
In the Movement phase, after this unit has completed its order, this unit and all Friendly Core units within 6” of this unit immediately remove one point of damage previously suffered.
Mindthirst
Units can only be affected by a single source of Radiance of Life per Turn.
If this unit is within 12” of an enemy unit with the Inspiring or Very Inspiring special rule and it is Routed, the opponent must re-roll that Nerve test. The second result stands.
Rallying (n)
Mighty
Friendly Core units within 6” of this unit have +n to their Wavering and Rout Nerve values. This is cumulative to a maximum total of +2 if multiple units with Rallying are in range.
Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing any Movement order, including a Charge. It cannot make this extra pivot when ordered to Halt.
For example, if a unit with a Ne stat of 13/15 is within 6” of a unit with Rallying (1), its Nerve stat is 14/16. If it moves out of the 6” range, its Nerve stat is 13/15 again.
When Disordered by a unit in Melee with either the Phalanx or Ensnare special rule, this unit loses the Nimble special rule until the end of its following Turn.
Only the Rout value of a Fearless unit is affected by Rallying.
Regeneration (n)
Pathfinder
Every time this unit receives a Movement order (including Halt), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of (n) or higher, the unit recovers one point of damage previously suffered.
The unit suffers no movement penalties for Difficult Terrain, simply treating it as Open Terrain in the Movement phase. Pathfinder units are not Hindered when making a Charge through Difficult Terrain. 33
Rules Reload
Stealthy
The unit can only make ranged attacks if it received a Halt order in its previous Movement phase.
Enemy units making Ranged attacks against this unit suffer an additional -1 to hit modifier.
Scout
Strider
The unit can make a single At the Double or Advance order after set-up is finished but before the first Turn of the first Round begins. If moving At the Double as part of this order, the unit treats Obstacles and Difficult Terrain as Open Terrain during the Scout movement. If both armies have units with this rule, both players roll a single die each. The highest scorer decides who begins to move one of their Scout units first, then the players alternate until all Scout units have been moved. Players then roll to determine who takes the first Turn in Round one as normal.
This unit’s Charge is not Hindered when charging through, or ending its Charge on, Difficult Terrain or Obstacles.
Shambling
Very Inspiring
The unit cannot be given an At the Double Movement order, except when carrying out a Scout move.
This is the same as the Inspiring special rule, except that it has a range of 9”. Any rule that affects Inspiring also affects Very Inspiring.
Thunderous Charge (n) All Melee hits inflicted by this unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any). However, the unit loses this bonus when Disordered and reduces this bonus by one when Hindered (to a minimum of zero).
Shattering
Vicious
If a unit is damaged by the ranged attacks of one or more units with this rule, add one to the subsequent Nerve test at the end of the Ranged phase.
Whenever the unit rolls to damage, it must reroll all dice that score a natural, unmodified 1.
Wild Charge (n)
If an enemy unit is subject to both the Shattering and Dread special rules, the attacking player must choose to use either the Shattering or the Dread modifiers. Both cannot be applied against the same unit.
Models with this special rule may add (n) to their charge range. This is added after Sp is doubled. For instance, a unit with a Sp stat of 4 and Wild Charge (2) can Charge units up to 10” away.
Steady Aim
In some instances, the (n) value may be a variable die roll (e.g. Wild Charge (D3)). In these cases, before issuing a Movement order to this unit, roll a D3. If this unit is then issued a Charge order, it may add the result in inches to its total Charge range.
The unit does not suffer from the -1 Moving modifier when making Ranged attacks.
34
Picking a Force
Army Selection
You can play Kings of War with just a few units per side, without worrying about the two armies being equally matched. This is great for learning the game, but after you’ve become familiar with the rules and have amassed a large collection of models, you will want to play games where the forces facing one another across the battlefield are balanced, so that both players have an equal chance of winning the game.
First, agree with your opponent how many points you will each have to spend on your armies. For example, you may agree that you both have 1500 or 2000 points to spend. Then, select your Core units (Friendly units from the same Army List) from a single Army List of your choice. Thus if you want to play with a Dwarf army, you would start selecting units only from the Dwarf Army List.
In order to achieve this, you and your opponent must pick an army before the game. Armies are selected from the Army Lists (sometimes called Force Lists) presented later in this book. Units within an army each have a Points Value assigned to them, which represents their value on the battlefield. Bigger units and those that can deal more damage will typically have a higher Points Value than smaller or weaker units. Players will select the units for their army by ‘spending’ points up to an agreed limit.
2000 points per side is considered a standard game. As you pick units and include them in your army, keep adding their cost, including any upgrade options you select for them, or extras like magical artefacts, until you have reached the total you agreed upon. You can of course spend less than the agreed total, but you cannot spend even a single point more. However, an army is still considered to be the size of the maximum total the players agreed on (e.g. an army that comes to 1995 points would still be considered a 2000 point army).
35 Tearing through the walls of reality, a horde of Nightstalkers gathers to feast on the fear of mortals
Rules Hordes
ARMY SELECTION
Your army can include as many Hordes as you like. For each Infantry, Heavy Infantry, Chariot or Cavalry Horde in the army, you can also include all of the following units:
In order to restrict the possible (nasty) combinations that can be fielded and to make sure armies have a semblance of ‘realism’ about them, we introduce the following limitations to the unit types that can make up your army.
• Up to one Hero • Up to one Monster or Titan
Troops
• Up to one War Engine
Your army can include up to two Troop units for each Infantry, Heavy Infantry, Chariot or Cavalry Regiment in the army. You may also include up to two Troop units for each Large Infantry, Monstrous Infantry or Large Cavalry Horde in your army.
For example, including three Infantry, Heavy Infantry, Chariot or Cavalry Hordes allows you to select up to three Heroes AND three Monsters (or Titans) AND three War Engines.
Your army can also include up to four Troop units for each Infantry, Heavy Infantry, Chariot or Cavalry Horde or Legion in your army.
For each Large Infantry, Monstrous Infantry or Large Cavalry Horde in the army, you can also include up to two of the following units:
You may also include up to four Troop units for each Large Infantry, Monstrous Infantry or Large Cavalry Legion in your army.
• Up to one Hero
Regiments
• Up to one War Engine
Your army can include as many Regiments as you like. For each Infantry, Heavy Infantry, Chariot or Cavalry Regiment in the army, you can also include one of the following units:
You may not choose the same option twice. For example, including an Infantry Horde would allow you to select up to one Hero and one Monster, but NOT two Heroes.
• Hero
Legions
• Up to one Monster • Up to one Titan
• Monster
Unless otherwise stated, Legions are Hordes for the purposes of army selection.
• Titan • War Engine For example, including three Regiments allows you to select up to three additional units chosen from Heroes, Monsters, Titans and War Engines.
36
Army Selection
37
Rules Limited Units
ARMY COMPOSITION
If a unit has [n] after its name in the list, it is only available in limited numbers and may only be taken in quantities up to its [n] value. Often these are named heroes of great fame or units of renown and so have a [1] against their name as they are unique.
In a standard 2000 point game, players may only take the same Hero, Monster, Titan or War Engine unit a maximum of three times. Elves could take a maximum of three Bolt Thrower units in 2000 points for example. This limit includes units with artefacts or other upgrades, so an Undead army could only have a maximum of 3 Necromancers, regardless of what options or upgrades they take.
If a unit with a [n] value has more than one unit size available (e.g. Troop and Regiment), each unit taken, regardless of size, counts toward the [n] total. For instance, a unit with both Troops and Regiments that is [3] may not take 3 Troops and 3 Regiments.
For other game sizes, please consult the table below.
Point Limit
Max Duplicates
0-1499 1500-1999 2000-2999 Each additional 1000 points
1 2 3 +1
Upgrades Some units have optional upgrades available, in which case the cost for the upgrade is listed beside the option in the unit profile. The total cost for a unit includes any upgrades selected for it. So if you chose a 15 point upgrade for a 100 point unit, the total cost of the unit would be 115 points.
Irregular Units Note that some units have an asterisk next to their name (for example: Gargoyles*). We call these Irregular units, because they are not representative of the mainstay force of their army. This means that the unit is treated as a Troop from the point of view of Army Selection, even if it is a Regiment or Horde – i.e. it does not ‘unlock’ any optional Troops, Heroes, Monsters or War Engines, and it needs to be unlocked itself by a Regiment, Horde or Legion of ‘regular’ troops.
At times these upgrades have variable costs based on unit size (i.e. Troop/Regiment/Horde options). In these instances the upgrade cost for each size is listed in square brackets. For instance, in the example below the cost to upgrade with a Veteran Command is +5 pts for a Troop, +10 pts for a Regiment, and +15 pts for a Horde.
Heroes (Monsters, etc.) Heroes that belong to the Monster, Titan or even War Engine unit type (e.g Hero (Mon)) simply count as a Hero from the point of view of force selection. So if you have a Horde, you can field a Hero (Mon) as well as a Monster.
38
Army Selection Core and Allied Units
ALLIES & ALIGNMENTS
When taking allies, your list will have two sets of Core units, the Primary Core units from your Primary force list and the Allied Core units from the Allied list. Special rules affecting Core units will only affect one type rather than both, even if they are all Friendly and on the same side.
In a standard game, players will pick from a single Army List. However, sometimes players wish to play an army with a particular story or theme and so may wish to add allies from another list to their army. When using allies, you may only choose from one other Army List. You select units from the allied list in a similar way, so you still need Regiments/Hordes to then include Troops, War Engines, Heroes, Monsters or Titans from that list.
Primary Core units are those you chose from your primary army list. Allied Core units are those you chose from your allied army list (if you have one).
If you are using allies, then you may only choose up to 25% of your army total points limit from the allied list. You may not take Irregular or Limited units as allies and you cannot select the same allied unit entry of each of the following types more than once:
Example: if you chose to play an Ogre army with Orc allies, your Primary Core units will be the ones selected from the Ogre Army List, and your Allied Core units will be the ones selected from the Orcs Army List. When a rule refers to Friendly Core units, it means units from the same list as the unit with the rule. Thus if a unit from the Allied part of your army had a rule that affected Friendly Core units, it would only apply to other units in the Allied part of your army.
• War Engine • Hero (all types) • Monster • Titan
SMALLER GAMES
Allies may never take unique spells and may not be given magical artefacts.
If you are a new player with a small model collection, you sometimes want to throw a few units on the table to learn the game. You might even be running a small demo of the game for friends or even teaching the kids the joys of wargaming.
Alliances between races that are hated enemies in the Kings of War background are not very ‘realistic’, so we have given a specific Alignment to each army – either Good, Evil or Neutral. Good races should never ally with Evil races, but anybody can ally with Neutral races. So please don’t mix Evil and Good units in the same army, unless your opponent agrees, of course. You can also join forces with your friends and play with several allied armies on either or both sides, as long as the points values are balanced.
Whatever the circumstances, you might want to consider allowing any number of Troops in an army when playing games below around 750 points. This allows both sides to field a decent variety of unit types and for players who are still collecting their armies to get them on the table and play some games.
39
Rules Restrictions on Theme Lists
THEME LISTS
In order to keep these forces fair and balanced, there are a few restrictions on how you can field Theme Lists.
The Army Lists included in this book represent many of the primary races and dominate political powers in the world of Pannithor. They are all considered to be ‘Master Lists’. In future supplements we will be introducing many of the smaller military powers or ‘flavours’ of the primary ones. The Army Lists for all these sub-factions are known as ‘Theme Lists’ and will be identified as such.
• If you are using a Theme List, you may only select the specified units from the Master List indicated. Other units from the Master List may not be taken. Likewise, any army upgrades available to the Master List are only available to the Theme List if explicitly mentioned in the Theme List itself.
Each Theme List will be a variation of a specific Master List that is found in this book or in future supplements. The Theme List will draw many of its units from the original Master List, while also granting access to new special rules and units unique to the Theme List itself, allowing players to control rarer factions or specific local powers scattered throughout Pannithor. So, for instance, while the Elf list in this book allows players to broadly field elves of all types, the Sylvan Kin Theme List that will be included in a future publication will allow players to field the more enigmatic and fey elves found in ancient forests, like Galahir.
• You can only use one Theme List at a time, even if multiple Theme Lists exist for the Master List you are using. • Theme lists may never choose units from their Master List as Allies. Furthermore, units from a Theme list may never be taken as Allies.
Each Theme List will indicate its parent Master List. It will then list a series of units from the Master List that may be taken as part of the Theme List in the army building process. Not all units from the Master List will be available to Theme Lists, however. Finally, any new units and rules unique to the Theme List will be presented as full unit entries. All the units from the Master List available to a given Theme List, and the new units unique to that Theme List, when taken together, comprise the Primary Core units for the army.
40
The glades of Galahir are protected by the Sylvan Kin
Magical Artefacts
Magical Artefacts
When an item refers to ‘normal’ ranged attacks, it cannot be used with any Spells.
Magical artefacts bestow bonuses to the unit they are given to. Each unit can have a single artefact chosen from the lists below, which is presumed to be carried by the unit’s leader. The cost of the artefact is added to that of the unit.
The artefacts below are presented in two sections. The first section lists Common items that can be taken by any unit, with the exceptions noted above. The second section lists Heroic artefacts that can only be taken by Heroes of all subtypes, e.g. Hero (Inf), Hero (Cav), Hero (Ttn) etc.
Unless the artefact specifies otherwise, the following limits also apply: • Each artefact is unique and therefore can only be chosen once per army.
Where a Common artefact has two different points values (e.g. [20/30] points), the first is the standard cost for most units. The second value is the cost when taking the artefact with a Horde or Legion sized unit – these pay a higher price due to the greater impact the artefact may have when used by larger and more powerful units.
• War Engine units cannot be given artefacts. • Monster and Titan units cannot be given artefacts, but Hero (Mon), Hero (Cht) and Hero (Ttn) units definitely can. • Unique units (i.e. units with a [1] limit) cannot choose artefacts.
As the presence of these items is not obvious, players must tell their opponent which artefact any of their units is carrying as they deploy them on the battlefield. If both players agree before deployment, you may want to play with ‘hidden artefacts’. This is somewhat less fair, but can be considerably more fun…
• Allied units may not take magical artefacts. Artefacts are magical in nature (some of them might even be sentient!), and all of them have the magical power of changing their shape. This allows them to morph into a weapon, piece of armour, jewel or other implement that is more akin to the race of the warrior carrying it. For example, a Blade of Slashing could be an elegant sword in the hands of an elf, but it will turn into a crude meat cleaver in the hands of an orc. This magical property is of course very convenient from the point of view of the average wargamer! Note that Ranged attacks and Spells granted to a unit by an artefact do not gain any of the unit’s inherent special rules. For example, if a unit itself has the Elite (Ranged) special rule and was given the War-Bow of Kaba, any ranged attack made with the War-Bow would not benefit from the unit’s Elite (Ranged) special rule.
41
Rules Mace of Crushing
COMMON ARTEFACTS Blade of Slashing
5 pts
Whenever the unit rolls to damage in Melee, it can re-roll one of the dice that failed to damage.
5 pts
Whenever the unit rolls to hit in Melee, it can re-roll one of the dice that failed to hit.
Fire-Oil
5 pts Staying Stone
The unit gains both the Crushing Strength special rule (+1 – vs. units with Regeneration) and the Piercing special rule (+1 – vs. units with Regeneration).
Healing Brew
5 pts
The unit gains +1 to its Wavering stat value.
War-Bow of Kaba
5 pts
5 pts
The unit gains the following Ranged attack: War-Bow of Kaba: 24”, Att: 1, Ra: 4+, Piercing (1), Steady Aim
Once per game, when given a Movement order, the unit may roll a single die. On a 1-3 it regains one point of damage it previously suffered. On a result of 4-6 it regains two points of damage it previously suffered.
Hann’s Sanguinary Scripture 10 pts Liliana’s Tear
5 pts
The unit gains the Lifeleech (+1) special rule.
The unit is not affected by the Dread, Shattering or Brutal special rules on enemy units.
42
Magical Artefacts Mead of Madness
10 pts Piercing Arrow
The unit gains the Wild Charge (+1) special rule.
Whenever the unit rolls to damage with a Ranged attack, it can re-roll one of the dice that failed to damage.
Aegis of the Elohi Pipes of Terror
10 pts
15 pts
The unit gains the Iron Resolve special rule. If it already has Iron Resolve, it increases the amount of damage regained each time Iron Resolve is used to two.
10 pts
This unit gains the Brutal special rule.
43
Rules Blood of the Old King
15 pts Sacred Horn
Once per game, the unit gains Elite (Melee) and Vicious (Melee) for one Turn. This must be declared before the unit rolls any attacks. For each die re-rolled, the unit receives an immediate point of damage on itself. No Nerve test is required for this self-inflicted damage.
15 pts
The unit gains an additional 3” range to all of its Auras.
Sir Jesse’s Boots of Striding 15 pts Chalice of Wrath
Once per game, this unit gains the Strider special rule until the end of the Turn.
15 pts
The unit gains the Fury special rule.
Dwarven Ale
15 pts Blessing of the Gods
The unit gains the Headstrong special rule.
Helm of Confidence
[20/30] pts
The unit gains the Elite special rule.
15 pts Brew of Haste
The unit gains the Inspiring (Self) special rule.
This unit increases its Speed stat by +1.
44
20 pts
Magical Artefacts Chant of Hate
[20/30] pts The Scrying Gem
The unit gains the Vicious special rule.
Dragonshard Shield
When starting to deploy their units, your opponent must deploy D3+1 units instead of a single one.
20 pts
Diadem of Dragonkind
Once per game, when this unit carries out a Halt or Change Facing order, it may choose to increase its Defence by +2 to a maximum of 6+ until the start of its next Turn.
30 pts
The unit gains the Fireball (8) spell.
Brew of Strength
Hammer of Measured Force 20 pts
[30/40] pts
The unit gains the Crushing Strength (+1) special rule.
In Melee, this unit will always damage the enemy on a 4+ regardless of any other modifiers.
Maccwar’s Potion of the Caterpillar
25 pts
Brew of Sharpness 20 pts
[35/45] pts
The unit has a +1 to hit modifier with Melee attacks.
This unit gains the Pathfinder special rule.
45
Rules Wine of Elvenkind
40 pts
The unit gains the Nimble special rule.
Crystal Pendant of Retribution
50 pts
When the unit suffers a Rout result, all units in base contact with it suffer 2D6 hits at Piercing (3). These hits are resolved by the player that Routed the unit with the Crystal, which now has to (grudgingly, we’re sure) resolve the hits against their own unit(s). After the damage has been resolved, no Nerve test is taken by the damaged units – they proceed to Regroup, but cannot move directly forward D6” for their Regroup action, because they are deterred by the huge explosion.
46
Magical Artefacts Blade of the Beast Slayer
HEROIC ARTEFACTS Conjurer’s Staff
20 pts
The unit gains the Crushing Strength (+2 – vs. Large Infantry, Monstrous Infantry, Large Cavalry, Monsters and Titans) special rule.
10 pts
Whenever the unit rolls to hit with non-unique spells, it can re-roll one of the dice that failed to hit.
Inspiring Talisman
20 pts
The unit gains the Inspiring special rule.
Darklord’s Onyx Ring
10 pts
Individuals only. The unit gains the Regeneration (6+) special rule.
Tome of Darkness
20 pts
The unit gains the Surge (4) spell, or if the unit already has a Surge spell, its value is increased by 4.
Mournful Blade
15 pts
Individuals only. The unit gains the Duelist special rule.
Lute of Insatiable Darkness 25 pts Trickster’s Wand
15 pts
The unit gains the Bane Chant (2) spell.
The unit gains the Hex (2) spell. If this unit scores a hit with its Hex against an enemy Hero also carrying a Trickster’s Wand, the enemy’s Hex spell, granted by its Trickster’s Wand, cannot be used for the remainder of the game.
47
Rules Zephyr Crown
25 pts Shroud of the Saint
The unit gains the Wind Blast (5) spell.
Boots of Levitation
30 pts
The unit gains the Heal (3) spell, or if the unit already has a Heal spell, its value is increased by 3.
30 pts
The unit may still make Ranged attacks even after receiving an At the Double Movement order.
The Boomstick
30 pts
The unit gains the Lightning Bolt (3) spell, or if the unit already has a Lightning Bolt spell, its value is increased by 3.
Boots of the Seven Leagues 30 pts Individuals only. The unit gains the Scout special rule.
Wings of Honeymaze
40 pts
Individuals only. The unit gains the Fly special rule and increases its Speed stat to 10, but decreases its Defence stat by -1 to a minimum of 2.
48
Magic
Magic
Some spells have the target marked as ‘Friendly’. Such spells can only target Friendly units taken from the same list as the spellcaster with the spell. In other words, a spellcaster Primary Core unit may only target other Friendly Primary Core units, not Friendly Allied units and vice-versa: a spellcaster Allied Core unit can only target other Friendly Allied Core, not Friendly Primary Core units. Such spells can only target the spellcaster itself if ‘Self’ is listed in in the Targets section of the spell’s profile.
The spells listed in this section summarise the wealth of subtly different magical powers wielded in Kings of War by spellcasters – whether they are warlocks, witches, vile necromancers or holy priests. A spellcaster’s unit profile lists the spells already included in the cost of that spellcaster. In addition it will list any extra spells that can be purchased for the unit in the same way as other optional upgrades, along with their cost. This allows you to customise your magic users to a degree. Keep in mind, however, that a unit can make only a single Ranged attack per Turn, so while having more than one spell gives your spellcasters flexibility, it does not allow them to cast more than one at a time.
Like other ranged attacks, most spells are not allowed to target units that are in Melee combat or Engaged. Spells that have ‘CC’ in the Targets section of their profile, meaning Combat Casting, are exceptions. They may target units in Melee or who are Engaged.
Spells Spells are Ranged attacks and thus follow the normal rules for these (e.g. a model that moves At the Double cannot use spells in the same Turn), with the exceptions listed below.
Spellcasting Tiers A spellcasting tier is listed in the special rules section of each unit that is capable of casting spells. Tiers give a rough idea of the relative power of any given caster, where a higher number represents a more powerful or knowledgeable sorcerer, and a lower number may represent a novice, or even a unit with a simple innate magical ability. A unit must have a spellcasting tier to be considered a spellcaster. These tiers will be used in future supplements.
For spells, you always roll the number of dice indicated in the (n) value in the spellcaster’s entry for that spell, rather than the Att value of the spellcaster itself. The Att value of the spellcaster is only used when the model is using a Melee or non-magical Ranged attack, like a bow, instead of its spells. Spells always hit on 4+ and ignore all the normal to hit modifiers for Ranged attacks, including any modifiers from special rules, unless otherwise stated.
49
An Abyssal Warlock conjures forth a gout of searing flame
Rules
SPELLS Spell Name
Bane Chant
Range
Targets
12”
Friendly, CC
Effect If one or more hits are scored, for the rest of the turn the unit gains Crushing Strength (+1). This effect only applies once – multiple castings on the same target have no additional effect.
Modifiers
-
Roll to damage as normal. If one or more points of damage are scored, choose either the caster or a single Friendly Core unit within 6” of the caster. Drain Life
Enthral
6”
18”
Enemy, CC
Enemy
Remove one point of damage from the chosen unit for each point of damage dealt to the target. If this is cast into Melee, the target will not take a Nerve test at the end of the Ranged phase. For each hit scored, the target Enemy unit is pulled 1” directly forward if the spellcaster is in the target unit’s front arc, directly sideways and toward the spellcaster if the spellcaster is in either of the target unit’s flank arcs, or directly backward if the spellcaster is in the target unit’s rear arc. The target stops 1" away from enemy units or just out of contact with Blocking Terrain and Friendly units.
Piercing (1)
-
A unit can only be targeted by Enthral once per Turn. This spell has no effect on units with Speed 0. Fireball
12”
Enemy
Heal
12”
Friendly, Self, CC
Hex
30”
Enemy
Roll to damage the enemy as normal. For each hit, the target unit regains a point of damage that it has previously suffered. Instead of causing damage, if one or more hits are scored, the target enemy unit is Hexed and receives two points of damage each time it scores a hit with a spell until the end of its next Turn. A Nerve test is not required for damage caused by this spell.
Hits on a 5+ against units in Cover or with Stealthy -
-
This spell has no effect on Spellcaster: 0 units. Icy Breath
Lightning Bolt
10”
24”
Enemy
Enemy
Roll to damage the Enemy unit as normal. If one or more points of damage are dealt, the target Enemy unit is given the Frozen special rule.
Hits on a 5+ against units in Cover.
Roll to damage the enemy as normal.
Piercing (1), Hits on a 5+ against units in Cover.
50
Magic Spell Name
Mind Fog
Range
36”
Targets
Effect
Modifiers
Enemy
Instead of causing damage, if one or more hits are scored, make a Nerve test for the target at the end of the Ranged phase as though damage had been caused.
-
For each hit, the target friendly Shambling unit moves straight forward a full inch (stopping just out of contact from Friendly units and Blocking Terrain). If applicable, the Fly special rule is not in effect for this movement. If this movement brings it into contact with an Enemy unit, treat this as a successful Charge against the enemy facing that has been contacted. However, the charged unit will not take any Nerve tests for any damage it might have taken in the previous Ranged phase. Surge
12”
Friendly – Shambling Only
If, and only if, the surged unit contacts a corner of the Enemy unit and not the edge, determine which arc of the target unit the Leader Point of the surging unit is in before it moves and align to that side to attack.
-
If two Enemy units are contacted at the same time, the attacking player may choose which unit is being charged. If the Surge move took the unit over an Obstacle or through Difficult Terrain, then it will be Hindered in the ensuing combat as normal. This spell has no effect on units with Speed 0.
Weakness
Wind Blast
24”
18”
Enemy, CC
Enemy
Instead of causing damage, if one or more hits are scored, the target unit has a -1 modifier when rolling to damage enemy units during their next turn (any rolls the unit makes of natural six will still cause damage, however). This effect only applies once – multiple castings on the same target have no effect. For each hit the target enemy unit is pushed 1” directly backward if the spellcaster is in the target unit’s front arc, directly sideways and away from the spellcaster if the spellcaster is in either of the target unit’s flank arcs, or directly forward if the spellcaster is in the target unit’s rear arc. The target stops 1" away from enemy units or just out of contact with blocking terrain and friends. This spell has no effect on Speed 0 units. 51
-
Rules
UNIQUE SPELLS The following spells may only ever be taken once in an army. If a unit in the army has it by default on its profile, and another unit has it as an option, that other unit may not take it as an upgrade option. If two units have the option to take the spell, only one of the units may take the upgrade. Unique spells may never be taken by Allies. Spell Name
Range
Targets
Effect
Modifiers
Bastion [1]
12”
Friendly, Self, CC
If one or more hits are scored, until the start of its next Turn, the target increases its Waver and Rout stat values by 1 and gains the Rallying (+1) special rule, to a maximum of 2.
-
Blizzard [1]
30”
Enemy
For each hit scored, roll a single D3. The combined total is the amount of attacks to roll for damage.
Indirect, Piercing (1)
When rolling to hit, roll a number of dice equal to the amount of damage on the target unit.
Piercing (1), Hits on a 5+ against units in Cover or with Stealthy.
Bloodboil [1]
12”
Martyr’s Prayer [1]
12”
Veil of Shadows [1]
-
Enemy
Friendly, CC
Self
For each hit scored, remove one point of damage that has been previously taken by the target and transfer it to the spellcaster.
-
The spellcaster will not take a Nerve test for damage taken in this way. If one or more hits are scored, the spellcaster gains the Aura (Stealthy) special rule until the start of the player’s next Turn.
52
-
Scenarios
Game Scenarios Scenarios are an important part of balanced and varied play in Kings of War. To that end we have a total of 12 different and exciting scenarios in this book for you to use. Each scenario will explain how to set up your games and what the victory conditions and special rules will be for each player.
Result Scenario 1.............................................Pillage 2................................................Loot 3................................................Push 4...................................... Dominate 5............................................. Invade 6.......................................... Control 7..................................................Kill 8............................................... Raze 9......................................... Plunder 10................................... Fool’s Gold 11........................Smoke & Mirrors 12..............................Salt the Earth
For tournament organisers, to encourage players to bring well balanced armies, we strongly recommend playing a variety of these scenarios at your events.
Prepare Your Forces First of all you and your opponent need to pick armies to an agreed total of points, using the process described in ‘Picking a Force’, on page 35.
Choose a Gaming Area Kings of War is usually played on a 6’x4’ board; however, sometimes you will be playing on a different size. If playing with fewer than 1500 points, you might choose a 4’x4’ board for example.
Set-up After rolling for the type of game and setting up the objectives/loot, if any, both players roll a die. The person scoring highest chooses one long edge of the battlefield as their own and then places one of their units on that side of the battlefield, more than 12” from the middle line (see Set-up diagram on page 54). Their opponent then does the same on the opposite side of the table. The players continue to alternate placing units until they have placed all of their units onto the table in their Set-up areas.
If you are playing on a size other than 6’x4’, then you may need to adjust the scenario. Usually this will mean reducing the number of objectives. We have detailed the recommended changes for a 4’x4’ board within the applicable scenarios. Please ensure that both players are aware of the changes being used for each scenario when necessary.
Determine a Scenario Either pick one of the below scenarios to play or choose a random scenario by rolling a D12 and consulting the table below.
Who Goes First? Both you and your opponent roll a die. The highest scorer chooses whether they are going to have the first Turn or give the first Turn to their opponent instead. Game on!
Alternatively, if you do not have a D12, roll a D6. On a 1-3 you will play scenarios 1-6, and on a 4-6 you will play scenarios 7-12. Roll another D6 to find out which of those you will play.
Duration The game lasts until each player has taken six Turns. At the end of Round 6, the player who went second rolls a die. On a 1-3 the game ends. On a 4-6 there is a Round 7. Both players play an extra turn and then the game ends – work out the winner as described in the scenario conditions.
Place Terrain Before the game, it’s a good idea if you and your opponent put some terrain on the battlefield. Arrange it in a sensible manner, trying to recreate a plausible landscape of the fantastic world your armies are battling in. Alternatively, find a third and neutral person to lay out the terrain for you.
You can, of course, vary the number of Turns you want to play for, or decide to play for a set amount of time instead (e.g. two hours), after which the game continues until each player has had the same number of Turns. Alternatively, you could also play a Timed Game, as explained in the Timed Games section on page 59.
During this stage it’s vital that you agree what each piece of terrain is going to count as during the game – what is the Height of each piece of terrain? Is it Blocking Terrain, an Obstacle or an area of Difficult Terrain? 53
Rules
Rolling Off
Definitions
Some scenarios may instruct you to roll off to determine who places an objective, token or marker first. In these cases, whoever rolls the highest number places first.
Victory Points Most scenarios award a certain number of Victory Points (VPs) for completing objectives. The player with the most VPs at the end of the game wins. If the players have an equal number of VPs, then the game is a draw.
Objective Markers Objective Markers should always be placed at least 12” apart from each other and at least 3” away from any Blocking Terrain.
Unit Strength Each unit on the board will have a Unit Strength that is used in some scenarios to determine who controls different areas of the board. This is listed in the unit’s profile.
For Objective Markers you should use 25mm round bases or tokens. You can have some fun by creating special themed Objective Markers too.
Centre of the Board
If at the end of the game you have a Scoring unit within at least 3” of an Objective and there are no enemy units within 3” of it, you control that Objective. A single unit can control any number of Objectives.
A number of scenarios require you to place an Objective Marker or Loot Counter in the centre of the board. If you are unable to do so due to Blocking Terrain, it should be placed along the centre line of the table as close to the centre as possible, remaining at least 3” from Blocking Terrain.
If your opponent also has a Scoring unit within 3” of an objective, then you can determine who controls it by adding up the total Unit Strength of both your and your opponents units within 3” of the Objective. Whichever army has the highest total is in control of that Objective Marker.
Scoring Units Scoring units are any units that have a Unit Strength value greater than 0.
If both players have an equal total Unit Strength within 3” of an Objective, then it is contested and is worth 0 Victory Points for both players.
Non-Scoring Units Non-Scoring units are any units that have a Unit Strength of 0.
Individuals and War Engines are always ignored from the point of view of controlling Objectives (if it helps, remove them from the table before determining control of Objectives). Objective Markers do not block LoS or movement. 54
Scenarios Loot Counters
Bluff Counters
Loot Counters should always be placed at least 12” apart from each other and at least 3” away from any Blocking Terrain, unless starting the game in a unit.
For Bluff Counters you should use 25mm round bases or tokens. Bluff Counters are marked with a number on one side, leaving the other side blank, so that the players do not know the value of the counter their opponent placed until it is revealed.
For Loot Counters you should use 25mm round bases or tokens. During the game, when one of your units ends a phase of its own Turn (excluding Scout moves) on top of or in contact with a Loot Counter, it can pick it up as long as there is no Enemy unit also in contact with the Loot Counter. That unit will then carry the Loot Counter.
For scenarios that use Bluff Counters, each player is given the following: • Two Bluff Counters marked with a ‘0’
A unit can drop any Loot Counters it is carrying at the start of any move – simply place the Counter(s) anywhere completely within the footprint of the unit and then move the unit as normal.
• Two Bluff Counters marked with a ‘1’ • One Bluff Counter marked with a ‘2’ Players may look at their own counters so they know what they are placing where, but are not allowed to see their opponent’s until they are revealed during the game.
If one of your units is Routed while carrying Loot, place the Counter(s) anywhere within its footprint before removing the unit. If the unit was destroyed in a Melee, your opponent automatically distributes the Loot Counters however they like among the units that are in contact with yours before your unit is removed.
Bluff Counters do not block LoS or movement.
Units with the Individual special rule cannot carry loot Counters. However, Loot Counters may be placed under units with the Individual special rule if no other units are available to receive them. In this case, the Individual is not carrying the Loot Counter but is defending it. The Loot Counter must be placed before the Individual carries out its Regroup action. If the Individual chooses to move forward or backward as its Regroup action, the Loot Counter does not move with the Individual. While carrying a Loot Counter, a unit’s speed is reduced to 5 (unless it is less than 5) and it cannot be targeted by the Wind Blast, Enthrall or Surge spells. Additionally, while carrying a Loot Counter, a unit loses the Fly, Nimble and Wild Charge special rules Non-Scoring Units cannot pick up nor carry the Loot Counters; the best they can do is stand on a Loot Counter to defend it. As long as a Non-Scoring Unit is standing on a Loot Counter, it cannot be picked up by the enemy. Loot Counters do not block LoS or movement.
55
Rules
Scenarios 1: Pillage
3: Push
Before rolling off to choose sides, place a total of D3+4 Objective Markers on the board. The players take it in turns to place one Objective each. Roll off to see who places the first objective.
After both players have set up their forces, roll a D3. Each player places that many Loot Counters within their set-up area, giving them to units to carry if they wish. Roll off to see who begins placing their Loot Counters first, and the players take it in turns to place one Loot Counter each until they have placed them all.
Victory Points are awarded at the end of the game as follows: • 1 Victory Point for each Objective Marker you control.
An additional Loot Counter is placed in the exact centre of the board.
Smaller Board
Victory Points are awarded at the end of the game as follows:
We recommend using D3+2 Objective Markers on a 4’x4’ board.
• 2 Victory Points for each Loot Counter you hold where your unit is entirely on the opposing half of the board. • 1 Victory Point for each Loot Counter you hold where your unit is at least partly on your half of the board.
2: Loot
4: Dominate
Before rolling off to choose sides, place three Loot Counters on the centre line of the board. One must be placed in the exact centre of the board (or as close to it along the centre line as possible), and then players place one more each, rolling off to see who places theirs first. Loot Counters cannot be placed within 12” of each other or within 3” of Blocking Terrain.
At the end of the game, add up the Unit Strength of all of your units that have the majority of their footprint within 12” of the centre of the playing area. That is your Victory Point score. Your opponent does the same and you compare scores.
5: Invade
Victory Points are awarded at the end of the game as follows:
At the end of the game, add up the total Unit Strength of each player’s units that have the majority of their footprint on the opposing player’s half of the board. This is the total number of Victory Points that each player scores.
• 1 Victory Point for each Loot Counter you hold.
56
Scenarios 6: Control
8: Raze
At the end of the game, divide the board into six 2’x2’ squares and add up the total Unit Strength of each player’s units within a square. If a unit is straddling the line between two or more squares it is considered to be in whichever square is covered by the majority of its base. If there is no clear majority, the owning player must choose which square the unit is in.
After rolling off to choose sides, place one Objective Marker in the exact centre of the board. The players then place three more Objective Markers 6” from the centre line on their opponent’s half of the board, rolling off to see who places theirs first. Take it in turns until all the Objective Markers have been placed. You can contest, but not control, the Objective Marker on your own side of the table. You cannot remove the Central Objective, or Objective Markers on your own side of the table.
The player who has the highest Unit Strength in each square controls it. Victory Points are awarded at the end of the game as follows:
Victory Points can be accumulated from Round two onward and are as follows:
• 2 Victory Points if you hold the square in the middle of your opponent’s half of the board.
• 1 Victory Point for each Objective Marker you control on your opponent’s half of the table at the end of your player Turn. Claimed Objective Markers on your opponent’s half of the board are then removed from play.
• 1 Victory Point for each other square you hold.
Smaller Board
• 1 Victory Point if you control the central Objective Marker at the end of the game.
There are only 4 2’x2’ squares on the board rather than six. The square that is on your right and on the opposite side of the board will give you the 2 Victory Points.
Smaller Board We recommend using 2 Objective Markers each on a 4’x4’ board.
9: Plunder Before rolling off to choose sides, place five Loot Counters on the centre line of the board. One must be placed in the exact centre of the board (or as close to it along the centre line as possible). The remaining four Counters are then placed along the centre line, 12” away from each other (or as close to this distance as possible). After choosing sides, starting with the player that chose their side first, each player nominates a (different) Loot Counter which will be worth 2 Victory Points. These two counters are referred to as Primary Loot Counters.
7: Kill At the end of the game, add up the points cost of all of the Enemy units you Routed. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins; otherwise the game is a draw. For example, in a game where armies are 2000 points, you need at least 200 points more than your opponent to win.
Victory Points are awarded at the end of the game as follows: • 1 Victory Point for each Loot Counter you hold. • 2 Victory Points for each Primary Loot Counter you hold.
Smaller Board We recommend using three Loot Counters on a 4’x4’ board. Rather than players choosing, the central counter is the single Primary Loot Counter.
57
Rules
10: Fool’s Gold
11: Smoke & Mirrors
This scenario uses 10 Bluff Counters.
This scenario uses 10 Bluff Counters.
After rolling off to choose sides, roll off to see who places the first Bluff Counter. The players take it in turns to place one Bluff Counter of their choice (marked side down) fully on their opponent’s half of the board, following the same placement restrictions as Objective Markers.
After rolling off to choose sides, roll off to see who places the first Bluff Counter. The players take it in turns to place one Bluff Counter of their choice (marked side down) fully on their opponent’s half of the board, following the same placement restrictions as Objective Markers.
At the end of Round 3, all the Bluff Counters are flipped to reveal their value. Bluff counters are treated as Objective Markers from this point on.
At the end of each Round, each player must flip one Bluff Counter on their side of the board, rolling off to decide who flips first. Repeat this process each round until all Bluff Counters are flipped and revealed.
Victory Points are awarded at the end of the game as follows:
Victory Points are awarded at the end of the game as follows:
• 1 Victory Point for each Bluff Counter marked with a 1 that you control.
• 1 Victory Point for each Bluff Counter marked with a 1 that you control.
• 2 Victory Points for each Bluff Counter marked with a 2 that you control.
• 2 Victory Points for each Bluff Counter marked with a 2 that you control.
Bluff Counters marked with a 0 are not worth any Victory Points.
Bluff Counters marked with a 0 are not worth any Victory Points.
Smaller Board
Smaller Board
We recommend each player only use one of each value of Bluff Counter on a 4’x4’ board.
We recommend each player only use one of each value of Bluff Counter on a 4’x4’ board.
12: Salt the Earth Before rolling off to choose sides, place one Objective Marker in the exact centre of the board and then the players take it in turns placing Objective Markers until both players have each placed three Objective Markers. Roll off to see who places the first Objective. After a player has completed their Turn, they can choose to destroy any Objective Markers which they control (except for the Central Objective). Repeat this process at the end of each of the player’s Turns until the end of the game. Destroyed Objective Markers are removed from play and have no influence on the rest of the game. Victory Points are awarded at the end of the game as follows: • 1 Victory Point for each Objective Marker still in play that you control.
Smaller Board We recommend using two Objective Markers each on a 4’x4’ board. 58
Scenarios Time Out
Timed Games
If a player runs out of time, they must immediately put their dice down and make no further dice rolls for the rest of the game. If there are any unresolved combats, the units are simply left Engaged.
We really enjoy playing Kings of War in a relaxed atmosphere, accompanied by epic music, beer, pizza and the unavoidable truculent banter. However, the game is designed so that you can also decide to introduce another dimension to the fight: time. This way you’ll be able to experience some of the pressure of real battle, when snap decisions make the difference between victory or defeat, life or death!
During the remainder of the game, the player may not issue any orders or roll any dice, including for rules such as Regeneration.
Chess Clocks
If the other player still has time remaining, then they may continue playing as normal.
The best tool for timed games is a chess clock, a device that ensures time is equally divided among the players, thus creating the ultimate fair and balanced wargame.
Be Nice! Of course, it’s only fair to stop the chess clock or timer if one of the players is distracted from the game (by a phone call or the like), or if the players need to check a rule, an unclear LoS, etc.
Simply agree a number of turns for the game and an amount of time per player and set the chess clock accordingly. For a 2000 points game, we suggest six turns each and fifty minutes per player, but it’s up you to find the pace you prefer for your games.
By all means, you and your opponent can vary the amount of time you have for your game or your Turns according to your own taste, but if you’re like us, you are going to love the pressure created by timed games – after all, in real war one rarely has the luxury of time...
After deciding which player begins to set up, start that player’s clock. Once that player has set up their first unit, stop their clock, start their opponent’s clock and so on. Once setup is finished, stop both clocks and roll to see who has the first turn. Once the winner of the roll has made their choice, restart that player’s clock. That player plays a Turn, then stops their clock and activates the opponent’s clock, and so on. The game ends at the agreed number of Rounds and victory conditions are worked out as normal.
Other Timers If you don’t have a chess clock at hand, don’t worry – the stopwatch in your phone or watch, or even an hourglass or egg timer will do fine. If you use one of these, then each player gets an agreed amount of time per Turn (agree first how many Rounds the game is going to last for). We suggest that each Turn should take around two minutes per 500 points in your game (say eight minutes in a 2000 point game). Make sure you set a time limit for setup (30 seconds per unit works fine).
59
Army Lists
Basileans
60
Basileans Army Special Upgrade
Alignment: Good
Aegis Fragment Once per game, when this unit’s Iron Resolve is used, it can regain a maximum of two points of damage previously suffered, instead of one. The unit’s Aegis Fragment is then destroyed and cannot be used again for the remainder of the game.
Infantry Men-at-Arms Swordsmen Sp 5
Me 4+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Men-at-Arms Spearmen
Ht 2
Infantry
Att 10 12 25
Ne 9/11 13/15 20/22
Ht 2
Infantry
Pts 70 105 175
Sp 5
Me 4+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Special Rules
Options
Options
Iron Resolve
Att 12 15 30
Ne 9/11 13/15 20/22
Pts 80 125 205
Iron Resolve, Phalanx
• Upgrade with a Veteran Command, increasing the unit’s rout & waver values by +1 for [+5/+10/+15] pts Keywords: Human, Men-at-Arms
• Upgrade with a Veteran Command, increasing the unit’s rout & waver values by +1 for [+5/+10/+15] pts Keywords: Human, Men-at-Arms
Paladin Foot Guard
Sisterhood Infantry
Ht 2
Infantry Sp 5
Me 3+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 10 12
Ne 11/13 15/17
Ht 2
Infantry
Pts 100 150
Special Rules
Sp 5
Me 4+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Headstrong, Iron Resolve
Att 12 15 30
Ne 10/12 14/16 21/23
Pts 95 145 240
Crushing Strength (1), Iron Resolve, Vicious (Melee), Wild Charge (D3) Keywords: Human, Sisterhood
Options
• Upgrade to Paladin Defenders [1] (Regiment only) - Gain Aura (Elite (Melee) - Paladin Infantry only) for +15 pts • Exchange shields for two-handed weapons, lowering Defence to 4+ and gaining Crushing Strength (1) for free • Aegis Fragment for +5 pts Keywords: Human, Paladin
61
Army Lists
Ranged Infantry Men-at-Arms Crossbowmen Sp 5
Me 5+
Ra 5+
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Sisterhood Scouts*
Ht 2
Infantry
Att 8 10 20
Ne 9/11 13/15 20/22
Pts 100 130 230
Special Rules
Sp 5
Me 4+
Ra 4+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2
De 3+
Sisterhood Panther Chariot*
Ht 2
Cavalry
Ra -
Att 6 12
Ne 9/11 12/14
Pts 85 130
Nimble, Pathfinder, Vicious (Melee) Keywords: Beast
Ht 3 Att 8 16 32
Ne 12/14 15/17 22/24
Pts 135 210 355
Headstrong, Iron Resolve, Thunderous Charge (2)
Options
• Aegis Fragment for +5 pts Keywords: Human, Paladin
Sisterhood Panther Lancers
Ht 3
Cavalry Sp 10
Me 4+
Ra -
De 3+
Unit Size US Troop (5) 1 Regiment (10) 3
Me 4+
Ra -
De 4+
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
US 1 2 3 4
Att 10 15 20 25
Ne 12/14 14/16 16/18 19/21
Iron Resolve, Thunderous Charge (2), Vicious (Melee) Keywords: Human, Sisterhood
Cavalry
Unit Size US Troop (5) 1 Ra De Regiment (10) 3 5+ Horde (20) 4 Special Rules
Sp 8
Special Rules
Paladin Knights Me 3+
Ht 3
Chariot
Special Rules
Sp 8
Pts 120 160
Chariots
Gur Panthers* Unit Size US Troop (5) 1 Regiment (10) 3
Ne 10/12 14/16
Iron Resolve, Scout Bows: 24”, Steady Aim, Vicious (Ranged) Keywords: Human, Sisterhood, Tracker
Cavalry Me 4+
Att 8 10
Special Rules
Iron Resolve Crossbows: 24”, Piercing (1), Pot Shot Keywords: Human, Men-at-Arms
Sp 10
Ht 2
Infantry
Att 8 16
Ne 11/13 14/16
Pts 115 175
Special Rules
Iron Resolve, Nimble, Thunderous Charge (1), Vicious (Melee) Keywords: Human, Sisterhood
62
Pts 145 180 225 260
Basileans Large Infantry Ogre Palace Guard Sp 6
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Elohi*
Ht 3
Large Infantry
US 2 3
Att 9 18
Ne 12/14 15/17
Pts 140 235
Special Rules
Sp 10
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Ra 4+
De 4+
Phoenix
Ht 2
War Engine
US 0
Att 2
Ne -/14 -/17
Pts 160 270
Titans
Heavy Arbalest Unit Size 1
Att 9 18
Crushing Strength (1), Fly, Inspiring, Iron Resolve Keywords: Angelic
War Engines Me -
US 2 3
Special Rules
Brutal, Crushing Strength (2), Iron Resolve Keywords: Ogre
Sp 5
Ht 3
Large Infantry
Ne 10/12
Ht 6
Titan, Spellcaster: 0
Pts 85
Special Rules
Sp 10
Me 3+
Ra -
De 3+
Unit Size 1
US 1
Att 5
Ne 14/16
Pts 195
Special Rules
Iron Resolve Heavy Arbalest: 48”, Blast (D3), Piercing (2), Reload Keywords: Human, Men-at-Arms
Crushing Strength (1), Fly, Nimble, Radiance of Life, Regeneration (4+)
Spells
Fireball (10), Heal (5) Keywords: Angelic, Flamebound, Majestic
Heroes Bearer of the Holy Icon Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Dictator
Ht 2
Hero (Inf)
Att 1
Ne 10/12
Ht 2
Hero (Inf)
Pts 50
Special Rules
Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 4
Ne 12/14
Pts 90
Special Rules
Individual, Inspiring, Iron Resolve
Crushing Strength (2), Duelist, Individual, Inspiring, Iron Resolve, Mighty Keywords: Human
Options
• Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Human
Ur-Elohi
Ht 3
Hero (Lrg Inf) Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
US 1
Att 6
Ne -/15
Pts 200
Crushing Strength (2), Dread, Fly, Inspiring, Iron Resolve, Nimble Keywords: Angelic
63
Army Lists Paladin Chaplain Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
Priest
Ht 2
Hero (Inf), Spellcaster: 1 US 0
Att 3
Ne 11/13
Pts 55
Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
Special Rules
Special Rules
Options
Spells
Crushing Strength (1), Headstrong, Individual, Iron Resolve
Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 5
Ne 13/15
Pts 95
Abbess on Panther Chariot Sp 8
Me 3+
Ra -
De 4+
Unit Size 1
• Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +35 pts • Heal (2) for +10 pts • Aegis Fragment for +5 pts Keywords: Human, Paladin
Special Rules
Abbess
War Wizard
Ra -
De 4+
US 0
Att 6
Ne 12/14
US 1
Att 6
Ne 14/16
Pts 145
Crushing Strength (1), Inspiring (Sisterhood only), Iron Resolve, Nimble, Thunderous Charge (1), Vicious (Melee) Keywords: Human, Sisterhood
Ht 2 Unit Size 1
Ht 3
Hero (Cht)
Options
Me 3+
Pts 75
• Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts • Bane Chant (2) for +20 pts • Bastion (1) [1] for +10 pts • Martyr’s Prayer (7) [1] for +35 pts Cleanse: If one or more hits are scored by this unit’s Heal spell, the target unit is no longer Weakened or Hexed. Keywords: Human
Crushing Strength (1), Headstrong, Individual, Inspiring, Iron Resolve, Mighty
Sp 5
Ne 11/13
Options
Special Rules
Hero (Inf)
Att 1
Heal (3)
Ht 2
Hero (Inf), Spellcaster: 0
US 0
Crushing Strength (1), Individual, Inspiring, Iron Resolve
• Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts • Heal (2) for +10 pts • Aegis Fragment for +5 pts Cleanse: If one or more hits are scored by this unit’s Heal spell, the target unit is no longer Weakened or Hexed. Keywords: Human, Paladin
High Paladin
Ht 2
Hero (Inf), Spellcaster: 1
Ht 2
Hero (Inf), Spellcaster: 2
Pts 90
Special Rules
Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 10/12
Pts 75
Special Rules
Crushing Strength (1), Iron Resolve, Individual, Inspiring (Sisterhood only), Vicious (Melee), Wild Charge (D3)
Individual, Iron Resolve
Spells
Options
Fireball (10)
• Mount on a Gur Panther, losing Wild Charge (D3) but increasing Speed to 10 and changing to Hero (Cav – Height: 3) for +30 pts Keywords: Human, Sisterhood
Options
• Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav – Height: 3) for +25 pts • Bane Chant (2) for +20 pts • Lightning Bolt (4) for +30 pts, or free if it replaces Fireball • Wind Blast (6) for +25 pts Keywords: Human
64
Basileans Ogre Palace Guard Captain Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
US 1
High Paladin on Dragon
Ht 3
Hero (Lrg Inf)
Att 5
Ne 13/15
Ht 6
Hero (Ttn), Spellcaster: 0
Pts 115
Special Rules
Sp 10
Me 3+
Ra 4+
De 5+
Unit Size 1
US 1
Att 10
Ne -/19
Pts 310
Special Rules
Brutal, Crushing Strength (2), Inspiring (Ogre only), Iron Resolve, Nimble Keywords: Ogre
Crushing Strength (3), Fly, Inspiring, Iron Resolve, Nimble Dragon’s Breath: 12”, Steady Aim
Options
• Heal (4) for +15 pts • Aegis Fragment for +5 pts Keywords: Draconic, Human, Paladin
Unique Units Gnaeus Sallustis [1] Sp 9
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Samacris, Mother of Phoenixes [1]
Ht 4
Hero (Lrg Cav), Spellcaster: 1 Att 7
Ne 15/17
Pts 180
Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Special Rules
Options
Spells
Crushing Strength (2), Headstrong, Inspiring, Iron Resolve, Nimble
Ra -
De 4+
US 0
Ne -/15
Jullius, Dragon of Heaven [1]
Ht 2
Hero (Inf), Spellcaster: 1 Unit Size 1
Att 3
Pts 195
Fireball (8), Heal (5) Purging Flame: This unit’s Fireball spell is resolved with Piercing (1). Keywords: Angelic, Flamebound
Danor the Wizard [1] Me 5+
US 1
Crushing Strength (1), Fly, Inspiring, Iron Resolve, Nimble, Radiance of Life, Regeneration (5+)
• Heal (4) for +20 pts Keywords: Beast, Human, Paladin
Sp 5
Ht 3
Hero (Lrg Inf), Spellcaster: 2
Att 1
Ne 10/12
Ht 3
Hero (Lrg Inf), Spellcaster: 0
Pts 105
Special Rules
Sp 10
Me 3+
Ra -
De 6+
Unit Size 1
Special Rules
Individual, Iron Resolve
US 1
Att 8
Ne -/16
Crushing Strength (3), Dread, Elite (Melee), Fly, Iron Resolve, Nimble, Very Inspiring
Spells
Spells
Bane Chant (2), Fireball (4), Heal (2), Lightning Bolt (2), Wind Blast (3) Staff of Silibar: After using a spell, Danor may immediately use another different spell he possesses on his basic profile (not an upgrade), against the same or a different target. He may continue to do this until he has used each of his spells once in any of his Ranged phases. Keywords: Human
Fireball (8) Keywords: Angelic
65
Pts 315
Army Lists
Dwarfs
66
Dwarfs Army Special Upgrade
Alignment: Good
Throwing Mastiff The unit is equipped with a single use ranged attack with the following profile – Throwing Mastiff: 12”, Att: 8, Piercing (1); This attack always hits on a 4+. Once used, the unit’s Throwing Mastiff is destroyed and cannot be used again for the remainder of the game.
Infantry Ironclad Sp 4
Me 4+
Ra -
De 5+
Ironguard
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 10 12 25
Ne 10/12 14/16 21/23
Ht 2
Infantry
Pts 70 110 180
Sp 4
Me 3+
Ra -
De 6+
Unit Size US Troop (10) 1 Regiment (20) 3
Special Rules
Special Rules
Options
Options
Headstrong
Ra -
De 4+
Berserkers*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 10 12 25
Ne 10/12 14/16 21/23
Pts 80 125 205
• Throwing Mastiff for +15 pts Keywords: Dwarf
Bulwarkers
Ht 2
Infantry
Ra -
De 5+
Me 4+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 15 20
Ne -/13 -/17
Vicious (Melee), Wild Charge (D3) Vengeance: While Counter Charging, this unit has Crushing Strength (+1). Keywords: Berserker, Dwarf
Options
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Sp 5
Special Rules
Crushing Strength (1), Headstrong
Me 4+
Ht 2
Infantry
Special Rules
Sp 4
Pts 100 150
• Throwing Mastiff for +15 pts Keywords: Dwarf
Shieldbreakers Me 3+
Ne 11/13 15/17
Headstrong
• Throwing Mastiff for +15 pts Keywords: Dwarf
Sp 4
Att 10 12
Att 12 15 30
Ne 10/12 14/16 21/23
Pts 90 135 225
Special Rules
Headstrong, Phalanx
Options
• Throwing Mastiff for +15 pts Keywords: Dwarf
67
Pts 105 165
Army Lists
Ranged Infantry Ironwatch Crossbows Sp 4
Me 5+
Ra 5+
De 4+
Rangers*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Att 8 10 20
Ne 10/12 14/16 21/23
Pts 100 135 235
Special Rules
Ra 5+
De 4+
Att 8 10 20
Ne 10/12 14/16 21/23
Pts 115 150 265
Berserker Brock Riders
Sp 4
Me 5+
Ht 2
Ra 4+
De 5+
Unit Size Troop (10)
Unit Size US Troop (5) 1 Regiment (10) 3
Att 13 26
Ne -/15 -/18
Pts 125 195
Sp 6
Me 4+
Ra -
De 3+
Unit Size Regiment (3)
Special Rules Options
Earth Elementals
De 6+
• Throwing Mastiff for +15 pts Keywords: Beast
Ht 3
Large Infantry
Ra -
Pts 100
US 2 3
Att 9 18
Ht 1 US 1
Crushing Strength (1 - Cavalry only)
Large Infantry Unit Size Regiment (3) Horde (6)
Ne 9/11
Swarm
Thunderous Charge (1), Vicious (Melee) Keywords: Berserker, Dwarf
Me 4+
Att 5
Mastiff Hunting Pack*
Special Rules
Sp 5
US 1
Swarms
Ht 3
Cavalry
De 4+
Pts 140 185
Headstrong Long Rifles: 36”, Piercing (2), Reload Note: The front rank of models should be represented with large shields. Keywords: Dwarf, Warsmith
Cavalry
Ra -
Ne 10/12 14/16
Special Rules
Headstrong Rifles: 24”, Piercing (2), Pot Shot Keywords: Dwarf, Ironwatch
Me 4+
De 4+
Att 10 12
Heavy Infantry
Special Rules
Sp 8
Ra 4+
Unit Size US Troop (10) 1 Regiment (20) 3
Sharpshooters
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Me 4+
Crushing Strength (1), Pathfinder, Scout Light Crossbows: 24” Keywords: Dwarf, Tracker
Ironwatch Rifles Me 5+
Sp 5
Special Rules
Headstrong Crossbows: 24”, Piercing (1), Pot Shot Keywords: Dwarf, Ironwatch
Sp 4
Ht 2
Infantry
Ne -/15 -/18
Pts 130 220
Special Rules
Brutal, Crushing Strength (1), Pathfinder, Shambling Keywords: Earthbound
68
Att 9
Ne 11/13
Pts 65
Dwarfs War Engines Ironbelcher Cannon Sp 4
Me -
Ra 5+
De 5+
Unit Size 1
Jarrun Bombard
Ht 2
War Engine
US 0
Att 2
Ne 10/12
Pts 110
Special Rules
Sp 4
Me -
Ra 4+
De 5+
Unit Size 1
US 0
Att 15
Ne 10/12
Me -
Ra 5+
De 5+
Unit Size 1
US 0
Att 2
Ne 10/12
Pts 110
Blast It!: 48”, Blast (D3+1), Piercing (3), Pot Shot Lob It!: 60”, Blast (D3+1), Ignores Cover, Indirect, Piercing (1), Reload Keywords: Dwarf, Warsmith
Ironbelcher Organ Gun
Ht 2
War Engine
Sp 4
Special Rules
Cannon: 48”, Blast (D3+1), Ignores Cover, Piercing (3), Reload, Shattering Grapeshot: 12”, Att: 10, Piercing (1) - This attack always hits on a 6+ Keywords: Dwarf, Warsmith
Flame Belcher
Ht 2
War Engine
Ht 2
War Engine
Pts 90
Special Rules
Sp 4
Me -
Ra 5+
De 5+
Unit Size 1
US 0
Att 12
Ne 10/12
Pts 90
Special Rules
Flame Belcher: 12”, Steady Aim Keywords: Dwarf, Flamesmith, Warsmith
Organ Gun: 24”, Piercing (2), Reload Keywords: Dwarf, Warsmith
Monsters Battle Driller Sp 4
Me 4+
Ra -
De 5+
Unit Size 1
Steel Behemoth
Ht 2
Monster (Cav)
US 0
Att D6+6
Ne 10/12
Pts 90
Special Rules
Sp 4
Me 4+
Ra 4+
De 6+
Greater Earth Elemental
Ht 6
Titan
Ra -
De 6+
US 1
Att 12
Ne 17/19
Pts 260
• Upgrade to Golloch’s Fury [1] - Gain Very Inspiring, Iron Resolve and exchanging its Flame Belcher for Golloch’s Gun: 18”, Att: 12, Piercing (2) for +50 pts Keywords: Warsmith
Titans Unit Size 1
US Att 1 D6+12
Crushing Strength (3), Headstrong, Strider Flame Belcher: 12”, Att: 10, Piercing (1), Steady Aim
Options
Me 4+
Unit Size 1
Special Rules
Brutal, Crushing Strength (1), Headstrong, Individual Keywords: Dwarf, Warsmith
Sp 6
Ht 5
Monster (Cht)
Ne -/19
Pts 230
Special Rules
Brutal, Crushing Strength (3), Shambling, Strider Keywords: Earthbound
69
Army Lists
Heroes Dwarf Lord Sp 4
Me 3+
Ra -
De 6+
Unit Size 1
Dwarf Lord on Large Beast
Ht 2
Hero (Inf)
US 0
Att 5
Ne 13/15
Ht 4
Hero (Lrg Cav)
Pts 105
Special Rules
Sp 7
Me 3+
Ra -
De 6+
Unit Size 1
US 1
Att 7
Ne 15/17
Special Rules
Crushing Strength (1), Headstrong, Individual, Inspiring, Mighty
Crushing Strength (1), Headstrong, Inspiring, Nimble, Thunderous Charge (2) Keywords: Beast, Dwarf
Options
• Horn of Heroes [1] - Friendly Core units within 6” of this unit can reroll failed Headstrong rolls for +15 pts. This unique upgrade cannot be taken in addition to a magical artefact. Keywords: Dwarf
Stone Priest
Ht 2
Hero (Inf), Spellcaster: 2
Berserker Lord
Ht 2
Hero (Inf) Sp 5
Me 3+
Ra -
De 4+
Unit Size 1
US 0
Att 7
Ne -/16
Pts 110
Sp 4
Me 5+
Ra -
De 5+
Unit Size 1
US 0
Surge (8)
Options
• Mount on a Brock, losing Wild Charge (D3) but increasing Speed to 8 and changing to Hero (Cav – Height: 3) for +30 pts Keywords: Berserker, Dwarf
• Bane Chant (2) for +20 pts Keywords: Dwarf, Earthbound
Warsmith
Dwarf Army Standard Bearer
Ht 2
Ra 4+
De 5+
Unit Size 1
US 0
Att 4
Ne 11/13
Pts 90
Spells
Options
Me 5+
Ne 11/13
Headstrong, Individual, Inspiring (Earthbound only) Stoneshapers: If this unit has taken the Bane Chant option (below) it may, after casting Surge on a Friendly Core Earthbound unit, immediately cast Bane Chant against the same target.
Crushing Strength (1), Individual, Inspiring (Berserker only), Vicious (Melee), Wild Charge (D3)
Sp 4
Att 1
Special Rules
Special Rules
Hero (Inf)
Pts 200
Ht 2
Hero (Inf)
Pts 95
Special Rules
Sp 4
Me 4+
Ra -
De 5+
Unit Size 1
Special Rules
Aura (Elite (Ranged) - War Engines only), Individual, Inspiring (War Engines only) Pistol: 12”, Piercing (1) Keywords: Dwarf, Warsmith
Headstrong, Individual, Inspiring Keywords: Dwarf
70
US 0
Att 1
Ne 10/12
Pts 50
Dwarfs Steel Juggernaut Sp 5
Me 3+
Ra 5+
De 6+
Unit Size 1
Flame Priest
Ht 3
Hero (Lrg Inf)
US 1
Att 5
Ne -/13
Ht 2
Hero (Inf), Spellcaster: 1
Pts 150
Special Rules
Sp 4
Me 4+
Ra -
De 5+
Unit Size 1
US 0
Att 1
Ne 11/13
Pts 65
Special Rules
Crushing Strength (2), Inspiring, Nimble Hand Cannon: 24”, Piercing (2), Steady Aim Keywords: Dwarf, Warsmith
Individual
Spells
Fireball (6)
Options
• Bane Chant (2) for +20 pts • Increase to Fireball (10) for +15 pts Keywords: Dwarf, Flamesmith
Unique Units Rordin the Dwarf [1] Sp 4
Me 3+
Ra -
De 6+
Unit Size 1
Garrek Heavyhand [1]
Ht 2
Hero (Inf)
US 0
Att 5
Ne 13/15
Ht 2
Hero (Inf)
Pts 125
Special Rules
Sp 4
Me 3+
Ra -
De 6+
Unit Size 1
Special Rules
Crushing Strength (2), Individual, Inspiring, Mighty, Pathfinder Now I’m Angry: Once per game, after an enemy unit rolls to damage Rordin (whether in melee or with a ranged attack), the player can force the opponent to re-roll all successful rolls to damage. This effect lasts from that moment to the end of the enemy turn – all units rolling to damage Rordin must re-roll their successful rolls to damage. Keywords: Dwarf
US 0
Att 5
Ne 14/16
Pts 150
Crushing Strength (3), Headstrong, Individual, Inspiring, Mighty, Regeneration (5+) Keywords: Dwarf
71
Army Lists
Elves
72
Elves Army Special Upgrade
Alignment: Good
Sabre-Toothed Hunting Cat The unit gains Duelist.
Infantry Kindred Tallspears Sp 6
Me 4+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Shield Watch
Ht 2
Infantry
Att 12 15 30
Ne 10/12 14/16 21/23
Pts 90 140 230
Special Rules
Ra -
De 4+
Att 10 12
Ne 11/13 15/17
Pts 105 165
Hunters of the Wild*
Ht 2
Heavy Infantry
De 5+
Me 3+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Crushing Strength (1), Elite (Melee) Keywords: Elf
Heavy Infantry
Ra -
Sp 6
Special Rules
Elite (Melee), Pathfinder, Thunderous Charge (1) Keywords: Elf, Tracker
Me 3+
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 10 12
Ne 10/12 14/16
Pts 100 155
Att 12 15
Ne 10/12 14/16
Ht 2
Infantry
Special Rules
Sp 5
Ra -
Unit Size US Troop (10) 1 Regiment (20) 3
Palace Guard
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3
Me 4+
Crushing Strength (1), Elite (Melee) Keywords: Elf
Forest Guard Me 3+
Sp 6
Special Rules
Elite (Melee), Phalanx Keywords: Elf, Kindred
Sp 6
Ht 2
Infantry
Pts 105 160
Special Rules
Pathfinder, Scout Keywords: Verdant
73
Att 10 12 25
Ne 11/13 15/17 22/24
Pts 105 160 265
Army Lists
Ranged Infantry Kindred Archers Sp 6
Me 5+
Ra 5+
De 4+
Kindred Gladestalkers*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Att 8 10 20
Ne 10/12 14/16 21/23
Pts 90 120 210
Special Rules
De 4+
Ra 4+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2
Att 8 10
Ne 10/12 14/16
Pts 130 175
Ht 2
Infantry
Ra 5+
Me 4+
Elite, Pathfinder, Scout Bows: 24”, Steady Aim Keywords: Elf, Kindred, Tracker
Therennian Sea Guard Me 4+
Sp 6
Special Rules
Bows: 24”, Elite (Ranged) Keywords: Elf, Kindred
Sp 6
Ht 2
Infantry
Unit Size US Regiment (20) 3 Horde (40) 4
Att 12 25
Ne 14/16 21/23
Pts 165 290
Special Rules
Elite (Melee), Phalanx Bows: 24” Keywords: Elf
Cavalry Stormwind Cavalry Sp 9
Me 3+
Ra -
De 5+
Silverbreeze Cavalry*
Ht 3
Cavalry
Unit Size US Troop (5) 1 Regiment (10) 3
Att 8 16
Ne 11/13 14/16
Pts 140 215
Special Rules
Sp 10
Me 4+
Ra 4+
De 4+
Unit Size US Troop (5) 1 Regiment (10) 2
Ra -
De 2+
Forest Shamblers*
Ht 1
Swarm
US 1
Pts 130 200
Large Infantry
Battlecats* Unit Size Regiment (3)
Ne 11/13 14/16
Nimble Shortbows: 18”, Elite (Ranged), Steady Aim Keywords: Elf
Swarms Me 4+
Att 7 14
Special Rules
Elite (Melee), Thunderous Charge (2) Keywords: Elf
Sp 7
Ht 3
Cavalry
Att 9
Ne 10/12
Ht 3
Large Infantry
Pts 80
Special Rules
Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Special Rules
Elite (Melee - Swarms only), Nimble, Vicious (Melee) Keywords: Beast
US 2 3
Att 9 18
Crushing Strength (1), Pathfinder, Scout, Shambling Keywords: Verdant
74
Ne -/14 -/17
Pts 120 200
Elves Large Cavalry
Chariots War Chariots* Sp 8
Me 4+
Ra 5+
De 4+
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
Drakon Riders*
Ht 3
Chariot
US 1 2 3 4
Att 8 12 16 20
Ne 12/14 14/16 16/18 20/22
Ht 4
Large Cavalry
Pts 135 170 215 245
Sp 10
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne 12/14 15/17
Pts 165 275
Special Rules
Crushing Strength (1), Elite (Melee), Fly, Thunderous Charge (1) Keywords: Draconic, Elf
Special Rules
Elite, Thunderous Charge (2) Shortbows: 18”, Att: [4/6/8/10], Steady Aim Keywords: Elf
War Engines Bolt Thrower Sp 6
Me -
Ra 4+
De 4+
Unit Size 1
Dragon Breath
Ht 2
War Engine
US 0
Att 2
Ne 10/12
Ht 2
War Engine
Pts 90
Special Rules
Sp 6
Me -
Ra 4+
De 4+
Unit Size 1
US 0
Att 12
Ne 10/12
Pts 90
Special Rules
Bolt Thrower: 48”, Blast (D3), Elite (Ranged), Piercing (2), Reload Keywords: Elf, Kindred
Dragon Breath: 12”, Elite (Ranged), Steady Aim Keywords: Draconic, Elf
Heroes Tree Herder Sp 6
Me 3+
Ra -
De 6+
Unit Size 1
Elven King
Ht 5
Hero (Mon), Spellcaster: 0 US 1
Att 9
Ne -/18
Ht 2
Hero (Inf)
Pts 260
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 5
Ne 13/15
Pts 100
Special Rules
Crushing Strength (3), Inspiring, Pathfinder, Radiance of Life, Scout, Strider
Crushing Strength (1), Elite (Melee), Individual, Inspiring, Mighty
Options
Spells
• Mount on a Horse, increasing Speed to 9 and changing to Hero (Cav - Height: 3) for +35 pts • Sabre-Toothed Hunting Cat for +10 pts • The Shardblade [1] - Increase Melee to 2+ for +15 pts Keywords: Elf
Surge (8) Keywords: Verdant
75
Army Lists Lord on Drakon Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Elven Archmage
Ht 4
Hero (Lrg Cav)
US 1
Att 5
Ne 13/15
Ht 2
Hero (Inf), Spellcaster: 2
Pts 170
Special Rules
Sp 6
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 11/13
Pts 60
Special Rules
Crushing Strength (1), Elite (Melee), Fly, Inspiring, Nimble, Thunderous Charge (1) Keywords: Draconic, Elf
Individual Master of Magic: This unit can re-roll all to hit rolls of a natural, unmodifed 1 with Bane Chant, Heal, Hex, Lightning Bolt, Mind Fog and Wind Blast.
Options
Elven Prince Hero (Inf) Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
• Mount on a Horse, increasing Speed to 9 and changing to Hero (Cav - Height: 3) for +25 pts • Bane Chant (2) for +20 pts • Heal (4) for +30 pts • Hex (3) for +15 pts • Lightning Bolt (5) for +35 pts • Mind Fog (2) for +15 pts • Wind Blast (6) for +25 pts Keywords: Elf
Ht 2 US 0
Att 3
Ne 11/13
Pts 55
Special Rules
Crushing Strength (1), Elite (Melee), Individual
Options
• Mount on a Horse, increasing Speed to 9 and changing to Hero (Cav - Height: 3) for +25 pts • Sabre-Toothed Hunting Cat for +10 pts Keywords: Elf
Army Standard Bearer Me 4+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 10/12
Ht 6
Hero (Ttn)
Ht 2
Hero (Inf) Sp 6
Dragon Kindred Lord Sp 10
Me 3+
Ra 4+
De 5+
Unit Size 1
US 1
Att 10
Ne 17/19
Pts 315
Special Rules
Crushing Strength (3), Elite (Melee), Fly, Inspiring, Nimble Dragon’s Breath: 12”, Steady Aim Keywords: Draconic, Elf
Pts 60
Special Rules
Noble War Chariot
Elite (Melee), Individual, Inspiring
Ht 3
Hero (Cht)
Options
• Mount on a Horse, increasing Speed to 9 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Elf
Sp 8
Me 3+
Ra 4+
De 4+
Unit Size 1
Special Rules
US 1
Elite, Nimble, Thunderous Charge (2) Shortbow: 18”, Steady Aim Keywords: Elf
76
Att 3
Ne 11/13
Pts 100
Elves Unique Units Madriga the Elf [1] Sp 7
Me 3+
Ra 3+
De 4+
Unit Size 1
Argus Rodinar [1]
Ht 2
Hero (Inf)
US 0
Att 3
Ne 11/13
Pts 125
Elite, Individual, Inspiring (Self only), Pathfinder, Stealthy, Scout Bow: 24”, Piercing (2) Trick Shot: Once per game, Madriga can use the following ranged weapon - Trick Shot: 48”, Att: 1, Blast (D6), Piercing (2), Ignores Cover. Keywords: Elf, Tracker
Sp 10
Me 3+
Ra 4+
De 5+
Unit Size 1
US 1
Att 10
Ne 18/20
Me -
Ra -
De 5+
Unit Size 1
US 0
Att -
Ne -/13
Pts 70
Individual, Inspiring Altar of the Elements: As long as this unit is present and in play on the table, at the start of each of your Ranged phases you may select a single Friendly Core unit on the battlefield regardless of range or line of sight. The unit is granted the Inspiring special rule until the start of your next turn. Keywords: Elf, Shrine
Ht 6
Hero (Ttn)
Sp 6
Special Rules
Special Rules
Tydarion Dragonlord [1]
Ht 2
Hero (Mon)
Pts 345
Special Rules
Brutal, Crushing Strength (4), Elite, Fly, Nimble, Very Inspiring Dragon’s Breath: 12”, Att: 12, Steady Aim Keywords: Draconic, Elf
77
Army Lists
Northern Alliance
78
Northern Alliance Army Special Upgrade
Alignment: Good
Snow Fox The unit has +1 Attack.
Infantry Human Clansmen Sp 5
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Dwarf Clansmen
Ht 2
Infantry
Att 10 12 25
Ne 9/11 13/15 20/22
Ht 2
Infantry
Pts 90 140 230
Sp 4
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Special Rules
Special Rules
Options
Options
Crushing Strength (1), Wild Charge (1)
Att 10 12
Ne 10/12 14/16
Fury, Wild Charge (1)
• Exchange shields for two-handed weapons, lowering Defence to 4+ and gaining Crushing Strength (2) for free Keywords: Barbarian, Human
• Exchange shields for two-handed Frost Hammers, lowering Defence to 4+ and gaining Crushing Strength (1) for free Keywords: Dwarf
Half-Elf Berserkers
Ice Naiads
Ht 2
Infantry Sp 6
Me 3+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 15 20
Ne -/13 -/17
Pts 115 180
Me 3+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Ht 2 Att 15 20
Ne 11/13 15/17
Me 4+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 10 12 25
Ensnare, Regeneration (5+), Wild Charge (1) Keywords: Frostbound, Naiad
Heavy Infantry Heavy Infantry
Sp 5
Special Rules
Iron Resolve, Thunderous Charge (1), Wild Charge (D3) Keywords: Berserker, Half-elf
Huscarls
Ht 2
Infantry
Special Rules
Sp 5
Pts 75 115
Pts 145 225
Special Rules
Crushing Strength (2), Fury, Wild Charge (1) Keywords: Barbarian, Human
79
Ne 9/11 13/15 20/22
Pts 90 140 230
Army Lists
Ranged Infantry Pack Hunters* Sp 5
Me 4+
Ra 4+
De 3+
Elf Clansmen
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 2
Att 10 12
Ne 9/11 13/15
Ht 2
Infantry
Pts 110 145
Special Rules
Sp 6
Me 5+
Ra 5+
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2
Att 8 10
Ne 10/12 14/16
Pts 90 120
Special Rules
Pathfinder, Stealthy, Thunderous Charge (1), Wild Charge (1) Shortbows: 18”
Bows: 24”, Elite (Ranged) Keywords: Elf
Options
• Exchange Shortbows for Javelins: 12”, Steady Aim, Piercing (1) for [+5/+10] pts Keywords: Barbarian, Human, Tracker
Ice Kin Hunters* Me 4+
Ra 4+
De 3+
Snow Foxes*
Ht 2
Infantry Sp 6
Swarms
Unit Size US Troop (10) 1 Regiment (20) 2
Att 8 10
Ne 10/12 14/16
Ht 1
Swarm
Pts 135 180
Special Rules
Sp 8
Me 5+
Ra -
De 2+
Unit Size Regiment (3)
US 1
Att 10
Ne 9/11
Pts 80
Special Rules
Elite, Pathfinder, Scout Bows: 24”, Steady Aim Ice-Tipped Arrows: If one or more points of damage are scored with this unit’s Bows attack, the target enemy unit is given the Frozen special rule. Keywords: Elf, Tracker
Nimble, Pathfinder, Stealthy, Vicious (Melee) Keywords: Beast
Large Infantry Ice Elementals Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Cavalry
Ht 3
Large Infantry, Spellcaster: 0 Att 9 18
Ne -/14 -/17
Pts 145 240
Tundra Wolves*
Ht 2
Cavalry
Special Rules
Crushing Strength (1), Shambling
Spells
Sp 9
Me 3+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3
Special Rules
Icy Breath (Att) Frostbite: This unit’s Icy Breath spell has the Piercing (1) modifier. Keywords: Frostbound
Nimble, Thunderous Charge (1) Keywords: Beast, Tundra Wolf
80
Att 9 18
Ne 10/12 13/15
Pts 115 180
Northern Alliance Monstrous Infantry / Large Cavalry Snow Trolls Sp 6
Me 4+
Ra -
De 5+
Frostfang Cavalry
Ht 3
Monstrous Infantry Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne 12/15 15/18
Pts 130 220
Special Rules
Sp 7
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Ra -
De 5+
Frost Giant
Ht 4
Monster
US 1
Att D6+6
Ne 16/18
Pts 210
Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
Special Rules
Crushing Strength (3), Lifeleech (3), Strider Keywords: Blind, Cannibal
Spells
War Engine Ice Kin Bolt Thrower
Ht 2
War Engine
Ra 4+
De 4+
Unit Size 1
US 0
Att 2
US 1
Brutal, Crushing Strength (4), Strider Icy Breath (8) Keywords: Frostbound, Giant
Me -
Pts 160 265
Ht 6
Titan, Spellcaster: 0
Special Rules
Sp 6
Ne 12/14 15/17
Titans
Cavern Dweller Unit Size 1
Att 15 30
Crushing Strength (2), Strider, Wild Charge (1) Keywords: Frostfang, Human
Monsters Me 3+
US 2 3
Special Rules
Crushing Strength (2), Regeneration (5+), Vicious (Melee), Wild Charge (1) Keywords: Troll
Sp 6
Ht 4
Large Cavalry
Ne 10/12
Pts 95
Special Rules
Bolt Thrower: 48”, Blast (D3), Elite (Ranged), Piercing (2), Reload Ice-Tipped Bolts: If one or more points of damage are scored with this unit’s Bolt Thrower attack, the target enemy unit is given the Frozen special rule. Keywords: Elf
81
Att D6+8
Ne 18/20
Pts 230
Army Lists
Heroes Lord Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
Ice Kin Master Hunter
Ht 2
Hero (Hv Inf) US 0
Att 5
Ne 13/15
Pts 110
Special Rules
• Horn of Winter [1] - Aura (Wild Charge (+1) - Infantry & Heavy Infantry only) for +10 pts • Snow Fox for +10 pts Keywords: Barbarian, Human
Sp 7
Me 3+
Ra -
De 5+
Unit Size 1
Att 5
Ne 13/15
Pts 125
De 5+
Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 3
Ne 11/13
Ice-Queen
Ht 4
Hero (Lrg Cav)
Ra -
Ht 2 Pts 50
• Talanaar’s Standard [1] - Rally (1) for +15 pts • Snow Fox for +10 pts Keywords: Barbarian, Human
Lord on Frostfang Att 8
Pts 115
Options
• Snow Fox for +10 pts Keywords: Barbarian, Frostfang, Human
US 1
Ne 11/13
Crushing Strength (1), Individual, Wild Charge (1)
Options
Unit Size 1
Att 3
Special Rules
Crushing Strength (2), Inspiring (Frostfang only), Nimble, Strider, Wild Charge (1)
Me 3+
De 4+
US 0
Hero (Hv Inf)
Special Rules
Sp 7
Ra 3+
Unit Size 1
Thegn
Ht 4 US 1
Me 3+
Elite, Individual, Pathfinder, Scout, Stealthy Bow: 24”, Piercing (1) Ice-Tipped Arrows: If one or more points of damage are scored with this unit’s Bow attack, the target enemy unit is given the Frozen special rule. Keywords: Elf, Tracker
Options
Hero (Lrg Cav)
Sp 7
Special Rules
Crushing Strength (2), Individual, Mighty, Very Inspiring, Wild Charge (1)
Thegn on Frostfang
Ht 2
Hero (Inf)
Ne 15/17
Ht 2
Hero (Inf), Spellcaster: 2
Pts 190
Special Rules
Sp 6
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 10/12
Special Rules
Crushing Strength (3), Nimble, Strider, Very Inspiring, Wild Charge (1)
Pts 80
Ensnare, Individual, Very Inspiring (Frostbound only) Master of Ice: When targeting Friendly Core Frostbound units or Enemy units which have the Frozen special rule, this unit can reroll one of the dice that failed to hit with Bane Chant, Heal, Icy Breath, Wind Blast, Surge or Blizzard.
Options
• Snow Fox for +10 pts Keywords: Barbarian, Frostfang, Human
Spells
Icy Breath (10)
Options
• Bane Chant (2) for +20 pts • Heal (5) for +35 pts • Surge (8) for +30 pts, or free if it replaces Icy Breath • Wind Blast (6) for +25 pts • Blizzard (2) [1] for +30 pts Keywords: Elf, Frostbound
82
Northern Alliance Lord on Chimera Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Ice Blade
Ht 6
Hero (Ttn), Spellcaster: 0 US 1
Att 10
Ne 17/19
Pts 320
Special Rules
Ra -
De 5+
Att 6
Ne -/14
Skald
Ht 3
Hero (Mon)
Att 5
De 4+
US 0
Pts 105
• Snow Fox for +10 pts Keywords: Berserker, Half-elf
Snow Troll Prime US 1
Ra -
Unit Size 1
Options
Icy Breath (10) Keywords: Barbarian, Beast, Draconic, Human
Unit Size 1
Me 3+
Crushing Strength (1), Duelist, Individual, Inspiring (Half-Elf only), Wild Charge (D3)
Spells
Me 3+
Sp 6
Special Rules
Crushing Strength (3), Elite (Melee), Fly, Nimble, Very Inspiring
Sp 6
Ht 2
Hero (Inf)
Ne 13/16
Ht 2
Hero (Hv Inf)
Pts 120
Special Rules
Sp 5
Me 5+
Ra 4+
De 4+
Unit Size 1
US 0
Att 2
Ne 10/12
Pts 55
Special Rules
Crushing Strength (2), Inspiring (Troll only), Nimble, Regeneration (5+), Vicious (Melee), Wild Charge (1) Keywords: Troll
Individual, Inspiring Throwing Axes: 12”, Piercing (1) Keywords: Human
Unique Units Orlaf the Barbarian [1] Sp 5
Me 3+
Ra -
De 4+
Unit Size 1
Clarion [1]
Ht 2
Hero (Inf)
US 0
Att 6
Ne -/16
Ht 3
Hero (Cav)
Pts 135
Special Rules
Sp 8
Me 4+
Ra 4+
De 4+
Unit Size 1
US 0
Att 3
Ne 11/13
Pts 95
Special Rules
Crushing Strength (2), Individual, Mighty, Vicious (Melee), Wild Charge (D3) Unstoppable Whirlwind: Once per game, declare you are using this ability just before Orlaf attacks in a melee. For the rest of this Melee phase, Orlaf has 12 Attacks instead of 6. Keywords: Barbarian, Human
Dread, Individual, Very Inspiring Throwing Axe: 12”, Piercing (1) Keywords: Emissary, Human
Hrimm, Legendary Ice Giant [1]
Ht 6
Hero (Ttn), Spellcaster: 0 Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
Special Rules
US Att 1 D6+10
Ne -/20
Pts 260
Brutal, Crushing Strength (4), Strider, Very Inspiring (Frostbound only)
Spells
Icy Breath (12) Keywords: Frostbound, Giant
83
Army Lists
Forces Of Nature
84
Forces of Nature Army Special Upgrade
Alignment: Neutral
Frenzied Otter Once per game, when the unit rolls to damage in melee, you may choose to reroll up to 3 dice that score a natural, unmodified 1. The unit’s Frenzied Otter is then destroyed and cannot be used again for the remainder of the game.
Infantry
Heavy Infantry
Naiad Ensnarers Sp 5
Me 4+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Salamander Primes
Ht 2
Infantry
Att 10 12 25
Ne 9/11 13/15 20/22
Ht 2
Heavy Infantry
Pts 90 140 230
Sp 5
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Special Rules
Options
Options
Ensnare, Pathfinder, Regeneration (4+)
Att 10 12 25
Ne 10/12 14/16 21/23
Pts 90 135 225
Crushing Strength (1)
• Frenzied Otter for +5 pts Keywords: Naiad
• Exchange shields for two-handed weapons, lowering Defence to 4+ and increasing Crushing Strength to (2) for free Keywords: Salamander
Ranged Infantry Naiad Heartpiercers* Sp 5
Me 5+
Ra 4+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2
Hunters of the Wild
Ht 2
Infantry
Att 8 10
Ne 9/11 13/15
Ht 2
Heavy Infantry
Pts 120 160
Special Rules
Sp 5
Me 3+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 12 15
Ne 10/12 14/16
Pts 105 160
Special Rules
Regeneration (4+) Harpoon-gun: 18”, Piercing (1), Steady Aim
Pathfinder, Scout Keywords: Verdant
Options
• Frenzied Otter for +5 pts Keywords: Naiad
Cavalry Centaur Bray Striders Sp 8
Me 3+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3
Centaur Bray Hunters
Ht 3
Cavalry
Att 6 12
Ne 11/13 14/16
Ht 3
Cavalry
Pts 105 160
Special Rules
Sp 8
Me 4+
Ra 5+
De 3+
Unit Size US Troop (5) 1 Regiment (10) 2
Special Rules
Crushing Strength (1), Pathfinder, Thunderous Charge (1)
Att 6 12
Nimble, Pathfinder, Thunderous Charge (1) Shortbows: 18”, Steady Aim
Options
Options
• Frenzied Otter for +5 pts Keywords: Centaur
• Frenzied Otter for +5 pts Keywords: Centaur, Tracker
85
Ne 11/13 14/16
Pts 105 165
Army Lists
Large Infantry Forest Shamblers Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Fire Elementals
Ht 3
Large Infantry
US 2 3
Att 9 18
Ne -/14 -/17
Pts 120 200
Special Rules
Ra -
De 4+
US 2 3
Att 9 18
Ne -/14 -/17
Pts 130 220
Ra -
De 6+
Pts 130 220
Ht 3
Sp 7
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne -/14 -/17
Pts 130 220
Swarms
Ht 3
Large Infantry
US 2 3
Ne -/14 -/17
Crushing Strength (1), Regeneration (5+), Shambling, Strider Keywords: Waterbound
Earth Elementals Unit Size Regiment (3) Horde (6)
Att 9 18
Special Rules
Fly, Nimble, Pathfinder, Shambling Keywords: Airbound
Me 4+
De 5+
US 2 3
Large Infantry
Special Rules
Sp 5
Ra -
Unit Size Regiment (3) Horde (6)
Water Elementals
Ht 3
Large Infantry
Unit Size Regiment (3) Horde (6)
Me 4+
Crushing Strength (2), Pathfinder, Shambling, Vicious (Melee) Keywords: Flamebound
Air Elementals Me 3+
Sp 6
Special Rules
Crushing Strength (1), Pathfinder, Scout, Shambling Keywords: Verdant
Sp 10
Ht 3
Large Infantry
Att 9 18
Ne -/15 -/18
Woodland Critters*
Pts 130 220
Ht 1
Swarm
Special Rules
Brutal, Crushing Strength (1), Pathfinder, Shambling Keywords: Earthbound
Sp 6
Me 5+
Ra -
De 2+
Unit Size Regiment (3) Horde (6)
US 1 1
Att 12 24
Ne 9/11 12/14
Pts 80 130
Special Rules
Fly, Nimble, Pathfinder, Vicious (Melee) Keywords: Beast
Large Cavalry Scorchwings* Sp 10
Me 3+
Ra 4+
De 3+
Unit Size Regiment (3) Horde (6)
Naiad Wyrmriders
Ht 4
Large Cavalry
US 2 3
Att 6 12
Ne 11/13 14/16
Ht 4
Large Cavalry
Pts 120 200
Special Rules
Sp 8
Me 3+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Special Rules
Fly, Nimble, Pathfinder, Thunderous Charge (1) Firesparks: 18”, Steady Aim Keywords: Flamebound
US 2 3
Att 9 18
Ne 12/14 15/17
Crushing Strength (1), Pathfinder, Regeneration (4+) Keywords: Naga, Naiad
86
Pts 130 220
Forces of Nature Monsters Beast of Nature Sp 7
Me 3+
Ra -
De 5+
Unit Size 1
Greater Air Elemental
Ht 5
Monster
US 1
Att 5
Ne 15/17
Pts 150
Sp 10
Me 3+
Ra -
De 4+
Unit Size 1
Special Rules
Special Rules
Options
Options
Crushing Strength (2), Pathfinder, Vicious
Greater Fire Elemental
Ra -
De 5+
Unit Size 1
US 1
Att 10
Ne -/18
Pts 180
• Wind Blast (6) for +25 pts • Lightning Bolt (3) for +20 pts Keywords: Airbound
Greater Water Elemental
Att 8
Ne -/18
Ht 5
Monster
Ht 5
Monster, Spellcaster: 0 Me 4+
US 1
Fly, Nimble, Pathfinder, Shambling, Thunderous Charge (1)
• Gain the ranged attack - Noxious Mist: 12”, Att: 10, Ra: 4+, Steady Aim for +15 pts • Upgrade with Wings, increasing Speed to 10 and gaining Fly and Nimble for +40 pts • Increase Attacks to 7 for +15 pts Keywords: Beast, Verdant
Sp 6
Ht 5
Monster, Spellcaster: 0
Pts 175
Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att 8
Ne -/18
Pts 180
Special Rules
Crushing Strength (2), Regeneration (5+), Shambling, Strider Keywords: Waterbound
Special Rules
Crushing Strength (3), Pathfinder, Shambling, Vicious (Melee)
Pegasus
Spells
Ht 4
Monster
Fireball (8) Keywords: Flamebound
Sp 10
Me 3+
Ra -
De 4+
Unit Size 1
US 1
Att 3
Ne 10/12
Pts 80
Special Rules
Fly, Nimble, Pathfinder, Thunderous Charge (1) Keywords: Beast
Titans Greater Earth Elemental Sp 6
Me 4+
Ra -
De 6+
Unit Size 1
US 1
Hydra
Ht 6
Titan
Att 12
Ne -/19
Ht 6
Titan
Pts 230
Special Rules
Sp 6
Me 4+
Ra -
De 5+
Unit Size 1
Special Rules
Brutal, Crushing Strength (3), Shambling, Strider Keywords: Earthbound
87
US 1
Att 5*
Ne 16/18
Pts 150
Crushing Strength (2), Pathfinder, Regeneration (5+) Multiple Heads: In addition to the basic 5, the Hydra has a number of additional attacks equal to its current points of Damage. Keywords: Beast
Army Lists
Heroes Druid Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
Gladewalker Druid
Ht 2
Hero (Inf), Spellcaster: 1 US 0
Att 1
Ne 10/12
Ht 2
Hero (Hv Inf), Spellcaster: 2
Pts 65
Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
Special Rules
Special Rules
Spells
Spells
Options
Options
Individual, Inspiring, Pathfinder
US 0
Att 1
Ne 12/14
Pts 90
Individual, Inspiring, Pathfinder
Heal (2)
Heal (4)
• Mount on Forest Steed, increasing Speed to 9 and changing to Hero (Cav - Height: 3) for +25 pts • Bane Chant (2) for +20 pts • Lightning Bolt (2) for +10 pts • Surge (4) for +10 pts • Wind Blast (4) for +15 pts Keywords: Verdant
• Mount on Forest Steed, increasing Speed to 9 and changing to Hero (Cav - Height: 3) for +25 pts • Fireball (8) for +25 pts • Hex (3) for +15 pts • Surge (8) for +30 pts, or free if it replaces Heal • Blizzard (2) [1] for +20 pts Keywords: Verdant
Centaur Chief
Salamander Veteran
Ht 3
Hero (Cav) Sp 8
Me 3+
Ra 4+
De 4+
Unit Size 1
US 0
Att 4
Ne 11/13
Pts 110
Special Rules
Me 3+
Ra -
De 6+
Unit Size 1
Att 9
Ne -/18
De 5+
US 0
Att 4
Ne 11/13
Pts 65
• Guiding Flame [1] - Gain Aura (Elite (Melee) - Salamander only) for +20 pts. This unique upgrade cannot be taken in conjunction with a magical artefact. Keywords: Salamander
Forest Warden
Ht 5 US 1
Ra -
Unit Size 1
Crushing Strength (2), Individual, Inspiring (Salamander only)
• Frenzied Otter for +5 pts • Gain the ranged attack - Shortbow: 18”, Ra: 4+ for +10 pts Keywords: Centaur
Sp 6
Me 3+
Options
Options
Hero (Mon), Spellcaster: 0
Sp 5
Special Rules
Crushing Strength (2), Individual, Inspiring (Centaur only), Mighty, Pathfinder
Tree Herder
Ht 2
Hero (Hv Inf)
Ht 3
Hero (Lrg Inf), Spellcaster: 0
Pts 260
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Crushing Strength (3), Inspiring, Pathfinder, Radiance of Life, Scout, Strider
US 1
Att 3
Crushing Strength (2), Nimble, Pathfinder, Scout
Spells
Spells
Surge (4) Keywords: Verdant
Surge (8) Keywords: Verdant
88
Ne 11/13
Pts 90
Forces of Nature Unicorn Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Unique Units
Ht 3
Hero (Cav), Spellcaster: 2 US 0
Att 3
Ne 12/14
Avatar of the Green Lady [1]
Pts 120
Special Rules
Crushing Strength (1), Individual, Inspiring, Pathfinder, Thunderous Charge (1)
Options
• Upgrade with Wings, losing Individual, gaining Fly and Nimble and changing to Hero (Lrg Cav - Height: 4, Unit Strength: 1) for +25 pts • Lightning Bolt (5) for +20 pts, or free if it replaces Heal • Wind Blast (5) for +20 pts • Bastion (2) [1] for +20 pts Keywords: Beast, Majestic
Sp 6
Me 3+
Ra 4+
De 4+
Unit Size 1
Att 4
Ne 11/13
Pts 95
Ra -
De 5+
Unit Size 1
US 1
Ne 13/15
Ht 2
Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 12/14
Pts 80
Individual, Inspiring, Pathfinder Solar Staff: 24”, Att: 8; This attack always hits on 4+ regardless of modifiers. For each hit roll to damage as normal. If one or more hits are scored, the target unit is Disordered until the end of its next Turn. The Solar Staff is then destroyed and cannot be used again for the remainder of the game.
Options
• Fireball (6) for +20 pts • Heal (4) for +30 pts • Lightning Bolt (2) for +10 pts • Surge (8) for +30 pts Keywords: Human, Verdant
Shaarlyot [1]
Ht 4 Att 5
Pts 185
Special Rules
• Frenzied Otter for +5 pts Keywords: Naiad, Tracker
Me 3+
Ne 13/15
Hero (Inf), Spellcaster: 2
Options
Sp 8
Att 1
Keris [1]
Crushing Strength (1), Ensnare, Individual, Inspiring (Self only), Pathfinder, Regeneration (4+), Stealthy Harpoon Gun: 18”, Piercing (1)
Hero (Lrg Cav)
De 5+
US 0
Heal (6) Keywords: Phantasm, Verdant
Special Rules
Naiad Wyrmrider Centurion
Ra -
Unit Size 1
Spells
Ht 2 US 0
Me 5+
Fly, Individual, Inspiring, Regeneration (5+) Balance: At the start of each of your Turns, you may choose for this unit to have either Cloak of Death or Radiance of Life.
Heal (5)
Hero (Inf)
Sp 10
Special Rules
Spells
Naiad Stalker
Ht 2
Hero (Inf), Spellcaster: 3
Ht 2
Hero (Inf), Spellcaster: 0
Pts 160
Special Rules
Sp 10
Me 5+
Ra -
De 3+
Unit Size 1
Special Rules
Crushing Strength (1), Inspiring, Nimble, Pathfinder, Regeneration (4+), Thunderous Charge (1) Keywords: Naga, Naiad
US 0
Att 1
Ne 12/14
Pts 135
Fly, Individual, Inspiring, Pathfinder Static Shock: After dealing damage with this unit’s Lightning Bolt spell, you may choose to immediately cast Wind Blast (n) on the target unit, where (n) is the amount of damage inflicted with the Lightning Bolt spell.
Spells
Lightning Bolt (4), Wind Blast (6) Keywords: Airbound
89
Army Lists
Ogres
90
Ogres Army Special Upgrade
Alignment: Neutral
Crocodog Once per game, when the unit rolls to hit in melee, you may choose to reroll up to 3 dice that score a natural, unmodified 1. The unit’s Crocodog is then destroyed and cannot be used again for the remainder of the game.
Infantry Red Goblin Rabble* Sp 5
Me 5+
Ra -
De 4+
Unit Size US Regiment (20) 2 Horde (40) 3 Legion (60) 4
Red Goblin Sharpsticks*
Ht 2
Infantry
Att 12 25 30
Ne 12/14 19/21 25/27
Ht 2
Infantry
Pts 75 125 180
Special Rules
Sp 5
Me 5+
Ra -
De 4+
Unit Size US Regiment (20) 2 Horde (40) 3 Legion (60) 4
Att 15 30 35
Ne 12/14 19/21 25/27
Pts 95 155 230
Special Rules
Keywords: Goblin
Phalanx Keywords: Goblin
Ranged Infantry Red Goblin Spitters*
Ht 2
Infantry Sp 5
Me 6+
Ra 5+
De 3+
Unit Size US Regiment (20) 2 Horde (40) 3
Att 10 20
Ne 12/14 19/21
Pts 90 160
Special Rules
Bows, 24” Keywords: Goblin
Cavalry Red Goblin Scouts* Sp 10
Me 4+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3
Red Goblin Scout Sniffs*
Ht 3
Cavalry
Att 7 14
Ne 9/11 12/14
Ht 3
Cavalry
Pts 100 155
Special Rules
Sp 10
Me 4+
Ra 5+
De 3+
Unit Size Troop (5)
Special Rules
Nimble, Thunderous Charge (1), Vicious (Melee) Keywords: Beast, Goblin
Nimble, Vicious (Melee) Shortbows: 18”, Steady Aim Keywords: Beast, Goblin
91
US 1
Att 7
Ne 9/11
Pts 105
Army Lists
Chariots Warrior Chariots Sp 8
Me 3+
Ra -
De 5+
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
Boomer Chariots*
Ht 4
Chariot
US 1 2 3 4
Att 10 15 20 25
Ne 13/15 15/17 17/19 20/22
Ht 4
Chariot
Pts 170 215 270 310
Sp 8
Me 4+
Ra 4+
De 4+
Unit Size Troop (2) Regiment (3)
US 1 2
Att 8 12
Ne 11/13 13/15
Pts 145 180
Special Rules
Brutal, Crushing Strength (1) Boomsticks: 12”, Piercing (1), Steady Aim Keywords: Ogre
Special Rules
Brutal, Crushing Strength (1), Thunderous Charge (2) Keywords: Ogre
Large Infantry Boomers Sp 6
Me 4+
Ra 4+
De 4+
Unit Size Regiment (3) Horde (6)
Shooters*
Ht 3
Large Infantry US 2 3
Att 9 18
Ne 12/14 15/17
Pts 140 230
Special Rules
Ra -
De 5+
US 2 3 4
Ra 5+
De 4+
Unit Size Regiment (3) Horde (6)
US 1 2
Att 9 18
Ne 12/14 15/17
Hunters
Ht 3
Large Infantry Unit Size Regiment (3) Horde (6) Legion (12)
Me 4+
Pts 140 230
Brutal, Crushing Strength (1) Heavy Crossbows: 30”, Piercing (2), Pot Shot Keywords: Ogre
Warriors Me 3+
Sp 6
Special Rules
Brutal, Crushing Strength (1) Boomsticks: 12”, Piercing (1), Steady Aim Keywords: Ogre
Sp 6
Ht 3
Large Infantry
Att 9 18 36
Ne 12/14 15/17 22/24
Ht 3
Large Infantry
Pts 120 200 350
Sp 7
Me 3+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Special Rules
Special Rules
Options
Options
Brutal, Crushing Strength (1)
US 2 3
Att 9 18
Brutal, Crushing Strength (1), Ensnare, Pathfinder
• Exchange shields for two-handed weapons, lowering Defence to 4+ and increasing Crushing Strength to (2) for free • Crocodog for +5 pts Keywords: Ogre
• Crocodog for +5 pts Keywords: Ogre, Tracker
92
Ne 12/14 15/17
Pts 135 225
Ogres Berserker Braves Sp 6
Me 4+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Siege Breakers
Ht 3
Large Infantry
US 2 3
Att 15 30
Ne -/15 -/18
Ht 3
Large Infantry
Pts 140 230
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne 12/14 15/17
Pts 145 240
Special Rules
Brutal, Crushing Strength (1), Wild Charge (D3) Keywords: Berserker, Ogre
Big Shield, Brutal, Crushing Strength (2) Keywords: Ogre
Monsters Red Goblin Blaster Sp 5
Me 3+
Ra 5+
De 5+
Unit Size 1
Mammoth
Ht 3
Monster (Cht)
US 1
Att 3
Ne -/10
Ht 5
Monster (Cht)
Pts 65
Special Rules
Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att 12
Ne -/18
Pts 220
Special Rules
Blast (D6), Brutal, Crushing Strength (3) Makeshift Grenades: 12”, Blast (D3), Piercing (1) Boom! At the end of a Turn in which this unit scores a successful hit in melee, it is immediately Routed and removed from play. Keywords: Gizmo, Goblin
Brutal, Crushing Strength (2), Strider, Thunderous Charge (2) Keywords: Beast
Titans Red Goblin Slasher Sp 7
Me 3+
Ra 5+
De 5+
Unit Size 1
Giant
Ht 6
Titan
US 1
Att 8
Ne 16/18
Ht 6
Titan
Pts 210
Special Rules
Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
Special Rules
US 1
Att D6+8
Brutal, Crushing Strength (4), Fury, Strider Keywords: Giant
Crushing Strength (2), Strider Sharpstick Thrower: 36”, Att: 2, Blast (D3), Piercing (2), Steady Aim Keywords: Beast, Goblin
93
Ne 18/20
Pts 225
Army Lists
Heroes Ogre Warlock Sp 6
Me 4+
Ra -
De 4+
Unit Size 1
US 1
Sergeant
Ht 3
Hero (Lrg Inf), Spellcaster: 1 Att 2
Ne 12/14
Ht 3
Hero (Lrg Inf)
Pts 95
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 5
Ne 13/15
Pts 110
Special Rules
Brutal, Crushing Strength (1), Inspiring (Berserker only), Nimble Ogre Warlock: For each Friendly Core Large Infantry Regiment, Large Infantry Horde or Large Infantry Legion within 6”, increase the amount of dice rolled with Drain Life, Fireball, Lightning Bolt and Mind Fog by 1 to a maximum bonus of +3.
Brutal, Crushing Strength (2), Inspiring, Nimble
Options
• Mount on Chariot, increasing Speed to 8, gaining Thunderous Charge (1) and changing to Hero (Cht - Height: 4) for +30 pts • Crocodog for +5 pts • Exchange shield for two-handed weapon, lowering Defence to 4+ and increasing Crushing Strength to (3) for free • Exchange shield for Heavy Crossbow, lowering Defence to 4+ and gaining the ranged attack - Heavy Crossbow: 30”, Ra 5+, Piercing (2) for +10 pts Note: The two “Exchange shield” options cannot both be taken for the same unit. Keywords: Ogre
Spells
Lightning Bolt (3)
Options
• Drain Life (5) for +20 pts • Fireball (8) for +25 pts • Mind Fog (1) for +10 pts • Bloodboil [1] for +30 pts Keywords: Berserker, Ogre
Boomer Sergeant
Ht 3
Hero (Lrg Inf) Sp 6
Me 4+
Ra 4+
De 4+
Unit Size 1
US 1
Att 4
Ne 11/13
Pts 90
Special Rules
Brutal, Crushing Strength (1), Nimble Boomstick: 12”, Att: 8, Piercing (1), Steady Aim Keywords: Ogre
Army Standard Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Berserker Bully
Ht 3
Hero (Lrg Inf)
US 1
Att 3
Ne 11/13
Ht 3
Hero (Lrg Inf)
Pts 70
Special Rules
Sp 6
Me 3+
Ra -
De 4+
Unit Size 1
Special Rules
Brutal, Crushing Strength (1), Inspiring, Nimble
US 1
Att 8
Ne -/14
Pts 130
Brutal, Crushing Strength (2), Inspiring (Berserker only), Nimble, Wild Charge (D3) Keywords: Berserker, Ogre
Options
• Mount on Chariot, increasing Speed to 8, gaining Thunderous Charge (1) and changing to Hero (Cht - Height: 4) for +30 pts Keywords: Ogre
94
Ogres Ogre Warlord Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Red Goblin Biggit
Ht 3
Hero (Lrg Inf)
US 1
Att 7
Ne 15/17
Ht 2
Hero (Inf)
Pts 155
Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
Special Rules
Special Rules
Options
Options
Brutal, Crushing Strength (2), Inspiring, Nimble
US 0
Att 3
Ne 9/11
Pts 55
Crushing Strength (1), Individual, Inspiring (Goblin only)
• Mount on Chariot, increasing Speed to 8, gaining Thunderous Charge (1) and changing to Hero (Cht - Height: 4) for +30 pts • Crocodog for +5 pts • Exchange shield for two-handed weapon, lowering Defence to 4+ and increasing Crushing Strength to (3) for free Keywords: Ogre
• Mount on a Fleabag, increasing Speed to 10 and changing to Hero (Cav - Height: 3) for +25 pts • Exchange two-handed weapon for Shortbow, losing Crushing Strength but gaining the ranged attack - Shortbow: 18”, Ra: 4+ for free Keywords: Goblin
Unique Units Kuzlo & Madfall [1] Sp 8
Me 3+
Ra -
De 4+
Unit Size 1
US 1
Grokagamok [1]
Ht 3
Hero (Lrg Cav), Spellcaster: 1 Att 5
Ne 13/15
Ht 3
Hero (Lrg Inf)
Pts 145
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Crushing Strength (2), Inspiring (Self only), Nimble, Pathfinder, Regeneration (4+), Vicious (Melee) Ravenous Lizard: While within 6” of this unit, all units, both Friendly and Enemy. have -1 to their Waver and Rout Nerve values. Sticky Tongue: This unit’s Enthral spell only has a range of 12”. While casting Enthral, in addition to moving the target, roll to damage for each hit scored.
US 1
Att 7
Ne 15/17
Pts 250
Blast (D3), Brutal, Crushing Strength (3), Nimble, Very Inspiring Keywords: Ogre
Spells
Enthral (5), Hex (3) Keywords: Goblin
95
Army Lists
Trident Realm of Neritica
96
The Trident Realm of Neritica Army Special Upgrade
Alignment: Neutral
Poison Frog Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Brutal special rule for the remainder of the turn. The unit’s Poison Frog is then destroyed and cannot be used again for the remainder of the game.
Infantry Naiad Ensnarers Sp 5
Me 4+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Thuul
Ht 2
Infantry
Att 10 12 25
Ne 9/11 13/15 20/22
Pts 90 140 230
Special Rules
Ra -
De 4+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 15 20
Ne 10/12 14/16
Placoderms
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3
Me 3+
Pts 105 160
Ensnare, Stealthy Keywords: Cephalopod
Riverguard Treeleapers Me 4+
Sp 6
Special Rules
Ensnare, Pathfinder, Regeneration (4+) Keywords: Naiad
Sp 7
Ht 2
Infantry
Att 10 12
Ne 10/12 14/16
Ht 2
Heavy Infantry
Pts 110 170
Special Rules
Sp 5
Me 4+
Ra -
De 6+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 12 15
Ne 11/13 14/16
Pts 105 165
Special Rules
Crushing Strength (1), Ensnare, Fly, Nimble, Pathfinder
Phalanx Keywords: Placoderm
Options
• Poison Frog for +5 pts Keywords: Amphibian
Ranged Infantry Naiad Heartpiercers* Sp 5
Me 5+
Ra 4+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2
Riverguard*
Ht 2
Infantry
Att 8 10
Ne 9/11 13/15
Ht 2
Infantry
Pts 120 160
Special Rules
Sp 7
Me 5+
Ra 5+
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2
Special Rules
Regeneration (4+) Harpoon-gun: 18”, Piercing (1), Steady Aim Keywords: Naiad
Ensnare, Fly, Nimble, Pathfinder Javelins: 12”, Steady Aim
Options
• Poison Frog for +5 pts Keywords: Amphibian, Tracker
97
Att 10 12
Ne 9/11 13/15
Pts 115 155
Army Lists
Swarms Tidal Swarm* Sp 5
Me 5+
Ra -
De 2+
Unit Size Regiment (3) Horde (6)
Nokken*
Ht 1
Swarm
US 1 1
Att 12 24
Ne -/12 -/15
Ht 1
Swarm
Pts 70 120
Special Rules
Sp 6
Me 5+
Ra 4+
De 3+
Unit Size Regiment (3) Horde (6)
US 1 1
Att 7 14
Ne -/11 -/14
Pts 80 130
Special Rules
Ensnare, Nimble, Scout Keywords: Beast, Crustacean
Ensnare, Regeneration (5+), Shambling Tidespray: 12”, Steady Aim Keywords: Waterbound
Large Infantry Depth Horrors Sp 6
Me 3+
Ra -
De 3+
Unit Size Regiment (3) Horde (6)
Water Elementals
Ht 3
Large Infantry
US 2 3
Att 9 18
Ne -/15 -/18
Ht 3
Large Infantry
Pts 110 185
Sp 7
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne -/14 -/17
Pts 130 220
Special Rules
Special Rules
Crushing Strength (1), Ensnare Keywords: Deep One, Immortal
Crushing Strength (1), Regeneration (5+), Shambling, Strider Keywords: Waterbound
Monstrous Infantry / Large Cavalry Naiad Wyrmriders Sp 8
Me 3+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Riverguard Dambusters
Ht 4
Large Cavalry
US 2 3
Att 9 18
Ne 12/14 15/17
Pts 130 220
Special Rules
Sp 5
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 6 12
Ne 12/14 15/17
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne 12/14 15/17
Pts 155 260
Crushing Strength (1), Fly, Nimble, Regeneration (6+), Strider, Thunderous Charge (2) Sticky Tongue: This unit’s Enthral spell only has a range of 12”. While casting Enthral, in addition to moving the target, roll to damage for each hit scored.
Ht 2
Monstrous Infantry
Sp 7
Special Rules
Crushing Strength (1), Pathfinder, Regeneration (4+) Keywords: Naga, Naiad
Gigas
Ht 4
Large Cavalry, Spellcaster: 0
Spells
Enthral [3/6]
Pts 125 205
Options
• Poison Frog for +5 pts Keywords: Amphibian
Special Rules
Big Shield, Crushing Strength (2), Nimble, Vicious (Melee) Keywords: Crustacean
98
The Trident Realm of Neritica Monsters Greater Water Elemental Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Knucker
Ht 5
Monster
Att 8
Ne -/18
Ht 4
Monster
Pts 180
Special Rules
Sp 9
Me 3+
Ra -
De 4+
Unit Size 1
US 1
Att 6
Ne 13/15
Pts 150
Special Rules
Crushing Strength (2), Regeneration (5+), Shambling, Strider Keywords: Waterbound
Crushing Strength (1), Ensnare, Nimble, Pathfinder, Stealthy, Thunderous Charge (1) Keywords: Naga
Titans Coral Giant Sp 7
Me 4+
Ra -
De 5+
Kraken
Ht 6
Titan
Unit Size 1
US 1
Att D6+6
Ne 16/18
Pts 215
Special Rules
Sp 5
Me -
Ra 4+
De 4+
Unit Size 1
Ht 2 US 0
Att 2
Ne 10/12
Me 4+
Ra -
De 4+
Unit Size 1
US 1
Att 12
Ne 17/19
Pts 240
Crushing Strength (2), Ensnare, Regeneration (4+), Strider, Wild Charge (D3) Keywords: Beast, Cephalopod, Unleashed
War Engines War Engine, Spellcaster: 0
Sp 7
Special Rules
Brutal, Crushing Strength (3), Ensnare, Iron Resolve, Strider Keywords: Giant, Waterbound
Leviathan’s Bane
Ht 6
Titan
Pts 105
Special Rules
Leviathan Bolts: 48”, Blast (D3), Piercing (3), Reload Harpoon: After dealing damage with this unit’s Leviathan Bolts attack, you may choose to immediately cast Enthral (n) on the target unit, where (n) is the amount of damage inflicted with the Leviathan Bolts attack. Keywords: Naiad
99
Army Lists
Heroes Naiad Centurion Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Naiad Wyrmrider Centurion
Ht 2
Hero (Inf)
US 0
Att 5
Ne 12/14
Pts 115
Special Rules
Sp 6
Me 3+
Ra 4+
De 4+
Unit Size 1
US 0
Att 4
Ne 11/13
Sp 6
Me 4+
Ra -
De 4+
Unit Size 1
Pts 95
Att 1
Ne 10/12
Att 5
Ne 13/15
Pts 160
Ht 3
Sp 6
Me 3+
Ra -
De 4+
Unit Size 1
US 1
Att 5
Ne -/16
Pts 115
Special Rules
Crushing Strength (2), Ensnare, Inspiring (Deep One only), Nimble Keywords: Deep One, Immortal
Thuul Mythican
Ht 2 US 0
De 5+
US 1
Hero (Lrg Inf)
Crushing Strength (1), Ensnare, Individual, Inspiring (Self only), Pathfinder, Regeneration (4+), Stealthy Harpoon Gun: 18”, Piercing (1) Keywords: Naiad, Tracker
Hero (Inf), Spellcaster: 2
Ra -
Unit Size 1
Depth Horror Eternal
Special Rules
Thuul Aquamage
Me 3+
Crushing Strength (1), Inspiring, Nimble, Pathfinder, Regeneration (4+), Thunderous Charge (1) Keywords: Naga, Naiad
Ht 2
Hero (Inf)
Sp 8
Special Rules
Crushing Strength (1), Individual, Inspiring, Mighty, Pathfinder, Regeneration (4+) Keywords: Naiad
Naiad Stalker
Ht 4
Hero (Lrg Cav)
Ht 2
Hero (Inf), Spellcaster: 1
Pts 90
Special Rules
Sp 6
Me 3+
Ra -
De 4+
Unit Size 1
Special Rules
Ensnare, Individual, Inspiring (Waterbound only), Stealthy
US 0
Att 5
Ne 11/13
Pts 80
Crushing Strength (1), Ensnare, Individual, Inspiring (Cephalopod only), Stealthy
Spells
Options
Icy Breath (10)
Options
• Bane Chant (2) for +20 pts • Lightning Bolt (3) for +20 pts • Surge (6) for +20 pts • Wind Blast (5) for +20 pts Keywords: Cephalopod
• Surge (8) for +30 pts, or free if it replaces Icy Breath • Weakness (2) for +15 pts • Rising Tides [1] - Aura (Wild Charge (+1)) for +15 pts Keywords: Cephalopod
100
The Trident Realm of Neritica Naiad Envoy Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
Riverguard Sentinel
Ht 2
Hero (Inf), Spellcaster: 0 US 0
Att 1
Ne 9/11
Pts 55
Special Rules
• Horn of Ocean’s Fury [1] - Gain Aura (Fury - Infantry & Heavy Infantry only) for +15 pts. This unique upgrade cannot be taken in conjunction with a magical artefact. • Bastion (2) [1] for +20 pts Keywords: Naiad
Siren
Ra -
De 3+
US 0
Att 1
Ra 4+
De 5+
Unit Size 1
US 0
Att 4
Ne 11/13
Pts 135
Options
• Poison Frog for +5 pts Keywords: Amphibian, Tracker
Riverguard Dambuster Sentinel
Ht 2
Hero (Inf), Spellcaster: 1 Unit Size 1
Me 3+
Crushing Strength (1), Duelist, Ensnare, Fly, Individual, Inspiring (Amphibian only), Pathfinder Javelin: 12”
Options
Me 4+
Sp 7
Special Rules
Individual, Inspiring, Pathfinder, Regeneration (4+)
Sp 6
Ht 2
Hero (Inf)
Ne 11/13
Ht 4
Hero (Mon), Spellcaster: 0
Pts 80
Special Rules
Sp 7
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 5
Ne 12/14
Pts 150
Special Rules
Crushing Strength (2), Fly, Inspiring (Amphibian only), Nimble, Regeneration (6+), Strider, Thunderous Charge (1) Sticky Tongue: This unit’s Enthral spell only has a range of 12”. While casting Enthral, in addition to moving the target, roll to damage for each hit scored.
Ensnare, Individual, Stealthy
Spells
Enthral (5)
Options
• Drain Life (6) for +30 pts • Hex (2) for +10 pts • Heal (3) for +20 pts • Mind Fog (1) for +10 pts • Weakness (2) for +15 pts Keywords: Naiad
Spells
Enthral (4)
Options
• Poison Frog for +5 pts Keywords: Amphibian
Unique Units Eckter [1] Sp 5
Me 3+
Ra -
De 6+
Unit Size 1
Trident King [1]
Ht 2
Hero (Hv Inf), Spellcaster: 0 US 0
Att 6
Ne 12/14
Ht 3
Hero (Cht)
Pts 165
Special Rules
Sp 8
Me 4+
Ra 4+
De 5+
Unit Size 1
Special Rules
Crushing Strength (2), Ensnare, Individual, Inspiring, Mighty, Phalanx Krakenmaw: While casting Wind Blast, in addition to moving the target, roll to damage for each hit scored.
US 1
Att 12
Ne 14/16
Crushing Strength (1), Ensnare, Nimble, Regeneration (5+), Thunderous Charge (1), Very Inspiring Tidespray: 12”, Piercing (1), Steady Aim Keywords: Masked, Naiad
Spells
Wind Blast (8) Keywords: Placoderm
101
Pts 230
Army Lists
Abyssal Dwarfs
102
Abyssal Dwarfs Army Special Upgrade
Alignment: Evil
Throwing Mastiff The unit is equipped with a single use ranged attack with the following profile - Throwing Mastiff: 12”, Att: 8, Piercing (1). This attack always hits on a 4+. Once used, the unit’s Throwing Mastiff is destroyed and cannot be used again for the remainder of the game.
Infantry Blacksouls Sp 4
Me 4+
Ra -
De 5+
Abyssal Berserkers
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 10 12 25
Ne 10/12 14/16 21/23
Pts 75 115 190
Special Rules
Sp 5
Me 3+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3
• Exchange shields for two-handed weapons, lowering Defence to 4+ and gaining Crushing Strength (1) for free • Throwing Mastiff for +15 pts Keywords: Dwarf
Immortal Guard
Ra -
De 5+
Pts 105 165
Heavy Infantry Slave Orcs*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3
Ne -/13 -/17
Crushing Strength (1), Vicious (Melee), Wild Charge (D3) Keywords: Berserker, Dwarf
Options
Me 3+
Att 12 15
Special Rules
Vicious (Melee)
Sp 4
Ht 2
Infantry
Att 10 12
Ne -/13 -/17
Ht 2
Heavy Infantry
Pts 105 160
Sp 5
Me 5+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Att 10 12 25
Ne 8/10 12/14 19/21
Pts 60 95 155
Special Rules
Special Rules
Crushing Strength (1) Keywords: Orc, Slave
Regeneration (5+), Vicious (Melee)
Options
• Throwing Mastiff for +15 pts Keywords: Dwarf, Hellforged, Immortal
Gargoyles*
Ht 2
Heavy Infantry Sp 10
Me 4+
Ra -
De 3+
Unit Size Troop (10)
Special Rules
Fly, Nimble, Regeneration (4+) Keywords: Gargoyle
103
US 1
Att 10
Ne 8/10
Pts 85
Army Lists
Ranged Infantry
Swarms
Decimators Sp 4
Me 4+
Ra 4+
De 4+
Mutated Mastiff Hunting Pack*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 10 12 25
Ne 10/12 14/16 21/23
Ht 1
Swarm
Pts 115 155 260
Sp 6
Me 4+
Ra -
De 2+
Unit Size Regiment (3)
Special Rules
Special Rules
Options
Options
Blunderbuss: 12”, Piercing (1), Steady Aim, Vicious (Ranged)
US 1
Att 9
Ne 10/12
Pts 65
Crushing Strength (1 - Cavalry only), Vicious (Melee)
• Regiments & Hordes only - Gain the alternate single use ranged attack - Mobile Katsuchan: 24”, Att: 3, Ra: 4+, Blast (D3), Indirect, Reload, Vicious (Ranged) for +20 pts Keywords: Dwarf
• Throwing Mastiff for +15 pts Keywords: Abomination
Cavalry Abyssal Halfbreeds Sp 8
Me 3+
Ra -
De 4+
Slave Orc Gore Riders*
Ht 3
Cavalry
Unit Size US Troop (5) 1 Regiment (10) 3
Att 8 16
Ne 11/13 14/16
Ht 3
Cavalry
Pts 130 200
Special Rules
Sp 8
Me 4+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3
Att 8 16
Ne 9/11 12/14
Pts 90 140
Special Rules
Crushing Strength (1), Regeneration (5+), Thunderous Charge (1), Vicious (Melee) Keywords: Abomination
Crushing Strength (1), Thunderous Charge (1) Keywords: Orc, Slave
Monstrous Infantry / Large Cavalry Lesser Obsidian Golems Sp 5
Me 4+
Ra -
De 6+
Unit Size Regiment (3) Horde (6)
US 2 3
Abyssal Grotesques
Ht 4
Monstrous Infantry
Att 9 18
Ne -/14 -/17
Ht 4
Large Cavalry
Pts 130 215
Special Rules
Sp 7
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Special Rules
Crushing Strength (2), Shambling, Vicious (Melee)
US 2 3
Att 9 18
Ne 13/15 16/18
Brutal, Crushing Strength (1), Regeneration (5+), Thunderous Charge (2), Vicious (Melee) Keywords: Abomination
Options
• Upgrade with a Charnox, gaining the ranged attack - Magma Cannon: 12”, Att: 8, Ra: 4+, Piercing (1), Steady Aim for +30 pts Keywords: Hellforged
104
Pts 145 245
Abyssal Dwarfs War Engines G’rog Mortar Sp 4
Me -
Ra 5+
De 5+
Unit Size 1
Katsuchan Rocket Launcher
Ht 2
War Engine
US 0
Att 2
Ne 10/12
Pts 95
Special Rules
Sp 4
Me -
Ra 5+
De 5+
Unit Size 1
US 0
Att 2
Ne 10/12
Me -
Ra 5+
De 5+
Unit Size 1
US 0
Att 3
Ne 10/12
Pts 85
Katsuchan Rocket Launcher: 48”, Blast (D3), Ignores Cover, Indirect, Piercing (1), Reload, Vicious (Ranged) Keywords: Dwarf, Hellforged
‘Dragon’ Fire-Team
Ht 2
War Engine
Sp 4
Special Rules
G’rog Mortar: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing (2), Reload, Vicious (Ranged) Keywords: Dwarf, Hellforged
Angkor Heavy Mortar
Ht 2
War Engine
Ht 2
War Engine
Pts 115
Special Rules
Sp 4
Me -
Ra 4+
De 4+
Unit Size 1
US 0
Att 12
Ne 10/12
Pts 85
Special Rules
Angkor Heavy Mortar: 48”, Blast (D3+2), Ignores Cover, Indirect, Piercing (3), Reload, Shattering, Vicious (Ranged) Keywords: Dwarf, Hellforged
Nimble Blackfire-gun: 12”, Steady Aim, Vicious (Ranged) Keywords: Dwarf, Hellforged
Titans Greater Obsidian Golem Sp 6
Me 4+
Ra -
De 6+
Unit Size 1
US 1
Hellfane
Ht 6
Titan
Att 12
Ne -/19
Ht 6
Titan
Pts 235
Special Rules
Sp 6
Me 3+
Ra 4+
De 6+
Unit Size 1
US 1
Att 9
Ne -/18
Special Rules
Aura (Brutal – Dwarf only), Crushing Strength (2), Strider, Thunderous Charge (2), Vicious Masterwork Pistols: 18”, Att: 5, Piercing (1), Steady Aim
Crushing Strength (3), Shambling, Strider, Vicious (Melee) Keywords: Hellforged
Options
• Hellforged Overmaster [1] - Gain Aura (Wild Charge (+2) Infantry only) and Inspiring for +25 pts Keywords: Hellforged, Shrine
105
Pts 280
Army Lists
Heroes Slavedriver Sp 4
Me 4+
Ra -
De 5+
Unit Size 1
Infernox
Ht 2
Hero (Inf)
US 0
Att 1
Ne 10/12
Pts 55
Special Rules
Sp 4
Me 3+
Ra -
De 6+
Unit Size 1
US 0
Att 5
Ne 13/15
Me 3+
Ra -
De 6+
Unit Size 1
US 1
Att 6
Ne -/13
Pts 140
Brutal, Crushing Strength (2), Nimble, Thunderous Charge (1), Vicious (Melee), Wild Charge (D3) Keywords: Hellforged
Hexcaster
Ht 2
Hero (Inf)
Sp 5
Special Rules
Individual, Inspiring, Rally (1 - Slave only), Vicious (Melee) Keywords: Dwarf
Overmaster
Ht 3
Hero (Lrg Inf)
Ht 2
Hero (Hv Inf), Spellcaster: 1
Pts 105
Special Rules
Sp 5
Me 4+
Ra -
De 5+
Unit Size 1
US 0
Att 1
Ne -/11
Pts 70
Special Rules
Crushing Strength (1), Individual, Inspiring, Mighty, Vicious (Melee)
Individual Feedback: After rolling to hit with Hex or Weakness, roll to damage for each hit scored with the Piercing (1) modifer. Dampening Runes: Enemy spells targeting this unit always hit on a 6+.
Options
• Infernal Advance [1] - Gain Aura (Strider - Infantry only) for +20 pts. This unique upgrade cannot be taken in addition to a magical artefact. Keywords: Dwarf
Spells
Hex (3)
Options
• Weakness (3) for +20 pts, or free if it replaces Hex Keywords: Hellforged
Iron-caster Sp 4
Me 4+
Ra -
De 5+
Unit Size 1
Taskmaster on Chariot
Ht 2
Hero (Inf), Spellcaster: 2 US 0
Att 1
Ne 11/13
Ht 3
Hero (Cht)
Pts 110
Special Rules
Sp 8
Me 4+
Ra -
De 4+
Unit Size 1
US 1
Special Rules
Individual, Inspiring (Hellforged only) Ariagful’s Flame: Whenever this unit rolls to damage with Fireball, it can reroll all dice that score a natural, unmodified 1.
Att 5
Ne 11/13
Inspiring, Nimble, Thunderous Charge (2), Vicious (Melee)
Options
• Rally (1 - Slave only) for +15 pts Keywords: Dwarf
Spells
Fireball (10), Heal (3 - Hellforged only)
Options
• Bane Chant (2) for +20 pts • Lightning Bolt (3) for +20 pts • Mind Fog (2) for +15 pts • Surge (8) for +30 pts, or free if it replaces Fireball Keywords: Dwarf, Hellforged
106
Pts 110
Abyssal Dwarfs Abyssal Halfbreed Champion Sp 8
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Overmaster on Ancient Winged Halfbreed
Ht 3
Hero (Cav)
Att 6
Ne 12/14
Ht 6
Hero (Ttn)
Pts 145
Special Rules
Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 9
Crushing Strength (2), Individual, Inspiring (Abomination only), Mighty, Regeneration (5+), Vicious (Melee) Keywords: Halfbreed
Special Rules
Abyssal Grotesque Champion
Supreme Iron-caster on Great Winged Halfbreed
Sp 7
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 5
Ne 12/14
Pts 300
Crushing Strength (3), Fly, Inspiring, Nimble, Regeneration (5+), Vicious (Melee) Keywords: Abomination, Dwarf
Ht 4
Hero (Lrg Cav)
Ne 17/19
Ht 6
Hero (Ttn), Spellcaster: 3
Pts 140
Special Rules
Brutal, Crushing Strength (2), Nimble, Regeneration (5+), Thunderous Charge (1), Vicious (Melee) Keywords: Abomination
Sp 10
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att 8
Ne 16/18
Pts 280
Special Rules
Crushing Strength (3), Fly, Inspiring, Nimble, Vicious (Melee) Ariagful’s Flame: Whenever this unit rolls to damage with Fireball, it can reroll all dice that score a natural, unmodified 1.
Spells
Fireball (12)
Options
• Heal (4 - Hellforged only) for +15 pts • Lightning Bolt (5) for +25 pts • Surge (8) for +20 pts Keywords: Abomination, Dwarf, Hellforged
Unique Units Brakki Barka [1] Sp 8
Me 3+
Ra -
De 5+
Unit Size 1
Ba’su’su the Vile [1]
Ht 3
Hero (Cav)
US 0
Att 6
Ne 14/16
Ht 2
Hero (Hv Inf)
Pts 200
Special Rules
Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Crushing Strength (3), Individual, Mighty, Regeneration (5+), Vicious (Melee) Bhardoom!: Due to his ear-shattering battle-cry, Brakki Barka has both Very Inspiring and Dread. Keywords: Abomination
US 0
Att 7
Ne 14/16
Pts 210
Crushing Strength (2), Fly, Individual, Inspiring (Gargoyle only), Mighty, Regeneration (5+) Keywords: Abomination, Gargoyle
107
Army Lists
Empire of Dust
108
Empire of Dust Army Special Upgrade
Alignment: Evil
Casket of the Damned The souls of the damned are released from their prison to drive the unit towards its foe. Mark a unit that has a casket with an appropriate model. Once per game, when this unit is targeted by a Surge spell, you may roll an additional 6 dice which count toward the total Surge result. This must be declared before rolling any dice for the spell. The unit’s Casket of the Damned is then destroyed and cannot be used again for the remainder of the game.
Infantry Skeleton Warriors Sp 5
Me 5+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Skeleton Spearmen
Ht 2
Infantry
Att 10 12 25
Ne -/11 -/15 -/22
Pts 55 85 140
Sp 5
Me 5+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Special Rules
Options
Options
Lifeleech (1), Shambling
Ra -
De 4+
Mummies
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Ne -/11 -/15 -/22
Pts 70 105 175
• Casket of the Damned for +10 pts Keywords: Skeleton
Revenants Me 4+
Att 12 15 30
Lifeleech (1), Phalanx, Shambling
• Casket of the Damned for +10 pts Keywords: Expendable, Skeleton
Sp 5
Ht 2
Infantry
Att 10 12 25
Ne -/13 -/17 -/24
Ht 2
Infantry
Pts 80 125 205
Sp 5
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Special Rules
Special Rules
Options
Options
Crushing Strength (1), Lifeleech (1), Shambling
Att 10 12
Ne -/14 -/18
Pts 115 180
Crushing Strength (2), Lifeleech (1), Regeneration (5+), Shambling
• Casket of the Damned for +10 pts Keywords: Revenant, Skeleton
• Casket of the Damned for +10 pts Keywords: Mummy
Ranged Infantry Skeleton Archers* Sp 5
Me 6+
Ra 5+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Skeleton Deadeye Crossbows*
Ht 2
Infantry
Att 8 10 20
Ne -/11 -/15 -/22
Ht 2
Infantry
Pts 70 95 165
Special Rules
Sp 5
Me 6+
Ra 5+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2
Special Rules
Lifeleech (1), Shambling Bows: 24” Keywords: Skeleton
Att 8 10
Lifeleech (1), Shambling Crossbows: 24”, Elite (Ranged), Piercing (1), Pot Shot Keywords: Skeleton
109
Ne -/11 -/15
Pts 90 120
Army Lists
Cavalry Revenant Cavalry Sp 8
Me 4+
Ra -
De 5+
Skeleton Archer Cavalry*
Ht 3
Cavalry
Unit Size US Troop (5) 1 Regiment (10) 3
Att 8 16
Ne -/14 -/17
Ht 3
Cavalry
Pts 105 165
Special Rules
Sp 9
Me 4+
Ra 5+
De 3+
Unit Size US Troop (5) 1 Regiment (10) 2
Att 7 14
Ne -/12 -/15
Pts 100 155
Special Rules
Lifeleech (1), Shambling, Thunderous Charge (2) Keywords: Revenant, Skeleton
Lifeleech (1), Nimble, Shambling Shortbows: 18”, Steady Aim Keywords: Skeleton
Swarms Desert Swarm* Sp 6
Me 5+
Ra -
De 2+
Scavengers*
Ht 1
Swarm
Unit Size Regiment (3) Horde (6)
US 1 1
Att 9 18
Ne -/12 -/15
Pts 60 100
Lifeleech (1), Scout, Shambling Keywords: Carrion
Ht 3
Chariot
Me 4+
Ra 5+
De 4+
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
Me 5+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Fly, Lifeleech (2), Nimble Keywords: Carrion
Chariots Sp 8
Sp 10
Special Rules
Special Rules
Revenant Chariots* US 1 2 3 4
Att 8 12 16 20
Ne -/14 -/16 -/18 -/22
Ht 3
Swarm
Pts 120 150 190 220
Special Rules
Lifeleech (1), Shambling, Thunderous Charge (2) Shortbows: 18”, Att: [4/6/8/10], Steady Aim Keywords: Revenant, Skeleton
110
US 1 1
Att 9 18
Ne 11/13 14/16
Pts 90 150
Empire of Dust Large Infantry Enslaved Guardians Sp 6
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Enslaved Guardians Archers*
Ht 3
Large Infantry, Spellcaster: 0 US 2 3
Att 9 18
Ne -/14 -/17
Ht 3
Large Infantry
Pts 135 225
Special Rules
Sp 6
Me 4+
Ra 5+
De 4+
Unit Size Regiment (3) Horde (6)
US 1 2
Att 9 18
Ne -/14 -/17
Pts 140 235
Special Rules
Crushing Strength (2), Lifeleech (1), Shambling
Crushing Strength (1), Lifeleech (1), Shambling Heavy Crossbows: 30”, Piercing (2), Pot Shot
Options
Options
• Wind Blast (5) for +20 pts • Casket of the Damned for +10 pts Keywords: Airbound, Construct, Djinn
• Casket of the Damned for +10 pts Keywords: Airbound, Construct, Djinn
Monsters Bone Giant Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
Reanimated Behemoth
Ht 5
Monster
US 1
Att D6+6
Ne -/18
Ht 5
Monster (Cht), Spellcaster: 0
Pts 190
Special Rules
Sp 6
Me 4+
Ra -
De 6+
Unit Size 1
US 1
Att 9
Ne -/16
Pts 190
Special Rules
Brutal, Crushing Strength (3), Lifeleech (1), Shambling, Strider Keywords: Giant, Skeleton
Crushing Strength (2), Lifeleech (1), Shambling, Strider
Options
• Drain Life (6) for +30 pts Keywords: Construct, Skeleton
Titans Monolith [1] Sp 5
Me -
Ra -
De 5+
Unit Size 1
Undead Wyrm
Ht 6
Titan, Spellcaster: 0 US 1
Att -
Ne -/17
Ht 6
Titan
Pts 120
Special Rules
Sp 10
Me 4+
Ra -
De 4+
Unit Size 1
Special Rules
Inspiring Monolith: As long as this unit is alive and in play on the table, at the start of each of your Ranged phases you may immediately cast Surge (8) on a single Friendly Core unit anywhere within 24” of this unit regardless of line of sight. Note: The Monolith cannot be Disordered and its Base size cannot be increased beyond 75x75mm. Keywords: Construct, Shrine
US 1
Att 10
Ne -/18
Crushing Strength (3), Fly, Lifeleech (1), Nimble, Shambling Keywords: Draconic, Skeleton
111
Pts 215
Army Lists
War Engine Empire of Dust Balefire Catapult Sp 5
Me -
Ra 5+
De 4+
Unit Size 1
US 0
Att 2
Soul Snare [1]
Ht 2
War Engine
Ne -/11
Ht 2
War Engine, Spellcaster: 0
Pts 95
Special Rules
Sp 5
Me -
Ra -
De 4+
Unit Size 1
US 0
Att -
Ne -/15
Pts 150
Special Rules
Shambling Balefire: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing (2), Reload Unholy Flames: Whenever the unit rolls to damage with its Balefire attack, it can re-roll D3 of the dice that failed to damage.
Stealthy
Spells
Drain Life (9) Soul Snare: This unit’s Drain Life spell has a Range of 18”. You may also target friendly units within 12” instead of 6” for its damage removal component. Keywords: Construct, Miasma, Shrine
Options
• Upgrade with Scarab Jars, gaining Shattering with Balefire attacks for +10 pts Keywords: Construct, Skeleton
Heroes Undead Army Standard Bearer Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ahmunite Pharaoh on Royal Chariot
Ht 2
Hero (Inf)
Ne -/11
Hero (Cht), Spellcaster: 2
Pts 50
Special Rules
Sp 8
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Options
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Skeleton
• Surge (8) for +30 pts Keywords: Mummy, Royal Court
Revenant Champion
Ahmunite Pharaoh
Ht 2
Hero (Inf)
Ra -
De 5+
Unit Size 1
US 0
Pts 205
Crushing Strength (2), Inspiring, Lifeleech (1), Nimble, Regeneration (5+), Thunderous Charge (1)
Options
Me 4+
Ne -/16
Special Rules
Individual, Inspiring, Lifeleech (1)
Sp 5
Att 7
Ht 3
Att 4
Ne -/14
Ht 2
Hero (Inf), Spellcaster: 2
Pts 65
Sp 5
Me 3+
Ra -
De 6+
Unit Size 1
Special Rules
Special Rules
Options
Spells
Crushing Strength (1), Individual, Inspiring (Revenant only), Lifeleech (1)
US 0
Att 5
Ne -/16
Pts 160
Crushing Strength (2), Individual, Inspiring, Lifeleech (1), Mighty, Regeneration (5+)
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Revenant, Skeleton
Surge (8)
Options
• Eternal Guard [1] - Aura (Elite (Melee) - Mummy only) for +20 pts. This unique upgrade cannot be taken in addition to a magical artefact. Keywords: Mummy, Royal Court
112
Empire of Dust Cursed High Priest Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
Revenant King on Undead Great Flying Wyrm
Ht 2
Hero (Inf), Spellcaster: 3 US 0
Att 1
Ne -/13
Ht 6
Hero (Ttn), Spellcaster: 0
Pts 85
Special Rules
Individual, Inspiring Reanimator: When targeting friendly core Skeleton units, this unit can reroll up to two of the dice that failed to hit with Heal and Surge.
Sp 10
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att 10
Ne -/19
Pts 250
Special Rules
Crushing Strength (3), Fly, Inspiring, Lifeleech (1), Nimble
Options
• Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady Aim for +15 pts • Surge (8) for +15 pts Keywords: Draconic, Revenant, Skeleton
Options
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts • Drain Life (7) for +35 pts • Fireball (12) for +35 pts • Heal (5) for +35 pts • Hex (3) for +15 pts • Surge (8) for +30 pts • Weakness (3) for +20 pts • Wind Blast (6) for +25 pts Keywords: Skeleton
Revenant on Undead Great Burrowing Wyrm
Ht 6
Hero (Ttn) Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att 12
Ne -/18
Pts 220
Special Rules
Brutal, Crushing Strength (3), Lifeleech (1), Strider
Options
• Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady Aim for +15 pts Keywords: Revenant, Skeleton
Unique Units Apaphys, Champion of Death [1] Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 10
Idol of Shobik [1]
Ht 6
Hero (Ttn), Spellcaster: 0
Ne -/19
Ht 5
Hero (Mon), Spellcaster: 0
Pts 360
Special Rules
Sp 7
Me 3+
Ra -
De 6+
Unit Size 1
US 1
Special Rules
Cloak of Death, Crushing Strength (3), Fly, Lifeleech (1), Nimble, Very Inspiring Winds of Death: Whenever this unit rolls to hit with Drain Life or Surge, it can re-roll all dice that score a natural, unmodified 1.
Att 10
Ne -/18
Aura (Iron Resolve), Crushing Strength (3), Lifeleech (1), Shambling, Strider, Very Inspiring
Spells
Heal (5) Keywords: Construct, Giant, Old God
Spells
Drain Life (7), Surge (8) Keywords: Champion, Draconic, Immortal, Revenant, Skeleton
113
Pts 290
Army Lists
Forces of The Abyss
114
Forces of the Abyss Army Special Upgrade
Alignment: Evil
Sacrificial Imp Once per game, before the unit rolls for Regeneration, you can choose to reroll any of its failed Regeneration dice. The unit’s Sacrificial Imp is then destroyed and cannot be used again for the remainder of the game.
Infantry Lower Abyssals Sp 5
Me 4+
Ra -
De 4+
Abyssal Guard
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 10 12 25
Ne 9/11 13/15 20/22
Ht 2
Infantry
Pts 75 115 190
Sp 5
Me 3+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Special Rules
Special Rules
Options
Options
Fury, Regeneration (5+)
Att 10 12
Ne -/12 -/16
Pts 105 160
Regeneration (5+)
• Exchange shields for two-handed weapons, lowering Defence to 3+ and gaining Crushing Strength (1) for [+5/+5/+10] pts • Sacrificial Imp for [+5/+10/+15] pts Keywords: Abyssal
• Exchange shields for two-handed weapons, lowering Defence to 4+ and gaining Crushing Strength (1) for free • Sacrificial Imp for [+5/+10] pts Keywords: Abyssal
Succubi
Abyssal Ghouls
Ht 2
Infantry Sp 6
Me 3+
Ra -
De 3+
Unit Size US Troop (10) 1 Regiment (20) 3
Att 15 20
Ne 10/12 14/16
Ht 2
Infantry
Pts 105 165
Special Rules
Sp 5
Me 5+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Att 10 12 25
Ne 10/12 14/16 21/23
Pts 65 90 150
Special Rules
Ensnare, Fury, Stealthy
Fury Keywords: Abyssal, Cannibal, Expendable
Options
• Upgrade with a Succubi Lurker, gaining Pathfinder for [+15/+20] pts Keywords: Abyssal, Succubi
Succubi Larvae* Infantry Sp 5
Me 6+
Ra -
De 4+
Unit Size Horde (40) Legion (60)
Heavy Infantry
Ht 2 US 3 4
Att 25 30
Ne -/21 -/27
Gargoyles*
Pts 150 215
Ht 2
Heavy Infantry
Special Rules
Ensnare Keywords: Expendable, Succubi
Sp 10
Me 4+
Ra -
De 3+
Unit Size Troop (10)
Special Rules
Fly, Nimble, Regeneration (4+) Keywords: Gargoyle
115
US 1
Att 10
Ne 8/10
Pts 85
Army Lists
Monstrous Infantry
Ranged Infantry Flamebearers* Sp 5
Me 5+
Ra 4+
De 3+
Molochs
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 2
Att 8 10
Ne 9/11 13/15
Ht 3
Monstrous Infantry
Pts 115 155
Special Rules
Sp 6
Me 3+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne 13/15 16/18
Pts 135 225
Special Rules
Regeneration (5+) Firebolts: 18”, Piercing (1), Steady Aim
Crushing Strength (2), Fury, Regeneration (5+)
Options
Options
• Upgrade with a Despoiler Champion, gaining Fearless and Brutal for [+15/20] pts • Sacrificial Imp for [+10/+15] pts Keywords: Abyssal, Moloch
• Sacrificial Imp for [+5/+10] pts Keywords: Abyssal, Flamebound
Swarms Tortured Souls* Sp 8
Me 4+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Imps*
Ht 2
Swarm
US 2 3
Att 9 18
Ne -/14 -/17
Ht 1
Swarm
Pts 120 200
Special Rules
Sp 5
Me 5+
Ra -
De 3+
Unit Size Regiment (3) Horde (6)
US 1 1
Att 12 24
Ne 10/12 13/15
Pts 65 110
Special Rules
Crushing Strength (1), Fly, Lifeleech (2) Keywords: Phantasm
Fury, Vicious (Melee) Keywords: Imp
Cavalry Abyssal Horsemen Sp 8
Me 3+
Ra -
De 5+
Unit Size US Troop (5) 1 Regiment (10) 3
Hellhounds*
Ht 3
Cavalry
Att 9 18
Ne 11/13 14/16
Ht 2
Cavalry
Pts 155 240
Special Rules
Sp 9
Me 4+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3
Special Rules
Crushing Strength (1), Fury, Regeneration (5+), Thunderous Charge (1) Keywords: Hellequin
Fury, Nimble, Thunderous Charge (1) Keywords: Beast
116
Att 12 24
Ne 10/12 13/15
Pts 120 185
Forces of the Abyss Monsters
Titans
Chroneas Sp 6
Me 4+
Ra -
De 5+
Unit Size 1
Abyssal Fiend
Ht 5
Monster, Spellcaster: 0 US 1
Att D6+6
Ne -/18
Ht 6
Titan, Spellcaster: 0
Pts 215
Sp 7
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Special Rules
Options
Spells
Cloak of Death, Crushing Strength (3), Strider
US 1
Att 7
Ne 15/17
Pts 175
Brutal, Crushing Strength (2), Fury, Inspiring, Vicious (Melee)
• Drain Life (8) for +30 pts Keywords: Enigma
Fireball (10) Keywords: Abyssal, Warmaster
Heroes Abyssal Champion Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
Abyssal Harbinger
Ht 2
Hero (Inf), Spellcaster: 0 US 0
Att 5
Ne 13/15
Ht 2
Hero (Inf)
Pts 110
Sp 5
Me 5+
Ra 4+
De 4+
Unit Size 1
Special Rules
Special Rules
Options
Options
Crushing Strength (1), Fury, Individual, Inspiring, Mighty, Regeneration (5+)
US 0
Att 2
Ne 10/12
Individual, Inspiring, Regeneration (5+) Firebolt: 18”, Piercing (1)
• Upgrade with Wings, increasing Speed to 10 and gaining Fly for +45 pts • Lightning Bolt (5) for +35 pts Keywords: Abyssal
• Mount on an Abyssal Mount, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Abyssal
Archfiend of the Abyss
Despoiler Champion
Ht 6
Hero (Ttn), Spellcaster: 0 Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 9
Ne 16/18
Pts 65
Ht 4
Hero (Lrg Cav)
Pts 310
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Brutal, Crushing Strength (3), Fly, Fury, Inspiring, Nimble, Vicious (Melee)
US 1
Att 5
Ne -/14
Pts 130
Brutal, Crushing Strength (2), Nimble, Regeneration (5+), Vicious (Melee) Keywords: Abomination, Abyssal
Spells
Fireball (10) Keywords: Abyssal, Warmaster
117
Army Lists Seductress Sp 10
Me 3+
Ra -
De 4+
Unit Size 1
Abyssal Warlock
Ht 2
Hero (Inf), Spellcaster: 1 US 0
Att 5
Ne 11/13
Pts 130
Sp 6
Me 4+
Ra 4+
De 4+
Unit Size 1
Special Rules
Special Rules
Options
Options
Crushing Strength (1), Duelist, Ensnare, Fly, Fury, Individual, Inspiring (Succubi only), Stealthy
Ra -
De 5+
Ne 11/13
US 0
Efreet
Ht 3
Hero (Cav)
Unit Size 1
Att 5
Pts 90
• Bane Chant (2) for +20 pts • Drain Life (6) for +30 pts • Bloodboil [1] for +30 pts • Veil of Shadows (2) [1] for +25 pts Keywords: Abyssal
Hellequin Blood-Masque Me 3+
US 1
Fury, Inspiring, Nimble, Regeneration (5+) Firebolt: 18”, Piercing (1), Steady Aim
• Bane Chant (2) for +15 pts • Enthral (6) for +35 pts • Wind Blast (6) for +30 pts Keywords: Abyssal, Succubi
Sp 8
Ht 3
Hero (Lrg Inf), Spellcaster: 2
Att 3
Ne 11/13
Ht 2
Hero (Inf), Spellcaster: 0
Pts 85
Sp 7
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 11/13
Pts 115
Special Rules
Special Rules
Individual
Crushing Strength (1),Individual, Fury, Regeneration (5+), Thunderous Charge (1) Keywords: Hellequin
Spells
Fireball (15) Keywords: Abyssal, Flamebound
Unique Units Mau’ti-bu-su [1] Sp 10
Me 3+
Ra -
De 4+
Unit Size 1
Ba’su’su the Vile [1]
Ht 2
Hero (Inf)
US 0
Att 5
Ne 12/14
Ht 2
Hero (Hv Inf)
Pts 160
Special Rules
Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Crushing Strength (1), Duelist, Ensnare, Fly, Fury, Individual, Inspiring, Stealthy Terrible Majesty: The unit has Brutal (D3). Keywords: Abyssal, Succubi
US 0
Att 7
Ne 14/16
Pts 210
Crushing Strength (2), Fly, Individual, Inspiring (Gargoyle only), Mighty, Regeneration (5+) Keywords: Abomination, Gargoyle
118
Forces of the Abyss The Well of Souls [1] Sp 8
Me 4+
Ra -
De 5+
Unit Size 1
Manifestation of Ba’el [1]
Ht 5
Hero (Mon)
US 1
Att 10
Ne -/20
Ht 4
Hero (Mon), Spellcaster: 0
Pts 300
Special Rules
Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Special Rules
Crushing Strength (2), Fly, Inspiring, Lifeleech (3), Nimble, Strider Soul Drain: When the Well of Souls is given an order, it may put up to 20 points of damage on itself. However, this cannot take it to more than 20 damage in total. For each point of damage taken in this way, it may remove one point of damage from a Friendly Core unit within 9”. The Well of Souls will not take a Nerve test for damage taken in this way. Keywords: Phantasm, Shrine, Well of Souls
Att 7
Ne 14/16
Pts 265
Brutal, Crushing Strength (2), Fly, Fury, Inspiring, Nimble, Regeneration (5+), Stealthy, Vicious (Melee) From the Pit I Curse Thee!: This ability is a ranged attack that can be used once per game. When this ranged attack is used, all enemy units within 6” of Ba’el become Disordered.
Spells
Lightning Bolt (7) Keywords: Abyssal, Wicked One
119
Army Lists
Goblins
120
Goblins Army Special Upgrade
Alignment: Evil
Mawpup The unit is equipped with a Mawpup, which must be used when the unit attacks in melee. During a melee, a Mawpup grants the unit an additional 6 attacks which always hit on a 4+ and are resolved with Crushing Strength (1). These attacks should be resolved separately before the unit’s normal attacks and do not inherit special rules from the unit, nor do they double/triple attacks against flanks or rears. The unit’s Mawpup is then destroyed and cannot be used again for the remainder of the game. A unit can only carry a single Mawpup at a time.
Infantry Sharpsticks Sp 5
Me 5+
Ra -
De 4+
Rabble
Ht 2
Infantry
Unit Size US Regiment (20) 2 Horde (40) 3 Legion (60) 4
Att 15 30 35
Ne 12/14 19/21 25/27
Ht 2
Infantry
Pts 95 155 230
Sp 5
Me 5+
Ra -
De 4+
Unit Size US Regiment (20) 2 Horde (40) 3 Legion (60) 4
Special Rules
Special Rules
Options
Options
Phalanx
De 4+
Large Infantry
Ht 2
Infantry
Ra -
Unit Size US Troop (10) 1 Regiment (20) 3
Att 15 20
Ne -/11 -/15
Trolls
Pts 105 160
Brutal, Crushing Strength (1), Wild Charge (D3)
Options
Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
De 3+
Fleabag Rider Sniffs*
Ht 2
Infantry
Ra 5+
Ne 11/14 14/17
Pts 115 190
Cavalry
Spitters* Att 10 20
Att 9 18
Crushing Strength (2), Regeneration (5+) Keywords: Troll
Ranged Infantry Unit Size US Regiment (20) 2 Horde (40) 3
US 2 3
Special Rules
• Mawpup +10 pts Keywords: Berserker, Goblin, Mawpup Cage
Me 6+
Ht 3
Large Infantry
Special Rules
Sp 5
Pts 75 125 180
• Mawpup +10 pts Keywords: Expendable, Goblin, Mawpup Cage
Luggit Gang Me 4+
Ne 12/14 19/21 25/27
-
• Mawpup +10 pts Keywords: Expendable, Goblin, Mawpup Cage
Sp 5
Att 12 25 30
Ne 12/14 19/21
Ht 3
Cavalry
Pts 90 160
Special Rules
Sp 10
Me 4+
Ra 5+
De 3+
Unit Size US Troop (5) 1 Regiment (10) 2
Special Rules
Bows: 24” Keywords: Goblin
Nimble, Vicious (Melee) Shortbows: 18”, Steady Aim Keywords: Beast, Goblin
121
Att 7 14
Ne 9/11 12/14
Pts 105 160
Army Lists Mawbeast Pack* Sp 6
Me 3+
Ra -
De 3+
Fleabag Riders
Ht 2
Cavalry
Unit Size US Troop (5) 1 Regiment (10) 3
Att 6 12
Ne 9/11 12/14
Ht 3
Cavalry
Pts 80 120
Sp 10
Me 4+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3 Horde (20) 4
Special Rules
Special Rules
Options
Options
Crushing Strength (1), Nimble, Vicious (Melee), Wild Charge (D3)
Att 7 14 28
Ne 9/11 12/14 19/21
Pts 100 155 265
Nimble, Thunderous Charge (1), Vicious (Melee)
• Upgrade to Magwa’ns [1] (Regiment only) - No longer being Irregular and increasing Defence to 4+ for +10 pts Keywords: Beast
• Mawpup +10 pts Keywords: Beast, Goblin, Mawpup Cage
Chariots Fleabag Chariots* Sp 9
Me 4+
Ra 5+
De 4+
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
Mincer Mob*
Ht 3
Chariot
US 1 2 3 4
Att 8 12 16 20
Ne 10/12 12/14 14/16 17/19
Ht 3
Chariot
Pts 125 155 195 225
Sp 5
Me 4+
Ra -
De 4+
Unit Size Troop (2) Regiment (3)
US Att 1 D6+14 2 D6+21
Ne -/14 -/16
Pts 160 200
Special Rules
Big Shield, Brutal, Crushing Strength (1), Thunderous Charge (1) Keywords: Gizmo, Goblin
Special Rules
Thunderous Charge (2), Vicious (Melee) Shortbows: 18”, Att: [4/6/8/10], Steady Aim Keywords: Beast, Goblin
War Engines War-Trombone Sp 5
Me -
Ra 4+
De 4+
Unit Size 1
Big Rocks Thrower
Ht 2
War Engine
US 0
Att 10
Ne 8/10
Ht 2
War Engine
Pts 65
Special Rules
Sp 5
Me -
Ra 5+
De 4+
Unit Size 1
Special Rules
War-Trombone: 12”, Piercing (1), Steady Aim Keywords: Gizmo, Goblin
US 0
Att 2
Ne 9/11
Big Rocks Thrower: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing (3), Reload Keywords: Gizmo, Goblin, Lobber
122
Pts 90
Goblins Sharpstick Thrower Sp 5
Me -
Ra 4+
De 4+
Unit Size 1
Mawpup Launcher
Ht 2
War Engine
US 0
Att 2
Ne 9/11
Ht 2
War Engine
Pts 75
Special Rules
Sp 5
Me -
Ra 4+
De 4+
Unit Size 1
US 0
Att 3
Ne 9/11
Pts 75
Special Rules
Sharpstick Thrower: 48”, Blast (D3), Piercing (2), Reload Keywords: Gizmo, Goblin, Lobber
Mawpup Bombardment: 36”, Blast (D3), Ignores Cover, Indirect, Reload Mawpup Delivery: 36”, Indirect, this attack always hits on a 4+, may only target friendly core units with the Mawpup Cage Keyword, including those in combat. Hits do not cause damage; instead, if one or more hits are scored, the target unit recieves a Mawpup if able. Keywords: Gizmo, Goblin, Lobber
Monsters Mincer Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
Goblin Blaster
Ht 3
Monster (Cht) US 1
Att D6+6
Ne -/11
Pts 90
Special Rules
Sp 10
Me 5+
Ra 4+
De 4+
Unit Size 1
US 1
Att 3
Ne 13/15
Me 3+
Ra 5+
De 5+
Unit Size 1
US 1
Att 3
Ne -/10
Pts 65
Blast (D6), Brutal, Crushing Strength (3) Makeshift Grenades: 12”, Blast (D3), Piercing (1) Boom!: At the end of a Turn in which this unit scores a successful hit in melee, it is immediately Routed and removed from play. Keywords: Gizmo, Goblin
Ht 3
Monster
Sp 5
Special Rules
Big Shield, Brutal, Crushing Strength (1), Thunderous Charge (1) Keywords: Gizmo, Goblin
Winggit
Ht 3
Monster (Cht)
Pts 120
Special Rules
Fly, Nimble Firebombs: Range 12”, Blast (D3), Ignores Cover, Piercing (1), Steady Aim, Vicious (Ranged)
Options
• Upgrade with a Goblin Spotter, allowing the use of the Eye in the Sky unique special rule (see below) for +10 pts Eye in the Sky: At the start of each of your Ranged phases you can immediately target and “Mark” an Enemy unit anywhere within 24” of this unit regardless of line of sight. For the remainder of the turn, all friendly core units with the Lobber keyword targeting the Marked unit have the Elite (Ranged) special rule. Note: The unit does not have Eye in the Sky unless purchased. Keywords: Gizmo, Goblin
123
Army Lists
Titans Giant
Goblin Slasher
Ht 6
Titan Sp 7
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att D6+8
Ne 18/20
Ht 6
Titan
Pts 225
Special Rules
Sp 7
Me 3+
Ra 5+
De 5+
Unit Size 1
US 1
Att 8
Ne 16/18
Pts 210
Special Rules
Brutal, Crushing Strength (4), Fury, Strider Keywords: Giant, King’s Pride
Crushing Strength (2), Strider Sharpstick Thrower: 36”, Att: 2, Blast (D3), Piercing (2), Steady Aim Keywords: Beast, Goblin, King’s Pride
Heroes Biggit Sp 5
Me 4+
Ra -
De 4+
King
Ht 2
Hero (Inf) Unit Size 1
US 0
Att 3
Ne 9/11
Ht 2
Hero (Inf)
Pts 55
Special Rules
Sp 5
Me 4+
Ra 4+
De 4+
Unit Size 1
US 0
Att 5
Ne 12/14
Special Rules
Crushing Strength (1), Individual, Inspiring
Crushing Strength (1), Individual, Inspiring Shortbow: 18”
Options
Options
• Mount on a Fleabag, increasing Speed to 10 and changing to Hero (Cav - Height: 3) for +25 pts • Exchange two-handed weapon for Shortbow, losing Crushing Strength but gaining the ranged attack - Shortbow: 18”, Ra: 4+ for free Keywords: Goblin
• Mount on a Fleabag, increasing Speed to 10 and changing to Hero (Cav - Height: 3) for +35 pts • Jareth’s Pendant [1] - Aura (Headstrong) for +15 pts - This upgrade cannot be taken in addition to a Fleabag Mount. Keywords: Goblin
Banggit
Flaggit
Ht 2
Hero (Inf) Sp 5
Me 6+
Ra 4+
De 4+
Unit Size 1
US 0
Att 3
Pts 70
Ne 9/11
Ht 2
Hero (Inf)
Pts 60
Special Rules
Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 8/10
Special Rules
Individual Makeshift Grenades: 12”, Blast (D3), Piercing (1), Shattering Volatile Explosives: When your opponent rolls to damage against this unit, rolls of natural unmodified 6s deal 2 points of damage each instead of 1. Keywords: Gizmo, Goblin
Individual, Inspiring
Options
• Mount on a Fleabag, increasing Speed to 10 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Goblin
124
Pts 40
Goblins Stinggit Sp 6
Me 3+
Ra 4+
De 4+
King on Chariot
Ht 2
Hero (Inf) Unit Size 1
US 0
Att 4
Ne 9/11
Pts 75
Special Rules
Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 9/11
Me 4+
Ra 4+
De 4+
Unit Size 1
US 1
Att 7
Ne 13/15
Pts 130
Crushing Strength (1), Inspiring, Nimble, Thunderous Charge (1) Shortbow: 18”, Steady Aim Keywords: Beast, Goblin
Troll Bruiser
Ht 2
Hero (Inf), Spellcaster: 1
Sp 9
Special Rules
Crushing Strength (1), Duelist, Individual, Scout, Stealthy, Vicious Throwing Knives: 12” Keywords: Goblin
Wiz
Ht 3
Hero (Cht)
Ht 3
Hero (Lrg Inf)
Pts 45
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 5
Ne 12/15
Pts 110
Special Rules
Individual
Crushing Strength (2), Inspiring (Troll only), Nimble, Regeneration (5+) Keywords: Troll
Spells
Lightning Bolt (3)
Options
• Mount on a Fleabag, increasing Speed to 10 and changing to Hero (Cav - Height: 3) for +25 pts • Bane Chant (2) for +20 pts • Hex (2) for +10 pts • Weakness (2) for +15 pts Keywords: Goblin
Unique Units Magwa & Jo’os [1] Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Kuzlo & Madfall [1]
Ht 2
Hero (Lrg Cav), Spellcaster: 2 Att 7
Ne 12/14
Ht 3
Hero (Lrg Cav), Spellcaster: 1
Pts 150
Special Rules
Sp 8
Me 3+
Ra -
De 4+
Unit Size 1
Special Rules
Crushing Strength (2), Duelist, Individual, Inspiring, Mighty, Vicious (Melee), Wild Charge (D3)
US 1
Att 5
Ne 13/15
Pts 145
Crushing Strength (2), Inspiring (Self only), Nimble, Pathfinder, Regeneration (4+), Vicious (Melee) Ravenous Lizard: While within 6” of this unit, both Friendly and Enemy units have -1 to their Waver and Rout Nerve values. Sticky Tongue: This unit’s Enthral spell only has a range of 12”. While casting Enthral, in addition to moving the target, roll to damage for each hit scored.
Spells
Lightning Bolt (4) Keywords: Beast, Goblin
Spells
Enthral (5), Hex (3) Keywords: Beast, Goblin
125
Army Lists
Nightstalkers
126
Nightstalkers Army Special Upgrade
Alignment: Evil
Screamshard Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Lifeleech (+2) special rule for the remainder of the Turn. The unit’s Screamshard is then destroyed and cannot be used again for the remainder of the game.
Infantry Scarecrows Sp 4
Me 5+
Ra -
De 3+
Doppelgangers
Ht 2
Infantry
Unit Size US Regiment (20) 2 Horde (40) 3 Legion (60) 4
Att 15 30 35
Ne -/14 -/21 -/27
Pts 80 130 190
Special Rules
• Screamshard for +5 pts Keywords: Expendable, Nightmare, Zombie
Blood Worms
Ht 2
Infantry
Ra -
De 4+
Unit Size US Regiment (20) 3 Horde (40) 4 Legion (60) 5
Me 5+
Ra -
De 4+
Unit Size US Regiment (20) 3
Att 10
Ne 15/17
Pts 145
Mindthirst, Stealthy Doppleganger: When this unit attacks an Enemy unit in melee, it may opt to use the Enemy’s profile for its melee attacks instead of its own. If it does so then it uses the Enemy unit’s Melee stat, Attacks stat and Crushing Strength value for that turn instead of its own. Any magical artefacts the Enemy unit has are ignored. The Dopplegangers themselves may still use a magic artefact as normal if they have one (apply any bonuses granted after the decision on which stats to use). Keywords: Nightmare
Options
Me 4+
Sp 5
Special Rules
Mindthirst, Stealthy, Wild Charge (D3)
Sp 5
Ht 2
Infantry
Att 15 30 40
Ne 11/14 18/21 24/27
Pts 120 200 290
Special Rules
Lifeleech (2), Mindthirst, Stealthy Keywords: Beast, Nightmare
Heavy Infantry
Reapers Sp 6
Me 3+
Ra -
De 4+
Phantoms*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3
Att 20 25
Ne 10/12 14/16
Ht 2
Heavy Infantry
Pts 135 210
Special Rules
Sp 10
Me 4+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3
Special Rules
Crushing Strength (1), Mindthirst, Stealthy
Fly, Mindthirst, Nimble, Stealthy
Options
Options
• Screamshard for +5 pts Keywords: Nightmare, Reaper
• Screamshard for +5 pts Keywords: Phantasm
127
Att 12 15
Ne -/12 -/16
Pts 105 160
Army Lists
Ranged Infantry
Cavalry
Spectres Sp 6
Me 6+
Ra 5+
De 3+
Shadowhounds*
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Att 8 10 20
Ne 9/11 13/15 20/22
Pts 90 120 200
Special Rules
Sp 9
Me 4+
Ra -
De 4+
Unit Size US Troop (5) 1 Regiment (10) 3
De 2+
Butchers
Ht 1
Swarm
Ra -
Pts 125 190
Large Infantry
Needle-fangs* Unit Size Regiment (3) Horde (6)
Ne 11/13 14/16
Mindthirst, Nimble, Regeneration (5+), Stealthy, Thunderous Charge (1) Keywords: Beast, Nightmare
Swarms Me 5+
Att 10 20
Special Rules
Mindthirst, Pathfinder, Stealthy Shadowbolts: 18”, Piercing (1) Keywords: Phantasm
Sp 7
Ht 2
Cavalry
US 1 1
Att 12 24
Ne 9/11 12/14
Ht 3
Large Infantry
Pts 80 135
Special Rules
Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne -/15 -/18
Pts 125 205
Special Rules
Fly, Mindthirst, Nimble, Stealthy, Strider Keywords: Beast, Nightmare, Warp Pixies
Crushing Strength (2), Mindthirst, Stealthy Keywords: Abomination, Nightmare
Monsters Mind-screech Sp 6
Me 4+
Ra -
De 4+
Unit Size 1
Planar Apparition
Ht 5
Monster, Spellcaster: 0 US 1
Att 5
Ne 13/15
Pts 150
Special Rules
Sp 7
Me 3+
Ra -
De 3+
Spells
Lightning Bolt (6), Mind Fog (6), Wind Blast (6) Keywords: Insidious, Nightmare
Heal (7), Mind Fog (2)
Options
Horror Riftweavers
Ra -
De 3+
• Icy Breath (8) for +25 pts • Bastion (2) [1] for +20 pts Keywords: Phantasm
Ht 2
Monster
Unit Size 1
US 0
Att D6+6
US 1
Att 4
Ne 13/15
Crushing Strength (1), Dread, Ensnare, Mindthirst, Nimble, Regeneration (4+), Stealthy
Spells
Me 4+
Unit Size 1
Special Rules
Fly, Mindthirst, Nimble, Pathfinder, Stealthy
Sp 6
Ht 5
Monster, Spellcaster: 0
Ne 11/13
Pts 120
Special Rules
Crushing Strength (1), Dread, Individual, Mighty, Mindthirst, Stealthy Keywords: Horror, Nightmare
128
Pts 165
Nightstalkers Large Cavalry Fiends Sp 8
Me 4+
Ra -
De 4+
Unit Size Regiment (3) Horde (6)
Soulflayers*
Ht 4
Large Cavalry US 2 3
Att 12 24
Ne 13/15 16/18
Ht 4
Large Cavalry, Spellcaster: 0
Pts 130 215
Special Rules
Sp 10
Me 3+
Ra -
De 4+
Unit Size Regiment (3)
US 2
Att 9
Ne 13/15
Pts 165
Special Rules
Crushing Strength (1), Mindthirst, Stealthy, Vicious (Melee) Keywords: Cunning, Nightmare
Crushing Strength (1), Fly, Mindthirst, Stealthy, Thunderous Charge (1)
Spells
Wind Blast (5) Keywords: Nightmare
Titans Terror Sp 7
Me 3+
Ra -
De 3+
Shadow-hulk
Ht 6
Titan
Unit Size 1
US 1
Att 10
Ne -/19
Pts 250
Special Rules
Sp 5
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att 3
Ne -/16
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att D6+6
Crushing Strength (3), Mindthirst, Stealthy, Strider Keywords: Abomination, Cyclops, Giant
Ht 6
Titan
Sp 6
Special Rules
Crushing Strength (2), Ensnare, Mindthirst, Regeneration (4+), Stealthy, Strider Keywords: Abomination, Nightmare
Portal of Despair [1]
Ht 6
Titan
Pts 90
Special Rules
Dread Visions from the Void: As long as this unit is present and in play on the table, at the start of each of your Ranged phases you may select a single Friendly Core unit on the battlefield regardless of range or line of sight. The selected unit is granted the Inspiring special rule until the start of your next turn. Note: Base size cannot be increased beyond 75x75mm. Keywords: Construct, Shrine
129
Ne -/20
Pts 225
Army Lists
Heroes Dread-fiend Sp 8
Me 3+
Ra -
De 4+
Unit Size 1
Void Lurker
Ht 4
Hero (Lrg Cav) US 1
Att 5
Ne 14/16
Ht 6
Hero (Ttn)
Pts 135
Special Rules
Sp 10
Me 3+
Ra -
De 4+
Unit Size 1
US 1
Att 10
Ne 17/19
Pts 270
Special Rules
Crushing Strength (2), Dread, Mindthirst, Nimble, Stealthy, Vicious (Melee) Keywords: Cunning, Nightmare
Crushing Strength (2), Fly, Mindthirst, Nimble, Regeneration (5+), Steathy, Thunderous Charge (1) Keywords: Phantasm, Voracious
Shade
Ht 2
Hero (Inf) Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 5
Ne 11/13
Pts 135
Special Rules
Crushing Strength (1), Dread, Fly, Individual, Mindthirst, Stealthy
Options
• Screamshard for +5 pts Keywords: Phantasm
Horror Sp 6
Me 5+
Ra -
De 3+
Unit Size 1
Banshee
Ht 2
Hero (Inf), Spellcaster: 1 US 0
Att 1
Ne 11/13
Ht 2
Hero (Inf), Spellcaster: 0
Pts 65
Special Rules
Sp 10
Me 6+
Ra -
De 4+
Unit Size 1
Special Rules
US 0
Att 1
Ne -/12
Pts 145
Spells
Dread, Fly, Individual, Mindthirst, Stealthy Banshees Wail: While casting Wind Blast or Enthral, in addition to moving the target, roll to damage for each hit scored.
Options
Spells
Individual, Mindthirst, Stealthy Lightning Bolt (3)
Enthral (5), Wind Blast (5) Keywords: Phantasm
• Aura (Vicious (Melee) - Infantry only) for +30 pts • Bane Chant (2) for +20 pts, or free if it replaces Lightning Bolt • Mind Fog (2) for +15 pts • Weakness (2) for +15 pts Keywords: Horror, Nightmare
130
Nightstalkers Unique units Reaper Souldrinker Sp 6
Me 3+
Ra -
De 4+
Unit Size 1
The Dream Hunter [1]
Ht 2
Hero (Inf)
US 0
Att 5
Ne 10/12
Pts 65
Special Rules
• Screamshard for +5 pts Keywords: Nightmare, Reaper
Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Ht 3 US 1
Att 5
Ne -/14
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 7
Ne 14/16
Pts 195
Crushing Strength (1), Dread, Elite (Melee), Individual, Lifeleech (2), Mighty, Mindthirst, Stealthy Unleashed Nightmares: Friendly Core units that are Engaged with the same enemy unit as the Dream Hunter have Elite (Melee). Keywords: Nightmare, Visitation
Options
Hero (Lrg Inf)
Sp 7
Special Rules
Aura (Life Leech (+1) - Reaper only), Crushing Strength (1), Duelist, Individual, Mindthirst, Stealthy
Butcher Fleshripper
Ht 2
Hero (Hv Inf)
Pts 110
Special Rules
Crushing Strength (2), Mindthirst, Nimble, Stealthy Keywords: Abomination, Nightmare
131
Army Lists
Orcs
132
Orcs Army Special Upgrade
Alignment: Evil
Orcish Skullpole Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Brutal special rule for the remainder of the Turn. The unit’s Orcish Skullpole is then destroyed and cannot be used again for the remainder of the game.
Heavy Infantry Morax Sp 5
Me 3+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3
Longax
Ht 2
Heavy Infantry Att 15 20
Ne -/11 -/15
Pts 115 175
Sp 5
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Special Rules
Options
Options
Crushing Strength (1), Wild Charge (D3)
Ra -
De 4+
Pts 100 155 255
Ht 2
Heavy Infantry Unit Size US Regiment (20) 3 Horde (40) 4
Ne 9/11 13/15 20/22
• Orcish Skullpole for +5 pts Keywords: Orc
Youngax
Me 4+
Att 12 15 30
Crushing Strength (1), Phalanx
• Orcish Skullpole for +5 pts Keywords: Berserker, Orc
Sp 5
Ht 2
Heavy Infantry
Att 12 25
Ne 13/15 20/22
Pts 115 190
Special Rules
Crushing Strength (1) Keywords: Orc
Ax
Sp 5
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4 Legion (60) 5
Greatax
Ht 2
Heavy Infantry Att 10 12 25 30
Ne 9/11 13/15 20/22 26/28
Ht 2
Heavy Infantry
Pts 85 130 215 310
Sp 5
Me 3+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Special Rules
Crushing Strength (2)
Options
• Orcish Skullpole for +5 pts Keywords: Orc
Options
Crushing Strength (1) • Orcish Skullpole for +5 pts Keywords: Orc
133
Att 10 12 25
Ne 10/12 14/16 21/23
Pts 100 150 250
Army Lists
Ranged Infantry Skulks*
Ht 2
Heavy Infantry Sp 5
Me 5+
Ra 5+
De 3+
Unit Size US Troop (10) 1 Regiment (20) 2
Att 8 10
Ne 9/11 13/15
Pts 85 110
Special Rules
Crushing Strength (1), Scout Shortbows: 18” Keywords: Orc, Tracker
Cavalry Gore Riders Sp 8
Me 3+
Ra -
De 5+
Skulk Outriders*
Ht 3
Cavalry
Unit Size US Troop (5) 1 Regiment (10) 3
Att 8 16
Ne 10/12 13/15
Pts 125 190
Special Rules
Sp 8
Me 4+
Ra 5+
De 3+
Unit Size Troop (5)
Ra -
De 3+
Trolls
Ht 1
Swarm
US 1 1
Ne 10/12
Pts 105
Large Infantry
Orclings* Unit Size Regiment (3) Horde (6)
Att 7
Crushing Strength (1), Nimble Shortbows: 18”, Steady Aim Keywords: Orc, Tracker
Swarms Me 5+
US 1
Special Rules
Crushing Strength (1), Thunderous Charge (1) Keywords: Orc
Sp 5
Ht 3
Cavalry
Att 12 24
Ne 10/12 13/15
Ht 3
Large Infantry
Pts 60 100
Special Rules
Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Special Rules
-
US 2 3
Crushing Strength (2), Regeneration (5+) Keywords: Troll
Options
• Upgrade to Wip’s Playmates [1] (Horde only) - Gaining Fury, Vicious (Melee) and Wild Charge (D3) for +15 pts Keywords: Orcling
134
Att 9 18
Ne 11/14 14/17
Pts 115 190
Orcs Chariots Gore Chariots Sp 8
Me 3+
Ra -
De 5+
Skulk Raider Chariots*
Ht 3
Chariot
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
US 1 2 3 4
Att 8 12 16 20
Ne 12/14 14/16 16/18 19/21
Ht 3
Chariot
Pts 150 190 240 275
Sp 8
Me 4+
Ra 5+
De 4+
Unit Size Troop (2) Regiment (3)
US 1 2
Att 8 12
Ne 10/12 12/14
Pts 115 145
Special Rules
Crushing Strength (1), Thunderous Charge (1) Shortbows: 18”, Att: [4/6], Steady Aim Keywords: Orc, Tracker
Special Rules
Crushing Strength (1), Thunderous Charge (2) Keywords: Orc
Monsters Fight Wagons* Sp 7
Me 3+
Ra -
De 5+
War Drum
Ht 3
Chariot
Unit Size Troop (2) Regiment (3) Horde (4) Legion (6)
US 1 2 3 4
Att 12 18 24 30
Ne -/13 -/15 -/17 -/20
Ht 2
Monster
Pts 155 195 245 285
Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
Only a single upgrade can be chosen: • Mount on a War Wagon, increasing Speed to 8, gaining Nimble and changing to Monster (Cht - Height: 3) for +30 pts • Upgrade the unit with Dread for +30 pts Note: Base size cannot be increased beyond 50x50mm, or 50x100mm if mounted. Keywords: Orc, Shrine
Heroes
Giant
Krudger
Ht 6
Titan
Ra -
De 5+
Pts 80
Options
Titans Unit Size 1
Ne -/11
Crushing Strength (1), Rally (2 - Orc only)
Crushing Strength (1) Keywords: Orc
Me 4+
Att 3
Special Rules
Special Rules
Sp 7
US 1
US 1
Att D6+8
Ne 18/20
Ht 2
Hero (Hv Inf)
Pts 225
Special Rules
Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 5
Ne 12/14
Pts 95
Special Rules
Brutal, Crushing Strength (4), Fury, Strider Keywords: Giant
Crushing Strength (2), Individual, Inspiring, Mighty
Options
• Mount on a Gore, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +35 pts • Orcish Skullpole for +5 pts • Gakamak’s Bloody Banner [1] - Aura (Wild Charge (+1) Heavy Infantry only) for +10 pts - This upgrade cannot be taken in addition to a Gore Mount. Keywords: Orc
135
Army Lists Krudger on Gore Chariot Sp 8
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Krudger on Winged Slasher
Ht 3
Hero (Cht)
Att 5
Ne 13/15
Pts 140
Special Rules
Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 9/11
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 10
Ne 17/19
Pts 285
Crushing Strength (3), Fly, Fury, Inspiring, Nimble Keywords: Draconic, Orc
Krusher
Ht 2
Hero (Hv Inf)
Sp 10
Special Rules
Crushing Strength (2), Inspiring, Nimble, Thunderous Charge (1) Keywords: Orc
Flagger
Ht 6
Hero (Ttn)
Ht 2
Hero (Hv Inf)
Pts 50
Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Special Rules
Options
Options
US 0
Att 3
Ne 10/12
Pts 50
Crushing Strength (2), Individual
Crushing Strength (1), Individual, Inspiring • Mount on a Gore, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Orc
• Mount on a Gore, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Orc
Troll Bruiser
Godspeaker
Ht 3
Hero (Lrg Inf) Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
US 1
Att 5
Ne 12/15
Ht 2
Hero (Hv Inf), Spellcaster: 1
Pts 110
Special Rules
Sp 5
Me 4+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 10/12
Pts 70
Special Rules
Crushing Strength (2), Inspiring (Troll only), Nimble, Regeneration (5+) Keywords: Troll
Crushing Strength (1), Individual Tribal Magic: For each Friendly Core Heavy Infantry Regiment, Heavy Infantry Horde or Heavy Infantry Legion within 6”, increase the amount of dice rolled with Bane Chant, Drain Life, Fireball, Heal and Hex by 1, to a maximum bonus of +3.
Spells
Fireball (7)
Options
• Mount on a Gore, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts • Bane Chant (2) for +20 pts, or free if it replaces Fireball • Drain Life (4) for +20 pts • Heal (2) for +15 pts • Hex (2) for +10 pts • Bloodboil [1] for +30 pts Keywords: Orc
136
Orcs Skulk Marauder on Gore Chariot Sp 8
Me 3+
Ra 4+
De 4+
Unit Size 1
US 1
Att 3
Skulk Stalker
Ht 3
Hero (Cht)
Ne 10/12
Pts 90
Special Rules
Ra 4+
De 4+
Att 6
De 4+
US 0
Att 3
Ne 9/11
Pts 65
• Mount on a Gore, losing the Scout special rule but increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +20 pts • Raid Leader [1] - Gain Aura (Steady Aim - Tracker only) and Inspiring (Tracker only) for +10 pts) - This unique upgrade cannot be taken in addition to a magical artefact. Keywords: Orc, Tracker
Ht 2 US 0
Ra 4+
Unit Size 1
Options
Hero (Hv Inf)
Unit Size 1
Me 3+
Crushing Strength (1), Individual, Scout Shortbow: 18”
Morax Mansplitter Me 3+
Sp 5
Special Rules
Crushing Strength (1), Nimble, Thunderous Charge (1) Shortbow: 18”, Steady Aim Keywords: Gang, Orc, Tracker
Sp 5
Ht 2
Hero (Hv Inf)
Ne -/14
Pts 105
Special Rules
Aura (Thunderous Charge (1) - Berserker only), Crushing Strength (1), Individual, Wild Charge (D3) Throwing Ax: 12”, Att: 1, Piercing (1) Keywords: Berserker, Orc
Unique Units Gakamak [1] Sp 8
Me 2+
Ra -
De 5+
Unit Size 1
Wip the Outcast [1]
Ht 3
Hero (Cav)
US 0
Att 7
Ne 13/15
Ht 2
Hero (Cav), Spellcaster: 1
Pts 230
Special Rules
Sp 6
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Special Rules
Crushing Strength (3), Fury, Individual, Mighty, Very Inspiring, Vicious (Melee) Keywords: Orc
Ne 11/13
Pts 105
Individual, Inspiring (Orcling only) Wip’s Tribal Magic: For each Friendly Core Heavy Infantry Regiment, Heavy Infantry Horde, Heavy Infantry Legion or unit of Wip’s Playmates within 6”, increase the amount of dice rolled with Heal, Hex, Lightning Bolt and Weakness by 1 to a maximum bonus of +3.
Spells
Heal (2), Hex (2), Lightning Bolt (3), Weakness (2)
Options
• Veil of Shadows (2) [1] for +25 pts Keywords: Outcast
137
Army Lists
Undead
138
Undead Army Special Upgrade
Alignment: Evil
Undead Giant Rats The unit gains Lifeleech (+1).
Infantry Skeleton Warriors Sp 5
Me 5+
Ra -
De 4+
Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Zombies
Ht 2
Infantry
Att 10 12 25
Ne -/11 -/15 -/22
Ht 2
Infantry
Pts 55 85 140
Sp 5
Me 5+
Ra -
De 2+
Unit Size US Regiment (20) 2 Horde (40) 3 Legion (60) 4
Special Rules
Special Rules
Options
Options
Lifeleech (1), Shambling
Ra -
De 4+
Revenants
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Att 12 15 30
Ne -/11 -/15 -/22
Ht 2
Infantry
Pts 70 105 175
Sp 5
Me 4+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Special Rules
Special Rules
Options
Options
Lifeleech (1), Phalanx, Shambling
Ra -
De 3+
Wraiths
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3 Horde (40) 4
Ne -/13 -/17 -/24
Pts 80 125 205
• Undead Giant Rats for +10 pts Keywords: Revenant, Skeleton
Ghouls Me 4+
Att 10 12 25
Lifeleech (1), Shambling
• Undead Giant Rats for +10 pts Keywords: Skeleton
Sp 6
Pts 70 115 170
• Undead Giant Rats for +10 pts Keywords: Expendable, Zombie
Skeleton Spearmen Me 5+
Ne -/15 -/22 -/28
Lifeleech (1), Shambling
• Undead Giant Rats for +10 pts Keywords: Expendable, Skeleton
Sp 5
Att 12 25 30
Att 12 15 30
Ne 9/11 13/15 20/22
Ht 2
Infantry
Pts 70 110 180
Special Rules
Sp 7
Me 4+
Ra -
De 6+
Unit Size US Troop (10) 1 Regiment (20) 3
Special Rules
Lifeleech (1), Wild Charge (D3) Keywords: Cannibal
Att 10 12
Ne -/12 -/16
Pts 120 185
Crushing Strength (1), Fly, Lifeleech (1), Nimble, Shambling, Strider Keywords: Phantasm
139
Army Lists Mummies Sp 5
Me 4+
Ra -
De 5+
Soul Reaver Infantry
Ht 2
Infantry
Unit Size US Troop (10) 1 Regiment (20) 3
Att 10 12
Ne -/14 -/18
Pts 115 180
Special Rules
Sp 6
Me 3+
Ra -
De 5+
Unit Size US Troop (10) 1 Regiment (20) 3
Ra 5+
De 3+
Deathpack*
Ht 2
Infantry
Att 8 10 20
Pts 165 250
Swarms
Skeleton Archers* Unit Size US Troop (10) 1 Regiment (20) 2 Horde (40) 3
Ne 11/13 15/17
Crushing Strength (2), Lifeleech (2) Keywords: Vampiric
Ranged Infantry Me 6+
Att 20 25
Special Rules
Crushing Strength (2), Lifeleech (1), Regeneration (5+), Shambling Keywords: Mummy
Sp 5
Ht 2
Infantry
Ne -/11 -/15 -/22
Ht 1
Swarm
Pts 70 95 165
Special Rules
Sp 6
Me 5+
Ra -
De 2+
Unit Size Regiment (3) Horde (6)
US 1 1
Att 12 24
Ne 10/12 13/15
Pts 75 125
Special Rules
Lifeleech (1), Shambling Bows: 24”
Lifeleech (2), Nimble, Stealthy, Vicious (Melee) Keywords: Beast
Options
• Undead Giant Rats for +10 pts Keywords: Skeleton
Cavalry Revenant Cavalry Sp 8
Me 4+
Ra -
De 5+
Soul Reaver Cavalry
Ht 3
Cavalry
Unit Size US Troop (5) 1 Regiment (10) 3 Horde (20) 4
Att 8 16 32
Ne -/14 -/17 -/24
Ht 3
Cavalry
Pts 105 165 280
Special Rules
Sp 8
Me 3+
Ra -
De 5+
Unit Size US Troop (5) 1 Regiment (10) 3
Att 10 20
Ne 12/14 15/17
Pts 165 250
Special Rules
Lifeleech (1), Shambling, Thunderous Charge (2) Keywords: Revenant, Skeleton
Crushing Strength (1), Lifeleech (2), Thunderous Charge (1) Keywords: Vampiric
Large Infantry Werewolves Sp 9
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Zombie Trolls
Ht 3
Large Infantry US 2 3
Att 9 18
Ne 12/14 15/17
Ht 3
Large Infantry
Pts 155 255
Special Rules
Sp 6
Me 4+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
Special Rules
Crushing Strength (1), Lifeleech (1), Nimble Keywords: Beast, Lycanthrope
US 2 3
Att 9 18
Crushing Strength (2), Lifeleech (1), Shambling Keywords: Troll, Zombie
140
Ne -/14 -/17
Pts 115 190
Undead Wights*
Ht 3
Large Infantry Sp 7
Me 3+
Ra -
De 5+
Unit Size Regiment (3) Horde (6)
US 2 3
Att 9 18
Ne -/14 -/17
Pts 155 260
Special Rules
Brutal, Crushing Strength (2), Fly, Lifeleech (1), Shambling Keywords: Phantasm
War Engines
Monsters
Balefire Catapult Sp 5
Me -
Ra 5+
De 4+
Unit Size 1
Goreblight
Ht 2
War Engine
US 0
Att 2
Ne -/11
Ht 3
Monster
Pts 95
Special Rules
Sp 6
Me 4+
Ra -
De 5+
Unit Size 1
US 1
Att D6+6
Ne -/17
Pts 175
Special Rules
Shambling Balefire: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing (2), Reload Unholy Flames: Whenever the unit rolls to damage with its Balefire attack it can re-roll (D3) of the dice that failed to damage. Keywords: Skeleton
Cloak of Death, Crushing Strength (2), Lifeleech (1), Shambling Keywords: Zombie
Heroes Ghoul Ghast Sp 6
Me 3+
Ra -
De 4+
Unit Size 1
Vampire on Undead Pegasus
Ht 2
Hero (Inf)
US 0
Att 6
Ne 12/14
Pts 95
Ra -
De 5+
Unit Size 1
Ra -
De 5+
Options
Unit Size 1
• Drain Life (4) for +20 pts • Lightning Bolt (3) for +20 pts • Surge (4) for +10 pts Keywords: Vampiric
Ht 3
Hero (Lrg Inf) Me 3+
Me 3+
US 1
Att 5
US 1
Att 7
Ne 14/16
Crushing Strength (2), Fly, Inspiring, Lifeleech (2), Nimble
Crushing Strength (1), Individual, Inspiring (Cannibal only), Lifeleech (2), Wild Charge (D3) Keywords: Cannibal
Sp 9
Sp 10
Special Rules
Special Rules
Lykanis
Ht 4
Hero (Lrg Cav), Spellcaster: 1
Ne 13/15
Pts 150
Special Rules
Crushing Strength (2), Inspiring (Lycanthrope only), Lifeleech (1), Nimble Keywords: Beast, Lycanthrope
141
Pts 215
Army Lists Vampire Lord Sp 6
Me 3+
Ra -
De 5+
Unit Size 1
Vampire Lord on Undead Dragon
Ht 2
Hero (Inf), Spellcaster: 1 US 0
Att 7
Ne 14/16
Pts 165
Sp 10
Me 3+
Ra -
De 5+
Unit Size 1
Special Rules
Special Rules
Options
Spells
Crushing Strength (2), Duelist, Individual, Inspiring, Lifeleech (2), Mighty
Sp 5
Me 3+
Ra -
De 5+
Unit Size 1
US 0
Att 3
Ne -/14
Revenant on Undead Great Burrowing Wyrm
Ra -
De 5+
Ne -/19
Ra -
De 5+
Unit Size 1
US 1
Att 12
Ne -/18
Pts 220
Options
• Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady Aim for +15 pts Keywords: Revenant, Skeleton
Liche King
Ht 6 Att 10
Me 4+
Brutal, Crushing Strength (3), Lifeleech (1), Strider
Ht 2
Hero (Inf), Spellcaster: 3
Hero (Ttn), Spellcaster: 0
US 1
Sp 7
Special Rules
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts • Surge (5) for +10 pts Keywords: Revenant, Skeleton
Unit Size 1
Ht 6
Hero (Ttn)
Pts 80
Options
Me 4+
Pts 315
• Heal (4) for +15 pts • Lightning Bolt (4) for +15 pts • Surge (8) for +15 pts Keywords: Draconic, Vampiric
Crushing Strength (1), Individual, Inspiring, Lifeleech (1)
Sp 10
Ne 17/19
Options
Special Rules
Revenant King on Undead Great Flying Wyrm
Att 10
Icy Breath (10)
Ht 2
Hero (Inf), Spellcaster: 0
US 1
Crushing Strength (3), Fly, Inspiring, Lifeleech (2), Nimble
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +35 pts • Drain Life (4) for +20 pts • Lightning Bolt (3) for +20 pts • Surge (4) for +10 pts Keywords: Vampiric
Revenant King
Ht 6
Hero (Ttn), Spellcaster: 0
Pts 250
Sp 7
Me 5+
Ra -
De 5+
Unit Size 1
US 0
Att 1
Special Rules
Special Rules
Fly, Individual, Inspiring, Regeneration (5+)
Options
Surge (10)
Spells
Crushing Strength (3), Fly, Inspiring, Lifeleech (1), Nimble
Options
• Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady Aim for +15 pts • Surge (8) for +15 pts Keywords: Draconic, Revenant, Skeleton
• Bane Chant (3) for +30 pts • Drain Life (7) for +35 pts • Heal (6) for +40 pts, or free if it replaces Surge • Icy Breath (10) for +30 pts • Lightning Bolt (5) for +35 pts • Blizzard (3) [1] for +40 pts Keywords: Phantasm
142
Ne -/14
Pts 155
Undead Necromancer Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
Unique Units
Ht 2
Hero (Inf), Spellcaster: 1 US 0
Att 1
Ne 10/12
Mhorgoth the Faceless [1]
Pts 50
Special Rules Individual
Spells
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts • Aura (Vicious (Melee) - Zombie only) for +20 pts - This upgrade cannot be taken in addition to an Undead Horse Mount • Heal (3) for +20 pts, or free if it replaces Surge • Bane Chant (2) for +20 pts • Drain Life (5) for +25 pts • Weakness (2) for +15 pts Keywords: Heretic
Cursed Pharaoh
De 6+
Ra -
De 5+
Unit Size 1
US 0
Att 1
Ne 14/16
Pts 230
Unit Size 1
Spells
Bane Chant (3), Drain Life (9), Mind Fog (3), Surge (10) Keywords: Heretic, Phantasm
Lady Ilona [1]
US 0
Att 5
Ne 14/16
Ht 2
Hero (Inf), Spellcaster: 1
Ht 2
Hero (Inf), Spellcaster: 1
Ra -
Me 5+
Dread, Fly, Individual, Regeneration (5+), Very Inspiring Unholy Levitation: The unit can move At the Double and make ranged attacks as if it had Advanced that turn.
Options
Me 3+
Sp 10
Special Rules
Surge (6)
Sp 5
Ht 2
Hero (Inf), Spellcaster: 3
Pts 155
Sp 7
Me 3+
Ra -
De 6+
Unit Size 1
US 0
Att 8
Ne 14/16
Pts 280
Special Rules
Crushing Strength (3), Duelist, Individual, Inspiring, Lifeleech (2), Mighty The Promise of Love Eternal: Enemy Heroes attacking Lady Ilona receive -1 to hit in melee.
Spells
Special Rules
Enthral (5), Heal (3), Lightning Bolt (3), Surge (3) Keywords: Vampiric
Crushing Strength (2), Individual, Inspiring, Lifeleech (1), Mighty, Regeneration (5+)
Spells
Surge (5) Keywords: Mummy
Jarvis [1]
Undead Army Standard Bearer
Ht 2
Hero (Inf) Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
Ht 2
Hero (Inf), Spellcaster: 1
US 0
Att 1
Ne -/11
Pts 50
Sp 5
Me 5+
Ra -
De 4+
Unit Size 1
US 0
Att 1
Ne 12/14
Special Rules
Pts 140
Individual, Very Inspiring Ophidian Book of Secrets: Jarvis adds 6” to the range of his Bane Chant, Heal, Lightning Bolt and Surge spells. The Noble Dead: When Jarvis is included in an Undead army, the entire army’s alignment changes to Good, but no other Unique Heroes may be included in the army.
Special Rules
Individual, Inspiring, Lifeleech (1)
Options
Spells
• Mount on an Undead Horse, increasing Speed to 8 and changing to Hero (Cav - Height: 3) for +25 pts Keywords: Skeleton
Bane Chant (2), Heal (3), Lightning Bolt (3), Surge (8) Keywords: Heretic
143
Army Lists
144
Thegn Sven Bloodaxe purges the blight of undeath from his lands