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WHD Reference Sheet v4.3

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0% found this document useful (0 votes)
85 views17 pages

WHD Reference Sheet v4.3

Uploaded by

juan antonio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Warhammer:Diskwars Army Reference Sheets

v4.3

Edition Release Date Version History


4.3 16/07/2015 Minor corrections.
4.2 01/05/2015 Fixed Wolf Riders traits and Shield Wall text.
Additional clarifications from Q&A Collection 1.2 and
FAQ 1.2 included. Notes moved to the end of the
document.
4.1 26/09/2014 Fixed Talabecland Halberdiers cost and Athel Loren
Dryads traits. Additional clarifications from Q&A
Collection 1.1 included.
4.0 20/08/2014 Corrected quantity of Reikland Crossbowmen disks.
Added disks, command cards and terrain from Hammer
and Hold and Legions of Darkness expansions.
Added deployment zones. Added command card, disk
and terrain keywords.
Added information from FAQ 1.1 and from the Q&A
collection 1.0. Rearranged command card table by
strategy.
3.0 05/05/2014 Corrected ranged attack value for Orc Rock Lobber;
added clarification for Stone Fangz Shaman. Added
information from FAQ 1.0. Added disk quantities.
Added Terrains.
2.0 09/02/2014 Added Command Values, Recruitment Points/Point
Values, Set Information and Command Card list.
1.0 23/01/2014 First release. Core Set units and rules clarifications from
the Warhammer:Diskwars rulebook included.

Disclaimer: This document is completely unofficial and is intended only for the personal use of existing
owners of the game for additional reference. This document may not be re-posted online, sold or used in
any way except for personal use.
The author is in no way affiliated either with Games Workshop Ltd. or Fantasy Flight Publishing Inc.

Games Workshop, the Games Workshop logo, Warhammer, the Warhammer logo, the foregoing marks’
respective logos and all associated marks, logos, places, names, creatures, races and race insignia/
devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and
illustrations from the Warhammer World are either ® or ™, and/or © Games Workshop Ltd 2000 - 2013,
variably registered in the UK and other countries around the world.
Diskwars and Fantasy Flight Supply are trademarks of Fantasy Flight Publishing, Inc. Fantasy Flight Games
and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their
respective owners.

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Warhammer Diskwars Army Reference Sheets v4.3

Set Abbreviations

Core Core Set


HaH Hammer and Hold
LoD Legions of Darkness

Symbols

Command value N Focus ability


F Movement Q Ranged attack
H Attack Strength R Battle dice
G Counter Strength A Hit result
I Toughness B Critical hit result
J Stamina C Miss result
O Activation token D Scatter result
P Empowerment token E Chaos result
Poison token K Damage token / true damage
Reanimate token L Arcane damage
T Elite disk M Physical damage
U Unique disk W Wound

Armies of Order Armies of Destruction


Dwarfs 6 Chaos
0 Empire Dark Elves
1 High Elves 5 Orcs
Lizardmen Skaven
Wood Elves Vampire Counts

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6 Chaos 6
Title Size F H G I J Text Pts. Set Qty

U Archaon the Hero. Caster. Impact 2.


M 2 4 6 4 5 1 When this disk engages an enemy, deal 1 L to 33 Core 1x
Everchosen
each enemy within short range.1
Hero. Caster. Daemonic. Flying. Magic 3.
U Kairos Fateweaver M 2 3 3 3 5 1 N: Reinforce a daemonic disk within medium 33 Core 1x
range.2,3,4
Hero. Daemonic. Flying. Swift (H).
U Valkia the Bloody S 2 5 5 4 5 1 33 Core 1x
While Empowered, this disk gains swift (G).
Monster. Daemonic. Flying. Frenzy. Resistant
(L).
T Bloodthirster L - 3 6 5 6 1 15 Core 1x
If an enemy is dealt W during an engagement
with this disk, it takes another W.5
War Machine. Daemonic. Impact 5.
Q: Siege RRR d6 L. If this disk rolls 1 or
T Hellcannon L - 1 0 2 5 - 12 Core 1x
more E during a ranged attack, flip it once
towards the nearest disk it is not pinning.6,7,8,9
Bloodcrushers M - 4 4 4 6 - Cavalry. Daemonic. Impact d6.10 10 Core 1x
Hellstriders M - 7 4 3 4 - Cavalry. Flank. Impact 2. 8 Core 1x
Screamers M - 3 3 2 5 - Monster. Daemonic. Flying. Fear. 7 LoD 2x
Daemonettes S - 6 4 2 3 - Infantry. Daemonic. Swift (H). 6 LoD 3x
Missile. Daemonic.
Flamers S - 4 3 3 4 - 8 Core 3x
Q: Medium RRR 3 L
Kurgan Marauders S - 5 4 4 3 - Infantry. 5 Core 3x
Infantry. Daemonic. Slow (H,G).
Plaguebearers S - 4 5 5 5 - Remove all P from enemies within short 8 Core 1x
range.11
Sorcerer of Tzeentch S - 5 3 3 3 - Caster. Flying. Magic 2. 7 Core 1x

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Dwarfs
Title Size F H G I J Text Pts. Set Qty

U Grombrindal the White Hero. Frenzy. Stalwart.


S 2 5 6 3 5 1 N: Deal 3 M to each disk engaged with this 33 HaH 1x
Dwarf
disk.
Hero. Resistant (L). Swift (G).
U Queen Helga S 2 4 4 5 5 1 Each other disk within short range gains 34 HaH 1x
swift (H).
Hero. Resistant (L).
U Thorgrim Grudgebearer M 2 3 3 5 6 2 This disk gains impact 1 for each small disk 32 HaH 1x
in your casualty pile. 3
War Machine. Stalwart.
Q: Medium R 6 M. If this disk rolls a A or B
Flame Cannon L - 2 0 2 5 - 9 HaH 1x
during a ranged attack, deal 2 M to each other
disk within short range of the target.
War Machine.
T Runic Cannon L - 0 0 3 5 - Q: Siege RR 4 M. Each A or B also counts as 12 HaH 1x
D.12
Monument. Emplace.
Ancestor Statue M - - - - 5 - N: Empower up to two target disks within 7 HaH 2x
medium range.
War Machine. Flying. Mobile. Stalwart.
T Gyrocopter M - 4 4 4 4 1 12 HaH 2x
Q: Medium R 4 M.
Karak Azul Warriors S - 4 4 3 5 - Infantry. 6 HaH 3x
Infantry.
Karak Hirn Miners S - 3 3 3 5 - This disk can reinforce overlapping any terrain 7 HaH 3x
if it does not pin an enemy.
Karaz-a-Karak Hammerers S - 4 5 4 5 - Infantry. Guard 1. 8 HaH 3x
Missile.
Karaz-a-Karak Thunderers S - 4 2 2 5 - 8 HaH 3x
Q: Medium RR 4 M.
Character.
Master Engineer S - 4 2 2 3 - N: Remove 1 O from target war machine 8 HaH 3x
within short range.
Runesmith. Mobile.
Venerable Runesmith S - 4 3 2 3 - 6 HaH 3x
N: Empower target disk within short range.

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0 Empire 0
Title Size F H G I J Text Pts. Set Qty
Hero. Flying. Impact 2.
N: Move up to 2 O from allies within long
U Karl Franz M 2 4 5 5 5 1 33 Core 1x
range to other unpinned, unactivated allies
within long range.13
Hero. Priest.
U Luthor Huss S 2 5 5 4 5 1 While empowered, this disk gains frenzy and 34 Core 1x
resistant (M,L).
Hero. Priest. Mobile.
U Volkmar the Grim S 2 4 4 3 4 1 36 Core 1x
N: Empower target disk within short range.
War Machine. Impact 3. Mobile. Resistant (M).
Q: Long R 3 M
Q: Medium RR 3 M
T Steam Tank L - 1 0 4 4 1 13 Core 1x
Q: Short RRR 3 M
If this disk rolls 2 or more C during a ranged
attack, it takes W.14
War Machine.
T Hellblaster Volley Gun L - 0 0 2 3 1 Q: Siege RRR d6 M. If this disk rolls 2 or 10 Core 1x
more C during a ranged attack, it takes W.
Missile. Cavalry. Mobile. Scout.
Hochland Pistoliers M - 7 3 4 3 - 9 Core 2x
Q: Short RR 3 M
Knights Panther M - 5 5 3 4 - Cavalry, Impact 3, Resistant (M). 10 Core 1x
Cavalry. Priest. Impact 2.
Warrior Priests M - 4 3 4 4 - While empowered, this disk gains resistant 9 HaH 2x
(M,L).
Caster. Magic 3.
Bright Wizard S - 4 3 3 3 - 7 Core 1x
When this disk uses magic, it takes 1 L.
Missile. Flank. Scout. Strider.
Huntsmen S - 5 3 3 5 - 8 Core 1x
Q: Long RR 2 M
Marienburg Swordsmen S - 5 4 3 4 - Infantry. 5 Core 3x
Missile.
Reikland Crossbowmen S - 4 2 2 3 - 7 Core 2x
Q: Medium RRR 3 M
Talabecland Halberiders S - 4 2 4 4 - Infantry. Swift (G). 5 HaH 3x
Infantry.
Talabheim Greatswords S - 5 5 4 5 - While pinning an enemy, this disk gains swift 8 Core 1x
(G).

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1 High Elves 1
Title Size F H G I J Text Pts. Set Qty
Hero. Caster. Magic 2. Swift (G) .
U Alarielle the Radiant S 2 4 3 4 4 1 N: Remove W from target disk within short 35 Core 1x
range.
U Teclis S 2 4 4 3 4 1 Hero. Caster. Immune (L) .15 Magic 4. 34 Core 1x
Hero.
U Tyrion M 2 4 6 5 5 1 When this disk engages an enemy, roll a d6. If 34 Core 1x
you roll 6, deal that enemy W.16
War Machine.
T Bolt Thrower L - 0 0 2 3 1 10 Core 1x
Q: Siege RRR 3 M
Monster. Flying. Mobile.
N: Deal d6 M to target disk within medium
T Sun Dragon L - 4 5 5 5 1 15 Core 1x
range, and all disks that are engaged with the
target.
Ellyrian Reavers M - 9 3 3 4 - Cavalry. Flank. Impact 2. Scout. 9 Core 1x
Silver Helms M - 6 5 4 5 - Cavalry. Impact 3. Swift (H). 12 HaH 2x
Cavalry. Missile. Mobile. Flying.
T Sky Cutter M - 5 5 3 4 1 11 Core 1x
Q: Medium R 3 K17
Caster. Magic 2. Resistant (L).
High Mage S - 5 3 3 3 - Each ally disk within short range gains 7 Core 1x
resistant (L).
Infantry. Missile. Mobile.
Lothern Sea Guard S - 5 3 3 3 - 5 HaH 3x
Q: Medium R 2 M
Missile.
Maiden Guard S - 5 3 3 4 - 9 Core 1x
Q: Long RR 3 L, treat E as A
Missile.
Militia Archers S - 4 2 2 3 - 6 Core 2x
Q: Long RRR 2 M
Militia Spearmen S - 4 3 4 5 - Infantry. Swift (G). 6 Core 2x
Swordmasters of Hoeth S - 5 5 4 4 - Infantry. Swift (H). 9 Core 2x

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5 Orcs 5
Title Size F H G I J Text Pts. Set Qty
U Azhag the Slaughterer L 2 3 7 4 5 2 Hero. Caster. Flying. Frenzy. 33 Core 1x
Hero. Swift (H).
U Grimgor Ironhide S 2 5 6 4 4 2 When this disk takes W, remove O from it, if 33 Core 1x
able.18
U Grom the Paunch M 2 5 5 3 5 1 Hero. Impact 3. Relentless. 35 Core 1x
War Machine.
T Rock Lobber L - 0 0 2 4 1 9 Core 1x
Q: Siege RR d6 M
Boar Boyz M - 4 5 4 5 - Cavalry. Impact 4. 11 Core 1x
War Machine.
Doom Diver Catapult M - 2 0 2 3 1 N: Reinforce a “Goblin Doom Diver” within 5 LoD 2x
medium range.
Monster. Mobile. Strider.
T River Troll M - 3 5 5 5 1 12 Core 1x
Q: Short R 10 M, Ignore D
Cavalry. Missile. Mobile. Scout.
Wolf Riders M - 6 3 4 3 - 8 Core 2x
Q: Medium RR 2 M
Missile.
Arrer Boyz S - 4 3 3 4 - 6 Core 2x
Q: Long RR 2 M
Character.
When this disk engages an enemy, remove up
Big Boss S - 5 4 4 4 - 8 Core 1x
to 2 O from "Boyz" disks within medium
range.19,20
Infantry .
Black Orcs S - 5 6 4 4 - 8 Core 1x
While pinning an enemy, this disk gains 2 I.
Missile. Flying. Impact 5.
This disk cannot be deployed and can only be
Goblin Doom Diver S - 5 0 0 2 - 4 LoD 3x
reinforced by a “Doom Diver Catapult”. This
disk takes W when it deals impact damage.
Infantry.
Night Goblins S - 5 3 2 2 - While within short range of at least 1 other 5 4 LoD 3x
disk, this disk gains 1 H and 1 G.
Orc Boyz S - 5 5 3 4 - Infantry. 6 Core 3x
Caster. Magic X.
Stone Fangz Shaman S - 4 2 2 4 - X is the number of 5 units within short range 7 Core 1x
of this disk.21,22

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Vampire Counts
Title Size F H G I J Text Pts. Set Qty
Hero. Caster. Magic 3. Reanimate 1.
U Heinrich Kemmler S 2 5 3 3 5 1 This disk can use reanimate to place up to 3 34 LoD 1x
"Skeleton" disks.23
Hero. Caster. Magic 2. Mobile.
U Isabella Von Carstein S 2 5 5 4 4 1 33 LoD 1x
N: Remove W from this disk.
U Mannfred Von Carstein M 2 5 5 4 5 2 Hero. Caster. Magic 3. Reanimate 2. 31 LoD 1x
Monster. Undead. Fear. Flying. Mobile.
T Zombie Dragon L - 3 5 5 4 1 N: Deal d6-2 M to target disk within medium 14 LoD 1x
range and place on that disk.24
Cavalry. Fear. Impact 2.
T Black Coach M - 4 3 4 4 1 While empowered, this disk gains 1 F and 12 LoD 2x
flying.
Black Knights M - 5 4 3 4 - Cavalry. Undead. Fear. Impact 3. 11 LoD 2x
Monster. Undead. Flying. Frenzy.
Vargheists M - 5 3 4 4 - This disk cannot be flipped onto by a non-hero 9 LoD 2x
small enemy.
Aspiring Necromancer S - 5 3 2 3 - Caster. Magic 2. Reanimate 1. 7 LoD 3x
Dire Wolves S - 6 3 3 3 - Monster. Undead. Impact 1. 6 LoD 3x
Infantry. Undead.
Grave Guard S - 4 4 4 5 - While engaged with a small disk, this disk 8 LoD 3x
gains 1 H and 1 G.
Skeleton Warriors S - 4 3 3 3 - Infantry. Undead. Slow (G). 4 LoD 3x
Monster. Undead. Moble. Resistant (M)
Tomb Banshee S - 4 2 2 3 - N: Deal d6-2 L to each non- disk within 7 LoD 3x
short range.

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Dark Elves
Title Size F H G I J Text Pts. Set Qty
Hero. Fear. Frenzy.
U Lokhir Fellheart S 2 5 6 4 4 1 While this disk is on the battlefield "Corsairs" 33 LoD 1x
disks in your reserve gain flank.
Infantry. Missile. Mobile. Stealth.
Black Ark Corsairs S - 5 4 2 4 - 6 LoD 3x
Q: Short R 2 M
Monster. Flying.
Karond Kar Harpies S - 5 3 3 3 - 7 LoD 3x
Disks engaged with this disk gain slow (H,G).

Skaven
Title Size F H G I J Text Pts. Set Qty
Hero. Caster. Magic 3.
U Ikit Claw S 2 5 5 4 5 1 This disk can use magic to target an enemy 33 LoD 1x
within long range.
Missile. Mobile.
Ratling Gun M - 3 2 2 4 - Q: Medium RRR 2 M. Deal 2 M to each disk 9 LoD 2x
you resolve D against instead of rerolling D.
Infantry. Missile. Scout. Stealth.
Gutter Runners S - 6 4 4 3 - 7 LoD 3x
Q: Medium RR 2 M

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Lizardmen
Title Size F H G I J Text Pts. Set Qty
Hero. Relentless.
U Chakax S 2 5 6 5 5 1 While engaged with a hero, this disk gains 34 HaH 1x
swift (H,G).
Monster. Mobile.
Salamander M - 4 4 3 5 - N: Deal d6-1 M to target disk within short 9 HaH 2x
range.
Missile. Mobile. Poison.
Skink Skirmishers S - 5 2 2 3 - 8 HaH 3x
Q: Medium RR 2 M

Wood Elves
Title Size F H G I J Text Pts. Set Qty
Hero. Caster. Forest. Strider. Mobile.
U Drycha S 2 5 4 4 6 1 N: You can flip any number of unpinned forest 34 HaH 1x
allies once
Forest. Strider.
Athel Loren Dryads S - 4 4 4 5 - When this disk overlaps a rough terrain after a 7 HaH 3x
flip, empower this disk.
Infantry. Swift (H,G).
Wardancers S - 6 3 3 4 - While not embattled, this disk gains 2 H and 2 9 HaH 3x
G.25

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Command Cards
Title Act. Strategy Text Set
Assault 4 BOLD - Core
Blood For the Blood God 3 BOLD 6 Disk: Resolve one engagement that this disk is participating in.26 Core
Cloaked in Darkness 3 BOLD Ally disks gain immune (Q). LoD
Caster: Deal 1 L to target non hero disk within medium range.
Gaze of Nagash 2 BOLD LoD
If that disk is not activated, place O on it.
Grudge-Born Fury 2 BOLD Disk: deal 1 M to each disk engaged with this disk. HaH
Inspire 3 BOLD Hero: Empower target disk within medium range. Core
Leaping Strike 3 BOLD disks activated with this command gain impact 1. HaH
Myrmidia’s Blessing 3 BOLD One 0 disk activated with this command gains 2 F. Core
Destruction Only.
Proven Champion 2 BOLD LoD
Hero: This disk gains fear until the end of the round.
Runesmith: target disk within short range gains 2 H and 2 G
Rune of Cleaving 3 BOLD HaH
until the end of the round.
Speed of Asuryan 3 BOLD One 1 disk activated with this command gains mobile. Core
Waaagh! 3 BOLD Each 5 disk activated with this command gains relentless. Core
Caster: This disk cannot be flipped onto by an enemy until the
Dark Majesty 3 DEVIOUS LoD
end of the round.27
Entrap 4 DEVIOUS - Core
Unstable.28
Fists of Mork 3 DEVIOUS 5 Caster: Deal d6-2 L to target disk within medium range, and to Core
each disk within short range of the target disk.
0 Caster: Deal d6-2 L to target disk within medium range. Until
Fulminating Cage 3 DEVIOUS the end of the round, each time that disk flips, roll the six-sided Core
dice again and deal it d6-2 L.
Lure 3 DEVIOUS Hero: Empower target disk within medium range. Core
1 Caster: Until the end of the round, each time target disk within
Shield of Saphery 3 DEVIOUS medium range would be dealt damage, reduce that damage by d6- Core
1.29,30
Caster: target disk within long range gains 2 I and slow
Skin to Bark 3 DEVIOUS HaH
(H) until the end of the round.
Runesmith: target disk within short range gains resistant (L)
Spelleater Rune 3 DEVIOUS and cannot be targeted by opponents’ battle abilities until the end HaH
of the round.
Storm of Chaos 2 DEVIOUS Empower each 6 disk activated with this command.31 Core
Approach 4 SLOW - Core
Unstable.
Brain Bursta 2 SLOW 5 Caster: Deal d6-1 L to target enemy caster, character, hero, LoD
priest or runesmith within long range.
Garrison 2 SLOW O are not placed on 0 disks reinforced with this command. Core
Daemonic: Target disk within short range loses 2 I (to a minimum
Nurgle’s Rot 3 SLOW Core
of 1) until the end of the round.32

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Title Act. Strategy Text Set


Caster: Place a small or medium undead ally from your casualty
Raise Dead 2 SLOW pile onto the battlefield completely within short range. Place an O LoD
and a on that disk.
Order Only.
Rally 2 SLOW Core
Hero: Remove O from target non-hero disk within short range.
Stall 2 SLOW Hero: Empower target disk within medium range. Core
Stand Firm 2 SLOW Ally disks gain stalwart. HaH
Unstable.
Vermintide 3 SLOW Caster or Priest: Roll a d6 twice. Deal M equal to the lower result LoD
to each other disk within short range.
The maximum range of ranged attacks made by 1 disks activated
Winds of Morai-Heg 3 SLOW Core
with this command is increased by 1.33
6 Caster: Treat target disk within medium range as having a blank
Acquiescence 2 STEADY LoD
text box until the end of the round.34
Unstable.
Arcane Attack 2 STEADY Core
Caster: Deal d6-1 L to target disk within medium range.
Attack 4 STEADY - Core
Caster: Target disk within short range cannot deal damage as a
Beguile 3 STEADY LoD
defender until the end of the round.
Eager Troops 3 STEADY Each disk activated with this command gains 1 F. Core
Order Only.
Grim Resolve 3 STEADY Hero: Target disk within medium range gains immune (fear) and 2 HaH
G until the end of the round.
Destruction Only.
Intimidate 3 STEADY Hero: Flip target non-hero, unpinned enemy within short range Core
once.
Invocation of Nehek 3 STEADY One Caster disk activated with this command gains reanimate 1. LoD
1 Caster: Remove all K and battle ability tokens from target ally
Isha’s Mercy 3 STEADY HaH
within medium range.
Push 3 STEADY Hero: Empower target disk within medium range. Core
0 Priest: Until the end of the round, each time this disk would be
Shield of Faith 3 STEADY removed as a casualty, roll a d6. On a 4+ remove all K on this disk HaH
instead.
Shield Wall 3 STEADY Ally disks gain guard 1. HaH
Strength of Gork 3 STEADY 5 Disk: This disk gains 2H and 1G until the end of the round. Core

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Warhammer Diskwars Army Reference Sheets v4.3

Terrain
Terrain Special Abilities Set
Fortified.
Cave A disk overlapping this terrain cannot target or be targeted by a disk that is not Core
overlapping this terrain. Disk that are pinning each other ignore this.35
Defensive, Cover.
Dwarf Forge HaH
If a player controls this terrain, ally heroes gain runesmith.
Cover.
Farmstead LoD
Disk overlapping this terrain gain stalwart.
Rough.
Garden of Morr LoD
caster disks overlapping this terrain gain reanimate 1.
Gully Rough. Dangerous (M). Core
Hill Blocks Sight. Rough. Defensive. High Ground. Core
Rough.
Lake Core
Disks without flying or strider cannot be deployed overlapping this terrain.
Large Woods Blocks Sight. Rough. Cover. Core
Fortified.
Mine Entrance When you place this terrain, you may deploy 1 small or medium disk overlapping HaH
it.
Rocks Cover. Fortified Core
If a player controls this terrain, he can reinforce disks overlapping it; no more than
Ruined Windmill Core
one disk can be reinforced per command card.36
Small Woods Blocks Sight. Rough. Cover. Core
Swamp A disk must stop moving if it flips and overlaps this terrain. Core
Watchtower Blocks Sight. Cover. Fortified. High Ground. Core

Deployment Cards
Dep.
Deployment Card Special Abilities Set Qty
Value
Advance 4 No ability. Core 2x
All In 6 Disks cannot be reinforced in this zone. LoD 1x
Ambush 3 Deploy up to 3 disks in this zone at long range.37 Core 2x
Detachment 5 This card must form its own zone. Core 2x
Disks can be deployed overlapping this zone (instead of completely within
Disperse 3 Core 1x
its bounds).
Feint 3 This zone can be moved before units are deployed in it.38,39 Core 1x
Palisade 3 Disks overlapping this zone gain stalwart. HaH 1x
Rendezvous 1 O are not placed on disks reinforced in this zone.40 Core 1x
Scout 2 Up to 2 disks in this zone gain scout. Core 1x
Screen 2 This zone gains cover. Core 1x
Skirmish 3 Disks that start moving overlapping this zone gain 1 F. Core 1x

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Warhammer Diskwars Army Reference Sheets v4.3

Command Card Keywords


Order or Destruction Only. These command cards can only be chosen by a player who has a hero in his
army of that faction affiliation.
Unstable. This keyword appears on command cards with a battle ability that can potentially backfire on the
disk using the ability. When resolving the ability of a command card with this keyword, roll 1 battle dice.
On a E result, apply the effects of the ability to the disk that used the ability in addition to all targets.

Disk Keywords

Emplace. A disk with emplace can e deployed anywhere outside the bounds of enemy deployment zones
where it is not pinning another disk. If this disk is deployed outside of a player’s deployment zone, it does
not count toward his deployment values.
Fear. While a disk with fear is pinning an enemy, the pinned disk’s base counter strength (G) is treated as 1.
A disk’s base counter strength is the value printed on that disk. This value can be increased by disk or card
abilities or empowerment tokens while the disk is affected by fear.
Flank. A disk with flank can be reinforced from any battlefield edge, except into an opponent’s deployment
zone or in such a way that it pins an enemy disk. A disk reinforced with flank must be placed so that it is
completely within the battlefield but touching a battlefield edge. Reinforcing with flank is optional; a disk
with flank can also be reinforced into a deployment zone normally.41
Flying. A disk with flying ignores disks and terrain during movement. A disk with flying still counts as
pinning any disk or overlapping any terrain piece that it ends its movement on. 42
Frenzy. A disk with frenzy can attack all disks it is pinning, instead of just one disk.
Guard X. A disk with guard deals physical damage equal to its guard value to each enemy disk that pins it
after a flip. A disk cannot deal guard damage to a disk that was already pinning it prior to flipping. Guard
damage is not dealt when a flying disk moves over a disk with guard without ending its movement.
Immune (X). A disk with immune (X) cannot be targeted or damaged by X (keywords, M, Q, etc.).
Impact X. A disk with impact deals physical damage equal to its impact value to each disk it pins after a flip.
A disk cannot deal impact damage to a disk it was already pinning prior to flipping. Impact damage is not
applied when a disk is deployed or reinforced pinning another disk, or when a flying disk moves over a disk
without ending its movement.
Magic X. A disk with magic can activate to deal arcane damage equal to its magic value to a target enemy
within medium range. Using magic is considered to be resolving a focus ability, and is not a ranged attack.
Mobile. A disk with mobile can use its focus ability or ranged attack when making a move action. The focus
ability or ranged attack must be resolved separately, either before or after the move action is resolved.
Poison. When a disk with poison deals damage in melee combat or with its ranged attack, place a poison
token ( ) on the disk it damages. When damage tokens would be removed from a disk with a poison
token, remove 1 poison token instead.43 If a disk takes a wound, remove both damage and poison tokens
from it.
Reanimate X. A disk with reanimate can activate to choose an undead ally from a casualty pile and place it
onto the battlefield completely within short range.44 This is a focus ability.
 Reanimate 1 allows small disks to be reanimated.
 Reanimate 2 allows small and medium disks to be reanimated.
 Reanimate 3 allows small, medium and large disks to be reanimated.
The reanimated disk does not receive an activation token. Mark this disk with a reanimate token( ). When
token would be removed from a disk with a reanimate token during the end phase, return the disk to its
owner’s casualty pile instead.

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Warhammer Diskwars Army Reference Sheets v4.3

Relentless. A disk with relentless does not have to stop moving the first time it pins at least 1 enemy disk
during movement.45
Resistant (X). A disk with resistant (X) takes only half the amount of damage each time it is dealt damage by
X, rounded up (keywords, M, Q, etc.).
Scout. A deployed disk with scout may make a free move action before the first activation phase of the
game. The disk cannot overlap or deal damage to an enemy during this move. If multiple players have disks
with scout, resolve each player’s scouting in initiative order. A disk making a scout move is affected by
terrain, as normal. No activation token is placed on the disk after it scouts.46
Slow (H), (G), or (H,G). A disk with slow deals the damage from its specified strength value after other
disks in melee combat that do not also have slow. This means that a disk with slow can be removed as a
casualty before it deals its damage.47
Stalwart. A disk with stalwart can activate to use its ranged attack or focus ability while pinned. A player
does not have to activate a pinned disk with stalwart when resolving a command card. 48
Stealth. A disk with stealth is always treated as if it is overlapping a terrain with cover.
Strider. A disk with strider ignores terrain abilities during its movement.
Swift (H), (G), or (H,G). A disk with swift deals the damage from its specified strength value before any
other disk in melee combat that does not also have swift. If this is enough damage to remove an enemy disk
as a casualty, then it does not deal its melee damage.

Terrain Keywords

Blocks Sight. This terrain blocks line of sight.


Cover. A ranged attack that targets a disk overlapping this terrain rolls 1 fewer battle dice (to a minimum of
1). This does not affect scatter rerolls.49
Dangerous (M or L ). If a disk overlaps this terrain after a flip or after being reinforced, roll a d6. Deal
damage of the specified damage type to that disk equal to the result of the roll. Taking damage does not end
a disk’s movement action. Do not roll a d6 when deploying disks on dangerous terrain.
Defensive. A disk overlapping this terrain gains swift (G).
Fortified. A disk overlapping this terrain gains immune (impact damage).
High Ground. A disk overlapping high ground can draw line of sight across anything that blocks sight.
Rough. If a disk overlaps rough terrain after a flip, it must immediately stop moving. A disk does not have
to stop moving after a flip if it was already overlapping that rough terrain prior to the flip.

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Warhammer Diskwars Army Reference Sheets v4.3

NOTES
1 Archaon’s special ability triggers each time he engages an enemy disk. (Q&A Collection 1.0)
2 An activation token is placed on the disk reinforced with Kairos Fateweaver’s ability. (Rules Clarifications)
3 When reinforcing a disk with Kairos Fateweaver’s ability using an activation from the Storm of Chaos command card,

only Kairos Fateweaver is empowered. (FAQ 1.0)


4 The disk reinforced with Kairos’ ability does not have to be completely within medium range, provided any part of the

disk is within medium range. (FAQ 1.1)


5 Any disk engaged with a Bloodthirster takes an additional wound when it takes a wound, regardless of the source.

(FAQ 1.1)
6 When the Hellcannon rolls a E result during a ranged attack, it must flip toward the nearest disk it is not pinning. If

the Hellcannon is able to overlap the nearest disk with its flip, it must do so. However, it is up to the controlling player
how best to flip it, provided the end result is that it overlaps the nearest disk, if able. (Rules Clarifications)
7 When simultaneously rolling both E and A/B, the ranged attack is resolved from the Hellcannon’s original position.

(FAQ 1.0)
8 If the Hellcannon rolls a E result during a ranged attack and the nearest disk cannot be flipped over (for example a

disk affected by Dark Majesty), the Hellcannon must flip as close to the disk as possible, without flipping onto it. (FAQ
1.2)
9 If the Hellcannon gains the benefits of the Stalwart ability (i.e. from overlapping the Farmstead) and rolls a E during a

ranged attack while pinned by another disk, it won’t flip. (Q&A Collection 1.2)
10 The d6 is rolled once for each flip that causes damage and is applied to each disk pinned (regardless of how many

disks the Bloodcrushers pin). (FAQ 1.2)


11 The Plaguebearers’ ability is active at all times. If an empowered disk moves within short range of the Plaguebearers,

it loses its P, even if it immediately moves out of range. (Rules Clarifications)


12 A results at siege range are ignored and are not treated as D results. (FAQ 1.1)

13 Karl Franz cannot use his ability to move an activation token to himself because he is already activated. When a

player chooses a disk to activate and begins taking an action with it, that disk is activated even though the token has
not yet been placed on it. (FAQ 1.0)
14 When activating to make a ranged attack, the Steam Tank can choose to use any one of its three ranged attacks,

provided the range requirement of the attack is met. (Rules Clarifications)


15 Enemy disks may still fire at Teclis with ranged attacks that deal L . Teclis won’t suffer any damage but will still

receive an activation token if the attack rolled a B. (FAQ 1.0)


16 Tyrion makes a separate d6 roll for each disk he engages. (Rules Clarifications)

17 The Sky Cutter’s attack deals true damage: it ignores Immune (M and L) and Resistant (M and L). (FAQ 1.0)

18 If Grimgor Ironhide is damaged by a B result during a ranged attack and suffers a wound, the activation token from

the critical hit is removed. (FAQ 1.1)


19 The Big Boss’ special ability can remove an activation token from any disk with “Boyz” in its title. (Rules

Clarifications)
20
The Big Boss’ special abilty ability triggers each time it engages an enemy disk. (Q&A Collection 1.0)
21
The Stone Fangz Shaman itself is counted when calculating the value of X.
22
The Stone Fangz Shaman does not gain additional magic for each 5 hero within short range since heroes are not
units. (FAQ 1.0)
23 Heinrich Kemmler’s special ability should read “place” instead of “reinforce”. (FAQ 1.2). He can reanimate up to thee

“Skeleton” disks from his controller’s casualty pile with a single activation following the normal rules for Reanimate.
(Q&A Collection 1.1)
24
A disk targeted by the Zombie Dragon’s ability always takes a poison token, regardless if any damage was dealt. (FAQ
1.1)
25 If embattled at the beginning ofthe Melee Phase. the Wardancers will regain their stats boost immediately as soon as

all disks pinning them are destroyed, thus resolving the engagement in which they are attacking with the 2 H granted
by their ability. (Q&A Collection 1.1)
26 Blood for the Blood God ignores the normal rules for resolving engagements in a scrum. It can resolve any

engagement the disk is involved in, whether or not that disk is embattled. (Rules Clarifications)

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27
A disk cannot overlap the disk that is using Dark Majesty (“Flip onto” applies to both pinning and overlapping the
disk). (FAQ 1.2)
28
When the Unstable keyword triggers, only the caster is affected. If the caster is within short range of the target, it
takes damage twice (once for the command card’s effect and once for Unstable). (Q&A Collection 1.2)
29 The damage reduction from Shield of Saphery is rolled once for each source of damage (Attacks from multiple disks

are a single source). (FAQ 1.2)


30 The damage reduction from Shield of Saphery occurs before any damage is halved due to resistance. (Q&A Collection

1.0)
31 While Storm of Chaos is the active command card, a 6 disk reinforced within the Rendezvous deployment zone

will be empowered, while a disk reinforced though Kairos Fateweaver’s ability won’t. (FAQ 1.0)
32 If Nurgle’s Rot is used on a disk that is already damaged, that disk immediately takes a wound (and the damage is

removed) if the amount of damage on the disk now exceeds its new toughness. (Rules Clarifications)
33 Winds of Morai-Heg’s ability has no affect on a disk that already has a maximum range of siege range. (Rules

Clarifications)
34 A disk’s text box includes title, traits, keywords, and abilities. Battle abilities requiring an italicized trait cannot be

used by a disk targeted by Acquiescence. (FAQ 1.1)


35 D results can be resolved against disks overlapping the Cave, even if the disk targeted by the ranged attack is not

overlapping the cave. (Rules Clarifications)


36 When reinforcing a disk with the Ruined Windmill’s special ability, the reinforced disk does not have to be

completely within the bounds of the Windmill, just overlapping it. (Rules Clarifications)
37 Disks in a zone with Ambush that are farther away than medium range from the battlefield edge do not gain the

benefit of other deployment cards in the zone, as Ambush does not actually extend the zone itself to long range.(FAQ
1.0)
38 The player moves the deployment zone with Feint immediately before he deploys any disks into that zone. So if other

players have already deployed, he gains the advantage of seeing their deployment.(Q&A Collection 1.0)
39 A deployment zone with Feint cannot be combined with another one after it is moved. (Q&A Collection 1.0)

40 Disks reinforced through special abilities (i.e. Kairos Fateweaver’s) into a deployment zone with Rendezvous will

benefit from this card’s special ability. (Q&A Collection 1.2)


41 When a disk reinforces using flank, it cannot overlap an enemy deployment zone. (Q&A Collection 1.0)

42 A disk with flying does not take damage when it ends it movement overlapping a dangerous terrain. (Q&A Collection

1.0)
43 All the remaining Poison Tokens are removed as usual in the End Phase. (Q&A Collection 1.2)

44 A reanimated disk with impact does not deal its impact damage, as it is only dealt after a disk flips. (FAQ 1.1)

45 Relentless allows a disk to continue moving the first time a flip ends on at least 1 enemy disk. The “first time” applies

to the instance of pinning 1 or more disks, and not to the number of disks or any particular disk that it pins. (FAQ 1.0)
46 A disk with scout and mobile can’t make a ranged attack but can use its focus ability during a scout move action,

unless its focus ability would deal damage to an enemy. (FAQ 1.0)
47
If a disk with swift (H or G) gains slow (H or G) of the same type (or vice versa), the disk deals its melee damage as if
it does not have either keyword. Multiple instances of swift and slow do not stack. (FAQ 1.1)
48 If, after resolving the current revealed command cards, all the disks in play are either pinned or activated, and the

players have still command cards in their hands. The Activation Phase is over, even if some of the pinned disks have
Stalwart and are unactivated. (Q&A Collection 1.1)
49 Multiple instances of cover do not stack. (FAQ 1.0)

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