Woehammer Compendium
Woehammer Compendium

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Contents
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Rules
House Rules
Shooting
Models in the same unit in base contact may re in two ranks. Models in dispersed formation block line of sight as normal.
Panic
When a warband reaches 50% of its Order dice removed it does not automatically rout but is instead susceptible to panic. When an
army is susceptible to panic it’s units may break as they begin to notice the loss of their fellows.
Once a warband is at this point it’s units must make a break test if a friendly unit fails a break test or is wiped out within 10” of them.
This could lead to a chain of panic across the army!
Casting Magic
Spell casters may attempt to cast spells on the successful completion of any given order (retained orders do not count) by any friendly
unit. Note that a run order that results in a charge is considered complete once the movement is made but before any combat is
resolved.
Any pins a spell caster has are deducted from the casting value of the spell. A spell caster may attempt to ignore these pins by
channeling extra magic power, however if they do so any failure to cast counts as a miscast.
Multiple Spells
Some spells have persistent e ects on the battle eld, represented by models or templates. Should the same spell be cast again, and
no additional template or model is available, then the initial spell is considered dispelled and the new e ect is then placed… the winds
of magic can only sustain so much mayhem!
Declaring Tough
A player must declare if they are allocating a hit to a tough unit ahead of time. If the die is rolled without declaring then it is assumed
the hit is taken by someone in the unit without the tough rule.
Heroes
The Hero rule now amalgamates several rules at once. As well as the usual Hero rule the rule also counts as the Challenge and Follow
rules, and if the Hero is the army general he also has the Command rule. For costing purposes the rules is 10 points, and is already
included in the pro les in this book.
Any hero can now be picked as the general, including spell casters. One Hero unit must always be picked as general for scenario
purposes, and for the purposes of certain rules such as Undead and Daemonic. The general gets the Command special rule as part of
his Hero rule.
Heroes can join any unit of the same type (ie a mounted hero can only join a mounted unit) as their bodyguards by moving into, or
being deployed in, coherency with them. At this point the Hero and his unit count as one unit for the purposes of ghting, allocating
hits, targeting, minimum and maximum stats (including command) etc. Any pins are allocated to the unit as a whole and the Hero’s
Command is used for the purposes of all Command tests (assuming his is highest in the unit, as per main rules.) Both the hero and his
bodyguard unit will have separate order dice in the bag but as the unit is activated a further Order die is drawn and they are placed
together as long as the Hero remains with his unit.
A hero can choose to leave his unit by activating separately and moving out of coherency. At this point the Hero takes any pins he may
be carrying as a result of wounds, but all other pins are left on the other unit. For example, a hero in a unit with 6 pins has taken 2
wounds. When he leaves the unit 2 of the pins go with him (as he cannot drop below this as a result of the wounds) and the remaining
4 pins stay with the unit. If the hero leaving means the unit reaches auto break point as a result of drop in Command then they are
destroyed as normal. A hero attempting to leave a unit does not have orders test unless he has pins himself as a result of wounds, and
he can ignore any other pins for the purpose of this test. However, should the Hero fail this Orders test and go Down the the unit must
also go Down with him.
Only one hero may join a unit at any one time, but two heroes may join together to ght in tandem if they wish. If a Hero has
accompanying models, such as wizards familiars, then they join the unit alongside them. Heroes riding on monstrosities, or Heroes
that are monstrosities themselves, cannot join units.
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Challenges
As mentioned above all Heroes can now issue challenges as per the challenge rule, but now the party receiving the challenge is a hero
they are not obligated to accept. However, if a hero does not accept an enemies challenge then all friendly units within 10”, including
the hero himself, receive a pin as they witness the cowardice of their leader.
Challenges are always fought one on one, even if Heroes have accompanying units. The other combatants will respect the integrity of
the duel and watch and see what happens. The duel is always fought until one of the combatants is killed. After the duel then the units
move apart as if they had fought normally, with the losing side taking a pin for the loss of a member, and taking a break test as normal.
The winner of the challenge (and their unit if they are joined to one) always counts as the winner of the combat, regardless of how
many pins the units involved may each have at its conclusion. If the winner so wishes, they can also have a follow up combat as they
are the winners, as normal.
Weapon Upgrades
If players agree Heroes can be given extra weapons that may not be in their normal options. Giving any of these weapons replaces the
other weapon of that type, and as such only the di erence in points must be paid; for example, a hero with a sword that wishes to
wield a Halberd will pay a single point (the 6 point cost of a halberd, minus the points already paid for the sword).
Aquati
Units with this rule count water terrain features as open ground. In addition, if an Aquatic unit is targeted by any missile attacks whilst
within a water terrain feature then all successful hits must be rerolled as if the unit was Down.
Blow Pipe
Blow pipes have a range of 10” short range only. The weapon has a SV of 0 and the venomous rule. As they are not hand hurled
weapons they cannot be used for exchange of missiles when charging
Bola
Bolas are missile weapons that can only be used in exchange of missiles. They do not in ict any hits but do cause a pin if accurate as
normal. In addition, if the targeted unit is a warrior or mounted unit then the player may make a D10 test equal to or less than the total
amount of accurate bolas hits. If successful, one model, selected by the throwing player, cannot ght in the ensuing hand to hand
combat or any follow up combat. This ability cannot be used on monstrosity or chariot units
Clim
Units with this special rule can climb vertical terrain such as walls and rock faces at their normal movement rate (players should decide
which terrain is reasonably climbable before the game begins). The units can run and charge vertically, but cannot sprin
Cold Eye
Units with this rule discount one pin when making any command tests, ie 1 pin would count as zero, two pins as one, and so on
Daemoni
Daemonic units operate in much the same was as undead units. They are not affected by Dread or Terror, and are immune to the
additional hit from venomous attacks, and ignore all damage caused by choking attacks. As with Undead units they cannot be routed,
only taking the pins from a failed break test but not breaking (they may still autobreak as a result of taking pins equal to their command
stat)
Daemonic units are also inherently unstable, their presence in the material world dependent on the power of mighty champions to
weaken reality to let the daemons slip through the veil. If the general of the daemonic forces is killed or ees the table then the daemons
begin to break down. Once this happens, a Daemonic unit can never lose pins by any means
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Hidden
Units with this rule do not have to deploy as normal should the player wish, but instead may Hide within a friendly unit. The unit’s order
die is not placed in the draw bag at the start of the game if the owing player decides to hide them; place the model and it’s die to one
side of the table before deployment begins. The owning player decides a unit to hide this model in, it can be from the troops or elite
section, must be on foot, and must contain at least ve models. The unit selected must be noted in a way that is secret from the
opponent, either jotted on a piece of paper, or perhaps marking the underneath of a base of one of the models in the unit with a blob of
blu tack
The model with this rule must reveal itself the rst time the unit it is hiding in ghts in melee, being added to the table with the unit the
moment the combat begins. The unit attacks as normal, and is counted as a member of the unit for the purposes of allocating hits etc.
Pins taken by the hiding unit and its parent unit are counted together for the purposes of combat resolution, but break tests either unit
may be required to make are taken and resolved separately
Once combat is resolved (and assuming the model survived) the appropriate order die is placed next to them and they act as a separate
unit from that point on
If the parent unit is destroyed before the Hidden model is revealed then the hiding model is also considered destroyed, and their order
die is added to the tally of destroyed units or otherwise counted as destroyed for the outcomes of any scenario conditions
If a player wishes to reveal a hidden unit early they must do so at the start of a turn, placing the model on the table with its parent unit
and placing their order die in the draw bag
Models that are hidden at the start of the game may not in ltrate unless their parent unit may also in ltrate
In ltrate
Units with this rule are set up after normal deployment. They may set up anywhere on the battle eld as long as they are not visible to
any enemy unit. They may also not set up within 12” of any enemy units. If multiple sides have units that can in ltrate they must roll o ,
with the highest roll deploying a unit of in ltrators rst, and then alternate until all in ltrators have been deployed.
If for any reason a unit cannot successfully in ltrate due to the rules above then they are deployed as normal as per the scenario rules.
Also, players should bear in mind the scenario when deploying in ltrators… it makes little sense that an army having its base camp
raided in a surprise ambush would be able to in ltrate anyone!
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Hostile Terrai
The following rules are designed to introduce special hazards and considerations for ghting in different environments… these will not
always affect all forces equally so be aware that the nature of the battle could change drastically and the rules are for fun only!
Many long abandoned dwarf holds and sprawling cavern complexes are contested over by a multitude of forces, be they dwarfs looking
to retake a long-lost home, goblins seeking the varied fungi that grow in the dark, or treasure hunters looking for valuable artefacts
Flying Monstrosities cannot be used in cavern battles, unless they are grounded. Other ying units will only be able to move at base
move speed of 5” and not have their ying rules, unless the caverns open up into particularly large areas with high ceilings
Natural light will be next to non-existent deep underground, with the battle being fought by torchlight. Missile weapons may only re at
short range in cavern battles
Desert
Fighting in deserts is hard work, with a lack of water and provisions for campaigning armies. The grand deserts of the world would likely
be avoided if not for all the long lost treasures waiting to be found in long buried ancient cities
All models will gain a further pin if they fail an agility test for sprinting as the nagging thirst that accompanies desert ghting takes its toll.
Daemonic and Undead units are not affected by these rules as they do not require water to sustain them. Units with the Aquatic rule will
automatically gain a pin if sprinting (becoming two pins if the Agility test is failed, as above
Living creatures will ght even harder around a water source in the desert, desperate to take or keep a vital source of refreshment in the
baking dunes. Any unit within 10” of a water terrain feature in a desert will take any break or recovery tests on their base Command with
no pins being taken into account (note this does not include auto break points
There is always a risk of a terrible sandstorm blowing across the battle eld whilst ghting in the desert. At the start of each turn including
the rst roll a D10. On a result of 10, a sandstorm blows across the battle eld, reducing visibility and range for any movement, missile
attacks, or spells to 10”
There are many places of the world that suffer bitter winters, and some are even blighted with a permanent frozen climate. Armies will
often have to campaign in winters, whether they wish to or not
Snow drifts and icy ground can play havoc with the momentum of a charge. If ghting in heavy snow drifts or icy ground such as frozen
lakes and rivers, any non- ying charging unit must make an Agility test (if making a sprint test this roll will suf ce, with the result
counting for both tests). If the test is failed then the chargers lose their charge bonus as they struggle to maintain their footing. This
counts as a terrain effect so units unaffected by terrain, such as enchanted steeds or spectral creatures, are not affected by this rule
Some rivers and lakes may not be entirely frozen, with the ground underfoot at risk of cracking. Any cavalry, monsters, artillery, or
heavily laden units that runs or sprints across frozen water features must roll over their Res on D10 or they will plunge into the water
and be slain. Note that some creatures will be unable to roll over their Res… Res can be a shorthand for how big and sturdy a creature
is so some beasts are simply too large to risk crossing such unstable ground. Aquatic units will not be slain should the ground break but
will be suffering some extreme shrinkage! If a ying unit goes Down over one of these features they must also conduct this test, and
may smash through the ice to their doom
The weather is highly likely to turn on battle eld in the grip of winter. At the start of each turn including the rst roll a D10 and consult the
table to see what the weather has changed to
8 - White out - A terrible blizzard strikes the eld. The range for any visibility, movement, missile attacks, and spells is cut to 10”. Any unit
that breaks in this blizzard will automatically be destroyed as it disappears out into the blizzard
9 - Terrible Hail - All units of Res 6 or less take a single pin. This can never take a unit to automatic break point, if this was the case
ignore this pin… the unit clearly has enough going on to not worry about some terrible weather
10 - Deep snow - A huge amount of snow falls onto the battle eld. The whole battle eld counts as being under a snow drift, with
movement affected as described above. This effect will remain until the end of the battle
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Jungle
Fighting in jungles offers many challenges for the combatants. The sti ing heat and humidity is an enemy in and of itself, and the lack of
light penetrating the canopy can also be a major issue for eyes not attuned to it. Perhaps worst of all, are the legions of venomous teeth
waiting on every branch, leaf, and root
The punishing conditions mean that any unit making a sprint will automatically receive a pin as if they had failed their agility test.
Undead and Daemonic units are not affected by this, nor are the Lizardmen who call the jungles home
The humidity can also pose problems to black powder weaponry, with sodden magazines proving ineffective at providing the tinder to
ignite. All hits with black powder weapons must be rerolled to represent these mis res
Volcanic Plain
Many a Sorcerer has placed their lair at the foot of a volcano, con dent that their magical wards will turn the deadly conditions into a
natural defence of their keeps. Needless to say, ghting in volcanic plains is fraught with dangers
The air in these areas is heavy with sti ing ash and sulphuric fumes. Flying units must make a Res test each turn when they are
activated. If they fail this test they receive a pin. This test comes after any order test is made so this pin will not affect any order tests this
turn
Lava streams are deadly if fallen into, but cooler patches of rock can be used as a route across for those nimble enough. Any model that
wishes to cross a lava stream (or is forced to by a break test, for example) must roll an Agility test. If failed, the model is slain they
plunge into the bubbling molten rock. A unit that loses models in this way will only take a maximum of one pin
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Random Event
This list is essentially a single d100 table which is designed to add a little avour to your games. These are silly little random events that
can occur within a battle. These rules are completely optional and must be agreed upon by both players before a battle begins. The
events in this list are designed to be fun and add a little narrative to a game. Some are over the top and turn a game in its head and
others are tiny little occurrences that are not really game changing. Often players will agree to use random events, but due to dice rolls,
they never occur. These are, after all supposed to be random events. By their very nature, they don’t always happen. If you decide to
use random events, on each turn after the rst, roll a d6. On the roll of 5 or a 6 the random event has just occurred. Roll on this table to
see what has happened and apply the result. Only one random event may happen per game. Any more than that and it would get really
crazy, really fast! They are intended to be used alongside the ‘Conquest of Nowhere’ campaign rules but with some interpretation can be
used in one off games also
“Oh...I think I’m about to have a cardiac arrest.” - Sederic Sharpsword, pit ghter.
Randomly determine one army. Randomly determine one unit within that army. Randomly determine one model within that unit. That
model - yes that one there - just suffered a fatal heart attack. They are dead. (Even if they are your Warlord!
An angry farmer is irritated at the armies on his land. He’s nally snapped and come to tell them to bugger off. A single peasant enters
the board on a random table edge. Randomly decide what army he wants to bugger off. He is controlled by the opposite player and has
an order dice added to the bag. He has no armour and is armed with a pitchfork. He does not count as unit when calculating
percentages of forces left
04-05 Ro
“Always keep an elephant in your courtyard. When a hungry roc comes-a-calling it’s best you provide it a light snack.” - Sultan Sag Aloo
of The potato province
A great eagle, the size of a cathedral swoops down from the sky to snatch away an unaware soldier, monster or siege engine. Nothing is
too big for its grasping talons.
Randomly select one army. Randomly select a unit from that army. Randomly select a model from that unit. The model must pass an
unmodi ed Ag test. If it passes it ducks, is manoeuvred or otherwise causes the roc to miss. If it fails it is snatched away, and taken far
away. Remove it as a casualty and add one pin to the unit it is a part of.
“That thing don’t bite, do it?” - Krunk Lightfoot during the ill-fated rst expedition into the forest of a thousand snakes.
A ferocious predator jumps out of piece of a randomly determined scenery. It’s stats are the same as the “wild boar of glughm” described
in the rogue beast scenario
It also follows the same rules as the beast in the beast scenario. There is no reward for slaying it
10-11 Ambitious
“There’s no “I” in “team”. But there’s two in “surviving”.“ - overheard conversation in the sleepy sparrow inn
One of the soldiers on the battle eld are ambitious. They wish to rise through the ranks by proving themselves to their leaders. If they
can get a promotion, perhaps they won’t have to be on the front line next time! Randomly select an army. Randomly select a unit. This
unit cannot be a warlord’s unit and must be a unit with more than one model. The owner of the unit may pick one model within this unit.
This model cannot be the leader of the unit
The selected model is the ambitious soldier. He gains any special rules that his leader had. Normally this would be “tough” but could be
any other skill that they have been given through upgrades or skills that normally appear in their pro le.
“And lo was the rock proclaimed holy, and all who gazed upon it were lled with the power of the gods...and did pay the church
generously for this gift...” -Father Brimstone of the Bashed Bible
Would you believe it but a that piece of scenery is actually a holy shrine? What piece of scenery? Randomly allocate one piece. If your
warlord is benign, all units within 10 inches of it gain +1co . If your warlord is malevolent, all units within 10 inches of it suffer -1co
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“Yeah its a nice property but would you want to raise a family here?” Count Gariib surveying the castles of lower Hammervania
Would you believe it but that bit or ground is cursed? What bit of ground? Randomly scatter a 10 inch circle 2d10 inches from the centre
of the board. If your warlord is benign, all units partially or wholly within this circle suffer -1Co. All malign units partially or wholly within it
gain+1co
“Da best kwalitee ov a good leada iz to be bigga dan everywun else.” - Haans Toecruncher, ogre mercenary.
Sometimes in battle, a soldier proves themselves to be a natural leader of men (or so threatening and manipulative that others do what
they say). Randomly select an army. Randomly select a unit (ignoring warlords and their units). Randomly select a model in that unit.
Give that model the special rule “follow”.
“If the gods be displeased with my actions then may they send me a sign” - The last words of Sister Dour of the Bashed Bible
Well it happens. Someone just got struck by lightning. Randomly select one army then randomly select on unit within that army. Treat
them as if they were just hit by the lightning bolt spell.
“I’m undead till I die, I’m undead till I die, I know I am I’m sure I am, I’m undead till i die!” - The National Anthem of Hammervania
Wow! What a pair of lungs! One soldier has just burst into a chorus of a suitably rousing and patriotic anthem. Randomly select one
army, randomly select a unit within that army. Now - just so that you know who the would-be bard is, randomly select one model. All
friendly units within ten inches of that model remove d3 pins.
“Come and ‘av a go if you nk you’re ‘ard enuff!” - ancient orcish war chant
One of the soldiers just gave a ridiculously loud and threatening battle cry! Randomly select one army, randomly select a unit within that
army. Now - just so that you know who the bellowing berserker is, randomly select one model. Any enemy units within 10 inches of him
take a single pin.
31-33 Defecation
“My lord. I have brought shame upon our house...again.” - Sir Tobin Loosebowel
Battle isn’t fun. Some people end up wishing they’d worn their brown pantaloons. Randomly select one army, randomly select a unit
within that army. Now - just so that you know who has just fouled themselves in the midst of battle - randomly select one model in that
unit. That single model suffers -1Co and is extremely embarrassed
34-40 Reinforcements!
“Better late than never!” - Grognor Firstborn at the battle of the ve and a half armies.
Drawn to the sound of battle, more soldiers rush to join the ght. Both sides can spend 200 points each and select new units. These
units are immediately set up on their table edge. If there is no obvious table edge - set them up on a random table edge.
Perhaps it’s a thick mist, a blizzard or a sandstorm - whatever the cause - all of a sudden, it’s bloody hard to see. All ranged weapons
can only re their short distance.
44 Magic Bre
“Red Manticore gives you wings...and extra arms...and makes you pee a lot.” - Sengrid Scumpusher, travelling snake oil salesman
Randomly select one army, randomly select a unit within that army. Now randomly select one model within that unit. This model has just
revealed that they have brought a magic brew with them. They swig it immediately and are imbued with superhuman strength. The
model now has +1st for the remainder of the battle.
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45 Magic Weapo
“Shiny club splat good” - Torr Fishgut, troll of the enchanted lake
Randomly select one army, randomly select a unit within that army. Now randomly select one model within that unit. This model has just
revealed that their weapon has been enchanted with magical power. Immediately it begins to glow. Select one of their weapons and add
+1SV
“I love the smell of sorcery in the morning!” - Aeder Stormson, High warlock of the seven spires
A strange breeze wafts through the battle eld. This area is now lled with a magical aura that sorcerers and wizards can tap into. +1 to
all casting rolls this game.
“Performance issues are perfectly normal for wizards of our age.” - Grandcaster Merlick of the Square Table.
A strange hum lls the air, barely noticeable to most but irritatingly loud to those magically attuned. Something in the earth itself is
counteracting the ability of the sorcerers in this battle eld. -1 to all casting rolls this game.
“Im a vegetarian. We all are. Unfortunately it’s the vegetation that’s carnivorous.” - Edili Meadow-Prancer of the hungry forest
The trees...are alive! Any trees or woodland on the board slowly comes to life! Each turn any trees or woodlands move d6 inches in a
random direction now and at the start of every player turn. Any models caught within or partially within woodland suffer d3 sv1 chocking
attacks as vines and branches try to strangle those inside.
“Dat’ll put ‘airs on ya chest!” - Wazzdrinka Gutrot, inventor of the orcish fungus brew
Somebody has brought a pint of orcish fungus brew to the battle eld. This is a drink designed for only the toughest of drinkers. It
endows the user with great durability and strength, however it can also do a number on your digestive system if you are of a sensitive
disposition
Randomly select one army, randomly select a unit within that army. Now randomly select one model within that unit. This model has just
downed an orcish fungus brew. They must immediately roll a res test ignoring their armour bonus. If they pass, they are given +1 tough
and +1st for the remainder of the game. If they fail, they must roll a d6 on this chart and apply the result
1: Dead. The soldier drinks the brew, belches and falls to the oor dead. Remove this model from the game
2-3: Violently sick. The model expels the contents on their stomach in a single explosive burst. They are -1 res for the remainder of the
game
4-5: No effect. The soldier feels a little queasy but is otherwise unaffected. No further effect
6: Transformed into an orc. This model has been given some kind of cursed orcish potion instead of a fungus brew! In a puff of green
smoke, they transform into a confused orc. They model retains any weapons or armour from their pro le but are otherwise just an orc.
Use the orc stat line for an orc warrior from the rulebook. (If the model was already an orc...they have been double crossed and have
been given an even worse curse...replace them with a goblin!
59 Magical Cataclys
“It’s not the end of the world...I think.” - Grandcaster Merlick of the Square Table.
Something has gone horribly wrong. The sky turns a kind of orangey purple, the sun melts, birds y backwards and somewhere below
the ground an earthworm gains sentience and experiences his rst ever existential crisis! The winds of magic have turned foul and swirl
about the battle eld reaping havoc. All spell casters lose their magic ability for the rest of the game immediately. Now randomly
determine d3 models in each army. They suddenly gain magical abilities. They now have a magic level of d3 and know an amount of
spells equal to their level for the remainder of the game. However rst, each newly magical unit must roll on the miscast table as strange
and cosmic magics enter their body creating unforeseen and indescribable outcomes
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“Being a praetorian is a good life. If we’re fed up , we don’t have switch jobs, we can just switch bosses.” - Iago The loyal, imperial
bodyguard
Randomly determine one warlord on the battle eld. If the warlord has a retinue, randomly select one of them. This model is a turncoat
and a hired assassin. The enemy have bribed him and he has accepted this mission. Immediately that model strikes and attempts to
murder his leader. Immediately roll a SV2 res test for your leader. If the warlord fails this roll they are removed as a casualty regardless
of how many wounds they have or the tough special rule. He simply didn’t see it coming. On the roll of a 0 you do not need to use the
post game recovery table because he is completely and irrevocably dead. Naturally after this the assassin ees or is cut down, either
way remove him from the game.
“Could someone ask those trolls to keep it down?” - Aevil Firewater after the festival of ales.
Why did he drink so much last night? Why is his head pounding? Why does he have sudden feeling of shame and a niggling memory
about a bar wench, a barrel of sh and spanking paddle? One of the soldiers on this battle eld overdid it last night. Randomly select one
army, randomly select a unit within that army. Now randomly select a model within that unit. This is the party boy and his hangover has
suddenly hit him hard! That single model suffers -1 to every single stat for the remainder of the game
“I was one week off of retirement...”- the last words of Hefnaar Greyhelm
One soldier on this battle eld is only one week off of retirement. How bad would you feel if you killed him? Randomly select one army,
randomly select a unit within that army. Now randomly select a model within that unit. Re-roll for Units of renown and warlords. This
soldier is one week off of retirement. It has absolutely no effect on the mechanics of the game. However, if you kill him, you should
de nitely feel pretty bad about it
“Mate it can’t be that bad. So she slept with another man. She what? She slept with an orc?!” - an overheard conversation in the sleepy
sparrow inn
randomly select a soldier from each army and roll off. The highest roller’s model is the love rat. Essentially, he has slept with this other
soldiers girlfriend, boyfriend, mum or second cousin twice removed - you decide. Worst of all - he never called (or wrote?) them back.
Surely this cannot go unpunished. This has no impact on the mechanics of the game but may impact the way you play. Kill the love
rat!!
68 Fissure
“I was so embarrassed. I just wanted the ground to swallow me up.” - Captain Hanrold Halfmind of the 13th legion
Without warning a great tremor is felt and holes appear in the earth. This could be caused by an angry god, unseen magics or a natural
earthquake - you decide. Roll a d3 - there are this many ssures. Scatter the ssures 2d10 inches from the centre of the board. A ssure
is a 3inch circular hole leading to black nothingness. It is impassable terrain. Any model wholly within the ssure is lost and counts as a
casualty. Any model partially within the ssure must roll an Ag test. If they fail they are lost, if they pass, move them slightly so that they
are outside of the ssure. Flying models are unaffected
69-70 Dragon!!
“Quake ye mortals for I am peckish.” - Scraag Fireborn, dragon of the black mountain.
Oh no! A dragon has attacked, swooping down from the sky to eat the combatants of both armies. Place it in the middle of the battle eld
(or a close as possible without touching any units). You and your opponent must decide how to deal with this situation
Both get a piece of paper and write down one of these responses in secret: Run away, Keep Fighting, or Allianc
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71-72 Cats and Dog
“It’s only spitting. I’m sure it will pass.” - Noah Arkbuilder, amateur shipwright
The heavens open and it starts “chucking it down”. This isn’t normal rain - these are those golfball sized Hollywood raindrops that
people in movies seem able to ignore whilst staring into the middle distance like a badass. Conditions are wet and slippery. All run
orders require an ag test just like a sprint. All sprint orders require an ag test with a -1 modi er to the unit’s ag
73-75 Insults Fl
“Your mother was a hamster and your father smelt of elderberries!” - Sir Kniggit of The wooden rabbit
First both players roll off. Next, the winner of this roll can pick up and inspect the enemy warlord’s model. This player needs to come up
with a witty and biting insult. Perhaps he mocks the height of the dwarf lord, the body odour of the lich or has less than savoury things to
say about the knight templar’s
mother
Now randomly select a soldier from the insulter’s army. This model is the soldier who just came up with this nasty little comment and
shouted it across the battle eld.
This has absolutely no bearing on the mechanics of the game but the real question is...will the warlord let this insult go unpunished
76 A Solar Eclips
“And the sky did turn black, and all present did void their bowels.” - Father Brimstone of the Bashed Bible
The sun blacks out and all is plunged into darkness for but a few moments. This is surely an omen. Your Warlord must think fast and
interpret this omen before the common soldiery panic.
Roll a CO check for each warlord. If the warlord passes this check, the player can choose an interpretation. If the warlord fails this check
he must roll a d6 and pick a randomly determined interpretation. If you roll a 0 you must select “Panic!”
Interpretations
1: “See, the gods have forsaken our enemies! “ Remove d3 pins from all friendly units
2: “Even the sun hides in fear from our mighty army! Charge!” Any friendly units that charge into combat this turn bene t from +2st in the
round they charge instead of +1
3: “Ah..that was weird. Anyway - on with the ght!” No effect
4: “This must be a bad omen...let me die with a sword in my hand!” The warlord of this army gains +1st and +1hth for the remainder of
the battle but loses his command ability for this game
5: “This must be a bad omen...oh dear.” The warlord loses his command ability for this game
6:Panic! All friendly units take d3 pins
77 An Unfounded Rumou
“Rumours of my death have been greatly exagger...argh!” The last words of King Luvious the lucky.
Word spreads through the ranks that a warlord has fallen in battle, felled by a stray arrow. Both players roll a d10 (where 10s count as
0s), add their warlord’s CO stat, and subtract any pins. Re-roll draws. The following applies to the warlord with the lowest score
Any friendly units 20 inches or more away from the warlord and any units that cannot directly draw line of sight to the warlord at this time
immediately take a pin as they believe this rumour
78 Premonition
“See the problem with seeing the future is I know what’s going to happen in a hundred years, but can’t remember where I’ve put the key
to my front door...” Grandcaster Merlick of the Square Table.
Randomly select one wizard/spellcaster on the board. This model has suddenly been shown a glimpse of a possible future in a
mysterious vision- a future which can be averted if he acts quickly. He cannot save everyone however. Immediately declare one model
in your army - this is the model he has decided to save. If the wizard can get within 6inches of that model he can share this revelation
with them, explaining what they can do to avoid an untimely death. Once the model has learnt of this revelation there is a chance that
they may be able to use it. When this model is about to be removed as a casualty, roll a command check to see if they remembered and
used this information. If they pass, they are not removed as a casualty. This may only be used once per game. (Note - a sel sh wizard
can of course choose to save himself. And as he is naturally within 6inches of himself, he automatically learns of the revelation.
Randomly select one army. Randomly select a unit within that army. Randomly select a model in that unit. That guy there...yes him. Just
look at him. Look at the size of the chip on his shoulder. He’s got something to prove. The model gains +1tough and +1co for the
remainder of the battle.
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82 Regroup
Both sides pull back to lick their wounds. There is a short lull in the ghting before it continues again in full force. All units may (if they
wish) move up to one normal advance move towards their own table edge, staying more than 5 inches away from enemy units if
possible. All units on the board immediately remove d3 pins. The game then continues as normal
83 Mercenary Reinforcements
“If you pay peanuts, you get monkeys. If you pay in ale, you get ogres!” - Truckle Tinpot of the guild of mercenaries
Both players roll off. The winner, it is revealed, was the warlord who secretly paid a guild of mercenaries to have some of their men
sweep in, out ank the enemy and help win the day. However these are unscrupulous characters and may not turn up or switch sides to
ght for a higher bidder
Now and at the start of each turn, there is a chance that these mercenaries will arrive. The warlord must take a command check
(ignoring any pins). If the warlord passes, the mercenaries have arrived on a table edge of his choosing and now count as a part of his
army. If the warlord fails, they do not yet turn up and he must roll again next turn. If the warlord rolls a 0, then he failed to pay these
mercs well enough and they have arrived to ght for his enemy! The other player may set them up on a table edge of their choosing and
count them as a part of their army.
“Oh my god. No literally. Oh...my god!” - Father Brimstone of the Bashed Bible.
Something is about to occur that could be interpreted as an act of one of the warlord’s patron gods. The act must be randomly selected.
Before you roll, decide which out the following would be most likely to be moment of religious signi cance to your Warlord
Decide between you which of these would be most likely to inspire your warlord. You cannot pick the same and can roll off if you both
want the same thing
Now roll a d3 to determine what just occurred. If your warlord experienced a moment of religious signi cance he and his unit may
remove d3 pins and all friendly units may remove 1 pin
85 Death or Glory
86 The Wind Up
“Did you not hear?! Those gnolls were saying some awful things about your mothers yesterday. Are you going to let that slide?” - Sun
Pu, the art of winding people up
Randomly determine one unit on the board. Your Warlord has told them that the enemy have been making personal slights about them.
Honour dictates that they pay! This unit gains the “savage” rule for this battle only.
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A drunk and lumbering giant stumbles through the battle eld, looking for some fast food to round off an evening of heavy drinking.
This dangerous beast threatens the safety of all in its way, however a cunning wizard could possibly control his mind and use him as a
deadly weapon. The giant will move from one table edge to the other, in a drunken stagger, trying to nd its way home. It will choose to
charge, attack and eat something, but only if it gets in his way.
Set up a wild giant on the middle of a random table edge. The giant has three MOd in it’s own colour. The giant moves as following.
Ensure that it is clear what direction the giant is facing and that it walks towards the middle of the opposite table edge. The giant uses all
of its command dice to make advance moves. It automatically passes any CO checks and moves towards the middle of the opposite
table edge at the start of every turn. However, if he is able to see any unit within a 45 degree arc of his front facing vision and can reach
them by using his advance moves, he will charge and attack them
If the giant reaches the opposite side of the board, he is removed and goes home to “sleep it off”.
Any wizard or spellcaster can attempt to charm this giant and use them as a weapon. All wizards and spellcasters will now know the
spell “Charm Giant”. The dif culty of this spell is 6. The range is 20 inches. It can be dispelled as normal by enemy wizards. If
successful, the giant ceases to be “wild” and becomes a “bound” giant in the army of the spellcaster. It retains any damage and pins that
it has already sustained and now ignores all of the previous rules concerning how it moves and acts. If the spell “charm giant” fails on a
0, not only does a miscast occur, but the giant notices and the enraged beast instead, spends his movement chasing and hunting down
the wizard that cast it. If the wizard dies, he returns to trying to leave the board as described above.
“Now where did I put that spell tome? What was the word - abra cadab... Ah here it is! Oh damn it. I’ve brought my cook book and left
the grimoire in the kitchen. “ Grandcaster Merlick of the Square Table.
Wizards operate on a higher plane than average people. A side effect of this is that they often struggle with day to day concerns like
remembering spell books, passwords to dwarven mines and to change their underwear in a regular basis. Randomly select a spellcaster
on the board. Randomly select one of their spells. They’ve completely forgotten that spell and cannot cast it in this game!
“Kraken? Oh yeah we deal with kraken. You’re going to want to disinfect the lake, leave out a few tentacle traps and make an offering to
the sea god.” Jeremy Snap, guild of pest controllers
Randomly select a body of water on the board. Some kind of tentacled beasty has revealed itself to be living within it. From now on any
units that activate within 6 inches from this pool, river section, sea or marsh must immediately ght through a wall of slimy suckers
before they can act. Each of these units must roll a res test against d3 SV1 choking attacks before they can receive any orders. If any
res tests are failed the unit takes a single pin.
91 Bombardmen
Both players roll a d10, adding their warlord’s Co stat. The winner’s warlord has arranged for some great cannons, trebuchets or similar
bombardment weapons to strike just before one of his units charge. These weapons are way behind his lines and out of sight. As this is
a very long distance away, it is unlikely to cause much damage. It is designed to strike terror into their hearts just as his units move in for
the kill
You may use this long range bombardment once per game. When a unit charges into battle, before exchanging missiles, roll a d10 on
this table to see how the bombardment went
0- Catastrophic. The bombardment fell short and struck the warlord’s own unit. Resolve d3 SV2 hits on the unit. The unit immediately
suffer a pin and do not gain their +1st for charging this round
1 - Wildly missed. No effect
2-8 Terrifying effect. The bombardment lands nearby shocking the enemy troops and preventing them from reacting in time. The enemy
may not exchange missiles and are attacked as if they were “down” for the rst round of combat.
9- Lucky shot. The bombardment actually smashes into the enemy unit seconds before the charging unit close with them.
Resolve d3 SV2 hits on the unit. The enemy unit immediately suffer a pin and ght as if they were “down” for the rst round of combat.
The enemy unit cannot exchange missiles.
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92 Secret sappers
“If you like explosions, and the smell of burnt bacon, you’ve come to the right place!” - Master Nitros Porcine, head of the sapper’s
guild.
One of the units have brought a sapper pig with them. This is a terri ed hog, with bags of black powder strapped to his body and a fuse
protruding from its back. It is one powerful piggy.
Randomly determine one army. Randomly determine one unit from that army. This unit has a sapper pig. The unit can choose to light
and release the sapper pig as a part of a re or advance move instead of shooting a ranged weapon. Once released the pig is placed
roughly one inch from the unit then can be moved 2d6 in any direction.
The pig does not have an order dice and moves, as described below. At the start of every subsequent turn. Roll a d6 at the start of every
turn to see what the pig does
1: The pig’s out of control! Your opponent may move the pig 2d6 inches
2-4: The pig is running! You may move the pig 2d6 inches
5: The pig explodes! All units within 6 inches suffer d6 sv1 hits as burning fat is sprayed in all directions. Any building doors or gates
within this range are destroyed
6: Massive explosion!!! Any units within 6 inches suffer 2d6 SV2 hits. Any buildings, wall sections or pieces of scenery that could be
feasibly blown up within this radius are obliterated and removed from the game
When ring at a pig, a model counts as -2ac. When hitting a pig in close combat they count as -2st. If a pig is hit, roll a d6on the table
below (for every successful hit). Only count the highest roll
1: Pork Scratching. The pig is scratched, but not hurt. It carries on as normal
2-3: Not quite the whole hog: The pig is horribly injured but still running around, even more terri ed than before. Now it only moves d6
inches
4: “That spear could have skewered a wild boar...and it did.” The pig is dead but does not explode. It slumps in such a way that it’s rump
lands on and extinguishes its fuse
5: The pig explodes! All units within 6 inches suffer d6 sv1 hits as burning fat is sprayed in all directions. Any building doors or gates
within this range are destroyed
6: Massive explosion!!! Any units within 6 inches suffer 2d6 SV2 hits. Any buildings, castle wall sections or pieces of scenery that could
be feasibly blown up within this radius are obliterated and removed from the game
“It’s nice to be nice.” - the rst and only tenant of the paci stic priests of the purple peacock
The paci stic priests of the purple peacock have wandered into your battle eld chanting at both armies to help them nd a diplomatic
solution and passively resisting any attempts to remove them. They will distract troops from the ght at hand and possibly even convert
them to their cause using there mind-numbing magical chants of “It’s nice to be nice”
D10 priests enter the board in s random table edge. (Where a 0 counts as ten). Now and at the start of each turn they move 2d6 in a
random direction, stopping at table edges and impassable/dangerous terrain. If a unit is within 12 inches of them they then chant.
Work out the closest unit within 12 inches of them. If two are equidistant, randomise. The priests will chant the words “It’s nice to be
nice” in monotonous tones. To effect the unit, the priests must roll a d10 and roll lower or equal to the number of priests in the unit. If a
unit is effected by this chant they must roll on the table below adding one to their score for every pin they have sustained
The priests have the same stat line as peasants. They can be shot at and charged. They never ght back in close combat and never
choose to ght on in a second round of combat. However they are so dedicated to their cause that they also never take pins.
They just chant. They just keep bloody chanting
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Any models that have rushed to join the priests do not ght back in close combat exactly like the priests. They just chant and passively
resist! They are also so deeply in a trance that they do not take further pins whilst under the spell. However, once all of the priests are
destroyed, they automatically awake from this brainwashed state and return to normal. Their order dice go back in the bag straight
away.
94 Space Debri
“The universe has a habit of being predictably unpredictable.” - Xaniith Squinter, the royal guild of astrologers.
Something is going to fall from the sky. It could be a gift of the gods, a fragment of a celestial body or something far less savoury. Either
way - it is not from this world and is heading towards your battle eld
The spot where it will land is scattered 2d6 from the centre of the board
1: The sword of the gods. If model moves over this they have picked up the sword of the gods. Add +2SV to their weapon. ( If it lands on
a model, it causes 1 SV2 hit and causes a pin to that models unit. Nobody expects to be hit by space debris and it hurts.
2: The shield of the gods. If a model moves over this they have picked up the shield of the gods. Add a +2res bonus to their armour
( If it lands on a model, it causes 1 SV1 hit and causes a pin to that models unit. Nobody expects to be hit by space debris and it hurts.
3: Giant space crystal. Ooh shiny! Who knows what magic it could contain...or how much it could be sold for? Add an additional victory
condition to your battle. The giant space crystal follows the exact same rules as the relic described in the relic scenario in the rule book.
If one army can steal it away off the table edge, they can be considered the victor
4: Medium sized meteor. All models within 2d6 of where the meteor landed are hit by a SV1 attack and take a single pin. They may have
been crushed or blown away by a meteorite hitting the earth. The meteor is destroyed on impact
5: Large sized meteor. All models within d6 of where the meteor has landed are automatically destroyed and removed from the board.
Any pieces of scenery that could be feasibly destroyed within this radius are also removed. Any models within 6+2d6 of where the
meteor landed are hit by a SV1 attack and take a single pin. They may have been crushed or blown away by a meteorite hitting the
earth. The meteor is destroyed on impact
6: Star Drake. A malignant intergalactic being has descended from its other worldly plain to feast upon the esh of mortals. Treat the
result as if you had rolled: “69-70 Dragon.” The dragon is automatically set up as close to where the space debris had landed as
possible
95 Too Ol
“I’m to old for this s***” - Sir Glanny Dover, order of lethal weaponry
Each player needs to inspect the “leader” miniatures from each of their units. They must decide and agree on which, from each of their
armies, looks like the oldest and most world weary codger of them all. Both of these models are feeling “Too old for this s***” today. As a
consequence their unit gains the Surly and Stubborn rules
96 Gribbling attack
“Gribblings? Magical beings that steal your belongings and disappear into the dark? Nonsense! Now where did I put my sword?” - King
Luvious the lucky
Gribblings, small thieving little impish creatures, have scurried out from a bush or under a rock en masse. These little tea-leaves will try
to steal the equipment from a unit and scurry away triumphantly.
Randomly select a piece of scenery. The Gribblings will attack the nearest unit to this piece of scenery. They will try to steal something
from them, however the unit has a chance to ght them off or at least protect their stuff. Roll a d6 for the unit in question and apply the
result from this table below
1-2 Armour! The Gribblings have stolen this units clothing and armour leaving them standing very naked in the middle of the battle eld.
Remove any armour and it’s associated res bonuses for the unit
3: weapons! The Gribblings have stolen a weapon from every member of the unit. If the unit has multiple weapons, randomise one. This
weapon is lost
4: A close ght: The unit sees the Gribblings coming and ghts them away. However they scratched and bit before retreating. Roll a
single res test for every model in the unit. However you may treat each model as if they had +1 res due to the fact that the Gribblings
are so very weak and puny. If they fail, they are wounded
5: Fight! The unit ghts the Gribblings and slay them all, however they cannot do anything else this turn. Remove their order dice from
the bag and put it next to them. Treat them as if they had just completed an advance order
6: An easy ght. The Gribblings didn’t stand a chance. They rushed the unit but were cut down without even a second thought. This unit
may act normally this turn
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97 Phenomenal Heroic
Sometimes a mortally wounded soldier will ght on bravely, taking down many foes, long after he has been mortally wounded. With
nothing left to lose and fury in his heart, he makes his nal actions count.
One model in this game will display “phenomenal heroics”. From now on, when a model dies and is removed as a casualty in close
combat roll a d6. On the roll of a 6, this model will show phenomenal heroics. They will make a series of close combat attacks, doubling
their usual number of HTH strikes immediately. After these have been resolved the model is dead. This may only happen once a game.
No other model can show phenomenal heroics later on
98 An Inspiring Deat
“Never before has so much been owed by so many to someone so small” - inscription on the tomb of the unknown hal ing.
Sometimes a soldier will lay down their life in such a sel ess and heroic way that it inspires his comrades to ght on to victory
One model in this game will suffer an “inspirational death ”. From now on, when a model dies and is removed as a casualty in close
combat roll a d6. On the roll of a 6, this model will have died in an inspirational way. When they die their own unit will automatically
remove d3 pins and any friendly units within ten inches will remove a single pin. After these have been subtracted the model is dead.
This may only happen once a game. No other model can have an inspirational death later on
99 A Gruesome Deat
“Today we bury the a good man. Well most of him anyway.” - Father Brimstone of the Bashed Bible at the funeral of King Luvious the
luck
Sometimes a soldier will be killed in such a disturbing and gruesome fashion that it inspires fear and dread in his comrades.
One model in this game will suffer a “gruesome death ”. From now on, when a model dies and is removed as a casualty in close
combat roll a d6. On the roll of a 6, this model will have died in an gruesome way. When they die their own unit will automatically suffer
d3 pins and any friendly units within ten inches will suffer a single pin. After these have been added the model is dead. This may only
happen once a game. No other model can have a gruesome death later on
Time stops and an individual is suddenly pulled to another plane of existence. He is confronted by a chuckling demon upon a throne.
The being offers to grant the individual a wish the cost of which will be blood. The individual has a tough decision to make. Do they
accept or reject
Randomly determine one warlord. This is the warlord who has been transported and must make his choice. He can choose to accept or
reject. If he accepts, he can select any event on this d100 table to occur without the need for any randomisation. However there will be a
cost - which must be paid in blood. If he chooses to reject, he may anger the demon, or may be sent back without any issue.
Accept
You have chosen to accept the demon’s offer. First choose which event you want to occur and exactly how you want it to occur. Then
roll a d6 to nd what cost you have paid for this event to occur
1: Decimation! Roll a d10 for every model in your army. On the roll of 0 they are removed as a casualty. Every unit takes d3 pins as their
friends begin to fall down dead
2:Your life... the warlord himself is the price to pay. He is completely and irrevocably dead
3: The lives of ten men. You warlord is given the horrible choice of naming ten of his own men, to remove from the game. These models
are removed as casualties and their units suffer d3 pins
4: The lives of ve men. You warlord is given the horrible choice of naming ve of his own men, to remove from the game. These models
are removed as casualties and their units suffer d3 pins
4: The life of one man. You warlord is given the horrible choice of naming one of his own men, to remove from the game. This model is
removed as a casualty and his unit suffers 1 pin
5: The strongest amongst you. Your opponent may select any model from your army, not including the warlord. This model is removed
as a casualty and his unit suffers 1 pin
6: The life of your rstborn child. The warlord comes away de ated and depressed. Their child (born or unborn) is cursed to become a
sacri ce of a malevolent demon at some point in the near future. The warlord permanently suffers -2co.
After any events on this table have been resolved, allow the event to occur
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Reject
You have chosen to reject, roll a d6 and nd out how the demon reacts
1: Dismissed: The demon chuckles something about mortals not knowing what’s best for them. With a ick of his wrist, he waves your
warlord away. You warlord never hears from him again and is brought back into the present confused but unharmed
2: Irritated: The demon sends your warlord back to earth with a thud. They must pass a SV2 res roll or suffer a wound as they fall back
to their own plane
3: Persistent: the demon has reiterated his offer in a more persuasive fashion. The warlord must pass a co check taking any pins into
account. If he passes count this as dismissed. If he fails he must accept
4: Angered: the demon sends the warlord back to earth but punishes his army for this insult. Randomly determine three units. Treat
them as if they had just been hit by the lightning bolt spell as crackles of demonic energy strike them from above
5 vengeful: your Warlord is dismissed and sent back to the mortal world. However at the same time another warlord is pulled up to meet
the demon on his throne. Your rival warlord. He now must make the same choice to accept or decline the demon’s offer
6 imprisoned: enraged, the demon imprisons the warlord in an otherworldly dungeon separated from his army by both space and time.
To all intents and purposes, he is completely and irrevocably dead
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26

Magic
Generating Spells
Spell casters for each army will be able to generate a set number of spells from their spell lores detailed below. Spell casters will be
able to access spells from the di ering lores depending on their race, which will be detailed in their army list. The spells available to a
caster will be di erent each turn, as the winds of magic ebb and ow over the battle eld.
Each turn, spell casters will generate a number of spells equal to their Magic Level using the cards for each spell lore. The caster may
pick which decks they draw from, spreading the amount of cards they draw from each deck as they see t. For example, a level 3
Chaos Dwarf Sorcerer has access to the Lores of Dark and Destruction Magic as well as the Magic of Hashut, and may decide to draw
once from the Destruction magic deck, and twice from the Lore of Hashut deck to generate their spells, or once from each lore, or any
permutation they wish.
When drawing, spell casters are likely to be drawing from the same decks at the same time as each other. In this case, players should
roll o for who gets the rst card from the contested deck, and then alternate from there.
The lores of magic are many and complex, but broadly can be broken down into the following branches; Light, Dark, Death, Life,
Beast, Destruction, Alteration, the magics of the various Ruinous Gods, Waaaagh magic that is powered by the gestalt energy of the
greenskins, and the various magics practiced by speci c races or people of various regions of the world.
Light magic, sometimes referred to as High magic, is centred around improving the world and it’s inhabitants. It’s mages are the men
and women to turn to when you need improved strength, or you wish for your footmen to be imbued with immense courage.
Dark magic is the counterpoint to light magic, and is dedicated to ruin and malice. A dark Sorcerer can place a curse on your hated
foes, or turn the water supply to a village to molten lead, rendering the place completely uninhabitable.
Death magic is the preserve of Necromancers and Liches, forbidden arts centred around the practice of raising the dead. It also
encompasses spells to stop the living from being thus, and for souring the natural world to make it no t place for mortal men.
Life magic is wielded by those concerned with promoting abundant and verdant life. A life magician can prevent (though never reverse)
death, heal wounds, or cause crops to grow in abundance.
Beast magic, sometimes referred to as low magic, is base and primitive, the lore of those uncivilised races that are barely more than
animals themselves. It is also of interest to those connected to the natural world, with shamans and druids studying the spells and
incantations of low magic to better understand the world around them.
Destruction magic, also known as battle magic, is all about causing maximum damage to your enemies. If someone needs burning
with a reball or blasting with a bolt of lightning, it will be the Destruction mages that Warlords turn to.
Alteration magic is the lore of illusion and change. In its lowest forms it is practiced by conjurors and tricksters in village squares
across the world, but it highest forms are powerful indeed, and wielded by only the most pro cient spell weavers of the world.
Dwarves do not wield magic in the traditional sense, but have mastered the use of magical runes within their weapons and artefacts,
and these runes often have have e ects that all but the Dwarves recognise as magic. Dwarf Runesmiths do not cast magic spells, but
allow their armies access to powerful rune weapons, and can channel the natural magical resistance of the dwarfs into dispels.
All wizards study a variety of magical disciplines, but sometimes cultural or racial restrictions mean certain mages may be unable or
disinclined to learn spells of certain lores. To re ect this each army list will detail which lores their wizards can draw from (and in some
cases speci c units in those army lists may have further options).
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Spells of Alteration Magic
Alter Weather
Casting Value 8
The mage rearranges the sky itself to summon lashing rains to obscure the battle eld
Celestial Wings
Casting Value 8
The wizard summons radiant spectral wings to soar into the air
Range: -
Target: Self
E ect: Wizard is counted as ying and cannot be targeted for close combat attacks except by other ying units. Once the spell ends
the wizard returns to the same spot or a chosen site within 10” of their original position, normal rules for spacing apply. Wizards riding
monstrosities cannot use this spell.
Duration: Lasts until the end of the turn
Enchanted Shield
Casting Value 8
This spell creates a magical barrier over one friendly unit, protecting it from missile attacks
Final Transmutation
Casting Value 8
Range: 18”
Target: Any single enemy unit within range and line of sight.
E ect: The targeted unit su ers D6 SV1 magic missile hits. Any models that are slain by this spell are not removed but instead remain
frozen as statues on the battle eld, blocking movement of line of sight as they normally would. Monstrosities are una ected by this
spell.
Madness
Casting Value 6
The wizard cause all manner of strange visions to appear before his foes, causing them to doubt their sanity
Mind Control
Casting Value 6
The caster warps the minds of those nearby who may oppose him to reconsider and ght for him
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Peculiar Portal
Casting Value 8
The wizard opens a dimensional portal that sucks one opponent unit from battle eld and deposits it way back and out of harm’s way!
Refracted Reality
Casting Value 7
The wizard conjures a portal that bends reality, allowing his allies to see the unseeable, and re upon the re ections of their enemies.
Range: 24”
Target: One enemy unit and one friendly unit within range
E ect: Targeted enemy unit may be red upon by the friendly unit’s missile weapons, all shooters are considered to have LOS on the
enemy and shots are made at short range.
Duration: Lasts until the end of the turn
Shape Stone
Casting Value 6
The wizard chants ancient limericks that shape stone itself and breathe life into it.
Range: 24”
Target: Any stone building or rock terrain feature within range
E ect: Set up a stone golem within 3” of the building, normal spacing rules apply. An order die is added to the bag, and the unit can be
activated as normal from that point onwards. Note that the Golem unit cannot be counted towards any break limits, nor claim or
contribute to any victory conditions of scenarios
Stone Gole
Monster Uni
Unit Ag Acc Str Res Init Com Special
Shape Water
Casting Value 6
The wizard chants ancient limericks that shape water itself and breathe life into it.
Range: 24”
Target: Any water terrain within range
E ect: Set up a elemental within 3” of the terrain feature, normal spacing rules apply. An order die is added to the bag, and the unit can
be activated as normal from that point onwards. Note that the Golem unit cannot be counted towards any break limits, nor claim or
contribute to any victory conditions of scenarios
Water Elementa
Monster Uni
Unit Ag Acc Str Res Init Com Special
This spell enables a wizard to create a magical shield that protects all friendly units within range from missile re.
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Teleport
Casting Value 8
The wizard opens a dimensional portal that sucks one friendly unit from the battle eld and deposits it to a more tactically advantageous
position!
Temporal Shift
Casting Value 8
The caster folds time brie y, allowing a eeting glimpse of a destiny which may yet be changed.
Range: 12”
Target: Any one friendly unit within range
E ect: The target unit may reroll any failed Reaction tests
Duration: Lasts until the end of the turn.
Transmutation of Lead
Casting Value 8
The wizard transforms the base elements of his enemies weapons and armour, changing their very structure for a moment.
Range: 18”
Target: Any single enemy unit within range and line of sight.
E ect: The targeted unit gains the heavily laden rule, and loses -1 Str and Acc.
Duration: Lasts until the end of the turn.
The shaman casts an aura of resolve and con dence that lifts the hearths of all friends within its ambience.
Range: 10”
Target: All friendly units within range
E ect: 1D6 + magic level pins removed from target unit.
The shaman beckons his enemies forth with ancient challenges recognised deep in the targets archetypal memories, enraging their own
savage core.
This move takes place regardless of the order die (or lack thereof) given to the unit already, or even if they are routed.
Monstrosity models are not a ected by this spell, they are either too stupid or too stubborn to succumb!
Bamboozle Beast
Casting Value 7
No self-respectng wizard wants to be bettered by a beastie, no matter how repellent. This is the spell to put a giant, dragon, or any
other big-ugly, into its right and proper place.
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Bestial Courage
Casting Value 8
The wizard emits a primordial war cry, which emboldens all those of savage heart who hear it.
Range: 18”
Target: Any routed friendly unit
E ect: The unit is treated as if it has just received a rally order.
Bestial Frenzy
Casting Value 7
Range: 10”
Target: All friendly units within range in HtH
E ect: Target units gains +1 HtH attack with their main weapon
Duration: Lasts until the end of the turn
Endow Strength
Casting Value 7
Range: 10”
Target: All friendly units within range in HtH
E ect: Target units gains +1Str.
Duration: Lasts until the end of the turn
Plague Wind
Casting Value 8
The shaman calls forth a foul tempest from the dark bowels of the earth.
Range: 10”
Target: Any spot within range
E ect: Magic Missile. Place small blast marker on the designated spot. All units under the cloud take D6 SV2 choking Magic Missile
hits. Cloud remains in play and any units that end their activation take a further SV2 choking attack.
Duration: Lasts until the end of the turn
Summon Swarm
Casting Value 6
The wizard summons forth a tide of buzzing life forms to attack their foes
Range: 10”
Target: -
E ect: A Wild Swarm Unit is added to the army, set up within 10”of the caster with normal spacing restrictions. An order die is added
to the bag, and the unit can be activated as normal from that point onwards. Note that the swarm units cannot be counted towards
any break limits, nor claim or contribute to any victory conditions of scenarios
Tide of Vermin
Casting Value 8
Range: 24”
Target: Any single enemy unit within range and LOS.
E ect: Target units takes 1D3 pins and must make a break test (units immune to Dread do not require a break test, only take the pins).
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Transmogri cation
Casting Value 7
The wizard summons the powers of the wilds to transform his very esh into that of a mighty beast
Range: -
Target: Self
E ect: Roll 1D10 and add magic level.
1 - 2; the spell does not go quite to plan. The wizard transforms himself into a powerful dragon, unfortunately on the scale of a grain of
sand. The wizard ies o to attempt to nd somewhere quiet and try and x his predicament. Remove the model from play.
3 - 4; the spell goes terribly wrong and the wizard takes 1D6 pins
5; the spell proves too di cult to cast in the heat of battle and the wizard takes a pin
6; the wizard is not able to fully complete the spell but it does imbue him with some essence of beastly vigour, removing any pins the
unit has
7; the model transforms into a werebear.
8; the model transforms into a giant scorpion
9; the model transforms into a hippogri
10; the model transforms into a manticore
11; the model transforms into a chimera
12; the model transforms into a gigantic spider
13; the model transforms into a dragon
When transformed the model now counts as that unit, albeit with the wizards Int and Command stats and any pins the unit had, and is
allied. Any bodyguards or familiars etc. are destroyed during the transformation process. The wizard in his new form can now use any
order dice when activated, if the resultant Beast has any MoD dice add them to the bag.
Duration: Each recovery phase the wizard must check to see if his spell holds. Make a Command test accounting for pins as normal. If
the test is failed the the wizard reverts back to his normal form and has any MoD dice removed and his remaining Order die set to
Down as he regains his senses (and his clothes). The wizard then reverts back to his original pro le. Any damage sustained as a
monster is assumed to be healed once reverted back to original form.
Range: 20”
Target: Any spot will him range.
E ect: Place Black Horror template on the chose spot, and roll for cast. If successful with an odd roll template stays were it is,
otherwise scatters D10” with an even roll. Units hit take D6 SV2 choking hits. At the start of each turn scatter again, with odd rolls
meaning the spell stays in e ect, even rolls the template disappears.
Aura of Timidity
Casting Value 8
The wizard casts an aura of timidity and di dence that lls the hearts of enemies with dread!
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Curse
Casting Value 8
The Sorcerer speaks forbidden incantations to visit ruin upon his foes.
Range: 18”
Target: Any enemy unit
E ect: Unit is at -1 Acc and Str
Duration: Lasts until the end of the turn
Range: 12”
Target: Any one enemy unit within range.
E ect: The caster makes 1 HtH attack on his target from his current position; the target gets no chance to attack back. The combat is
resolved as normal but no ‘winner’ is declared and no break tests or consolidation moves are made. Attack does not count as having
charged
Dread Morass
Casting Value 8
The mage summons tangled branches and clasping demonic hands to stymie his enemies.
Range: 18”
Target: Any single enemy unit
E ect: Unit cannot run or sprint and has Agility reduced to 1.
Duration: Lasts until the end of the turn
Dull Blades
Casting Value 6
Range: 18”
Target: Any single enemy unit within range and line of sight.
E ect: The targeted unit loses 1 point of SV from their main melee weapons. This spell can only a ect a unit once per game.
Duration: Lasts until the end of the game.
Enfeeble Foe
Casting Value 8
Range: 10”
Target: All enemy units within range and HtH
E ect: Str level -1 per Magic Level. Reduced to 1 x HtH
Duration: Lasts until the end of the turn
Frenzy
Casting Value 8
The wizard boils the minds of his allies, plunging them into a bloodlust.
Range: 10”
Target: All friendly units within range and in HtH
E ect: Target unit gains 1 extra HtH attack with it’s main melee weapon.
Lightning Bolt
Casting Value 7
The wizard calls down a lightning bolt of 5 billion joules energy to one unlucky foe.
Range: 30”
Target: One unit and one model within unit
E ect: Magic Missile, one hit SV D3 + Magic Level.
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Nullify
Casting Value 9
The wizard reaches out to a magic artefact wielded by his enemy, and draws the power from it.
Range: 24”
Target: Enemy model with a magic item
E ect: Item is rendered powerless (magic weapons or armour will return to their base pro les). The drawn power will also remove a pin
from the caster if they have any. Note that this power will not work on Dwarf rune items.
Duration: Lasts until the end of the game
Plague of Rust
Casting Value 6
Range: 18”
Target: Any single enemy unit within range and line of sight.
E ect: The targeted unit loses one point of their armour value.
Duration: Lasts until the end of the game.
Sorcerous Battle
Casting Value 6
The wizard engages a rival in sorcerous battle of wills! Bolts of raw magic shoot across the darkening sky and an angry wind scatters all
before it.
Witch Flight
Casting Value 8
Wither
Casting Value 7
The Sorcerer casts a terrible cantrip on his foes, withering their physical vitality.
Chill Wind
Casting Value 8
A deathly chill blows upon the foe, numbing the bodies of the living, stopping the beat of their hearts.
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The Curse of Years
Casting Value 6
The wizard grips the soul of his target, and loads the weight of age upon them.
Range: 10”
Target: Any enemy unit within range
E ect: Target must make a Command Test, not modi ed by pins. If the test is failed the model su ers a -1 Str penalty. The spell
remains in e ect, and each subsequent turn after this one the model must make a further check, and if failed su ers a further -1 Str
penalty. If a natural 1 is rolled for these further checks after the initial one the curse is broken and the victim retains any penalties
already su ered but takes no more tests. If a model has their Str reduced to 0 they are considered slain and removed from play. Note
that only that model’s base command stat can be used for these checks and cannot be modi ed in any way.
Duration: Lasts until the end of the game
Dark Mist
Casting Value 8
The wizard atomises his corporeal form and turns into a dread cloud.
Range: -
Target: Self
E ect: The caster is considered as Spectral, and in addition cannot be targeted by missile weapons. The caster may not ght in hand
to hand combat or be engaged in hand to hand by enemy models. The caster may still be targeted by spells and magic missiles
however. Wizard riding monstrosities or chariots may not use this spell, nor will the spell a ect any unit the caster has joined.
Duration: Lasts until the end of the turn.
Dark Winds
Casting Value 8
Drain Vitality
Casting Value 8
The Necromancers drains the very life force from his target, and adds the soulstu to his own power.
Enfeeble Foe
Casting Value 8
Range: 10”
Target: All enemy units within range and HtH
E ect: Str level -1 per Magic Level. Reduced to 1 x HtH
Duration: Lasts until the end of the turn
Enslave
Casting Value 7
The wizard raises a defeated nemesis to serve him for 1000 years and a day.
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Malediction of Doom
Casting Value 6
The Necromancer utters foul curses, causing his foes to experience a taste of death.
Surge
Casting Value 7
This spell lls its subject with miraculous vigour, inspiring warriors to redouble their e orts under the marvellous in uence of magical
energy.
Wind of Death
Casting Value 6
Range: 2D10”
Target: Any point on a chosen table edge
E ect: Place Wind of Death template at chosen spot, then roll for range. Template moves indicated distance immediately, and a further
2D10” distance at the start of every turn thereafter. Template moves through all terrain unimpeded, with only buildings providing any
protection from it. Non undead units passed over by the winds su er D3 pins. Undead units instead recover D3 pins.
Duration: Until it leaves a board edge
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Spells of Destruction Magic
Bind Mechanisms
Casting Value 8
The wizard warps and snaps the working parts of weapons and contraptions.
Range: 18”
Target: All enemy units with rearms, the Ramshackle contraption rule, or any artillery, within range.
E ect: The targeted unit may not re their weapons or artillery this turn (including any exchange of missiles). Units with the Ramshackle
contraption rule must also roll on the Monstrosity Damage table!
Duration: Lasts until the end of the turn.
Burning Skull
Casting Value 6
The wizard summons the tortured spirits of those unfortunate souls burned with magical ame, and unleashes it onto the battle eld.
Range: -
Target: -
E ect: Place the burning skull model next to the caster, and give it a separate, di erent coloured order die on a run order. The skull
may make an immediate move of up to 10”, any units the skull comes into contact with takes D6 SV2 Fire magic missile hits. Once the
hits are resolved the skull moves away as if consolidating up to 5”, and may move into a di erent unit if it is able to do so, resolving the
missile hits again if appropriate. The skull will continue to move in this manner until it comes to a halt with no other units to strike.
Duration: The skull remains in play, and will have its order die placed in the draw bag each turn as normal, and is activated and used
by the caster when its dies is drawn. Each time the skull hits a unit roll a D10; on a roll of 8 or more the skull is drained of power and is
removed. If the caster of the spell is slain or is otherwise removed from the battle eld the skull will seek vengeance for its summoning
and is from that point on activated by the opposing army when its die is drawn!
Cage of Flame
Casting Value 7
Range: 18”
Target: Any single unit within range and LOS
E ect: If the targeted unit moves for any reason then they take D6 SV1 Fire hits.
Duration: Lasts until the end of the turn.
Cascading Fire-Cloak
Casting Value 9
Range: -
Target: Self
E ect: Any enemy units in hand to hand combat with the caster take D3 SV1 Fire hits in addition to any hits caused by the combat.
Duration: Lasts until the end of the turn.
Chain Lightning
Casting Value 7
The wizard blasts his foes with crackling energy from his ngertips.
Range: 10”
Target: All enemy units within range and HtH
E ect: Str level -1 per Magic Level. Reduced to 1 x HtH
Duration: Lasts until the end of the turn
Fiery Balls
Casting Value 9
Range: 20”
Target: One enemy unit within range and LOS
E ect: Magic missile, D3 + Magic Level hits SV 1 Fire
Flame Storm
Casting Value 7
The wizard creates a broiling vortex of ame that tears around the battle eld.
Range: 12”
Target: Any point within range and LOS
E ect: Place the small blast template on the targeted unit. Any units hit by it su ers D6 SV1 Fire magic missile hits. The template then
scatters D10”, and any units hit by the template as it moves su er D6 SV1 Fire magic missile hits (a unit can only be hit once, including
any units hit when the template was rst placed.
Duration: At the beginning of each turn roll a D10. On a 1-5 the storm disappears. On a 6+ the template again scatters D10”, hitting
any units it passes over as described above. While in play, the Firestorm blocks like of sight.
Ice Spike
Casting Value 7
Range: 18”
Target: Any one enemy unit within LOS and range
E ect: Target unit takes one SV3 deathly chill Magic Missile hit. If the Res test is failed target must make a further Str test. If this is
failed the target is frozen to the spot and may not move this turn if they have not already done so. They may otherwise act normally.
They do not move after combat, and if broken by losing combat they are considered to be auto destroyed as if they had been run
down.
Immolation
Casting Value 7
The mage builds a raging inferno around him before unleashing it in a blast of destructive power.
Immolation Templates
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Lightning Bolt
Casting Value 7
The wizard calls down a lightning bolt of 5 billion joules energy to one unlucky foe.
Range: 30”
Target: One unit and one model within unit
E ect: Magic Missile, one hit SV D3 + Magic Level.
Meteor Strike
Casting Value 6
The wizard sunders the heavens to rain destruction down onto his foes.
Set Ablaze
Casting Value 8
Range: 20”
Target: One wood, plant, or wooden terrain feature with range.
E ect: The targeted terrain feature is set ablaze, and any units within them take D6 SV1 Fire magic missile hits. Once the hits are
resolved the unit must leave the terrain feature, being given and Advance order.
Duration: Instant. Small terrain features will be burned to the ground by the end of the turn and be removed in the end phase. Larger
features will continue to burn for the next turn also, remaining in play and blocking line of sight before being removed in the end phase.
Range: 24”
Target: Any building or wood terrain within LOS and Range
E ect: Buildings targeted take 2D6 damage as per main rulebook. Woods targeted will begin to degrade as the trees within topple
each time the spell is cast on it. Thick forest will become dense woodland, and dense woodland will become light woodland, and light
woodland will become rough ground! As the wood deteriorates any models within must pass an Agility test or be hit by a falling tree,
taking a SV5 hit.
The mage channels his power into the earth, causing the very ground to shake.
Range: Template
Target: All models under the template.
E ect: The caster places the Sundered Earth template wholly within 10” of himself. All models with the ravine must make an agility test
or perish by falling in. Surviving models are set up to one side of the ravine. Units take pins as normal as if hit by a magic missile. The
template remains in play as an obstacle that requires a agility test to cross, with any failures resulting in the models being slain.
Monstrosity and Chariot units take a pin but are otherwise una ected as they are large enough to straddle the gap with ease. Buildings
in the path of the ravine take 2D6 damage as detailed in the main rulebook.a
Duration: Template lasts until the end of the game.
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Wind Blast
Casting Value 8
The wizard summons a mighty gust of wind to force their foes from their hiding spots.
Wreathe in Flame
Casting Value 9
The wizard smothers the weapons of his allies with terrible ame.
Range: 20”
Target: One friendly unit within range and LOS
E ect: The targeted units main melee weapons gain an additional SV and are classed as Fire attacks.
Duration: Lasts until the end of the turn.
Aura of Courage
Casting Value 8
The wizard casts an aura of resolve and con dence that lifts the hearths of all friends within its ambience!.
Range: 10”
Target: All friendly units within range
E ect: 1D6 + magic level pins removed from a ected units
Awaken Wood
Casting Value 6
The caster stirs the woods themselves to wake and ght their enemies
Range: 24”
Target: Any one wooded terrain feature within range
E ect: Summons D3 + Magic Level Dryad model per magic level to be placed as a single within 3” of the wooded terrain feature, more
than 3” from any enemy models. Give the unit an advance order for this turn, then add the die for the unit to the die bag at the end of
the turn as normal. Note that the Dryads unit cannot be counted towards any break limits, nor claim or contribute to any victory
conditions of scenarios
Dryad
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Endow Speed
Casting Value 7
Range: 10”
Target: All friendly units within range
E ect: Target units gain the Rapid Sprint rule for this turn. Units with this rule already gain an extra 1” on their basic movement for the
turn instead.
Duration: Lasts until the end of the turn
Endow Strength
Casting Value 7
Range: 10”
Target: All friendly units within range in HtH
E ect: Target units gains +1Str.
Duration: Lasts until the end of the turn
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Entangling Vines
Casting Value 8
The wizard summons a twisted mass of vines and brambles from the earth to ensnare their foes.
Heal Wounds
Casting Value 7
The mage weaves the magics of life to seal the wounds of his fellows.
Range: 18”
Target: One friendly unit within range with the Wound rule who has taken damage (caster himself is viable)
E ect: Target units has one ‘Wound’ restored
Quicken Wits
Casting Value 8
The caster beseeches the spirits to whisper to his allies, alerting them to their enemies’ movements.
Range: 12”
Target: Any one friendly unit within range
E ect: The target unit may reroll any failed Reaction tests
Duration: Lasts until the end of the turn.
Raging Tide
Casting Value 8
The mage speaks to the spirit of water itself, and bids it to aid their ght by crashing into their foes with the full force of nature.
Range: 12”
Target: All enemy units within range of a single point of a water terrain feature.
E ect: Magic Missile. Target takes 1D6 SV 2 hits
Replenish
Casting Value 8
The wizard nourishes the Nature around him, reversing any damage sustained or boosting the growth of saplings.
Range: 24”
Target:: Any piece of wooded terrain within range and LOS
E ect: Light woodland will become dense woodland, and dense woodland will become thick forest. In addition any damage sustained
from torching or other means is reversed.
Duration: Permanent
Summon Wood
Casting Value 7
Thick trunks shoot from the ground as the wizard calls forth a wood from the blood soaked battle eld
Summon Swarm
Casting Value 6
The wizard summons forth a tide of buzzing life forms to attack their foes
Range: 10”
Target: -
E ect: A Wild Swarm Unit is added to the army, set up within 10” of the caster with normal spacing restrictions. An order die is added
to the bag, and the unit can be activated as normal from that point onwards. Note that the swarm units cannot be counted towards
any break limits, nor claim or contribute to any victory conditions of scenarios.
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Surge
Casting Value 7
This spell lls its subject with miraculous vigour, inspiring warriors to redouble their e orts under the marvellous in uence of magical
energy.
Aura of Courage
Casting Value 8
The wizard casts an aura of resolve and con dence that lifts the hearths of all friends within its ambience!
Range: 10”
Target: All friendly units within range
E ect: 1D6 + magic level pins removed from target unit.
Banishment
Casting Value 8
The mage directs his righteous power at the unclean spirits of the world.
Range: 10”
Target: Any single Undead or Daemon unit.
E ect: Target unit takes 1D6 pins
Blessing
Casting Value 8
With a swift movement of his hands the mage blesses the weaponry of his fellows.
Range: 18”
Target: Any single friendly unit
E ect: The target unit has +1 Accuracy with all its missile weapons
Duration: Lasts until the end of the turn
Cloak of Iron
Casting Value 8
Drawing a sigil of power, the caster summons a vast, owing cloak of interlocking iron scales to protect their allies
Range: 18”
Target: Any single friendly unit within range and line of sight.
E ect: The targeted unit ignores any SV when making any Res rolls
Duration: Lasts until the end of the turn.
Coruscating Cape
Casting Value 8
With a wave of his arms the wizard generates a blinding ash of light, and a column of energy propels him into the air where he hovers
on a cushion of magical energy.
Range: -
Target: Self
E ect: Wizard is counted as ying and cannot be targeted for shooting or close combat except by other ying units. Once the spell
ends the wizard returns to the same spot or a chosen site within 10” of their original position, normal rules for spacing apply. Wizards
riding monstrosities cannot use this spell.
Duration: Lasts until the end of the turn.
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Encase
Casting Value 7
The wizard enchants the armour of his allies, hardening them beyond normal physical limits.
Range: 10”
Target: Any single friendly unit within range and line of sight.
E ect: The targeted unit gains +1 to their armour value (and Res as a result). This spell can only a ect a unit once per game.
Duration: Lasts until the end of the game.
The wizard enchants the weapons of their allies, making the blades in nitely sharper than before.
Range: 18”
Target: Any single friendly unit within range and line of sight.
E ect: The targeted unit adds one point of SV to their main melee weapons. A unit can only be a ected by this spell once per game.
Duration: Lasts until the end of the game.
Enchanted Shield
Casting Value 8
This spell creates a magical barrier over one friendly unit, protecting it from missile attacks.
Inspire
Casting Value 8
The wizard emits a wave of pure light energy, which emboldens all those it hits.
Range: 18”
Target: Any routed friendly unit
E ect: The unit is treated as if it has just received a rally order.
Liminal Bridge
Casting Value 6
This spell opens a doorway between time and space, allowing warriors to pass through and travel great distances quickly
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Mirror of Miragliano
Casting Value 7
The wizard conjures a portal that bends reality, allowing the righteous to see the unseeable, and re upon the re ections of their
enemies.
Range: 24”
Target: Any single enemy unit, and any single friendly unit, within range
E ect: Place one of the Mirrors of Miragliano in front of the enemy unit, and one Mirror in front of the friendly unit. Units may re missile
weapons between the two mirrors. All shooters are considered to have LOS on the enemy, shots counted as being red at short range.
Missile re can pass through both mirrors in this way, and if either target moves the Mirror moves with them. Magic missile weapons
may also pass between the Mirrors!
Duration: Lasts until the end of the turn
Mirrors of Miragliano
Radiance of Rianoc
Casting Value 7
The wizard calls forth the light of the Heavens to blind their enemies
The wizard sends his mind on a trip through the cosmos to read his fate in the stars, allowing them to foresee any injury that may await
them.
Range: -
Target: Self
E ect: The wizard will automatically pass the next Res test they are required to make.
Duration; Lasts until the rst Res test the caster must make.
Smooth Mechanisms
Casting Value 7
The wizard enchants the workings of nearby rearms and artillery, increasing their e ciency.
Range: 18”
Target: Any single friendly unit within range.
E ect: The targeted unit gains +1 Acc. Any units with the Ramshackle Contraption rule may lose up to D6 pins they may have.
Duration: Lasts until the end of the turn.
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Sorcerous Battle
Casting Value 6
The wizard engages a rival in sorcerous battle of wills! Bolts of raw magic shoot across the darkening sky and an angry wind scatters all
before it.
Spirit Dome
Casting Value 6
This spell projects a bubble of magical energy over the wizard or his allies, shielding them from harm
Surge
Casting Value 7
This spell lls its subject with miraculous vigour, inspiring warriors to redouble their e orts under the marvellous in uence of magical
energy.
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The Lore of Nurgle
Cloud of Flies
Casting Value 8
The Sorcerer summons a thick cloud of buzzing ies to envelop a chosen ally
Entropic Blight
Casting Value
The wizard directs foul magics at their foes, causing their very armour to rot away
Foul Stench
Casting Value
Range: 18
Target: All non Nurgle units within rang
Effect: All targeted units must make a Res test. If failed, the unit is at -1 Str
Duration: Lasts until the end of the tur
Rotting Blades
Casting Value
The Sorcerer causes the weapons of his allies to weep virulent puss
Stream of Corruption
Casting Value
The Sorcerer bids his foes to succumb to the excesses of the Dark Prince
Range: 18”
Target: Any enemy unit with range and LOS
Effect: The unit must make a command test, accounting for pins as normal. If failed the casting player may use the unit immediately. If
the unit has already been activated this turn the caster uses it and then switches it’s order die to a Down after the unit has performed the
desired action. If not activated yet a die is taken form the bag, the unit is used as desired, and then has it’s order die changed to a
Down. Monstrosities are not affected by this spell as they are too simple minded to be tempted by the Pleasure God
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Aura of Perfection
Casting Value 8
The Sorcerer bids his Patron to imbue his allies with a small portion of his favour
Languid Lament
Casting Value 8
The Sorcerer begins to sing, and it lulls his foes into a fugue state, making them easier pray for the warriors of the Pleasure God
Range: 18”
Target: Any single enemy unit with range and LOS
Effect: The unit must make a command test, accounting for pins as normal. If failed the unit is treated as down for the purposes of
combat only, ie they will not be able to exchange missiles and their opponents get a free round of attacks before they respond in close
combat.
Duration: Lasts until the end of the tur
Sensual Overload
Casting Value 7
The Sorcerer sharpens the senses of his prey to near in nite sensitivity, overloading their brain with deafening input.
Range: 18”
Target: Any single enemy unit with range and LOS
Effect: The unit must make a command test, accounting for pins as normal. If failed the unit has it’s Agility, Accuracy, Strength, and
Initiative reduced to 1. If However a natural 1 is rolled for the Command test the target manages to reign in the excessive nature of the
spell and harness it’s power for themselves; their Agility, Strength, and Initiative are instead increased to 10.
Duration: Lasts until the end of the tur
Siren Song
Casting Value 7
The wizard beckons his enemies forth with promises of perverse delights
The wizard attempts to gain the favour of his God, and ascend to daemonhood! Such an appeal is not without risk, however...
Range:
Target: Self
Effect: If successfully cast the model is transformed into a Daemon Prince of Tzeentch, see Tzeentch army list for pro le. Any pins or
wounds the model had are lost / restored and the caster retains their Magic Level. However if the cast roll is a failed (not including
miscasts or dispels) then the model is transformed into a hideous Ruinous Spawn Any pins or wounds the model had are lost / restored,
however a chaos spawn loses all Magic Level
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Bolt of Change
Casting Value
The Sorcerer blasts his foe with arcane powers, calling the eye of the Change God to fall on the target
Range: 18”
Target: Any one enemy model with range and LOS
Effect: Roll a D10 and add casters magic level for every stat in the model’s pro le. On a 10+ the stat is reduced by 1. One a natural 1
the stat is increased by one instead
Duration; Lasts the entire game.
Boon of Power
Casting Value 5
Range: -
Target: Self
Effect: The wizard makes a Command test, modi ed for pins as normal. If passed the Wizard increases his magical abilities, increasing
his magic level by 1 and generating a further spell card each turn. However, if a natural 10 is rolled for the test, or the wizards magic
level is increased to 9 by any means, the Wizard has drawn the gaze of his God with a little too much scrutiny, and is changed beyond
recognition. Roll 1D6 and consult the chart below to nd out his fate;
1 - The caster is changed into a rapidly shrinking Homunculus, his powers dwindling with his stature. Within moments he is reduced to a
mote of angry dust. Remove the model from play.
2 - The caster is wracked with horrible, crippling mutations. Reduce Ag, Str, Res, and Init stats stats to 1. The unit also gains the Slow 2
rule
3 - The caster is reduced to a swarm of ghastly little creatures. Replace the model with a single Swarm model.
4 - 6 - the caster is transformed into a hideous Ruinous Spawn. Randomise a new pro le for the unit, rolling 1D6 + Magic Level to
generate each individual stat. The model also gains the Tough and Crazed Psychotic rules. Any pins the model had are lost.
Madness
Casting Value 6
The wizard cause all manner of strange visions to appear before his foes, causing them to doubt their sanity
Peculiar Portal
Casting Value 8
The wizard opens a dimensional portal that sucks one opponent unit from the battle eld and deposits it way back and out of harm’s way!
Refracted Reality
Casting Value 7
The wizard conjures a portal that bends reality, allowing his allies to see the unseeable, and re upon the re ections of their enemies.
Range: 24”
Target: Any single enemy unit within range
Effect: Targeted enemy unit may be red upon by a single friendly unit’s missile weapons, all shooters are considered to have LOS on
the enemy and be within short range
Duration: Lasts until the end of the tur
Spiral of Mindlessness
Casting Value 8
The wizard cracks open the mind of his foes and stirs the thoughts he nds within.
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Tear Knowledge
Casting Value 7
The wizard reaches into the very mind of his enemy, and seeks out the secrets within
Teleport
Casting Value 8
The wizard opens a dimensional portal that sucks one friendly unit from the battle eld and deposits it to a more tactically advantageous
position!
Temporal Shift
Casting Value 8
The caster folds time brie y, allowing a eeting glimpse of a destiny which may yet be changed.
Range: 12”
Target: Any one friendly unit within range
Effect: The target unit may reroll any failed Reaction tests
Duration: Lasts until the end of the turn
Magic of Hashu
Doomroar
Casting Value 7
The Sorcerer’s eyes blaze with power as his head begins to transform into the visage of Hashut. Lifting his new head into the air, the
sorcerer lets forth a mighty bellow
Range: 10”
Target: All units within range
E ect: All units within range take a command test, modi ed by pins in the usual way. Successful Chaos Dwarf units will lose a pin.
Unsuccessful enemy units will gain a pin.
Lava Storm
Casting Value 6
With a sweep of his arm the sorcerer summons mighty balls of ery lava from the sky
Range: 18”
Target: Any spot within range
E ect: Place lava storm templates within range, arranged in a line, touching as the caster wishes. Any units hit by the templates su er
D3 SV2 magic missile Fire per template they have been hit by.
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Flaming Hide
Casting Value 7
A roaring inferno erupts about the Sorcerer, making him dangerous to attack
Range: -
Target: Sorcerer and his unit
E ect: All units attacking the Sorcerer take an additional pin of re damage from close combat with the Sorcerer and his unit. This is in
addition to any pins taken from combat normally (even if they would otherwise not have any) and is taken in the original combat and
any follow up combat.
Duration: Lasts until the end of the turn
Ash Cloud
Casting Value 8
The battle eld darkens as a thick cloud of volcanic ash lls the sky
Magma Pool
Casting Value 7
The Sorcerer liqui es into a bubbling stream of magma, oozing into the earth to reappear and reform elsewhere
Range: 18”
Target: Caster and his unit
E ect: The unit is moved from their current point on the battle eld to any other point within 18” chosen by the caster. If this brings
them into contact with the enemy they count as having charged.
Skaven Magic
Skitterleap
Casting Value 8
The warlock opens a tunnel in the fabric of reality that sucks one friendly unit from the battle eld and deposits it to a more tactically
advantageous position.
Warp Lightning
Casting Value 7
A crackle of magical green energy blasts from the warlock to smite an adversary.
Range: 18”
Target: Any enemy model within range and line of sight.
E ect: Magic Missile, the target is struck by an SV2 hit. If the Res test is failed the lightning will leap to the nearest unobstructed model
(friend or foe) within 10”, who are also hit and should they fail their Res test the lightning will move on to the next nearest model, and
continue to do so until a Res test is passed.
The warlock seems to grow vast in stature as the illusion makes him resemble the foul Skaven god himself.
Range: -
Target: Self
E ect: The caster now causes Dread
Duration; Lasts until the end of the game
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Pestilential Breath
Casting Value 9
Plague
Casting Value 7
The warlock infects the target with a magical virus cooked up by the most twisted minds of Clans Pestilens
Range: 10”
Target: Any enemy model within range
E ect: Target must make a Res Test. If the test is failed the model su ers a -1 Str penalty. The spell remains in e ect, and each
subsequent turn after this one the model must make a further check, and if failed su ers a further -1 Str penalty. If a test is passed the
spell is broken and the victim retains any penalties already su ered but takes no more tests. If a model has their Str reduced to 0 they
are considered slain and removed from play. Note that only that model’s base Res stat can be used for these checks and cannot be
modi ed in any way, including by armour.
Duration: Lasts until the end of the game
Vampire Magic
Summon Bats
Casting Value 6
The Vampire calls upon the ying beasts of the dark forests to do his bidding
Range: 10”
Target: -
E ect: Set up D3 bat swarms within 10” of the caster, and add an order die for the unit to the draw bag.
Control Beasts
Casting Value 6
Mist Form
Casting Value 7
The Vampire takes the form of a dark, heavy mist, and drifts across the battle eld.
Range: -
Target: Self
E ect: The vampire becomes ethereal and cannot be harmed or targeted in any way. The mist blocks line of sight as the vampire
normally would. While in mist form the vampire can only move in their normal mannner but cannot ght, shoot, rally, or cast spells. This
spell cannot be used by mounted vampires (unless the player wishes for the mount to depart the battle eld!)
Duration: Lasts until the vampire decides to leave mist form on any of their activations. Once the vampire leaves mist form they can
activate normally that turn.
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Waaaagh Magic
The shaman calls down the mighty foot of Gork to stomp on his foes.
Range: 12”
Target: Any enemy units within range
E ect: Place The Foot of Gork template anywhere wholly within range of the shaman. Any units underneath the template take D6 SV4
magic missile hits
‘Eadbutt
Casting Value 8
A pulse of magical Orcy energy ies o from the shaman to nut an adversary.
Range: 18”
Target: Any enemy wizard unit
E ect: The caster and target both roll a D6 and add their magic level. If the caster’s result is equal or higher then the targeted wizard
takes a SV3 magic missile hit.
A bright green glow emanates from the Shaman as ghty goodness ows into him from his fellows, is ampli ed, and blasted back out
Range: 18”
Target: All friendly Orc or Goblin units in range
E ect: All units within range lose one pin. Routed and Down units may take a recovery test also.
‘Ere We Go!
Casting Value 9
Range: 10”
Target: All friendly Orc and Goblin units within range
E ect: A ected Orcs and Goblins gain an extra HtH attack with their main melee weapon
Duration: Lasts until end of the turn
A giant green hand scoops up a mob of greenskins and luzzes them towards the enemy.
Range: 18”
Target: Any single friendly Orc or Goblin unit within range
E ect: The unit is moved from their current point on the battle eld to any other point within 18” chosen by the caster. If this brings
them into contact with the enemy they count as having charged.
The Shaman calls forth a mighty set of ravenous jaws that terrorise the battle eld with an eternal hunger
Range: 8”
Target: Any clear point within range and line of sight
E ect: The casting player may set up the Gnashing Jaws model within range and LOS as detailed, bearing in mind the 1” gap rule. Add
a di erently coloured order die for the model to the draw bag, the jaws activate when this die is drawn only. The caster has control
over this unit, unless it goes Wild and then it follows the normal rules for Wild monsters.
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The jaws cannot su er pins in any way, cannot go Down, and can only be given run or advance orders. At the end of each turn in the
recovery phase the jaws must pass a command test, or disappear from the battle eld, as if destroyed. In addition, wizards can attempt
to dispel the jaws with their dispel for the turn by rolling as normal, assuming a 1 - 5 as a successful dispel. As a ‘neutral’ unit the jaws
do not count towards any victory conditions or break limits.
The jaws are immune to missile re, but can be defeated in close combat as normal; note how ever that as the jaws cannot su er pins
they can be a fearsome opponent!
Ice Magi
Shardstorm
Casting Value 7
The wizard stretches out her hands and unleashed a torrent of diamond-hard icicles at her foe.
Range: 12”
Target: Any single enemy unit within range
E ect: The target unit takes D6 SV1 deathly chill magic missile attacks
Freezing Blast
Casting Value 9
Range: 18”
Target: Any water terrain feature within range and LOS
E ect: The terrain feature is frozen solid and counted as open ground as of now. Should any units, friend or foe, be in the terrain
feature at time of freezing they must make a successful strength test (on lowest Str in unit) before they can move again.
Duration: Lasts until the end of the game
With a blast of bright blue light the wizard transmogri es into a shrieking, taloned creature of Kislev legend.
Range: -
Target: Self
E ect: The wizard is transformed and now has 3 x SV4 talon attacks that replaces her normal attacks, is fast 10, and can y.
Duration; lasts until the end of the turn
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Invocation of the Ice Storm
Casting Value 8
Chanting words of power, the wizard summons a harsh blizzard that engulfs enemy marksmen and war machines.
Midwinter’s Kiss
Casting Value 7
The caster breathes a great torrent of the purest cold into the ranks of the enemy
Glacial Barrier
Casting Value 8
The wizard spreads her hands wide, causing the air itself to freeze into a giant wall of ice.
Range: 18”
Target: Any point within range and line of sight
E ect: Place the glacial barrier template wholly within range. This now counts as impassable terrain. The barrier can be targeted or
charged, with all strikers hitting automatically, has Res 12 but can only be damaged by weapons with an SV of greater than 4, or re
attacks / spells.
Duration: Lasts until destroyed, or the end of the game.
Fimir Magic
The Meargh calls upon the dank beasts of the swamps to serve in battle
Range: 10”
Target: -
E ect: D3 Swamp Daemons or Moor Hounds are set up within range of the caster. An order die is placed in the draw bag for them, but
the unit does not count towards any victory conditions of the game.
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Miasma
Casting Value 8
The mists that surround the Fimir suddenly thicken, reducing visibility further
Range: 18”
Target: Any single friendly Fimir unit within range and line of sight
E ect: The ‘Swirling Mists’ Acc penalty for attacks that target the chosen unit is increased to -2
Duration; Lasts until the end of the turn.
Quagmire
Casting Value 7
The ground beneath the enemies feet becomes a thick soup, hampering their progress
Fog of Death
Casting Value 6
Range: 18”
Target: Any point within range
E ect: Place the small blast marker on the chosen point, the template then scatters D10-magic level inches (a result of zero or less
means a direct hit). Any enemy models under the template take a single SV 1 choking attack.
Duration: The cloud lasts until the end of the turn
Unseen Lurker
Casting Value 5
Something is lurking nearby… suddenly from the mists come shadows moving at an inhuman speed… there is no time to react…
Range: 18”
Target: Any single friendly Fimir unit within range and line of sight that is not yet activated this turn
E ect: The unit may make an immediate 6” move towards an enemy unit and then be given its order die from the draw bag straight
away (if the initial move brings them in to combat with an enemy unit then the order die must be a run order. If the initial move initiates
combat the enemy unit does not have time to exchange missiles, but the Fimir do. Note that the initial move does not count as
movement for purposes of Fire orders etc.)
The Fimir opens its eye, sending a stream of destructive, daemonic energy at their foe
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Magic Item
Magic Items are available in the same way as spells; Heroes may choose to take a maximum of one magic item, selected from the spell
lores available to them and the generic list. The magic items in the main rulebook are still available to all (and are included here in the
generic items list for convenience) as are any magic items available to that particular race detailed in their army list. Each magical item
can only be purchased once by each army unless speci cally stated in its rules
Magic weapons are wielded in place of the weapons the bearer may normally possess. Magical armour likewise replaces the armour of
the bearer. All other items are additional to the normal equipment of the unit
Battle Smiter - Crafted by dwarf artisans, this weapon imbues its owner with extra might - This sword has an additional +1 Str bonus in
HtH, making it a +2 Str bonus in total - 5 points
Bow of Burning Gold - This longbow is blessed by the Elven Gods - This longbow grants a +1 bonus to Acc when red, and has an
additional SV, making it SV2 - 20 points
Dispel Scroll - Daubed with words of muting, this scroll can stymie the plans of even the most powerful mages - This scroll grants an
automatic dispel that can be used once per game. No roll is required and can be used any time a wizard attempts to cast a spell - 10
points
Foe Striker - This blade is honed to an unnatural sharpness - This sword has an additional SV, making it SV2 - 10 points
Helm Cleaver - This sword is famed for its deadly effectiveness - This sword has an additional 2 SV, making it SV3 - 20 points
Heroic Brew - Distilled from Pegasus blood, and blessed by priests, this potion nourishes those who drink it - Once per battle the
bearer may consume the potion and gain a +1 bonus to all stats for that turn - 5 Point
Hydra Blade - When used this sword appears to have multiple blades, lashing out like the many heads of a Hydra - Any natural 1’s to
hit cause an extra 1D3 hits, this can be either a sword or great sword, and replaces the wielder’s normal melee weapon - 15 points
Gold Sigil Sword - Wielded for generations by mighty heroes, this weapon bestows the experience of dozens of champions to its
wielder - This sword or great sword will allow its bearer to automatically pass any reaction tests they make. It will also bestow this ability
to any units that are following the hero, or any mounts they may have - 10 points
Lightning Spear - This spear is balanced so perfectly that it strikes with deadly precision - This spear has an additional SV, making it
SV2 - 15 points
Obsidian Blade - Forged from the darkest alloys, this blade can cut through any metals - This sword ignores all non-magical armour -
15 points
Potion of Healing - Mixed from rare herbs and blessed by natural spirits, this potion nourishes those who drink it - Once per battle the
bearer with the Wound rule may consume the potion and restore a lost wound. - 10 Point
Pentagram of Power - This fetish draws magical power to the owner - The bearer of this artefact gains minus one to all casting and
dispel rolls - 25 Point
Skull Crusher - This mace can y like the nest arrow, despite its bulk, and will soar back to the hands of its owner when thrown -
This mace can be thrown like a missile weapon 10” short range only, and be used in an exchange of missiles. It also has an additional
SV, making it SV2 in both HtH and missile attacks - 20 points
Spellthieving Sword - This sword seems to laugh as it cuts through its prey - Any wizard that takes a wound from this sword that does
not slay them will forget one of their spell lores chosen at random, and may no longer be able to draw spells from that spell lore and any
magical items tied to that lore will also cease to function. This effect will remain in play even if the wound caused is healed in some
fashion - 10 points
Spell Tome - Filled with incantations, this book pulses with mystical power - Wizards equipped with this item may select one additional
spell lore to draw their spells from each turn. Note that the magic of the various Chaos gods, Waaaagh magic, the Magic of Hashut,
Vampiric Magic, and Skaven magic are not available to be selected as they are closed to those factions and races. - 10 points
Talisman of Preservation - This amulet writhes with magical power - If the wearer of this amulet is forced to make multiple Res tests,
and in the sequence rolls a natural one for one of these tests, then all other subsequent hits are considered to be saved and do not
have to be rolled. This rule only applies to the hero and not any bodyguards or monstrosity mounts - 10 points
War Bringer - This sword lls its wielder with immense aggression - This sword grants an additional HtH attack - 10 points
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Righteous Amethyst - This jewel contains the bound spirit of a famous exorcist - Any Undead or Daemon unit’s that must make a
Command test within 10” of the bearer of this artefact are at -1 Command - 5 Points
Standard of Justice - This banner inspires those who see it, if they are of virtuous heart - This banner gives the Hero rule to it’s
bearer if they don’t already have it, and extends it’s range to 24” if the target unit has LOS on it. - 10Points
Armour of Chill Horror - This armour writhes with dread power, and those that attack the wearer can suffer terrible wounds in return for
their assault - Counts as Spangly Armour (heavy armour without the Heavily Laden rule). Upon dying the wearer in icts a single SV3
deathly chill attack on their killer. Cannot be worn by wizards - 15 Points
Amulet of Woe - Said to contain blood from the Great Black Hydra, this amulet writhes with Eldritch power - Once per battle the bearer
may automatically dispel any enemy spell, no roll is required, and bearer will lose D3 pins - 15 Point
Helm of Malice - This Obsidian helmet glows with evil intent, inspiring fear in the hearts of all sane men - The wearer of this helmet
gains the Dread rule, and as such is themselves immune to dread - 15 Points
Warpstone Amulet - This amulet writhes with terrible power - The owner of this amulet can choose to activate it when in HtH, and his
opponent must make a Command test, modi ed for pins as normal. If failed, the chaotic power of the amulet puts the opponent at -1 Str
for the remainder of combat. However, if a natural 1 is rolled for the Command test then the power of the amulet damages the wearer
instead, and their Res stat is halved (rounding down) for the remainder of the combat - 5 Point
Horn of the Stag - Carved from the horn of a great stag and etched with runes of power, - Once per battle the bearer may blast the
Horn, and any units in HtH with the bearer must make a break test as if they had just lost combat, if the test is failed combat is nished
and the unit is routed - 15 points
Coat of Thorns - This armour is formed from knotted and gnarled roots, laced with razor sharp thorns, and is tougher than plate steel -
Counts as spangly armour (heavy armour without heavily laden rule) and on a natural 1 for Res tests delivers a SV1 hit back to the
attacking unit. The armour is however vulnerable to Fire attacks, and provides no armour bonus to these attacks. Cannot be worn by
wizards - 10 point
Enchanted Acorns - Deceptively low key, these acorns can catch many a foe unawares - Enchanted acorns can be thrown in an
exchange of missiles, and if they successfully hit then the unit struck is at -1 Str for the remainder of ensuing combat, and any follow up
combat - 10 point
Chalice of Blood - This goblet is ever over owing with the blood of kings - Once per battle the bearer may consume the blood within
the chalice and gain a +1 bonus to all stats for that turn. - 5 Points
Tome of Curses - This grimoire contains hexes and curses forbidden in all civilised lands - Once per battle the bearer may read from
the book and cast a selected death spell, regardless of whether they are a wizard or if the have cast a spell already this turn. The spell
casts automatically and can only be dispelled on a natural 1- 10 point
Thirsting Blade - This sword hungers for life force, enriching the powers of it’s wielder with each kill - if the bearer kills a hero, warlord,
or wizard unit with this sword he receives an additional wound. If they bearer has sustained damage and lost a Wound he regains it, and
if he has not yet received any damage he gains an additional level to his Wound rule - 10 points
Flea Hide - This foul fur hide is crawling with lice and stinks beyond imagining - This light armour puts the wearer at -1 to hit in HtH
when ghting challenges - 5 points
Standard of Desecration - This banner inspires woe in all those who see it - Any enemy units that take a command check within 18” of
this banner are at a -1 penalty. Units immune to dread are not affected by this artefact - 5 points
Skank Venom - This corrosive poison is distilled from the crushed carapaces of skank beetles - Once per battle the wielder can apply
this poison to a missile or HtH weapon. For that turn the weapon has a SV of 6 and the venom rule - 5 Points
Burning Blade - This sword is wreathed in an intense ame - This sword has the Fire attack rule, and adds a further pin to any unit it
hits - 5 points
Amulet of Immolation - This charm seems innocuous until its wearer perishes, when it explodes in a ball of green ame - If the bearer
of this amulet is killed he immediately explodes on the spot. Any units within 5” take D6 SV1 Fire magic missile hits - 10 Points
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Alteration Magic Item
Transference Emerald - This jewel contains the power to bend time and space, transferring the bearer with other entities - Once per
battle the bearer may choose to activate this artefact if he takes a wound that would slay him. He may transfer his position with any
other troops model instantly, meaning the other model takes the fatal damage and dies, and the bearer is set up in the other model’s
original location - 10 Points
Helm of Foresight - This glistening helmet whispers to its wearer, warning them of incoming harm - The wearer of this helmet is -1 to
hit against shooting attacks for the battle, and this bonus is conferred to any unit they may have joined. The artefact will not work while
the hero is mounted on a monstrosity - 10 Points
Ring of Frothing Lunacy - This ring contains the bound spirit of Avina Laffo, once Fool to to Great Sultan of Araby, executed for telling
a joke that made reference to the Sultan’s paunch. - The wearer of this ring inspires uncontrollable mental degradation in his foes. All
enemy units within 8” of the wearer are at - 1 Command for any break tests - 5 Points
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11 - The air on the battle eld is infused with the clumsy magic spread by the mage, becoming lighter and resonating differently with
everyone’s vocal cords, making everyone’s voice squeaky. It is impossible to stir warriors into combat with a squeaky voice, and from
this point on the command rule no longer functions, and challenges cannot be issued (they sound too silly)
12 - With a croak the wizard is turned into a large toad. Whilst in toad form the wizard cannot be harmed, and any hits allocated to the
toad are ignored (the wizard may still be auto broken should they or their unit reach their pin limit). Unfortunately the toad also cannot
cast spells, dispel, shoot, ght, or do anything other than move
The caster can be returned to his original form by receiving a rally order that restores him to zero pins (or minimum pins in the case of a
wounded wizard). The wizard is returned to his original form but cannot cast a spell, or attempt a dispel, within the turn on which they
transform back
If a wizard riding a monstrosity is transformed into a toad it is dumped off the back of it and the monster ies off into the sunset
13 - The wizards mind shrinks and expands quickly and unevenly for a moment, before returning him to his original consciousness…
almost. The wizard forgets one of his spell lores, chosen at random, and may no longer generate any spells from this lore. Should this
leave the wizard without any lores available at all then they may still dispel but cannot cast any spells… they don’t remember any
14 - With a brilliant ash of blue light the wizard is switched with another spell caster, who takes the place of the miscaster. Randomise
another spell caster on the board… the two models (and their mounts) instantly swap places. If no other spell caster is on the table the
wizard instead scatters 2D10” to a new position. If this means they end up in combat then they must ght, counting as charging. If this
puts them into an impassable terrain feature they will be positioned on top of it… hopefully there is a way down
15 - A swarm of apping butter ies suddenly surrounds the wizard, distracting him from his magical efforts. The wizard may not cast a
spell in this turn or the next one, as they do their best to swat away the uttering insects
16 - The wizard waves the wrong hand at the wrong moment, and the sun disappears beyond the horizon, and the battle eld is plunged
into deep darkness. For the rest of the battle all weapon ranges and line of sight for spells, abilities etc. is reduced to 10”. If this miscast
is rolled again then the situation reverses and the sun comes back up, returning the battle eld to normal
21 - A sudden pink explosion at the feet of the wizard launches him into the air unexpectedly. The wizard is launched D10” into the air…
which wouldn’t be a problem, save for the fact they have to come back down! The wizard takes a single hit with a SV equal to the D10
roll for height, and (if they survive) they take a single pin and receive a Down order. If the wizard was mounted they are considered to
remount their steed, rather sheepishly, once they land
22 - There is a loud bang and a sulphurous cloud of dark green smoke envelops the wizard and his companions, and they nd
themselves smothered in biting, stinging insects that swarm over them and amongst their underclothes. The unit take D3 pins as they try
and slap away the bothersome pests
23 - With an ear splitting screech the space occupied by the wizard and his bodyguards folds neatly in on itself before disappearing
altogether, sending the unit into some unknowable dimension
The unit is removed from the table and placed to one side, retaining any pins it may have. The units order die is removed from the draw
bag if not drawn, and is returned to the bag in the end phase, ready for the next turn, when the unit is treated as if it is yet to deploy and
must run on from the player’s table edge with an advance or run order in a subsequent turn. The wizard must make a successful Orders
test to overcome his inter-dimensional portal and reenter the table, if the test is unsuccessful then the unit must try again next turn. Note
that while the wizard is off of the table they may not attempt to cast spells or dispel, and should their presence effect any other units or
army special rules, for instance undead or daemonic units, then they are considered destroyed whilst they are off the table. (For
example, an undead unit would not be able to lose pins whilst the wizard is off the table, but will be able to lose them again once the
wizard successfully returns to the table.
24 - A green wave of energy pulses out of the wizard, racing out and seeking the nearest block of woods or forest. When the wave hits
the trees they awake with a creaking roar. A giant treeman is summoned from the nearest wood, being placed on the table and having
its order dice placed in the draw bag. The treeman will be none to happy at being disturbed so and will always use his orders to move
towards the nearest unit, charging them if he is able. If no woods or trees are on the battle eld then consider yourself lucky… and spare
a thought for the unfortunate village next to the woods the green wave eventually nds
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25 - There is a loud pop and the wizard suddenly reappears somewhere else on the battle eld. The wizard scatters 2D10” to a new
position. If this means they end up in combat then they must ght, counting as charging. If this puts them into an impassable terrain
feature they will be positioned on top of it… hopefully there is a way down
26 - The wizard awakens some stubborn instinct in the minds of nearby beasts, who decided they really do not want to put themselves
in harms way anymore. Any units within 10” of the caster mounted on animals, such as horses, chariots drawn by such creatures, or
monstrosities, suddenly move a 1M move towards their own table edge. If this takes them into combat they must ght, but only the
riders make their attacks, not any mounts. The units will move around any dangerous or impassable terrain, and will it leave the table.
The units retain any order dice they had at the start of this move, and are not given an order if they did not yet have one. After this move
the rider regains control of their mount and play resumes as normal
31 - There is a brilliant ash of white light that bathes all those nearby the caster. All units, friend or foe, recover D6 pins (one roll is
made, all units lose that many pins.
32 - Wild magic careers about the caster creating a screaming vortex around him. All units, friend or foe and including the caster’s own
unit, goes Down, being given the appropriate die from the bag, or having their current die changed to Down
33 - There is a loud pop, and the eyes of the caster bulge out for a split second as their brain swells momentarily whilst their mind soars
out into eternity. Once the caster’s mind returns to something approaching normality, they nd that they have the knowledge of one of
the standard spell lores. Randomise a lore that the caster does not already know, and as of next turn they may chose to draw spells
from that lore if they wish. Note that the lore learned cannot be one of the Chaos lores, nor a lore of a speci c race
34 - The wizard begins to gibber insane nonsense as whizz-bangs of magic shoot wildly from their eyes, ears, and mouth, striking all
those nearby as the spells energy cooks off.
The spell can potentially affect all units within 20” of the caster. Beginning with the casters own unit, roll as D6. On a 4+ the unit suffers
one pin, on a 2 or 3 the miscast does not affect the unit, and on a 1 the miscast effects ends
On a 2+ result the miscasts effect then strikes the unit closest to the wizard, making the same D6 roll and applying the results. The
miscast continues until a 1 is rolled for the D6 roll, or no more units are within 20
35 - The wizard roars as his skin begins to transform into interlocking scales of iron. The wizard gains an additional level of the Tough
rule, becoming Tough if he is not already so
36 - A light purple glow bathes the battle eld, and everyone begins to feel very curious indeed as gravity itself lessens. All movement
rates are increased by 1”, every unit gains a +1 Ag bonus, and units with the heavily laden rule are no longer so
41 - A dark purple glow bathes the battle eld, and everyone begins to feel very curious indeed as gravity itself grows stronger. All
movement rates are reduced by 1”, every unit gains a -1 Ag penalty, and units wearing heavy or medium armour gain the heavily laden
rule (note that elven spangly armour remains unaffected by heavily laden rule… typical cheaty elves)
42 - A dark spirit coalesces around the wizard, muttering curses and scorn onto the wizard and his allies, sowing doubt upon their plans.
Until the end of the turn, any units within 10” of the wizard that make an Orders test is at a -3 penalty (in addition to any pins as normal).
This penalty also means units with no pins require and orders test, at the -3 penalty on its normal command
43 - A blast of heat spread out from the wizard, cauterising wounds and stemming blood ow. Any units within 10” of the wizard that
have suffered a Wound, friend or foe, has a single lost wound restored and has the single pin from the wound restored
44 - The wizard inadvertently conjures forth a small familiar. The creature squats malevolently at the wizards side, glaring accusingly at
his accidental summoner. The familiar joins the unit, becoming a member of crew should the wizard be riding a chariot or monstrosity.
The familiar is impervious to harm, but has hits distributed to it as a unit or crew member as normal. Should his wizard master die, the
familiar will disappear with a relieved cackle
45 - Discordant and unsettling music spreads across the battle eld, with no clear sign of where it comes from, spreading a low level of
dread anticipation amongst the combatants. For the rest of the battle, any natural rolls of 10 made for orders test means that the unit
does not go down but instead breaks and routs immediately (undead and daemonic units break but do not rout, as normal)
46 - The wizard suffers an intense migraine, and nds is hard to concentrate at all. The wizard has its magic level lowered by one,
becoming incapable of casting spells of attempting dispels if they were originally Magic level 1 (note that if this happens to the general of
an army that sustains a summoned army, such as Undead or Daemons, it can be considered that the wizard has just enough power left
to sustain his army and they do not suffer the penalty as if he was killed)
51 - With a hiccup the wizard swallows the magical energy he was harnessing, and after a moment’s gastrointestinal distress, nds his
powers increased. The wizards magic level is increased by one, even if this means they go beyond a magic level normally not available
to them
52 - The wizard attempts to summon forth the winds of magic and unleashes a bit more than he bargained for! From this point on, the
winds of magic blow so strong that all spells will automatically succeed on any roll other than a natural 10, and can only be dispelled on
a natural roll of 1… this affects all spell casters on the battle eld
53 - The wizard clumsily draws forth magical power but ends up diverting it away from the battle eld… for good! From this point on all
spells have their casting level reduced by 1. This effect is accumulative if rolled again
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54 - A dull thud and pulse of energy spread across the battle eld, and magical energies are muted. All magical items on the battle eld
are rendered useless, their effects no longer functioning from this point
55 - The wizard temporarily zzles out the magical forces owing over the battle eld. No further spell attempts may be made this turn by
any spell casters
56 - Dark clouds spread over the sky, and with a crack of thunder a rainstorm begins… but this storm is no ordinary rain, as a deluge of
frogs, spiders, and other grotesque wriggly beasts fall from the sky and carpet the ground. For the remainder of this turn, and the
entirety of the next, no unit may sprint or cross obstacles as every surface writhes with horrible beastie
61 - A loud krang rings out, like the power strike of some turbocharged musical instrument, and nearby units feel invigorated. All units
within 18”, friend or foe, return their order dice to the draw bag if they had been issued them this time (maximum of one order die for
MoD units). This does not apply to Down units but they instead have their die changed to an Advance order and recover automatically in
the end phase… likewise broken units keep their run order but are no longer broken
62 - A terrible screech lls the air and a terrible ghostly spirit tears onto the battle eld, seeking the blood of the spell caster for some
unknown offence. The Wraith enters from a random table edge directly in line with the caster, and runs at the wizard as he appears (and
every turn after) as he attempts to charge the wizard and kill him. The wraith can be engaged and targeted by other units as normal, but
will otherwise always seek out the wizard in an attempt to charge and kill him. The wraith has the following pro le, and requires an order
die in the draw bag to determine when he moves.
63 - The Wizard’s hair is transformed into a beautiful plume of feathers, displayed above him like a peacocks tail… this has no effect on
the wizard, but he does look rather daft
64 - The wizard’s legs are transformed into mini tree trunks, their roots spreading into the ground, quite literally rooting him to the spot.
The wizard and his unit is unable to move whilst this is in effect, and will remain so until he is able to transform his legs back to normal.
The antidote spells is cast like a normal spell and can be attempted from the next turn in place of any other spells. The spell has a
casting value of six, and if success the wizards legs are retuned to normal.
If the wizard is riding a mount it can be considered that the mount’s legs are the ones transformed so, and the effect remains the same
65 - For a brief moment the wizard sees all of time and space before him, and can see the future with perfect clarity, which makes him
certain in his spell attempts, and a rather formidable poker player from this point on. From now on the wizard’s spells will automatically
cast, regardless of the casting roll, but can still be dispelled as normal by rolling under the rolled number. The wizard can, of course, still
miscast
66 - By some strange twist in reality the attempted magic rewinds time ever so slightly, making it as if the spell attempt never even took
place… the wizard suffer no penalty and may attempt to cast the spell again, attempt to cast a different spell, or not attempt a spell at all
and cast again later in the turn
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Siege
The following rules are designed to allow warbands to lay siege to fortresses held by their opponents. Sieges are dangerous business,
costly in man power, so games should be balanced accordingly
Many times a warlord will be able to build or seize a forti cation for their warband, and of course when ever one Warlord has something
there’ll be a queue of others eager to take it off of him! It may be an earthworks fort made by the labours of his men, or an abandoned
castle that the warband has simply moved into, but where ever a warband may nd itself, it had better prepare to defend itself pretty
quickly
These rules allow assaults on all sorts of structures, from wooden forts to stone palaces, and for rules purposes all these structures are
referred to as castles for brevity
Anatomy of a Castle
Broadly speaking, the castle will be made up of 3 main types of sections; a gate section, towers, and wall sections. Each section is
considered a building in its own right when it comes to targeting etc
Wall
Wall sections make up the bulk of the castle, and are simply a physical barricade mounted by defenders, but are treated like buildings
that are ‘entered’ by being on top of them
Units of defenders can be positioned on the walls, as many as possible given the limits of the scenery and the usual rules for model
coherency and spacing.
How many units can deploy on a wall will depend on the physical dimensions of the model scenery used. All rules for coherency and
space between units apply as normal. There needn’t be space left for attackers to be positioned on the walls (if an orc was trying to
steal your house, would you be so accommodating?) as for escalade encounters all models positioned at the base of walls with ladders
are considered to be involved in the attack and will break away or consolidate onto the wall at the end of the ght, as per normal combat
rules
Wall sections can accommodate warrior, beast, monster, and swarm units; some degree of common sense needs to be deployed here.
Any models a defender can physically deploy on the wall can always be matched by the enemy, so if trolls can stand on the wall, trolls
can climb the wall! Mounted, artillery, chariot, and most monstrosity units cannot deploy on walls. Flying monstrosities can be positioned
on walls, but in order to do so they are classed as not ying but landed, and can be charged or assaulted by escalade troops
Walls are considered to include methods for climbing them from the inside built in, and can be climbed on or off of to inside the castle
without movement penalty (if the players have particularly large walls they may wish to impose some sort of movement penalty
Units mounted on walls are usually provided with cover in the form of barricades to ght behind and as such get the Res bonuses as per
main rules. For reference sake, if castle walls are made of wood, such as in frontier forts etc., provide a +2 bonus to Res, and stone
forti cations give a +3 bonus to Res
Walls can be overcome in a number of ways, mainly by being assaulted in an escalade or with a siege tower, or by being destroyed
outright with war machines or magic
Escalade and siege tower assaults are detailed in the attackers section of the rules, and rules for destroying walls are found in the main
rules, with the wall sections counting as buildings of the appropriate construction. The strength of each wall section should be decided
from the main rules and agreed at the start of the game
Tower
The tower is normally a hard point, with positions for defenders and their supplies. The extra space and stability afforded by a tower
section means that artillery units can be deployed on them. They are considered to be buildings and follow those rules in addition to
those laid out below. As per walls, the positioning of defenders is limited by its physical dimensions and the other restrictions for unit
type, with the exception that towers can accommodate artillery units
Like walls, towers can be attacked by escalade attempts and siege towers, or destroyed outright. The strength of each tower should be
decided from the main rules and agreed at the start of the game
Gate Section
The gate will normally be an access point for the castle that now nds itself barred and defended to repel an assault. It will consist of
heavy doors and positions for defenders to mount the barricades and fend off anyone attacking said doors. The gate section itself is
considered a building, whether it contains towers or is more simple in design, and follow the appropriate rules in addition to those
detailed below
Depending on its make up the Gate section will either count as a wall or tower section in terms of its restrictions on placing units.
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Other Structure
Some fortresses may be surrounded or moats, pits, or aming barricades of some sort. These ‘moats’ are considered impassable and
will need either a mobile bridge section or drawbridge of some sort to cross. Defenders may also place obstacles and earthworks in
front of their castle walls in order to restrict or prevent certain tactics or equipment. These should be used sparingly to either funnel the
action to certain spots or drive some narrative point... it is assumed that at some point both players will actually want to ght
Castle Defences
Defending troops units can crew various small scale missile weapons as if they were artillery crew. These artillery pieces are xed in
position and can be red with Fire orders, and may be used instead of the units own missile weapons should they have any (in this case
the unit res either all their own missile weapons or res the single artillery piece). If the defenders are defeated and an attacking unit
seizes the artillery piece and can use it.... presumably in the opposite direction! Ranges for these weapons are measured from the base
of the wall… gravity is doing most of the work here
Gravel throwe
Short
Long 1
SV
Special; Fire to shoot, D3 hit
Rock droppe
Short
Long
SV
Special; re to shoo
Short
Long
SV
Special; re to shoot, D6 hits, re attack
Frisian Horse
Defenders will often deploy spiked wooden barricades on the path to their gates to prevent cavalry changes or slow down enemy
battering rams.
The Frisian Horses will consist of two or more barricades arranged to overlap to prevent any direct charges. Any units wishing to move
within 1” of a barricade cannot use a Run order
The barricades can be attacked and destroyed to clear the path. Any units attacking the barricade in hand to hand automatically hit, and
artillery units can roll to hit as normal (normal missile re will not be powerful or targeted enough to destroy the barricades). The
barricade has a Res of 8 and Wound 2 rule, if destroyed it is removed from play but the attacking unit cannot make a consolidation
move afterwards.
Sally Forth
There is nothing to stop defenders opening their own gate and mounting a counter offence (or even an escape!) but doing so is not
without risk. Troops units manning the gate section can use an ‘Advance’ order to open the gates and allow their fellows to traverse the
entryway. They need only be manning the section, not positioned anywhere in particular on it, and do not move; we can consider that
the order itself allows the unit to leave their post, remove any locks or barriers, and return to their post.
The doors can be closed by the same unit only, by issuing them a second Advance order in a subsequent turn (or by another means
should the unit acquire another order dice through spells, abilities etc.). The advance order once again gives the troops chance to close
the doors, replace barricades, and return to their posts
No unit may attempt to open or close the doors if their is an enemy unit on the gate section or by the door (on the inside) as they are far
too busy preparing to ght the intruders. In addition, any doors that have sustained damage, as detailed on page 106 of the main
rulebook, cannot be opened or closed; the damage sustained makes it too risky as the door may collapse and fall on the opener
This tactic can also be used by attackers that have made it into the fortress and wish to open the door for their fellows (or perhaps even
close it on them and get rst dibs on the loot!
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Escalad
A warrior unit can carry Escalade ladders (it may be agreed by players that some monster units can too… it is feasible an Ogre would
carry a ladder and try and climb, less so a troll). The ladder are used by the unit to scale a wall and attack the defenders. This is a
simple, yet dangerous and costly, way to assault a castle.
Units carrying ladders can attempt to assault forti cations like a normal charge if they have suf cient movement to reach the walls.
Chargers cannot ‘Sprint’ up ladders, and may only attempt an escalade on a run order. An Agility test must be made, and failed tests
result in the unit taking a pin as they make the arduous climb. If the unit is climbing an undefended area then they must cease
movement on the wall or tower they have climbed, they are then considered to be regrouping at the top before pressing their attack
Place units attempting an escalade at the bottom of the castle wall with their ladders against it, in front of the unit of defenders they will
be attacking. Combat is fought from this position, as in reality the assaulters will be clambering up the ladders or climbing up grappling
hooked ropes and trying to get onto the walls. Units are considered to carry one or two ladders or other means of climbing between
them, which means they will not be able to mount as effective an attack as when at equal level to their opponents. To represent this,
defenders get a round of free hits on climbers, as if climbers were ‘down’ (If defenders are down already for any reason then this is
cancelled out and combat is concurrent) which also means the attackers do not get the usual charge bonus. The defenders also bene t
from the Res bonus of the walls in these combat. In addition, only defenders may exchange missiles… it is easy to see why escalades
are so dangerous for the attackers
Combat is fought and decided in the usual way, including follow on combat. If climbers win the surviving defenders consolidate away
from the wall section and the attackers consolidate onto it, they cannot move beyond the forti cation and are considered to be
regrouping at the top. If the defenders win they do not consolidate, and the attackers are considered to consolidate back to the bottom
of the wall, ready for another attempt next turn. If the attackers are broken they will move 1 x M away from their position at the bottom of
the wall
It may be the case that a wall becomes contested, with another unit of defenders on the wall when the climbers consolidate on to the top
after combat with a different unit. In these cases these units may ght in the normal way, with one unit deciding to charge the other when
activated, and ghting as if on open ground. Neither side has to consolidate off the wall at this point, just consolidate away from each
other as best they can whilst remaining on the wall
Sometimes warlords may attempt to simply bludgeon their way into a fortress by smashing the doors and walls down. The rules for
targeting buildings can be used in these instances
The doors to fortresses are usually of sturdy construction, and typically impervious to normal attacks. As such, the rules for attacking
building entrances are not used for fortresses but instead are treated as a part of the building instead. The sturdiness of the the
entrance will generally match the construction of the building itself, and as such we can consider that the entrance is one tier lower on
the chart of building toughness given on page 105 of the main rule book, i.e. a +5 stone castle will have a +4 entrance, and a +3 timber
fort will have a +2 doorway
Siege Tower
Troops and monster units can man siege towers that will then trundle toward the fortress with the hopes of safely delivering their
passengers to the walls. A maximum of one unit may be deployed, alongside a single hero unit if so wished
Troops are deployed in the tower ready at the start of the game. The unit is then treated as the siege tower until it reaches the walls, or
is destroyed, as detailed below. The unit may re it’s missile weapons if the tower is given an advance order
The siege tower cannot move over obstacles, it needs a clear path. It can move up and down small inclines or rough ground. It will also
only move in a straight line as the crews are too busy keeping it moving forwards to move the tower in any other direction
Ag
Acc
Str
Res 1
Int (as per unit inside
Command (as per unit inside
Special; Blundering, Large, D6 impact hits SV
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Siege towers behave like chariots in terms of how they take damage - however they are particularly tough and offer a great deal of
protection to the crews inside, and thus only weapons of SV5 or more can damage it. It also has a separate damage table
If the tower is attacked by the enemy they are essentially attacking the crew and the rules for attacking a unit within a building are used.
Also, if the crew decides to leave the tower or reenter it is classed as entering a building.
Once at the walls the tower can deploy its troops. This is treated as a charge, if the tower can make the charge to the walls it can deploy
its troops who then ght without penalty as per normal rules. If the unit wins they consolidate onto the wall and the defenders must
retreat. If the attacking unit loses they consolidate back into the siege tower and will either prepare to attack a second time, or retreat
from the tower if broken.
Once the tower is in place it does not move (though can still be destroyed) and will allow passage up or down the walls without
movement penalty for for troops units. Troops may not sprint through the siege tower however
Siege towers, being wood, can be torched as per rules in the main rulebook
Battering Ram
Battering rams are essentially big melee weapons wielded by units. Troops and monster units can be deployed with the battering ram at
the start of the game
Wheeled Battering rams move at the same speed as the unit pushing them. If over strength (ie beyond minimum size) the unit pushing
the ram may run. If at normal or below strength it may only advance. Handheld battering rams can always be run with
Wheeled Battering rams are unwieldy and therefore may only move within a 90 degree arc to their front each turn. Handheld rams can
be moved as normal
Wheeled battering rams offer a degree of protection from missile attacks, a roofed timber ram giving a +3 res boost. Hand held rams
offer no protection
If a unit is broken it will abandon it’s ram on the spot. A ram can be picked up by any troop or monster unit that ends it’s movement in
contact with it
The rams are used as a melee weapon by all members of the unit; essentially the more people pushing it the more damage it will do.
The rams are only used when the unit charges and are no use if the unit is charged
Rams can only be used to attack doors of castles, the solid nature of walls and towers will make the ram useless. Note that each melee
attack that hits causes damage to the structure
Large wheeled ra
Range - mele
SV 6 -
Rules - 1D6 + number of pushers damage to structures per hit, heavily lade
Handheld ra
Range - mele
SV -
Rules - 1D3 + number of pushers damage to structures per hit, heavily lade
Mantlets
Crossing the no mans land between the attackers’ muster point and the castle walls can be a frightening prospect with the volleys of
deadly missiles pouring down from the walls, and mantlets can offer a small measure of protection for assaulters or the attackers own
missile troops to get in position
Units with mantlets can move as normal but may not sprint. The mantlets offer mobile cover as per the normal rules, with heavy wooden
mantlets providing a +2 Res bonus to troops behind them
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Mantlets can be destroyed by anything of SV 5 or more, or with the unstoppable rule. If the unit carrying the mantlet is hit by any of
these attacks then roll a D10. If the roll is equal to or less than the SV of the attack then the mantlet is destroyed. Attacks with the Fire
rule also add 2 to the SV of their attacks for this roll only
Explosive
The right proportion of alchemical tinctures, or enough black powder, can provide a big enough boom to destroy anything. Attackers can
sometimes use crude explosives mounted on carts or chariots to pack against walls or doors any blow them up
Explosive carts can be pushed by any troops unit in the normal manner, with the exception that they cannot sprint. The carts can be
placed next to castle sections, have the fuse lit, and hope the boom is enough to blast a way in.
The explosives are placed via a charge on the castle section, and the unit makes a consolidation move once the fuse is lit. When the
explosives blow, all units on ground level within D6” are hit by the blast… sometimes fuses come up short and the unfortunate troops
won’t be able to get away fast enough! Units hit by the blast take 2D6 SV 8 Fire hits. The cart explodes once the unit has consolidated
and in ict 6D10 worth of damage on the structure they are placed against, destroying them if suf cient damage is done
Attackers may wish to place several carts against wall sections at once. If they wish to do this they may move carts into place and
consolidate as normal, without the fuse being lit. Subsequent carts may be placed in the same way and when the last one is actually
ignited then the carts all explode at the same time, rolling 6D10 each and adding their scores together for the total damage.
Obviously, trundling along with a cart full of explosives is not without its risks, and missile or magic attacks may set the cart off early. If a
unit wishes to re at the cart it may do so, and if the attacks hit they may see if the cart explodes (it can be assumed that attacks either
have suf cient energy to ignite the cart, knock a torch onto the cart, arrows are set alight Hollywood style etc.). Roll a D10 and if the roll
is equal to or less than the SV of the attack then the cart explodes and all units within 6” take 2D6 SV 8 Fire hits
Carts may also be set with a long fuse and rolled downhill with the hope that it hits the right section at the right time. If a unit wishes to
push its cart away then it pushes it up to 2D10” before it explodes as detailed above, damaging the wall as described if the movement is
suf cient enough, or any unlucky units if the push is too short
The idea of the siege is, funnily enough, for the attackers to get into the castle, and the defenders to stop this happening
Players must seek to control each part of a castle. To do this they must simply be on top or inside of a particular section, and no
enemies must be on it with them. The player who controls the majority of the castle sections uncontested owns the castle. To win, the
attacker must simply take control of the castle before his army is broken and retreats
Sometimes units from both the attackers and defenders will be on a particular section, for example if a unit of attackers wins their
escalade attacks and drives off a set of defenders, consolidates on top of the wall, but another unit of defenders is on the same section.
In these cases the section is counted as contested with neither side owning it. Enemy units sharing walls can attack each other as if it
were normal combat on open ground, once a unit has consolidated on top it does not have any penalties for ghting other enemies.
Likewise, once an attackers unit owns a section they may move between adjacent sections as appropriate
Note that enemies on the outside of walls do not count as contesting a castle section, be they trying to batter the door down or
attempting escalade. Also note that in order to control a castle section then ying units must be landed, and as such can be charged as
normal
Once a player controls a castle section they are free to move across or through the section, going up either side (as long as the means
is there) without penalty. Contested or opponent-controlled castle sections are considered impassable terrain until taken over by the
siege methods, and further more are considered to block any abilities such as Hero from functioning between each side
If the attackers breach the main gate then they are able to move through the entrance as open ground an mount attacks from inside the
castle walls. Attackers can attack units from inside the walls without penalty (ie no escalade required) as the defenders will have means
to move up and down their own defences which the attackers can now use
Destroyed wall sections can be traversed as open or rough ground as appropriate. Destroyed wall sections cannot be counted as
controlled by either side, but do provide a weak spot for the attackers to get inside the castle and mount attacked on the remaining
section
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City Sacking
Once a city wall is breached the real fun can begin. Armies will ransack and burn the cities of their enemies, taking what is valuable and
leaving the rest a smouldering ruin. The rules below explore the sacking of towns and cities after a siege
No general would chose to make their own home turf a battle eld, but the culmination of a campaign will often lead to the sacking of a
city as a nal blow to an ailing enemy. It is not just the established trading hubs of human empires that can be ransacked and torched
but could easily be the warren of a skaven horde, a sprawling Orc camp, or the lair of a Necromancer in some long abandoned location.
The principle remains the same; get in and get the loot (which could represent anything from chests of riches to ransomed captives to
drawing of battle plans, copies of orders etc.) and burn the rest, preventing the enemy from regrouping their power for a long time
Set u
The terrain should be set up to represent a city or some other semblance of civilisation, with enough buildings to represent the area
being fought over. The entry point should be clearly designated
The players should consider placing some of the key strategic military buildings on the board, which represent key areas to ght over
Armourie
Barrack
Stable
Temples or monument
HQ area, general’s tent, keep etc
These buildings will net more overall victory points if destroyed and should not be within 24” of the enemy entry point
Deployment
The enemies will be entering the battle eld from a single point, rather than deploying en masse as an entire force at the start of the
game. This could represent the army charging into the city from a destroyed boundary wall, attacking from some secret entrance they
have found or created, or landing at a dock or river bank and marauding through the city. The attackers do not deploy any forces at the
start of the game but instead bring them on through this entrance as the game progresses
The defenders are more prepared to defend their homes, and are deployed ahead at the start of the game, as the player sees t. No
unit can be deployed within 18” of the enemy entrance point
Objective
The aim for the attackers is to cause as much destruction as possible and pillage enough valuables to make the assault worthwhile;
even if they are driven off they may be able to sow enough destruction to seriously cripple their enemy for a long time.
The defenders are trying to stop this and break the enemy and drive them back out of the city.
The attackers will have to marshal their forces into the battle, and this can be crowded and chaotic. The attacker only has 25%
(rounding down) of their Orders dice added to the draw bag in the rst turn, to represent the rst troops through the breach. The player
may decide which units to activate with these dice, but the rst turn must be dedicated to moving them onto the map from their
designated entry point. Each turn, the attacker will have a further 25% of there order dice added to the bag as more and more of their
troops enter the battle. The attacker cannot use the previously drawn dice to bring more than 25% of their reinforcements onto the board
each turn, and all units already deployed must be activated in the turn
The defender may activate his troops as he sees t and has all their order dice available from turn one.
Game Duratio
The game will last for eight turns, or until the attackers are broken. The attackers are lled with a frenzy a the promise of plunder and will
not reach break point until 75% of their units / order dice are destroyed or broken
The defenders are defending their very homes so while individual units may ee the eld of battle the army of a whole will not be broken
and must be wiped out by the attackers before the game can be ended before the eight turn limit
Victor
The attackers receives one victory point for each building burned and destroyed, increased to three victory points if the building is one of
the pre-designated strategic buildings. Likewise, the defender receives victory points for each building not burned at the end of the
game. Buildings on re at the end of the game count towards the attacker’s victory points
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The attacking general wants his troops to be focussed on the task at hand, and take out the key strategic locations and handicap the
defenders before any inevitable pillaging begins. The soldiers themselves may have other ideas however, and prefer to ransack
treasures and ll their bellies before they worry about any sort of overall victory
Buildings are burned as per the main rulebook (note that for this scenario we wish to assume that stone buildings can be burned).
Buildings will burn until they are destroyed, at which place they are left as a smouldering ruin
Attacking units that are set to burning a building may instead decide to spend a bit longer than usual looking for treasures or raiding the
pantry. When an attackers’ unit goes to burn a building, they must make a command test, taking pins into account as normal (after all, a
battle weary unit is even more likely to decide a bit of burglary and a stolen meal is preferable to even more ghting). If failed, they start
to pillage the building instead. They enter the building as if garrisoning it, and will not act next turn (they will of course defend the
building if they are attacked). The turn after that they will emerge with their loot and the building will be set on re. The unit is marked
with a maker such as treasure chest of barrel of swag, and count as heavily laden if not so already.
If a unit with loot is destroyed the swag marker can be picked back up by a defending unit, or can be snaf ed up by another unit of
attackers. Any loot counters abandoned on the board or in possession of the defenders at the end of the game grant them a victory
point… the attackers gain no bene t from the poor discipline of their avaricious troops
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The Camp Raid
This scenario represents a surprise attack by a small force on a larger force’s camp at night. The aim is to sow mayhem and destroy the
leader’s tent in the centre of the camp (and maybe have a little bit of pillage on the way)
The scenario is intended for unbalanced forces, with a superior amount of defenders fending off a small force of attackers using the
element of surprise to even the odds. The attackers should be at around 50-75% the points value of the defenders
Set u
The game is played in the camp of the defending army. The leader’s tent is slap bang in the centre of the table, and the leader and any
unit he has is deployed here.
As per diagram below, the table is set up as shown, with the main leaders tent in the centre and four more tents (occupied by the elite
troops, the riff-raff will be sleeping on the oor next to res) set up as shown. The camp will be fairly clear, with the outside edges of the
board having some trees, boulders, or walls present, a natural measure of defences for the camp.
Deployment
The defender deploys his general and his unit next to the centre tent, and one unit in each outer tent, and any other units are deployed
within the ‘square’ made by the four outer tents. The defender deploys rst
The attackers are sweeping in from all sides, having snuck up on the sentries and now making an ambush. The attacker may deploy his
units along any table edge
Objectiv
The attacker’s objective is to burn as many of the tents, and the attendant supplies and treasure inside, as they can. The main prize is in
the centre, and burning the commander’s tent and making off with some prized heirloom is the ultimate insult.
Duration
The game is played for ve turns, or until the attackers are broken or all tents are burned.
Victory
At the end of the game the attacker scores points for each tent burned, and the defender for each intact tent. Each outer tent is worth 2
victory points, and the centre tent is worth ve. There is a total of 13 victory points available.
To burn a tent, an attacking unit must be in contact with it with no defenders within 5”. This gives them enough time to loot the tent and
burn it down. Once the re is set, the tents are ablaze and can’t be put out for the purposes of the game
Special Rule
The raid is made in the night, with the element of surprise being used as a force equaliser. At the start of the game, all defending units
are considered Down. The attackers make their turn, then the Defenders test for recovery in the end phase as normal, as they scrabble
to pull on their armour (and their trousers) and mount a proper defence. Any units that do not recover are still considered down in the
next turn, as normal
As the light is limited in the outskirts of the camp, any missile attacks that target units outside of the ‘square’ of the outer tents are made
at -1 Acc
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The Ritual
This scenario represents a group of nefarious individuals attempting to summon a greater daemon, an avatar of an evil god of some
long dead ancient evil. Meanwhile, another force arrives to try to stop the ritual from being completed
This game uses unbalanced forces. The side trying to complete the ritual are the defenders and should have around 350pts less than
the attackers’ forces. If they manage to summon the being, they will certainly have tipped the balance and be the stronger force. The
defender must have at least one magician who is nominated as the “summoner”
Set up
The game is played in a clearing in the woods, centre of a settlement/temple complex or valley in between boulders and cliffs. Either
way, it is a space surrounded by scenery as shown below with a ritual object in the middle. (Obelisks, alters and virgins tied to stakes
are all acceptable.)
Deployment
The defenders set up around the centre of the ritual object. The Summoner is in base contact with the object. The attackers set up on
any and every table edge
Objective
The attacker aims to stop the ritual. They can win the game by killing the summoner before the ritual is complete. They can also win by
destroying “The Being” if he is summoned. The defender aims to complete the ritual and drive off the attackers. The defender wins if
“The Being” is summoned and is alive at the end of turn 5
Duration
The game lasts until the summoner is killed (and the ritual is not complete), “The Being” is killed or at the end of turn 5
Victory
The attackers win if the summoner is killed (and the ritual is not complete), “The Being” is killed. The defenders win at the end of turn 5 if
“The Being” is summoned and alive
Special rules
Summoning “The Being”: The summoner can forfeit casting any spells in a turn and instead attempting to cast “The Ritual”. This acts
just like a spell with a dif culty of 5. It can be dispelled as normal. If successful “The Being” is brought into existence
The Being: If the being is summoned, place him in base contact with the ritual object (or as close as possible) A creature with the
following stats is added to the defender’s army (Chaos armies can add a daemon prince or Greater Daemon if they wish
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Set up
The game is played in an extremely narrow pass with impassable terrain on either side. Ideally this is a width of no more than 20 inches,
with some even narrower choke points across as shown below:
Deployment
The defenders set up at one end of the pass, placing a unit on their table edge, than another in front and so on creating a blockade that
needs to be passed. The attackers set up their larger army on the other side of the pass
Objective
The attacker aims to break through the defenders and make their way off the table edge to cause havoc in their lands
The defender aims to hold off the enemy approach long enough for their kinsman in the country behind to organise a solid defence
Duration
Victory
The attackers win if they move a unit off the opposite table edge or if every enemy model is destroyed. The defenders win if the
attackers break due to losing order dice or if they have not moved a unit off the table by the end of turn 6
Special rules
With your shield or on it: The defenders are ghting to the death. None expect to live. The defending army will never panic due to losing
order dice. The entire defending army can use the generals command stat regardless of their distance to him
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Set u
The game is played on a road or clearing that the wagon was trundling along. The wagon containing the loot is set up in the middle of
the table. The wagon should have had a clear path between the opposite table edges that represents its route but otherwise the table is
set up as normal.
Deployment
The defender deploys army along the centre of the table as they were trudging back to camp. The defender deploys within a 12” ‘alley’
along the centre of the table that represents the road or path the wagon was taking
The attackers are sweeping in from the opposing sides, setting up on either table edge.
Objectiv
The attacker’s objective is to drive off the defenders and claim the prize. The defenders must break the attackers and protect the goods
Duration
The game is played until either the defenders or the attackers are broken and ee the table, leaving the wagon for the winners
Victory
Special Rule
Treasure is always tempting for any soldier, and many may feel that lling their pockets and running off is a better outcome for them
than ghting to the death only to hand it over to the boss at the end of it
Any attacking non Hero unit within 5” of the wagon and with no enemy units between them and it must make a Command test at the
start of their activation (Heroes still give their command ability for this test also). If failed, the unit is overcome by their avarice and
instead of following the plan runs to the cart, grabs as much loot as possible, and heads for the hills. The unit moves into contact with
the cart and then becomes broken, running off with as much gold as they can, and making a 2 M move towards their table edge. Only
Hero units may attempt to rally these units, ordering them back into the fray with promises of a greater share once the battle is won, or
threats of death if caught
The defending army is not immune to the lure of gold either. If the defending general is killed then his army may decide its time to start
lling their pockets and seek alternate employment too. After the general dies or ees, each defending unit must make the command
check as above when activated. If they fail, they decide to run back to the cart and grab what they can, and will use all their activations
to reach the cart, grab some goodies, and head off the board from that point on
Players may wish to exercise judgement on which units will attempt to rob the cart, a Troll will probably not think too much about the
gold, nor will a zombie, but a greedy gang of goblins certainly will
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Ulterior Motives
This scenario represents two warbands meeting for what they see as a straightforward ght, but nothing is what it seems… both forces
have a secret objective in mind that will decide the fate of the battle
The game is set up and played on a standard battle eld as per the Upon the Field of Battle scenario
Objectiv
Once both players have deployed they both secretly roll on the table below to determine their objective. They must note this objective
down to present for their victory
1 - Cut the head off of the snake - Your warband must kill the opposing enemy general by any means possible. Breaking the general
and forcing him to ee the battle eld also counts towards victory
2 - None of that funny business - Your warband must kill all enemy spell casters. Breaking the spell caster and forcing them to ee the
battle eld also counts. If the enemy has no spell casters in their army reroll this resul
3 - Wheres the bosses gone? - Your warband must kill or force to ee all enemy Hero unit
4 - Kill them all - Your warband must kill or force to ee 75% of your enemies forces, represented by order dice
5 - Invasion - Your general must leave the battle eld by the the opponents table edg
6 - Hold the line - at the end of turn 5 have no enemy units within 12” of your table edg
7 - Protect the Magic Man - at least one wizard must survive 5 turn
8 - Dominion - Your warband is determined to control this area, and must be holding the centre point of the table at the end of turn 5,
with no enemy units within 10” at the end of the tur
9 - Show No Mercy - Your warband is determined to show how utterly ruthless they can be. The war band must run down a broken unit
to win
10 - Score to Settle - This is personal… your general must kill the opposing general in single combat. If the opposing general refuses to
accept a challenge your general must wipe him out and any unit of mount he may be accompanied by, and forcing the enemy general to
break and run for the hills embarrassed is enough to assert your dominance
The game is played until one of the players has ful lled their victory conditions, or has otherwise had victory made impossible by the
events of the battle, for example if the enemy general died before they could be killed by the other general in the Score to Settle
objective
Victory
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Drums in the Deep
This scenario represents a warband trying to invade an underground stronghold of a superior enemy, perhaps a Dwarven Warlord trying
to reclaim an ancestral hall from the goblins that infest it, or a retinue of Questing Knights trying to clear out the dungeon keep of a
nefarious Sorcerer
The defender has the advantage of subterfuge as they can move their forces around unseen until they meet the attackers head on. The
attackers have the advantage of the delayed deployment of the enemy forces meaning that early enemies can be defeated more easily.
The scenario is intended for unbalanced forces, with a superior amount of defenders fending off a small force of attackers using the
element of surprise to even the odds. The attackers should be at around 75-100% the points value of the defenders
Set u
The game is played on a board that represents a set of caverns, underground halls, or dungeon areas, and is set up like below. This is
an example and can be changed to suit what is available, for instance could be played with dungeon tiles.
The attackers have one entry point on their table edge, and the defenders have multiple entry points to the battle, with one (or more) on
each table edge other than the attackers’ one
Deployment
The attacker deploys his forces at their entry point. If space is restricted units can be considered to be outside the entry point and move
in as their fellows tread further into the battle. There is no turn limit to get all the forces onto the table but forces must deploy if they are
able to
The defenders do not deploy their forces but instead take some token or marker, like an MDF base, or some scrap paper that can be
folded up to around the size of a 2 pence piece. The defender writes a single one of his units on each of these tokens, and needs
enough tokens to represent his entire force.
At the beginning of rst turn the defender rolls D6 and chooses that amount of tokens, and places that amount of Order dice in the bag.
For each of their activations the player deploys one of their tokens as if it were a unit, moving them the standard 5” move (regardless of
what speed the unit normally moves at) in from one of their dedicated entry points
At the start of each subsequent turn the player receives a further D3 units in the same manner, until all units are deployed
Once a unit is deployed on the board they may not leave and reenter. Any unit that voluntarily leaves the board is considered destroyed
A note on MoD dice; the defender does not want to ‘give the game away’ as to when they are deploying big gribblies on the board, and
as such should only place one order die in for Monstrosities initially. Once the unit is revealed as detailed below, then the rest of the
MoD dice can be placed in the bag
The objective for both players is to completely rid the map of their enemies. The game is played until one warband is completely
destroyed or broken. The winner is the last warband left standing
Special Rule
The defenders tokens are revealed as soon as they come into line of sight of the attackers, either through their own movement, the
movement of attackers, or some other means. Once this happens, the models the token represents are deployed on the table. Tokens
may charge and be charged as if they were units themselves; for instance, a unit may wish to charge around a corner at a token,
revealing what it is as it turns round… hopefully it wasn’t too nasty a surprise
The scenario is supposed to take place underground and as such the forces should represent this. Artillery is of little use in a dungeon,
and getting a dragon through the front door would likely be dif cult. Flyers will of course not have much of an opportunity to actually y
so eagles may be best outside guarding the ponies. Likewise cavalry should be limited… it is perhaps easy to see how some goblin
spiders riders would be lurking in the dark, less so a unit of resplendent knights
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Creating an Arm
The following guidelines are used for army creation as standard, with any exceptions being outlined in the speci c army lists that follow
Armies are constructed from certain types of units, into which their army lists are organised. Each army will be structured to the following
guidelines
Heroe
Heroes are powerful individuals who represent the command of the army. At least one Hero must be taken, and one Hero must be
appointed as the army general. The general is given the Command rule
Heroes will often have many options for upgrades, and can be given magical items. A hero may carry a maximum of one magical item
unless otherwise stated. Wizards and spell caster heroes may not be given Magical Armour items with few exceptions
Heroes that are warrior units can be mounted on monstrous mounts as per main rule book. The monsters can be picked from their own
army list, or the Monstrous Arcanum
Heroes can be mounted on chariots also, if they are available in the army list. This will work in the same way as Monstrosities, with the
Hero replacing a crew member (a tax for the extra resilience)
Any magical items, upgrades, or mounts the Hero has counts towards his points share in the 25% limit. The exception is monstrosity
mounts which come out of the Monstrosities points allowance. Any mount with the ‘MoD x’ rule counts as a monstrosity in this way
Special Unit
These units represent more rare and powerful units. These units are harder to train, pay, or equip (or possibly keep fed!) than other
troops and are less common as a result
Core Unit
The back bone of the army and therefore the only category that has a minimum points percentage attached to it. These units do the bulk
of the ghting, not to mention all the rubbish jobs around camp
War Machine
Monstrosities
Units with the MoD rule are so powerful that they are limited to their own section. Monsters picked from either the Monstrous Arcanum
or the main army lists that have the MoD rule t into this category and it’s limits
Monstrosities and other monsters sometimes have three different points values, of ascending order. These costs represent the monster
being Wild, Bound, or Allied. If no points value is provided then the monster cannot be taken in this form (this is usually only in the case
of allied for monsters who are particularly dif cult to tame!
Allie
Units picked from other army lists other than the main one. Players are free to decide which armies to draw allies from to t the story of
their army, but must bear in mind that allies also count towards the other categories… a player can’t spend there 25% allies allowance
on monstrosities when they already have 25% spent on them already
Other Limit
Spell casters are limited beyond the normal restrictions, and an army may only have one spell caster per 1,000 points of their army. This
is the case no matter what type of unit the spell caster may be. The army size must ‘break into’ the next 1,000 points to count, for
example, a 500 - 1,000 point army would allow 1 spell caster, a 1,001 - 2,000 point army would allow 2 spell casters, a 2,001 - 3,000
would allow 3, and so on.
Likewise, some units are limited in their availability, with caveats like ‘0-1 units of Blood Knights’ in their description. These units
represent particularly rare warriors, and they are limited to 1 per 1,000 points in the same way as wizards, as described above
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Special Rule
Each army will have a number of special rules that are unique to them, which will be described in their respective army lists. These may
be army wide rules, or rules to detail special units etc
Some armies may have access to set magical items or spell lores, again detailed in their respective lists. Only units from that army list
may use these items unless otherwise stated
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Bretonnian
Bretonnian Special Rule
Vows of Bretonnia
The code of honour of Bretonnian heroes and soldiers is immensely important to them, and a true Bretonnian would rather die than
betray this code. Several units in Bretonnian armies are subject to the following vows
Honour Boun
A Peasants Dut
Peasant, Men-at-Arms, and Yeoman units can use the Command stat of any Hero or unit of Knights within 6” of them for all Command
tests aside from auto break points, in the same way as the Command rule works
The Grail Vo
Virtues of Bretonnia
In the memory of Gilles and his companions, Bretonnian heroes honour certain virtues and pledge to live by these codes. A Bretonnian
Hero may take any single one of the virtues by paying the points cost liste
Virtue of the Penitent - Following the loss of his beloved to the curse of a hag, Duke Cordain of L’Anguille became known as the
Hermit Knight, but yet would always answer the call to arms when it came - The Hero gains the Stubborn rule and can no longer be
broken (he will still take the pins in the same way as other unbreakable units). However the Hero may not be mounted on a steed of any
description and cannot be given any magical items - 5 point
Virtue of the Knightly Temper - With a heart of stone and and resolute temper Beren stood unbowed - The Hero gains the Frenzied
Charge and Ferocious Charge rules- 10 point
Virtue of Heroism - Known as the slayer of monsters, Gilles fought and killed many of the great beasts that stalked the Massif Orcal -
The Hero may add +1 to the die result when rolling on the Monstrosity damage table for any damage he personally in icts on
Monstrosity units - 10 point
Virtue of Stoicism - Tales are still told of how Lombard stood alone against hordes of Orcs and saved his dukedom of Carcassone -
The Hero and any unit he is joined to reroll the result of any failed break tests - 5 point
Virtue of the Ideal - Unmatched was Landuin of Moussilon’s skill and prowess with blade and lance… and yet, Moussilon has faded -
The Hero an additional HtH attack and +1 Str. However the loses a point of Command and any units within 6” of him will be at -1 for any
Command checks they are required to make, with the exception of auto break tests - 5 point
Virtue of the Impetuous Knight - In the glory of the charge was Balduin most alive - The Hero and any unit he is attached to will
automatically pass any Agility checks required when making sprint moves, and ignore the heavily laden rule if they have it - 5 point
Virtue of Audacity - A master of feint and riposte , Agligar’s skill at turning the enemie’s strength against them is legendary - In
challenges, if the Hero’s opponent has a higher base Str then the two values are switched, with the Hero ghting with the higher Str, and
his opponent ghting with the lesser value - 5 point
Virtue of Duty- Most loyal of companions, always did Duke Thierolf of Lyonesse ght at his liege’s side - The Hero may join a unit that
the General of the army has already joined - 5 point
Virtue of the Joust - Great was Duke Folgar of Artois’ skill with a lance - The Hero may reroll any failed hits when charging with a lance
- 5 point
Virtue of Noble Disdain - Though he lost many a steed shot out from under him at the battle of Aquitaine Fredemunde never lost his
contempt for those who would not meet him face to face in battle - The Hero and any unit he joins gains the vengeful rule against and
units armed with missile weapons, and any unit he is with will not have to make a break test if taking 50% casualties from a single round
of missile attacks - 5 point
Virtue of Purity - Chaste, honourable, and untainted by notions of self-aggrandisement, Duke Rademund was one of the Lady’s most
virtuous champions - if the Hero rallies then all units around him within 10” lose a single pin if they have them, regardless of their status -
10 point
Virtue of Discipline - No matter the odds, Marcus always took to the battle undaunted by the numberless hordes of his enemies - If
outnumbered in combat (by enemies of the same type, ie warrior units of on foot, mounted units if mounted) the Hero and any unit he
may be joined to gains +1 Str. This Virtues does not work if mounted on a Monstrosity - 5 points
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Virtue of Empathy - A champion of the common man, Martrud was beloved by those he protected - If on foot the Hero extends the
range of the A Peasant’s Duty rule to 10” from him, rather than 6” - 10 point
Grail Reliqu
The Grail Relique is a sacred artefact to the Bretonnians, the remains of a long dead Grail Knight that still seems to ght with a
frightening fury. The Relique is born aloft by the pilgrims that carry it, and if reduced to only 2 pilgrims or less it will no longer be able to
run or sprint, and if no battle pilgrims at all then will be rendered stationary
The sight of the Grail Relique inspires the Bretonnians to ght on when all is seemingly lost. Any broken units that pass within 10” of the
Relique lose D6 pins and may make an immediate recovery check
Magic
Bretonnian spell casters may take spells from the Light and Destruction lores. They may also pick magical items from these lores, in
addition to generic magical items and the magical items listed below
Magic Weapon
Sword of the Lady’s Champion - This honed blade strikes true when wielded by the just- This weapon can be a sword or large sword,
and can reroll one missed hit each combat - 10 point
The Lance of Artois - This weapon is balanced to perfection - This Lance causes a SV 6 hit on the charge for each natural 1 rolled to
hit. Available to mounted heroes only - 10 point
Morning Star of Fracasse - This weapon seems to have its own hatred of other magical artefacts - This morning star will destroy any
magical item carried by enemy heroes the wielder is involved in combat with (either individually or as part of units ghting) on any
natural hit rolls of 1 - 5 point
Magic Armou
The Grail Shield - This shield protects the Righteous - If the wearer of this amulet is forced to make multiple Res tests, and in the
sequence rolls a natural one for one of these tests, then all other subsequent hits are considered to be saved and do not have to be
rolled. This rule only applies to the hero and not any adjoined units or monstrosity mounts. In addition, the bearer will not suffer the
Heavily laden rule if they are wearing heavy armour - 10 point
Armour of the Midwinter Sun - This armour magni es and re ects the light of the sun, making the wearer harder to target effectively
than normal - This heavy armour grants an additional +1 Res bonus when defending against missile attacks - 5 points
Magic Item
Token of the Damsel - On the eve of battle, a noble woman will often give a favoured champion a token of their support, be it a lock of
hair, a ribbon, or a brooch - Once per battle the bearer may automatically pass a single Command test they are required to make,
including if they are testing as part of a unit they have joined - 10 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 16 points. Give large sword @ free. Can be mounted on a war horse @ 12 points,
increasing Res to 6(9), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war horse. War horse can be upgraded to a
Pegasus @ 30 points giving the Flies rule. If mounted the Lord can take a Lance @ 1 point
Upgrade to Tough 2 @ 10 points, to wound 2 @ 10 points. Give sword @ 1 point. Can be mounted on a horse @ 8 points, increasing
Res to 6 and giving the Fast 8 rule. Upgrade to Magic Level 2 @ 25 points, Magic level 3 @ 50 points
Special Unit
Core Unit
Give large swords @ free, lances @ 1 point per model. Add up to 2 Knights @ 28 points per mode
Give spears @ free, long spears @ free, halberds @ 1 point per model. Give unit medium armour increasing Res to 5(7) @ 2 points per
model. Add up to 5 Men at arms @ 12 points per mode
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4 x peasants with 5 5 5 5 7 7
daggers and bows
Give unit longbows @ 2 points per model, swords @ 1 point per model. Give unit light armour increasing Res to 5(6) @ 2 points per
model. Give unit Dead-Eye Shot rule @ 10 points. Add up to 5 Peasants @ 11 points per mode
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Beastme
Beastmen Special Rule
Blood Sacri ce
Beastmen Bray Shamans are often attended by Ungors who serve as both slaves, bodyguards, and sacri ces to the Dark Gods, as
required
If the Bray Shaman who is joined to a unit of Ungors wishes they may sacri ce one or more of them before casting a spell. If they do
this, they can add 1 to the casting value of the spell for each sacri ce they make (note; a 0 casting roll will always result in a miscast as
normal). Any Ungors sacri ced are slain, but the sacri ce does not in ict a pin on the unit as a whole
Servants of Chao
Beastmen are children of Chaos, and most will serve Chaos as a whole rather than a particular God, however some Beastmen decide
to pledge themselves to one particular power. A Beastman Hero can take Chaos Marks and any appropriate Gifts their Mark allows, as
detailed in the Chaos Army List
Beastmen Magi
Beastman Shamans can draw spells from the Dark, Destruction, and Beast lores. Beastmen heroes may select magical items from
these lores, along with generic magical items, and the items listed below
Magic Weapon
Skull Cleaver - This crude axe is extremely effective at destroying enemies- This Large axe in icts 1D3 additional hits for each natural 1
to hit - 10 point
Magic Armou
Troll Hide Cloak - This cloak melds with it’s wearer, providing some measure of the Troll’s regenerative powers - Once per battle the
bearer may make a Res test, if passed they can regenerate a single wound - 10 point
Helm of Blood Frenzy - This helm is cursed with a malevolent will of its own - The bearer of this helm, and any unit his is joined to,
always follows on in combat, regardless of whether they wish to or not, including in combats in which they were defeated but the
opponent does not wish to follow on; the blood lust of the helm drives the defeated Beastman back into combat none the less - 5 point
Magic Standard
Blood Eagle Banner - Captives of the Beastmen rarely survive for very long, and truly worthy opponents of the herd are honoured by
being mounted as a Blood Eagle - All friendly units within 12” of this banner gain the Dread rule whilst they remain within range - 15
points
Magic Item
Lightning Fetish - This strange artefact contains blood, esh, and fur of a once mighty beastlord - Once per battle the bearer may cast
the Lightning Bolt spell, regardless of whether they are a wizard or not. No casting roll or unbind attempt is made, the spell happens
automatically - 15 point
Crown of Horns - Truly powerful Beastmen can sprout long, jet black horns from their forehead, which trickle blood forever more as a
sign of the favour of the dark gods - The bearer of these horns causes D3 SV2 hits on the charge - 15 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, to wound 2 @ 16 points, Wound 3 @ 32 points. Give big axe @ free. Give
Savage rule @ 3 points
Give large axe @ free, giant axe @ 1 point. Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 2 @ 18 points, Wound 3 @
36 points. Give Minotaur Irresistible Charge instead of Frenzied Charge @ 8 points. Upgrade to medium armour @ 4 points increasing
Res to 8(10), Heavy armour @ 8 points increasing Res to 8(11). Give Savage rule @ 3 point
Give unit large axe @ free, lance @ 1 point. Give medium armour increasing Res to 6(8) @ 4 points. Upgrade to Tough 2 @ 10 points,
Tough 3 @ 20 points, Wound 2 @ 16 points, Wound 3 @ 32 points. Give Savage rule @ 3 points.
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 16 points. Give unit Savage Rule
@ 1 points per model. Add up to 4 Animal Spirits @ 23 points each
Special Unit
Give unit big axes @ free, Giant Axes @ 1 point per model. Give light armour @ 2 points per model increasing Res to 8(9). Add up to 2
Minotaurs @ 38 points each. Give units irresistible charge instead of frenzied charge @ 8 points per model
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0 - 1 Razorgor, 70 point
Monster Uni
Unit Ag Acc Str Res Init Com Special
Core Unit
Add up to 5 Bestigors @ 17 points per model. Give unit savage rule @ 1 point per model.
Gors, 77 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Add up to 5 Gors @ 13 points per model. Give unit savage rule @ 1 point per model.
Ungors, 57 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
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Give pack master medium armour increasing Res to 6(8) for 2 points. Add up to 5 Hounds @ 12 points per model
Monstrosity Unit
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Chao
Chaos Special Rule
Marks of Chao
Many of the servants of Chaos devote themselves to one particular God, and if they attract the favour of their Patron then they may
receive the Mark of their God and gifts that come with it.
A Chaos Hero may pick one of the following Marks for 5 points. It grants the gifts listed below
Spell casters will also gain access to the spell lores if which ever Chaos God they are marked by. Note that a spell caster can never take
the Mark of Khorne. Daemonic heroes are already marked as an aspect of their God and have the rules listed as above
Gifts of Chao
Favoured Champions of the Ruinous powers are bestowed with gifts from their Patrons. Marked Mortal Heroes may be given a
maximum of one of the following gifts as long as they bear the Mark of the appropriate God by paying the listed points cost. A champion
may take a Chaos Gift and is still permitted to take a single magic item. Daemonic Heroes may not take these gifts
Acidic Spit, 10 points - This mutation gives the Hero a single SV2 exchange of missiles attack
Breathes Fire, 25 points - This mutation gives the Hero 3 x SV 3 aming breath attacks
Hideous Visage, 20 points - This mutation gives the Hero the Dread rule
Soul Hunger, 5 points - This mutation gives the Hero a terrible hunger for the life force of his foes. If a Hero with this gift defeats an
enemy Hero in a challenge then any wounds they may have suffered are restored and any pins they may have are eliminated (note this
will not remove pins from units the Hero may be joined to)
Wings, 30 points - This mutation gives the Hero leathery wings, granting the y rule
Gifts of Khorn
Collar of Khorne, 15 points - Heroes that have collars of Khorne gain a dispel attempt as if they were spell casters, and furthermore
the Hero does not suffer a pin if the dispel is failed, however this dispel is limited to 24” range. Fleshhounds of Khorne wear Collars of
Khorne and the dispel is attempted by the unit as a whole, rather than each model in the unit having a dispel attempt of their own
Juggernaut of Khorne, 12 points - Can only be taken by unmounted heroes, at which point they become mounted and may only join
other mounted units. Juggernauts grant an additional point of Res, the Fast 6 rule, and make an additional 1 x HtH SV4 attac
Gifts of Nurgl
Rot y steed, 25 points - Can only be taken by unmounted heroes, at which point they become mounted and may only join other
mounted units. A Rot y steed grants an additional point of Res, the Fast 7 rule, the Flies rule, and the Rot y grants an additional 1 x HtH
SV 3 attack
Palanquin of Nurgle, 30 points - Can only be taken by unmounted heroes, at which point they become mounted, but may only join non
mounted units. A Palanquin grants an additional point of Res, the Slow 4 rule, and gives 4 x HtH SV 0 venomous attacks from the
Nurglings bearing it. In addition, and Res rolls of a natural 7 automatically pass regardless of whether it otherwise would have or not as
the blow is absorbed by the seemingly endless swarm of Nurgling
Nurgling Infestation, 20 points - The hero is full of gnawing Nurglings, playing around in his insides. After suffering a fatal wound the
bearer explodes and the Nurglings inside spill out. Remove the model and replace it with a single base of Nurgling swarms which now
joins the warband replacing the Hero.
Daemonic steed, 10 points - Can only be taken by unmounted heroes, at which point they become mounted and may only join other
mounted units. A daemonic steed of Nurgle grants an additional point of Res, the unit becomes Large, the Slow 4 rule, the Blundering
rule, and 2 x HtH SV 2
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Gifts of Slaanesh
Mount of Slaanesh, 15 Points - Can only be taken by unmounted heroes, at which point they become mounted and may only join
other mounted units. Mounts of Slaanesh grant an additional point of Res, the Fast 9 rule, an an additional 1 x HtH SV 0
Sopori c Musk, 5 points - This mutation allows the Hero to exude a sickly sweet musk, making their enemies torpid and dull witted.
Any enemy units that try to make a Reaction roll within 20” of a Hero with this rule is at -1 Initiativ
Gifts of Tzeentch
Disc of Tzeentch, 30 Points - Can only be taken by unmounted heroes, at which point they become mounted and may only join other
mounted units. Discs of Tzeentch grant an additional point of Res, the Fast 8 rule, and the Flies rule
Will of Tzeentch, 10 points - The Hero is granted an in nitesimal portion of Tzeentch’s foresight. Once per battle, a Hero with this rule
may reroll a single die roll that relates to them. The usual rule of never rerolling a die for a second time applies as normal
Pink Horror
When a pink horror of Tzeentch is killed, the model is removed and replaced with a model representing a pair of blue horrors straight
away. Essentially Pink Horrors have a Wound rule, but drop to a lesser pro le once it has lost it.
If any Pink Horror is taking multiple hits and splits into Blue Horrors with hits yet to resolve the hits carry over to the Blue Horrors. A unit
of Pink Horrors will only ever take 1 pin for however many Pink Horrors split, but receive a pin for each Blue Horror slain, as normal
Example; 5 Pink Horrors are charged by 10 Orcs who in ict 7 hits on them. The hits are spread across the unit, with two Pink Horrors
taking two hits. 2 of the Pink Horrors taking one hit fail their Res test and split into Blue Horrors. The unit takes one pin as a result of
having had at least one Pink Horror split. One of the Horrors hit twice fails the rst and subsequent test and is completely slain, in icting
another pin. The other Pink Horror hit twice passes the second Res test and splits into a pair of Blue Horrors, and as the pin for splitting
has already been added no further pin is in icted. The unit ends combat with a total of 2 pins
Heralds of Tzeentch are Pink Horrors, and will split into two blue horrors once all Wounds have been lost and they are slain. They split
into two normal blue horrors and all other powers and abilities are lost
Contorted Epitome
The Heralds bearing this mirror ght and live as one, treated in all regards as a single model with a single pro le. The Epitome itself has
the following effect; any non Slaanesh units that are with 12” and have line of sight onto the front facing of the mirror are distracted by it.
They are at -1 accuracy with any missile attacks they make, and at -1 Str when making any melee attacks. In addition, units in combat
with the Epitome itself are not able to choose whether or not to follow on in combat if they would normally be able to, it is always only
the Herald’s choice, regardless of the outcome of combat
Chaos Magi
Chaos Sorcerers can draw spells from the Dark, Destruction, and Beast lores. Chaos heroes may select magical items from these lores,
along with generic magical items, and the items listed below. Some of the items are restricted to devotees of certain Gods and will have
this listed in their description saying ‘Mark of… only’, only Heroes marked for or Daemons of this God may use these items
Unlike most armies, Chaos Sorcerers can take magical armour items
Magic Weapon
Burning Soulsword - This jet black blade burns with unholy re - This sword has the Fire rule, in icting an additional pin when any
damage is in icted - 5 point
Black Axe - This axe was wielded by a mighty Norscan warlord - This large axe in icts D3 additional hits for every natural 1 to hit roll -
10 point
Ice Cleaver- This axe is unnaturally cold and in icts terrible wounds - This hand axe ignores all non-magical armour - 15 point
Change Blade - This sword glows with arcane re - All hits from this sword count as re damage, in icting a further pin. In addition, any
natural 9s to hit cause an additional 1D3 hits, regardless of whether this would have otherwise hit or not. Mark of Tzeentch only - 10
point
Hell re Axe - This axe burns with a terrible black re - All hits from this sword count as re damage, in icting a further pin. In addition,
any natural 8s to hit cause an additional 1D3 hits, even if the attack would otherwise have missed. Mark of Khorne only - 10 point
Blood Sprayer - This thirsty blade seeks constantly the gore and viscera of its God’s enemies - If this axe makes any successful hits
that are not saved it in icts an additional hit to units that would bleed... undead, daemonic, mechanical, or otherwise non-organic
enemies do not count. Mark of Khorne only - 10 point
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Rot Blade - This dull blade hacks at the enemies of Grandfather Nurgle- All hits from this sword count as venomous damage. In
addition, any natural 7s to hit cause an additional 1D3 hits, regardless of whether this would have otherwise hit or not. Mark of Nurgle
only - 15 point
The Pitted Scythe - This corroded reaper’s tool tears at the esh of those it strikes, as if hungering for the very esh it hacks at - All hits
from this large weapon ignore armour and any natural 7s to hit cause an additional 1D3 hits, regardless of whether this would have
otherwise hit or not. Mark of Nurgle only - 15 point
Deaths Head of Nurgle- These noxious Missiles are made from the skulls of conquered foes of Nurgle, and lled with bile from a Great
Unclean One - Once per battle the caster can hurl the Deaths head, counts as a Magic Missile, SV6 that ignores all non magical armour
- 5 point
Writhe Blade - This sword seems to wriggle and writhe around its target when striking, nding ways through all armour, no matter how
tough - This sword ignores all non-magical armour, and in addition causes and additional hit on a natural hit roll of 1. Mark of Slaanesh
only - 15 points
Dagger of the Succubus - This sharp poniard drips with strange salves and exudes a sickly sweet musk - This dagger is taken in
addition to the hero’s normal weapon, but only useable in the following situation; If the bearer defeats an enemy hero unit in the rst
round of a challenge, instead of following on in combat they may instead decide to make a single strike with this dagger. It autohits
before the enemy ghts, and it it is not saved it in icts an additional venomous damage. If the target survives they may then make their
attacks as per normal follow on combat. Mark of Slaanesh only - 15 point
Magic Armou
Dark Armour - This armour melds with it’s wearer, like a second, Iron hard skin - This armour counts as heavy armour but does not
carry the heavily laden rule (note that any unit the Hero joins who may be wearing heavy armour would still count as heavily laden) - 5
points
Glittering Armour- This armour bends reality itself - This armour counts as medium armour, and gives the wearer a +1 Res bonus for
all missile attacks that hit them. Mark of Tzeentch or Slaanesh only - 10 point
Helm of Eternal Hunger - This helm is fashioned into the visage of a snarling hound, and is cursed with a malevolent will of its own -
The bearer of this helm always follows on in combat, regardless of whether they wish to, including in combats in which they were
defeated but the opponent does not wish to follow on, the blood lust of the helm drives the defeated Champion back into combat none
the less, also granting a further + 1 Str, winning or losing. This also applies to any unit the champion may have as they follow their
leader, but they do not receive the additional +1 Str for the helm. Mark of Khorne only - 15 point
Doomshield - This shield is made from the ossi ed bones of fallen foes - This shield de ects any hits saved with a Res roll of natural 1
back onto the bearer’s attacker, as if that unit had in icted that blow on itself. Can only be taken by heroes with heavy armour. - 12
point
Helmet of Misery - This helmet is fashioned from strange unnatural minerals - This helmet extends the range of the Hero rule to 16” -
10 point
Bubonic Armour- This armour course with virulent pus - This armour counts as heavy armour, and any natural 7s on Res tests cause a
spurt of corrosive pus to hit the attacker, doing 1 x SV3 hit. Mark of Nurgle only - 15 points
Magic Standard
Blood Eagle Banner - Captives of the Norscans rarely survive for very long, and truly worthy opponents of the tribe are honoured by
being mounted as a Blood Eagle - All friendly units within 12” of this banner gain the Dread rule whilst they remain within range - 15
points
Magic Item
Yeti Tooth Necklace - This charm is strung from the incisors of wild yetis and grants terrible power to its wearer - Once per battle the
wearer can use the stored power in the necklace to reroll any casting or dispel roll - 5 points
Crown of Power- This twisted crown contains the bound spirit of an exalted Lord of Change - If the wearer has to roll on the miscast
table they must add or subtract one from the result, they may choose to add or subtract but it must be one of the other, it cannot be the
original rolled result. Mark of Tzeentch only- 5 point
Wand of Woe - This sceptre glows with otherworldly malice - The bearer of this item can force all enemy wizards within 12” to reroll all
casting rolls. In addition if a natural 9 is rolled for enemy casting rolls within 12” it also counts as a miscast as if a 10 had been rolled.
Mark of Tzeentch only - 15 points
Chalice of Perversion - This chalice over ows with extravagant musks - Once per battle the bearer, when activated, may consume the
contents of this chalice, restoring any lost wounds and removing any pins. Mark of Slaanesh only - 20 point
Lament Con guration - This strange puzzle box contains the keys to the secret desires of every mortal soul - Once per battle the
bearer, at any point during their activation, may open this item. Roll a D6 for each enemy unit within 6” of the hero. If a natural six is
rolled that enemy takes D6 SV6 hit as twisted chains seize at their esh. Mark of Slaanesh only - 12 points
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Tormented Instrument - This instrument of pain produces anguished sounds from the poor lost mortal who has been twisted into a
musical plaything by a daemon of Slaanesh - Any Slaanesh units within 10” of a hero bearing this artefact ignores the rst pin when
making any command tests (note that if a unit has only one pin and attempts to make an orders check it must still make the check, it just
ignores the pin), and any non Slaanesh units are affected in the opposite way, adding one pin to any command checks they are required
to take. In addition if the bearer is given a Fire order they may strum the instrument and make a magical missile attack, range 10”
causing D6 SV1 hits. Mark of Slaanesh only - 20 point
Lamenting Tocsin - The tolling of this cracked bell lls Nurgle daemons with unnatural vigour, causing them to cavort and dance with
an unnerving swiftness -The bearer of this bell can choose to ring it at the end of any of their activations (as long as they aren’t broken),
and any Nurgle units with the Daemonic rule but without the Fast rule within 14” of the bell ringer gain the Rapid Sprint rule until the end
of the turn. Mark of Nurgle only - 10 points
The Staff of Nurgle - This staff was carved from the branch of a cankered tree, topped with an emblem of the Plague God, and draped
with Deaths Heads. It writhes with foul power. - This staff imbues the Sorcerer with magical energy. If the caster rolls a natural seven for
any casting rolls then the spell cannot be dispelled. Mark of Nurgle only - 15 point
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Hero Unit
Can be given wings adding the Fly rule @ 40 points. Give unit Improbably Vast Weapon @ 2 points. Upgrade to Magic Level 1 @ 25
points, Magic Level 2 @ 50 points, Magic Level 3 @ 75 points.
Give unit large weapon @ free, halberd @ 1 point. Upgrade to Tough 2 @ 10 points, Wound 2 @ 18 points. Nurgle marked Champions
can upgrade to Tough 3 @ 20 points, Wound 3 @ 36 points. Can be mounted on a war horse @ 12 points, increasing Res to 7(10),
giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war horse
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 12 points, Wound 2 @ 12 points. Nurgle marked
Sorcerers can be upgraded to Tough 3 @ 20 points, Wound 3 @ 24 points. Add up to 4 familiars @ 15 points eac
Give unit Large Weapon @ free, or spear @ free. Upgrade to Wound 2 @ 12 points, Tough 2 @ 10 points. Nurgle marked Chieftains
can upgrade to Tough 3 @ 20 points, Wound 3 @ 24 points. Give Savage rule @ 1 point OR berserk rule @ 5 points. Give unit medium
armour increasing Res to 5(7) @ 4 points. Can be mounted on a war horse @ 12 points, increasing Res to 7(10), giving the Fast 8 rule,
and granting 1 x HtH SV 1 attack from the war horse
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Upgrade to Tough 3 @ 10 points, Wound 3 @ 14 points. Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 point
Uprgade to Magic Level 3 @ 25 points. Upgrade to Tough 2 @ 10 points, Wound 2 @ 12 points. Add up to 4 familiars @ 15 points each
Special Unit
Give unit large weapons @ free, Halberds @ 2 points. Add up to 5 Chosen Chaos Warriors @ 19 points per mode
Give unit large weapons @ free, Lances @ 1 point per model. Add up to 2 Knights @ 29 points eac
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Give large weapons @ free. Add up to 5 Chosen Warriors @ 20 points per mode
Give unit large weapons @ free. Add up to 5 Blightkings @ 15 points per mode
0-1 Units of Pusgoyle Blightlords, Chosen Chaos Warriors Riding Rot ies, 131 Point
Warrior Uni
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Give light armour @ 2 points per model increasing Res to 7(8). Add up to 3 Slaangors @ 26 points each
Give unit long bows @ 4 points per model. Give unit Halberds @ 1 point per model. Add up to 3 Tzaangors @ 35 points eac
Give unit large swords @ free. Give unit Halberds @ 1 point per model. Add up to 3 Chaos Warriors @ 36 points eac
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Ulfenwere, 78 point
Monster Uni
Unit Ag Acc Str Res Init Com Special
Core Unit
Give unit large weapons @ free, Halberds @ 1 point. Add up to 5 Chaos Warriors @ 18 points per mode
Give unit large weapons @ free, Lances @ 1 point. Add up to 3 Knights @ 33 points eac
Marauders, 72 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Give unit spears or long spears, large weapons @ free. Give unit savage rule @ 1 point per model OR Berserk rule @ 5 points per
model. Give unit medium armour @ 2 points per model. Add up to 5 Marauders @ 12 points per mode
4x archers with 5 5 5 5 7 7
sword, bow
Give In ltrate rule @ 2 points per model. Add up to 5 Archers @ 12 points per model
Give Packmaster medium armour @ 2 points, spear @ free. Add up to 5 warhounds @ 11 points eac
Give unit large swords or spears @ free, halberds @ 1 point per model. Give bows @ 2 points, crossbows @ 3 points. Give unit
medium armour @ 2 points per model. Add up to 5 Cultists @ 12 points per mode
Give unit swords @ 1 point per model. Give unit light armour @ 2 points per model increasing Res to 5(6). Add up to 5 Thugs @ 9
points per mode
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Pestigors, 90 Point
Warrior Uni
Plaguebearers, 95 Point
Warrior Uni
Hellstriders, 93 Point
Mounted Warrior Uni
Tzaangors, 97 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Give unit large swords @ free, halberds @ 1 point per model. Give long bows @ 4 points per model. Give unit medium armour @ 2
points per model. Add up to 5 Tzaangors @ 17 points per mode
Give crew spears @ free. Give Chariot Scythes adding 1D6 SV1 hits on the charge @ 25 points. Add up to 2 crew @ 5 points each. Add
up to 2 horses @ 5 points each. Two horses may be replaced by a single Gorebeast @ 5 point
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Add up to 2 Crew @ 9 points each. Give crew light armour @ 2 points per model, swords @ 1 point per model. Upgrade to a large stone
thrower @ 27 point
Add up to 2 Crew @ 9 points each. Give crew light armour @ 2 points per model, swords @ 1 point per model. Upgrade to a large bolt
thrower @ 21 point
2 x crew with - 5 5 - 7 8
swords
2 x steeds of - - 5 - - - 1 x HtH SV 0
Slaanesh
Give crew spears, scourges @ free. Give Chariot Scythes adding 1D6 SV1 hits on the charge @ 25 points. Add up to 2 crew @ 5 points
per mode
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2 x Steeds of 5 1 x HtH SV 0
Slaanesh
Add up to 2 crew @ 10 points per model. Add up to 2 steeds of Slaanesh @ 5 points each. Add scythes to chariot @ 25 points in icting
D6 SV1 hits on the charge
Monstrosity Unit
4 x marauder crew 5 5 5 8
with spears
Give crew rocks to hurl @ 1 points per crew, bows or javelins @ 2 points per crew member. Add up to 4 barbarians crew @ 5 points
each
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Chaos Dwarf
Chaos Dwarf Special Rule
Sorcerous Exhalatio
Lammasu swirl with magic, every breath that take infused with sorcerous power. Each time the Lammasu breathes in, it draws magical
energy from enemy wizards.
Units with this special rule stymie the efforts of enemy wizards. Enemy wizards within 16” of a Lammasu must deduct 1 from the casting
value of any spells they attempt to cast. In addition, any attacks from magical weapons or items that target the Lammasu or its rider are
at -1 to hit
As its name would suggest, the earth shaker cannon lands with such impact it causes tremors in the ground as it lands
The Earth Shaker counts as a bombard with the following additional rules. Once the shot and any subsequent scatter has been resolved
roll 2D6; this is the range of the effect in inches. Each unit, friend or foe including the initial target unit but excluding chariot, ying, and
monstrosity units, within the range must roll a D6 and consult the chart below
1 - knocked down - the unit is knocked to the ground, change its order die to down, or give it a down order if it has not already had one.
The unit will automatically recover in the recovery phase as they regain their footing, no test is necessar
2 - 4 - shaken - the unit maintains its composure, but is nonetheless unsteadied by the tremors. The unit may not sprint this turn
5 - 6 - steady - the tremor is not suf cient to unsettle the unit, they suffer no effect
The Earth shaker cannon requires a great deal of black powder to hurl its massive shell, and this is not without its risks. If the to hit roll
for the cannon is a natural 0 a mis re has occurred. The shot does not get made and a D6 roll on the mis re table below must be made
1 - BOOM! - the shell explodes in the cannon, striking the crew as if it had hit itself. Also roll for earth shaker rules as above from the
cannon itself
2 - Boom. - the shell does not re but the blast in the breach causes a large tremor. Roll for the Earth shaker rules as above from the
cannon itself
3 - 5 - Fizz - the cannon does not re, and there is no further effec
6 - Huge blast - the cannon is over stuffed sending the shell well off course. The shot is red at the target unit, but counts as a miss, and
scatters 3D10” inches instead of the usual 1D10”
Armour
The Chaos Dwarfs are master craftsmen, unburdened by tradition or morality, and have several weapons unique to them
Bazookas are rearms unique to the Chaos Dwarfs that have the pro le given above. Two members of a unit of blunderbussers can
give up their weapons to form a bazooka team. The bazooka requires two dwarfs to operate, a rer and a loader, and if either is killed
another chaos dwarf can take up their place and resume the team, or the remaining team member can pick up a blunderbuss of a fallen
comrade. If the unit is reduced to only one member the Bazooka must be abandoned
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Firebor
Units with this rule are powerful constructs of magic, and are as unstable as they are deadly. Fireborn units do not only go Down when
they fall an orders test but each model in the unit must also take a Res test. Any that fail are destroyed, and any remaining models go
Down as normal
Fireborn units are immensely dangerous to ght in close quarters. All units that ght in HtH combat against Fireborn units take an
additional pin, regardless of how many casualties fell, and is in addition to the further pin in icted for any successful Fire attack
Slave
Chaos Dwarfs make use of many slaves, and in particular are fond of using orcs as warrior slaves in their armies.
Units with this rule are less likely to break when their cruel masters are in sight. They may reroll any failed break tests if a Chaos Dwarf
unit are within 10”. However, it no Chaos Dwarf unit is within 10” they will automatically fail any break tests they are required to take as
they use the confusion of battle to try and escape
An artillery unit can upgrade on of their crew members for a Slave Ogre loader @ 32 points
Chaos Dwarf spell casters may draw spells from the Dark, Destruction, and Magic of Hashut lores. They may also draw magical items
from these lores, as well as generic magical items, and items chosen from the list below
Magic Weapon
Obsidian Blade - This jet black sword is forever scalding to the touch- This sword in icts re damage - 10 point
Axe of Woe - This axe was forged by the cruelest of runesmiths- This large axe has a SV6 for any natural 1s to hit - 12 point
Magic Armou
Giant Hat of Mourn - This large hat was found in the mouth of a volcano - This hat makes the wearer immune to the extra pin of Fire
attacks, and removed D3 + 3 pins for rally orders rather than D6 - 10 point
Lava Cloak - This cloak is hotter than the blackest of forges and pulses thick, acrid smoke at all times - The wearer of this cloak is -1 to
hit from all missile attacks that target him if he is not joined to a unit or riding a monstrosity, and in icts a single SV1 choking attack in
HtH combat - 15 point
Magic Standard
Banner of Hashut - This banner beats the visage of the Great God Hashut - This banner makes all Chaos Dwarf units within 12” to
automatically pass any order tests that result in a charge or missile attacks on enemy units - 12 points
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 16 points, Tough 3 @ 20 points, Wound 3 @ 32 points. Give big axe @ free, or giant
axe @ 1 point. Give heavy armour increasing res to 6(9) and adding Heavily Laden rule @ 9 points. Make Stubborn @ 2 point
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 16 point
Special Troop
Give unit big axes @ free. Add up to 2 Bull Centaurs @ 37 points per model
Dwarfs may carry big axes @ free, Halberds @ 1 point per model. Give unit shields adding shield wall rule @ 2 points per model. Add
up to 5 Immortals @ 24 points per model
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Siege Ogre may replace his arms with 2 Fireglaives granting D6 shots (can be red on an advance order) but reducing HtH attacks to
SV 1 @ 18 points. Add up to 2 Siege Ogres @ 38 points each
Core Unit
Dwarfs may carry big axes @ free, Halberds @ 1 point per model. Give heavy armour @ 1 point per model, increasing Res to 6(9) and
adding Heavily Laden rule. Add up to 5 Chaos Dwarfs @ 18 points each
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Chaos Dwarf Blunderbussers, 115 point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Chaos Dwarf 4 5 6 6(7) 6 8 Tough
Leader with axe,
blunderbuss, light
armour
Add up to 5 Chaos Dwarf Blunderbussers @ 21 points each. Two unit members may switch their blunderbusses to form a single
Bazooka team
Berserkers may carry big axes @ free. Add up to 5 Berserkers @ 22 points per model
Give unit spears @ free, light armour increasing Res to 5(6) @ 2 points per model. Add up to 5 Slave Orcs @ 9 points per mode
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Monstrosity Unit
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3 x Chaos dwarf - 5 6 - 6 8
crew
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Dark Elve
Bitter Enmity
Dark Elves are hostile and disdainful of all other races in the Old World, but none more so than the High Elves. When ghting High
Elves, all units must follow up and ght again if they win close combat. This is the same for High Elves who hate the Dark Elves in equal
measure
Cauldron of Bloo
A Cauldron of Blood will drive any Witch Elf units nearby into a mad blood lust as their killings ll it with gory offerings. Any Witch Elf
units who win combat within 12” of the Cauldron of Blood gain the Vengeful rule and must ght on, gaining the extra HtH attack as
normal. Note that this rule affects the Cauldron’s crew as well
The Cauldron is considered a chariot, propelled by the attendant Witch Elves, and though the Cauldron itself cannot be damaged it can
be considered to be removed as normal by the relevant rolls on the chariot damage table
Hand Crossbow
Hand Crossbows are a weapon unique to the Dark Elves, with a pro le as belo
Hand Crossbows 10 20 - 1
Dark Elf spell casters can draw spells for the Dark, Destruction, and Alteration spells.Dark Elf heroes can take magic items from these
lores, as well as generic magical items, and items chosen from the list below
Magic Weapon
Executioners Axe - This large axe is sharpened beyond any mortal comprehension - This large axe has a SV of 3, and if a natural 1 to
hit is rolled the target unit may not use any Tough rules to attempt a reroll for a failed res test. - 15 point
Weeping Blade - This dagger drips with the most potent poisons conceivable - This dagger ignores all non magical armour and also
has the venomous rule. - 10 point
Magic Armou
Armour of the Witch King - Forged from Iron and carved with dark runes they make the wearer dif cult to even look upon - Counts as
spangly armour. The wearer receives a +1 Res bonus from any missile attacks that hit them- 10 points
Sea Dragon Cloak - Cut from the hide of a terrible Sea Dragon, this cloak offers supreme protection - Counts as light armour. The
wearer will never test below base Res value, no matter the SV of attacks that hit them - 15 points
Magic Standard
Blood Banner - This banner is a terrible sight and constantly oozes blood, lling the air around it with the stink of the charnel house -
Any enemy units within 10” and LOS of this banner are at -1 Command (except for automatic break tests). This does not affect units that
cause Dread or Terror or who are otherwise immune to these rules - 10 point
Magic Item
Death Mask - Made of enchanted gold from the Blackspire Mountains the Deathmask depicts Khaela Mensha Khaine in his aspect of
the Deathbringer, the merciless slayer - The wearer gains the Terror rule - 25 point
Circlet of Iron - This circlet was said to have been found by the Witch King and is more ancient than even the High Elf race itself- Any
wizard unit wearing this circlet may reroll any failed casting rolls. However, they must make a Res test to do so, and will take a wound
should they fail. - 10 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 12 points. Give spear or long spear @ free. Give unit spangly armour increasing res to
(8) @ 15 points. Can be mounted on a war horse @ 12 points, increasing Res to 7(10), giving the Fast 8 rule, and granting 1 x HtH SV 1
attack from the war horse. War horse can be upgraded to a Pegasus @ 30 points giving the Flies rule. Can be mounted on a Cold One
@ 10 points increasing Res to 7(10), giving the Fast 6 rule, the Cold-Eyed rule, and granting 1 x HtH SV 2 attack from the Cold One. If
mounted can be equipped with a lance @ 1 point.
Sorceress, 72 points
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points. Upgrade to Tough 2 @ 10 points, Wound 2 @ 10 points. Can be
mounted on a war horse @ 12 points, increasing Res to 7(10), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war
horse. War horse can be upgraded to a Pegasus @ 30 points giving the Flies rule. Can be mounted on a Cold One @ 10 points
increasing Res to 7(10), giving the Fast 6 rule, the Cold-Eyed rule, and granting 1 x HtH SV 2 attack from the Cold One
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points. Add up to 2 Witch Elf crew with swords @ 10
points eac
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Special Troop
Add up to 2 Harpies @ 50 points each. Give unit Dead Eye Shot @ 10 points. Give unit Vengeful @ 1 point per model
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Core Unit
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Add up to 5 Dark Elves @ 17 points each. Give unit medium armour @ 2 points per model
Give crews spears @ free. Add up to 2 Dark Elf crew @ 9 points each
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Give crews spears @ free. Add up to 2 Dark Elf crew @ 9 points each
Monstrosity Units
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Dogs of Wa
Soldiers of Fortun
Dogs of War ght for money and rarely care for the high ideals of their employers. When taken as allies, Dogs of War units can never
lose more than 1 pin from Rally orders if broken
Regiments of Renow
Many Dogs of War units are legendary units, lead by charismatic individuals. Regiments of Renown consists of a special character and
their bodyguards and the Hero attached may never leave this unit. As such they do not have the Hero rule and cannot be given Magical
Items. They may issue and receive challenges. All Regiments of Renown are Special Units and are unique, and no more than one may
be taken in any army, regardless of size. Other units of the regiment may be taken as troops, but they will not include the special leader
The Paymaste
Mercenaries ght for gold, and a can’t general will keep some on hand to reassure his hired swords that a pay day is not far away. As
long as the Parmaster is on the eld then Dogs of War units can reroll any failed break tests. However, if the Paymaster is killed or ees
the battle then all Dogs of War units will no longer be able to lose any pins by any means
A Dogs of War army must always include a Paymaster and may only ever have one, no matter the size of the army. Although the
Paymaster is a mounted unit he may join Mounted or Warrior units
Dogs of War spell casters can draw spells for the Light and Destruction lores. Dogs of War heroes can take magic items from these
lores, as well as generic magical items
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 14 points. Give large sword @ free. Give unit pistol @ 3 points. Give unit heavy armour
@ 5 points increasing Res to 5(8) and giving the Heavily Laden rule. Can be mounted on a war horse @ 12 points, increasing Res to
7(10), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war hors
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 10 points. Can be mounted on a
horse @ 8 points, increasing Res to 6 and giving the Fast 8 rule
1 Paymaster, 71 points
Mounted Uni
Upgrade to Tough 2 @ 10 points, to wound 2 @ 14 points. Give large sword @ free. Give unit pistol @ 3 points. Give unit light armour
@ 2 points increasing Res to 5(6), or medium armour @ 4 points increasing Res to 5(7)
Special Unit
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Core Unit
Give unit spears or long spears @ free, halberds @ 1 point per model. Give unit medium armour increasing Res to 5(7)@ 2 point per
model, or Heavy Armour increasing Res to 5(8) and adding Heavily Laden rule @ 4 points per model. Add up to 5 Guard @ 12 points
per mode
4x archer with 5 5 5 5 7 7
dagger, bow
Give unit swords @ 1 point per model. Give units crossbows @ 1 point per model. Give unit light armour increasing Res to 5(6) @ 2
points, medium armour increasing Res to 5(7) @ 4 points, heavy armour increasing Res to 5(8) and adding the heavily laden rule @ 6
points per model. Add Pavises @ 1 point per model. Add up to 5 Archers @ 11 points per mode
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Give light armour increasing Res to 5(6) @ 2 points per model. Add up to 5 Handgunners @ 13 points per mode
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The Dwarf
Dwarf Magi
Dwarfs have little natural aptitude for sorcery, and are thus distrustful of magic in general. However, the do inscribe their weapons,
armour, and personal effects with magical runes which grant bonuses indistinguishable from magic. To this end, if a Dwarf army includes
a Runesmith then they have access to the magical runes listed below
Unlike most armies, Dwarfs do not take magical items or spells from the other lores but instead inscribe their own equipment with
magical runes. A Dwarf hero may take up to 3 runes on his equipment by paying the listed points, and multiple rules can be inscribed on
the same equipment. No rune may be taken twice in an army
Dwarfs can also inscribed their war machines with runes. Any war machine unit can have one of the war machine rules listed below by
paying the listed amount of points
Dwarf Runesmiths count as Magic Level 2 for all rules purposes, and can make one dispel attempt per turn as other spell casters, but
cannot cast spells and do not draw any spells from the lores
Weapon Rune
The following runes may be placed onto any weapons wielded by hero units. The effects of the runes work together, for instance an axe
inscribed with the rune of ight and rune of accuracy would receive the +1 Acc bonus when making its special exchange of missiles
attack
Rune of Skill - Gives the bearer a further +1 to his strength when using this weapon - 10 point
Rune of Swiftness - The wielder if this weapon may make one of his HtH attacks out before combat begins, as if his enemy was Down,
before he makes any further attacks he has concurrently with his enemies - 10 point
Rune of Smiting - In challenges the rst Wound in icted by this weapon will also remove any other remaining wounds the opponent
has, meaning any further failed Res tests will result in the opponent being slain. The opponent will take however many pins as
appropriate for the amount of wounds lost - 10 point
Blessed Rune - Any undead or daemon units take an additional D3 pins if they lose combat after taking damage from this weapon - 10
points
Rune of Slaying - The bearer may add one to any rolls made on the monstrosity damage chart for any damage caused by this weapon
- 12 points
Rune of Parrying - When ghting in a Challenge the enemy of the bearer of this weapon must reroll one of their successful hits- 12
points
Rune of Fury - This rune grants the wielder one additional HtH attack with this weapon - 10 point
Rune of Flight - This rune allows the weapon to be thrown and return to the hands of its owner, meaning the weapon can be used to
make an exchange of missile attack before combat, and subsequently used in that combat, when either charging or being charged - 10
point
Rune of Breaking - This rune negates the effect of any magical armour that the targeted enemy may have - 10 point
Rune of Fire - This rune makes the weapons damage count as re damage dealing a maximum of one additional pin when dealing
damage - 10 point
Rune of Lightning - One any natural hot rolls of a 1 this weapon has an additional D3 SV and if the subsequent Res test is failed the
affected unit must make a break test as if they had lost combat, even if they would have otherwise won - 15 point
Rune of Accuracy - Missile attacks made with this weapon are at +1 Acc - 5 point
Armour Rune
The following runes can be placed onto any medium or heavy armour worn by hero unit
Rune of Iron - This armour can ignore 1 point of SV of any non-magical attack - 10 point
Rune of Lightened Load - The wearer of this item loses the heavily laden rule if they have it (note that this only affects the wearer and
his steed should he have one, and not any unit they may join - 5 point
Rune of Lightning - Any Res rolls of a natural one cause a single SV1 hit on the wearer’s attacker during HtH - 12 point
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Rune of Spell Eating - The wearer can attempt to dispel any magical attack that targets or affects them, as if they were themselves a
spell caster - 15 point
Rune of Nulli cation- This armour cancels out the effects of any non-runic magic items within 8” of the wearer - 15 point
Rune of Fortitude- This armour has a Wound of its own, and on the wearers rst failed Res test this armour wound will be lost instead
rather than any of the wearers own wounds, and as such no pin is in icted for this lost wound - 10 point
Rune of Obfuscation - The wearer of this armour receives a +1 Res bonus to any ranged attacks - 15 point
Rune of Shielding- The wearer if this armour can never be brought below base Res by any missile attacks that strike them - 10 point
Standard Rune
Rune of Courage - This standard negates the effects of dread and terror within 10” of the bearer - 12 point
Rune of Warding - Non runic magic has its casting value reduced by 1 within 24” of this standard - 12 point
Rune of Swiftness - Running or sprinting units that start within 8” of this standard may add 2” to the move (ie a run of 10” becomes 12”)
- 12 point
These runes may be carved into any Dwarf War Machine unit
Rune of Sure Shot - Hits on fast units with a run order, or downed units do not need to be rerolled - 10 point
Rune of Burning - The war machine gains the re rule for its attacks - 10 point
Rune of Precision - The rer may add or subtract one from any rolls the monstrosity damage table for any damage caused by it’s
weapon - 12 point
Rune of Accuracy - Missile attacks made with this war machine’s weapos are at +1 Acc - 5 point
Dwarf Runesmiths may be mounted on an Anvil of Doom for 10 points. Whilst riding the anvil the Runesmtih has +1 Res, but is immobile
unless joined to a unit of at least two troops to propel it. The unit propelling the anvil will be classed as Heavily Laden
Whilst riding the Anvil the Runesmith may smite it with his Runic hammer on a Fire or Advance order, and the Anvil will make an SV 4
magic missile attack on any chosen unit within line of sight and 20”
Shield Bearers
A Dwarf Lord may be borne by shield bearers if he is joined to a troops unit with at least two models. Whilst on the shield the Lord
receives a +1 Res bonus but the unit become heavily laden. This ability costs 5 points
Throne Bearers
A Dwarf Lord may be borne aloft by throne bearers if he is joined to a troops unit with at least four models. Whilst on the shield the Lord
receives a +2 Res bonus but the unit become heavily laden. This ability costs 10 points
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Hero Unit
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, to wound 2 @ 16 points, wound 3 @ 32 points. Give big axe @ free, or giant
axe @ 1 point. Give pistol @ 3 points Give heavy armour increasing res to 6(9) and adding Heavily Laden rule @ 9 points. Make
Stubborn @ 2 points.
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, to wound 2 @ 18 points, wound 3 @ 36 points. Give Lord large weapon @ free,
giant axe @ 1 point. Give pistol @ 3 points
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Special Troops
4 x Longbeards 4 5 7 6(8) 6 8
with axes, medium
armour
Give unit large axes @ free. Give unit heavy armour increasing Res to 6(9) and adding Heavily Laden rule @ 2 points per model. Add
up to 5 Longbeards @ 20 points per mode
Core Unit
Dwarfs may carry big axes @ free. Add up to 5 Dwarfs @ 18 points each
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Dwarfs can carry big axes @ free. Give medium armour increasing Res to 6(8) @ 2 points. Add up to 5 Dwarf Crossbowmen @ 19
points each
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0 - 1 x Gyrocopter, 94 point
Monstrosity Uni
Unit Ag Acc Str Res Init Com Special
Cannon is xed to the deck and can re with a move or advance order. Give crew crossbows @ 3 points per crew, Handguns @ 4
points per crew. Make crew Mechanical Genius @ 10 points. Add up to 4 crew @ 5 points each. Upgrade small cannon to organ @ free,
to large cannon @ 50 points, to re cannon @ 10 points
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The Empir
Detachment
Empire armies have mastered the coordinated use of their ranged troops to support their melee units. Any troops melee unit can have a
missile unit assigned to it as an attachment. The units must be deployed, and remain, within 8” of each other in order for the detachment
rule to be used.
When an order die is drawn and a melee unit is activated to charge an enemy unit and successfully passes any order test, the missile
unit attached to it may make a command test if they have not already had an order die that turn. If passed they may take an order die
from the bag and be given a re order before the melee unit makes its charge move. If the command test is failed the unit does not go
Down, and may be given an order as normal later in the turn
Righteous Rul
If any one model in a unit has the righteous rule the unit will automatically pass any orders check that would result in a charge against
undead or chaos unit
Repeater Ri e
Repeater ri es can make up to 3 shots per missile attack, the player must declare how many shots they wish to make and roll all hit rolls
concurrently. If the rer decides to make multiple shots all shots are at -1 Acc, and any natural 0s to hit are rolled the weapon has
jammed and res no shots at all
Rocket Canno
A rocket cannon may choose to re up to two salvoes per Fire order. However, if both hit rolls are the same number then the rocket
cannon has mis red. Roll a D6 on the mis re chart below
1 - The cannon explodes spectacularly where it is. Discount all shots, and the cannon and its crew are immediately removed from play
2 - The rockets begin to cook off, striking the crew. The crew take D3 SV2 Fire hits, discount all shots
3 - The rockets re off wildly. Place the 2” blast marker onto the cannon, then scatter from there, discounting the shots red
4 - The rockets zzle out and nothing happens. Discount all shots
5 - The rockets are wildly inaccurate. Place the 2” blast marker on the targeted unit and scatter from there
6 - The rockets are wildly overstuffed with black powder and re off one by one at their target. The rockets gain the unstoppable rule
Empire Magi
Empire Spell casters can draw from the light, life, and destruction lores. Empire heroes can draw magical items from these lores, as well
as the generic magical items, and the items listed below
Magic Weapon
Runefang - Gifted to men long ago by grateful dwarf kings, they swords are wielded by only the most worth heroes of men - This sword
ignore all non-magical armour bonuses - 12 point
Mace of Helsturm - It is said that if wielded by a man of faith this mace can smash through even the mightiest of walls - This large
mace has a SV of 3, and also has the Fire damage rule - 15 point
Rapier of Halverstand - This ne sword is swift beyond imagining - This sword confers a +2 strength bonus rather than the normal plus
1. In addition, the bearer is charged while down they may still make 1 HtH attack concurrently with their opponent, with any additional
attacks made after the attacker as normal - 15 point
Magic Armou
Armour of Meteoric Iron - Forged from a fallen star, it is said that no mortal blade can pierce this armour - Counts as heavy armour but
increases Res by one further point (for example, Res 5(9)). Cannot be worn by wizard heroes - 15 point
White Cloak of Ulric - This cloak is made from the pelt of a savage white wolf, and was blessed by the High Priest of Middenland - Any
missile attacks that target the wearer of this cloak and his unit are made at -1 accuracy, and the wearer also ignores extra pins caused
by the Fire rule - 12 point
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Magic Standard
Griffon Banner - This banner is a replica of the banner which Magnus the Pious himself fought under, and contains a measure of his
righteous fury - Any undead or daemon units within 12” of this banner are at -1 command - 10 point
Steel Standard - This magni cent standard inspires great acts of courage to all who see it - Any units activated within 12” of this banner
will automatically pass any Run or Sprint orders that result in a charge - 10 points
Magic Item
Ring of Volans - This ring was gifted to the kingdom of men by Teclis himself - This ring contains a chosen spell from the Light Magic
Lore. Once per battle the bearer of this ring may cast this spell when they are activated, no casting roll is required. In addition this spell
can only be dispelled on a natural 1 - 10 point
Tome of Sigmar - This leatherbound book contains the teachings of Sigmar, and makes a resounding thud when thumped - Any rally
orders given by the bearer of this artefact restore D3+3 pins rather than D6, including to any routed units. - 10 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 16 points. Give heavy armour increasing Res to 5(8) and giving the Heavily Laden rule
@ 5 points. Give unit chain mace, morning star, or warhammer @ free. Give pistol @ 3 points. Can be mounted on a war horse @ 12
points, increasing Res to 6(9), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war horse. If mounted the Lord can take
a Lance @ 1 point
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 10 points. Can be mounted on a
horse @ 8 points, increasing Res to 6 and giving the Fast 8 rule
Upgrade to Tough 2 @ 10 points. Can be mounted on a war horse @ 12 points, increasing Res to 6(9), giving the Fast 8 rule, and
granting 1 x HtH SV 1 attack from the war horse
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Can be mounted on a war horse @ 12 points, increasing Res to 6(9), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the
war horse
Special Unit
Greatswords, 92 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Give sisters slings @ 3 points per model. Add up to 5 Sisters @ 20 points per mode
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Give unit light armour @ 2 points per model. Add up to 2 Ogres @ 28 points per model. Make 1 Ogre in a unit of 3 or more a leader @
12 point
Core Unit
Give unit warhammers @ free, Lances @ 1 point. Add up to 3 Knights @ 28 points eac
Pistoliers, 81 Point
Mounted Warrior Uni
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Repeater Ri e 10 20 - 3 Repeater Ri e
Give unit large swords @ free, halberds @ 1 point per model. Add up to 5 Guard @ 15 points per mode
Give unit spears or long spears @ free, halberds @ 1 point per model. Give unit medium armour @ 2 point per model. Add up to 5
Guard @ 12 points per mode
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4x archer with 5 5 5 5 7 7
dagger, bow
Give unit swords @ 1 point per model. Add up to 5 Archers @ 11 points per mode
4x archer with 5 5 5 5 7 7
crossbow, bow
Give unit light armour @ 2 points per model, swords @ 1 point per model. Add up to 5 Crossbow men @ 12 points per mode
4x archer with 5 5 5 5 7 7
dagger, handgun
Make unit Deadeye shots @ 10 points. Add up to 5 Handgunners @ 13 points per mode
Flagellants , 97 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
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Give unit light armour @ 2 point per model. Add up to 5 Militia @ 6 points per mode
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Crewman with - 5 5 - 7 7
scourge
Crewman with - 5 5 - 7 7
Halbered
3 x Crewmen with - 5 5 - 7 7
Handguns
Add turret gun @ 14 points. Give captain a handgun instead of pistol @ 2 point
Turret gun 10 20 - 5
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Fimi
Swirling Mist
The Fimir are creatures of mist and shadow. A foul clinging miasma follows them wherever they tread. This is used to aid them in
creeping up on their victims. When ring a ranged weapon against a Fimir unit with this rule, the shooter must subtract 1 from their
Accuracy stat as all they perceive are looming shadows. In exchange of missiles this penalty no longer counts due to the close ranges,
and they may re as normal. This special rule is not costed, as it is balanced out by the negative special rule, cyclopean
Cyclopean
Fimir do not perceive the world as the younger races do. Their single eye sees much that others do not, such as changes in the winds
of magic, and areas where the rifts between reality and chaos are at their weakest. However, their single eye means that their depth
perception is almost nonexistent. Fimir are notoriously poor at using ranged weapons. Their poor Acc stat re ects this to an extent,
however they still count as -1 Acc whenever ring a ranged weapon, including exchange of missiles
Daemonic Possessio
The Fimir Meargh may perform a summoning ceremony when activated instead of casting a normal spell that turn. She may only
attempt this ceremony if the army does not yet include a Daemonomaniac. The ceremony is performed as if casting a spell of casting
level 3, but due to the extremely dangerous nature of the ceremony any failure is counted as a miscast
The Meargh selects any Fimir model from the list below within line of sight, and applies the bonus to the casting value (note that a
maximum casting value of 9 always applies after bonuses or other means of increasing casting values)
If the spell is a success then the Meargh calls forth a daemon to possess the chosen model, however this is by no means a safe
process. Roll a D6 to see the result of the spell on the selected model
1 - The daemonic energies ow into the target, but are too powerful to control. The target explodes, showering those nearby with ichor
and sowing confusion amongst both friend and foe. All units within 8” suffer one pin and the target model is removed as a casualty
2 - The target model cannot handle the energies owing into him and with a scream falls down dead. Remove the model as a casualty
3 - The daemonic energies ow into the target but prove to dif cult to contain, and they burst forth as a blast of power from the target’s
eye. Treat this model as if they had successfully cast the ‘Eye of Balor’ spell, select a target (if one is available) and resolve. This does
not affect the units statu
4 - The target is transformed into a foul and twisted daemonomaniac. However, so violent is the transformation that nearby comrades
are torn apart by the thrashing of malformed limbs. Any other models in this unit (apart from Heroes joined to it) are removed as
casualties. The target model is replaced with a Daemonomaniac, having a further MoD die added to the draw bag (the unit’s current
order die stays as is, either activated on the model, or still within the draw bag). Having successfully cast this spell the Meargh is
drained of power and may no longer cast or attempt to dispel any spells for the remainder of the game
5 - The target is transformed into a foul and twisted daemonomaniac. However, the transformation is so horrifying to witness the target’s
fellow are appalled to witness it. The unit the model was a part of takes D3 pins. The target model is replaced with a Daemonomaniac,
and has 2 MoD dice added to the draw bag (the original unit’s current order die stays as is, either activated on the unit, or still within the
draw bag). Having successfully cast this spell the Meargh is drained of power and may no longer cast or attempt to dispel any spells for
the remainder of the game
6 - The spell is cast perfectly and the target is transformed into a foul and twisted daemonomaniac. The target model is replaced with a
Daemonomaniac, and has 2 MoD dice added to the draw bag (the original unit’s current order die stays as is, either activated on the
unit, or still within the draw bag). Having successfully cast this spell the Meargh is drained of power and may no longer cast or attempt
to dispel any spells for the remainder of the game
If a 1 or 2 is rolled on this table then the Meargh may attempt to alter the course of the possession by offering up her own blood. She
stabs herself with a ceremonial dagger, taking a wound in the process, but may reroll the result of the possession
Unstabl
Daemonomaniacs are inherently unstable meldings of living creature and daemon, and are not prone to dying quietly. When the
Daemonomaniac dies, routs, or reaches auto break point then it explodes in a blast of chaotic energy, with all units within D6” taking D6
SV 3 missile hits.
Swamp Daemon
Units with this rule behave like other Daemons with the daemonic rule, and can only be taken if a Meargh is present in the army. If the
Meargh is killed or ees the table then the Swamp Daemon units can no longer lose any pins
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Fimir Magi
Fimir Spell casters can draw from the Fimir, beast, and destruction lores. Fimir heroes can draw magical items from these lores, as well
as the generic magical items, and the items listed below
Magic Weapon
Lisart’s Tail - The Fimir’s tail is tipped by a razor sharp barb, that drips in powerful toxins - The unit’s attacks count as Venomous - 5
points
The Fetid Axe - This obsidian axe is said to be ‘puri ed’ in the putrid waters of the screaming swamp - Any natural 1s to hit with this axe
are at SV 6 - 12 point
Magic Armou
Muckworn Armour - This ancient, runic armour is caked in many hard layers of lth and vegetation - Counts as heavy armour.
Increases the Swirling Mists Acc penalty for units targeting this unit to -2 - 17 point
Magic Standard
The Banner of the All-Seeing Eye - This banner has a baleful eye that seems to follow Fimir around the battle eld, judging their mettle
- Any friendly models within 12” of this banner will automatically pass any orders test that will result in a charge - 10 point
Magic Item
The Crown of Lies - This crown mocks the deep seated fears in the dark recesses in the minds of the enemy, and shows them routes
to victory that are actually paths to ruin- In challenges, any hit rolls of a natural 0 made by the wearer’s opponent causes a single pin on
them
The Oculus - The bearer of artefact has been marked for greatness, and has been selected by the Meargh as the next host of a
Daemonomaniac - If the bearer of this artefact is targeted for the Daemonic Possession spell then the Meargh may add 4 to the casting
value, making it a casting value of 7 - 30 point
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Hero Unit
Upgrade to Tough 3 @ 10 points, Wound 2 @ 14 points, Wound 3 @ 28 points. Give large sword @ free. Give medium armour
increasing Res to 6(8) @ 4 points. Make Dirach Magic Level 1 @ 25 points, Magic Level 2 @ 50 point
Special Unit
Give the savage rule @ 2 points per model. Add up to 3 Fianna @ 32 points eac
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Core Unit
Give unit spears @ free. Give unit medium armour increasing Res to 6(8) @ 2 points per model. Give unit Disciplined rule @ 10 points.
Add up to 5 Fimm @ 17 points per mode
Boglars (max one unit of boglars for every 2 units of Shearl slaves or Fimm warriors) 32 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Give unit bows @ 2 points per model. Add up to 5 Boglars @ 4 points per mode
Give crew medium armour increasing Res to 6(8) @ 2 points per model. Add up to 2 Crew @ 12 points each
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Monstrosity Unit
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High Elve
High Elves Special Rule
Bitter Enmity
High Elves are sworn enemies of the Dark Elves. When ghting Dark Elves, all units must follow up and ght again if they win close
combat. This is the same for Dark Elves who hate the High Elves in equal measure
High Elf spell casters may draw from the Light, Life, Alteration, or Destruction lores. High Elf Heroes can select magical items from these
lores, the generic magic items list, and items from the list below
Magic Weapon
Blade of Leaping Gold - A more nely balanced sword than this has never been made - This sword deals an extra D3 hits on any
natural 1s to hit - 15 point
Sword of Hoeth - This large sword is sharper than any mortal blade - This large sword has a SV of 6 for any natural 1s to hit - 12 point
Star Lance - This ancient weapon is famed throughout Caledor - This lance sword has a SV of 4 on the charge. Mounted characters
only - 10 points
Reaver Bow - This master crafted bow is deadly in the hands of the righteous - This longbow has the unstoppable rule - 10 points
Magic Armou
Golden Shield - Forged from the gleaming shards of a fallen start and protected with magical runes - The bearer of this shield gets a
dispel attempt against spells that target him directly, and on a D6 roll of 4+ can also ignore the effects of any other spells that may affect
an area or may otherwise affect them. Cannot be taken by wizard heroes - 20 points
Dragon Scale Shield - Battered and scarred, this heirloom is a treasured artefact from days when dragons roamed the skies - The
bearer of this shield gets a a further plus one armour Res increase in addition to his armour (ie an elf hero in spangly armour would be
Res 5(9)). Cannot be taken by wizard heroes - 15 points
Magic Standard
Battle Banner - This banner is beautifully embroidered with the scenes of great High Elf victories - Any High Elf units that are within 12”
of this banner when they break will not rout, but instead take the D6 pins and retreat 2M, having their order set to Run but otherwise
being unaffected - 15 point
Lion Banner - This banner lls the heart of Elves with courage - Any High Elf units that are within 12” of this banner when they begin,
end, or themselves receive a charge are immune to the effects of Dread and Terror - 12 points
Magic Item
Book of Hoeth - This well worn tome has been studied by the mages throughout the ages - If the bearer of this tome makes a casting
throw of half or less of a spells casting value they may make another spell attempt this turn. This can only happen once per turn, and the
wizard must pick a different spell to cast for his second choice. Spell caster heroes only - 20 point
Circlet of Iron - This circlet was said to have been found by the Witch King and is more ancient than even the High Elf race itself- Any
wizard unit wearing this circlet may reroll any failed casting rolls. However, they must make a Res test to do say, and will take a wound
should they fail. - 10 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 16 points. Give unit spears or long spears @ free, large sword @ free. Give a longbow
@ 4 points. Can be mounted on a horse @ 8 points, increasing Res to 6(9) and giving the Fast 8 rule. If mounted the Lord can take a
Lance @ 1 point
Special Unit
fi
Core Unit
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Give medium armour increasing Res to 5(7) @ 2 points per model. Add up to 5 High Elves @ 17 points each
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2 x Lions - - 5 - - - 1 x HtH SV 2
Monstrosity Unit
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Hobgoblin Khanate
Hobgoblin Special Rule
Vassal Stat
Many Hobgoblin tribes live under the the control of the Chaos Dwarfs. Units from this list may be taken in a Chaos Dwarf army outside
of the normal allies limit, however a Hobgoblin Khan can never be taken in a Chaos Dwarf army list
Hobgoblin Animosity
Like all Greenskins Hobgoblins are subject to animosity, however Hobgoblin behaviour is slightly more cowardly and devious than their
more bellicose cousins.
To represent this, if a Hobgoblin unit with the Animosity rule fails an Order test, roll a D6 and consult the table below
1 - We’ll get a better view from the back! - The mob of Hobgoblins don’t fancy their chances and the sense of self-preservation kicks
in - the mob moves D6+1M” toward their own table edge Anna’s away from enemy models where possible. This move cannot result in a
charge. If the unit leaves the table edge it is considered to have ed and is destroyed
2 - 5 - Squabble - The Hobgoblins bicker amongst themselves, jabbing each other with long, thin knives, threatening each other, and
generally being distracted - place the unit as Down as normal for failing an order test
6 - Bloody Murder! - One of the squabbles in the unit escalates to a knife in the back, driving the rest of the Hobgoblins into a
murderous frenzy at the sight of such glorious treachery - Give the unit a run order and move them a 2M move towards the nearest
enemy unit, charging them if possible, resolving combat as normal and counting the Hobgoblins as having +1 HtH attack until the end of
the tur
Backstabb
All Hobgoblins are backstabbing, sneaky, little cowards at heart, however the Sneaky Gits personify this trait more than any other. As
well as having venom coated blades, the Sneaky Gits also have the ‘Backstabba’ rule. A unit with this rule delights in outnumbering the
enemy, surrounding them and kni ng them in the back. If a unit with this rule outnumbers an enemy unit in HtH combat then they may
make a single additional attack to represent one of the hobgoblins putting a blade in the back of an opponent.
Cowardly
Hobgoblins are not the kind of creatures to let pride dictate their actions, and see nothing wrong with an underhand trick and have no
real sense of honour beyond ‘survival is right’. Any Hobgoblin would quite rightly expect their leaders to eschew a direct ght with a
superior enemy, and as such Hobgoblin units do not receive pins if one of their Heroes refuses a challenge
Scrap Bomb
Hobgoblins like to gather up scrap pieces of metal and lash them together with a short fuse and a small amount of black powder if they
can manage to scrounge some from the Chaos Dwarfs. They then throw these crude bombs before they ght, to injure and confuse
their would be opponents
Units equipped with scrap bombs can make a single exchange of missile attack with this weapon, in addition to any other weapons they
may have. If it hits the scrap bomb does D3 SV 0 hits to the enemy unit. However, if a natural 0 is rolled for its hit roll then the fuse is
mistimed and the bomb goes off too early, in icting its hits on the unit itself
A scrap bomb is always thrown by one of the unit members, and never by a Hero that has joined the unit… Hobgoblin leaders are not
crazy enough to walk around with explosives
Hobgoblin Magi
Hobgoblin spell casters can draw spells from the Dark, Beast, or Destruction lores. Hobgoblin heroes may select magical items from
these lores, the generic magical items list, or the list below
Magic Weapon
Nerverot Blade Brew - This debilitating poison enters the bloodstream and causes the victim to writhe in uncontrollable pain - The Hero
gains the venomous rule for their attacks - 5 point
The White Wolf of WoE - This is a particularly large and ferocious Direwolf, from a long line of giant white wolves - This weapons is
considered an upgrade to the Heroes Direwolf mount if they have one. The Direwolf’s attack has a SV of 6 on any hit rolls of a natural 1
- 5 points.
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Magic Armou
Pelt of the Great Steppe Mammoth - The wearing of this pelt shows all around that the hero has slain one of the deadliest and
greatest of all living beasts - The pelt may be taken in addition to any other armour available to the Hero, and grants a further +1 Res
bonus, and will also allow the wearer to clear D3+3 pin on a rally order rather than D6. May be worn by spell caster Heroes - 8 point
The Cloak of Concealment - This cloak is perfect for keeping its cowardly wearer out of view - The wearer of this cloak and any unit it
is accompanied by may activate the cloak when targeted by a missile attack. The unit makes an Init check. If failed the unit goes Down
and all hits must be rerolled as normal. If passed, the unit does not go Down but is treated like it is for the purposes of the shooting, with
all hits needing to be rerolled - 10 points
Magic Standard
Banner of the Great Khan - This inspires the greenskins around it with its glory - Any Hobgoblin units within 12” of this banner will
automatically pass any Orders test that will result in a charge or missile attack on an enemy unit. May not be taken by a Hero in a Chaos
Dwarf army - 12 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 10points. Give spear @ free, large sword @ free. Give a bow @2 points. Give medium
armour @ 10 points. Can be mounted on a wolf @ 8 points, increasing Res to 5(6) and giving the Fast 6 and Rapid Sprint rules and
granting 1 x HtH SV 1 from the wolf. Wolf can be upgraded to a Direwolf for a further 10 points, giving an additional 1 x HtH SV 1 attack.
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 8 points. Can be mounted on a
horse @ 8 points, increasing Res to 6 and giving the Fast 8 rule. Can be mounted on a wolf @ 8 points, increasing Res to 5(6) and
giving the Fast 6 and Rapid Sprint rules and granting 1 x HtH SV 1 from the wolf. Wolf can be upgraded to a Direwolf for a further 10
points, giving an additional 1 x HtH SV 1 attack.
Special Unit
Give unit spears @ 3, bows @ 2. Give light armour increasing Res to 5(6) @ 2 points per model. Add up to 3 Wolf Boys @ 25 points per
model
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Core Unit
Give unit spears @ free, bows @ 2 points per model. Give unit light armour increasing Res to 5(6) @ 2 points per model. Add up to 3
Wolf riders @ 16 points per model
Give spear @ free, bows @ 2 points per model. Add up to 5 Hobgoblins @ 9 points each
Hobhounds, 63 point
Warrior / Beast Uni
Unit Ag Acc Str Res Init Com Special
2 x Hobgoblin crew - 5 4 - 7 7
with swords
2 x Wolves - - 5 - - - 1 x HtH SV 1
Give crews spears @ free, bows @ 2 points. Give Chariot scythes @ 25 points adding D6 SV 1 Impact Hits. Add up to 2 crew @ 5
points each. Upgrade wolves to Direwolves giving each one 2 x HtH SV 1 @ 10 points eac
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1 x Hobgoblin crew - 5 4 - 7 7
with sword
1 x Wolf - - 5 - - - 1 x HtH SV 1
Monstrosity Unit
3 x Hobgoblin crew - 5 5 - 7 7
with spears
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Idoneth Deepkin
Deepkin Magi
Idoneth spell caster may draw from the Dark, Alteration, or Destruction lores. Idoneth heroes may select magical items from these lores,
the generic magical items list, or the list belo
Magic Weapon
Abyssal Blade - The darkest and most hatefult houghts have been stripped from a chorrileum to temper this weapon - This sword deals
an extra D3 hits on any natural 1s to hit - 15 point
Glaive of Gaelgaeta - This lance is possessed of a strange and malignant evil - This lance has a SV of 5 on the charge - 15 point
Magic Armou
Wave Cape - This cape is made from the very essence of the aethersea - The wearer of this cape gets the y and Fast 8 rules and is
immune to any re attacks. As only the wearer can bene t from the effects of this cape any units they join do not receive these bene ts
and the wearer will be limited by their speed, but if the unit is charged by a non- ying unit the wearer can elect to remain ying and not
participate in the combat and be allocated hits as a unit member - 20 points
Magic Item
Soul Ledger Scroll - This well worn scroll has an in nite capacity for misery and despair - If the bearer of this scroll makes a casting
throw of half or less of a spells casting value they may make another spell attempt this turn (note this can only happen once per turn).
Wizard heroes only - 20 point
Brain Barnacles - Dreaded parasites of the deep, these microscopic arthropods are harvested by the Idoneth from the aethersea itself-
Once per battle, the unit carrying these Barnacles can make a missile attack with them (Range 10” SV 2). If they successfully hit and the
target fails it’s Res test, the targeted unit may be controlled by the Idoneth player until the end of the turn. If the unit targeted is a
Monstrosity, then they do not roll on the Monstrosity damage table as normal, but are instead controlled by the Idoneth player for only
one MoD die, the owning player retaining any others. Chariot units cannot be effected by the Barnacles. - 18point
Brain Barnacles - Dreaded parasites of the deep, these microscopic arthropods are harvested by the Idoneth from the aethersea itself-
Once per battle, the unit carrying these Barnacles can make a missile attack with them (Range 10” SV 2). If they successfully hit and the
target fails it’s Res test, the targeted unit may be controlled by the Idoneth player until the end of the turn. If the unit targeted is a
Monstrosity, then they do not roll on the Monstrosity damage table as normal, but are instead controlled by the Idoneth player for only
one MoD die, the owning player retaining any others. Chariot units cannot be effected by the Barnacles. - 18point
Conch of Courage - This shell inspires all Deepkin who hear its sweet sounds - If the bearer of this unit is given a successful Rally
order then any broken Idoneth units on the battle eld may make a recovery test as if they were within the normal range - 12 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 16 points. Give spear or long spear @ free
Upgrade to Tough 2 @ 10 points, to wound 2 @ 18 points. Give unit spear @ free, lance @ 1 poin
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 10 points. Give Octopus familiar
@ 28 points
Special Unit
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Core Unit
Monstrosity Unit
The small bolt thrower onboard the Leviadon does not need a Fire Order to shoot and has 360 degree arcs. It may exchange missiles if
charged (crew do not use javelins if so), but not when charging.
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Kislev
Kislev Special Rule
Glorious Charg
Hatred of Chao
All Kislev units have hatred towards Chaos units, gaining the vengeful special rule when facing them. This does not apply to any
monstrosity units, monsters taken by Kislev armies from the Monstrous Arcanum list, or any allies
Units with this special rule do not suffer the normal -1 to hit penalty when exchanging missiles with their bows when charged
Steady Ai
Units with this rule ignore the -1 penalty when ring at long rang
Kislev Magi
Kislev wizards have access to Destruction, Light, and Ice spell lores. Kislev Heroes may select Magical Items from these lores, the
generic magical items list, and the items listed below
Magic Weapon
Holy Axe of Miska - Miska the Slaughterer made this axe for her second husband - This large axe causes D3 hits for each natural 1 to
hit roll - 10 point
Pistols of Prince Boydinov - This matchless set of pistols was owned by the remarkable Prince Boydinov of Erengrad who introduced
black powder weapons to the armies of Kislev - These pistols give a +1 bonus to Acc when shooting with them, and have a SV of 3 - 15
point
Magic Armou
Armour of Alexandr- This chainmail of unrivalled beauty and strength was a gift from the dwarfs - Counts as heavy armour. Ignores up
to 4 points of SV from non magical weapons. Cannot be worn by wizard heroes - 15 point
Ice Armour of Jekaterina - This armour was fashioned out of pure ice by the Tzarina Jekaterina III - this medium armour can be worn
by wizards, increasing their Res by 2. It also ignores SV of all non magical weapons - 18 points
Magic Standard
Holy Icon of Miska - This holy icon is normally kept in the shrine of Miska, only brought out in times of war - Any undead or daemon
units within 12” of this banner are at -1 command - 10 point
Warbanner of the Winter Bear - This resplendent banner lls the hearts of all Kislev troops with resolute pride - Any Kislev units within
12” of this banner ignore pins when making command checks for break tests - 15 point
Magic Item
Yakov’s Kvas - When Hetman Yakov burned down his castle by drunkenly knocking a candle holder onto his bed sheets, the only thing
that survived was his cellar full of Kvas - The hero that takes this artefact may drink it at the start of the battle. Roll a D6
1 - 2: the hero is blind drunk and gains the blundering rule for the entire gam
3 - 4: the hero has gained con dence and gains the berserk rule for the game (until broken or defeated in combat as per normal rule
5 - 6: the hero is made fearless by the potent brew and gains the crazed psychotic rule for the gam
Cost - 5 point
Sceptre of Shoika - This sceptre glitters with jewels and boosts the power of the wielder considerably - Wizards only. Once per battle
the wizard may auto cast a spell, which can only be dispelled with a natural roll of 1- 10 point
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Hero Unit
Boyar, 68 points
Warrior Uni
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 2 @ 14 points. Give large weapon @ free. Give heavy armour @ 10
points, increasing Res to 5(8) and adding heavily laden rule. Give pistol @ 3 points. Can be mounted on a war horse @ 12 points,
increasing Res to 6(9), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war horse. If mounted the Lord can take a
Lance @ 1 point. If mounted give Glorious Charge rule @ 1 point
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, to wound 2 @ 18 points. Give Boyar large weapon @ free, lance @ 1 point,
pistol @ 3 points
Ice Witch, with [5] 5 5 [5] 7 8 [Tough], [Wound], Hero, Magic Level
sword, riding 1
Chariot
Upgrade Witch to Tough 2 @ 10 points, to wound 2 @ 10 points. Give crew big axes @ free. Add up to 2 crew @ 5 points each. Give
chariot scythes giving D6 SV1 Impact hits @ 25 points. Upgrade Witch to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points
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Give unit large weapon @ free. Give unit up to 4 Warhounds @ 11 points each OR mount on a warhorse increasing Res to 7(9), making
Fast 8, and adding 1 x HtH SV1 @ 12 points
Special Unit
Give riders lances @ 1 point per model. Add up to 2 Sons of Ursun @ 95 points per mode
Give unit large weapons or spears @ free, halberds @ 1 point per model. Give unit longbows @ 5 points per model. Add up to 5 Ice
Guard @ 14 points per mode
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Streltsi, 92 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Core Unit
Give unit light armour @ 2 point per model. Add up to 5 Ungols @ 13 points per mode
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Kossars, 82 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Leader with axe, 5 5 5 5 7 8 Tough, Steady in the ranks
bow
Give unit spears or long spears @ free, large swords or axes @ free, halberds @ 1 point per model. Give unit medium armour
increasing Res to 5(7) @ 2 point per model. Add up to 5 Militia @ 12 points per mode
4x Militia with 5 5 5 5 7 7
swords or axes,
bows
Give unit light armour increasing Res to 5(6) @ 2 point per model. Add up to 5 Militia @ 12 points per mode
2 x Bears - - 6 - - - 2 x HtH SV 3
Add up to 3 crew @ 5 points each. Note; Bombard is permitted to re with a Fire or Advance orde
Monstrosity Unit
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Lizardme
Lizardmen Special Rule
Slann Movemen
The Slann Priests are sluggish and physically frail creatures, and rely on the physicality of the Sauruses to carry out their daily physical
tasks, including moving for them
The Slann Priest is totally immobile unless carried by a unit of Saurus warriors, or Saurus Temple Guard that he is joined to. He can be
picked up and dropped off at any point of the units movement, and both units are given the appropriate order regardless of where the
Slaan Priest is left or what the Sauruses may do next (ie ght in HtH). A unit that charges can decide to leave the Slaan Priest out of
combat if they so wish, but if they are broken they will leave the Slaan where he is, potentially very exposed
As long as the unit of Sauruses has at least 3 models they can move without penalty. If reduced to two models they will count as heavily
laden. A single Saurus carrying the Slaan Priest will only ever be able to move a max of 1
Lizardmen Magi
Lizardmen spell casters may draw spells from the Beast, Life, Alteration, or Destruction lores. Lizardmen heroes may take magical items
from these lores, the generic magical items list, or the items listed below
Magic Weapon
Blade of Realities - This glimmering sword was crafted by the Old Ones - This large sword ignores all non magical armour - 15 point
Moon Cleaver - This weapon was forged during an eclipse and glows with the power of the heavens - This halberd has its SV
increased to 6 for any natural hit rolls of 1 - 15 point
Magic Armou
Cloak of feathers - This nely woven cloak of Coatl feathers is blessed by the Slaan Priests - Skink spell caster heroes only. This cloak
grants the wearer the y rule - 15 points
Magic Standard
Sun Banner - This banner is a magni cent sight and drives the lizard men ever onwards- Any saurus and skink units that begin a
charge within 12” of this banner are at +1 Str for the ensuing combat and any follow up combat - 25 points
Magic Item
The Egg of Quango - This mystical artefact was unearthed from the deepest, darkest jungle - Once per battle the possessor of this egg
may crack it open prior to casting a spell. The spell is automatically cast with no chance of dispel, Can only be taken by spell caster
units - 15 point
The Phial of Phaic Tan - This small clay phial contains the mystical uids - Once per battle the bearer may toss the phial at an enemy
as an exchange of missiles. If it hits the affected unit takes a pin as normal and is also at -1 Str for the combat and any follow on
combat- 10 point
The Rod of Itzi Bitzi- This golden fetish stores a tiny measure of the power of the Old Ones -. Slann Priest only. This rod increase the
casting value of all spells the priest attempts to cast by one (not that a 0 to cast is still always a miscast.) - 25 points
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Hero Units
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 2 @ 14 points, Wound 3 @ 28 points. Give large axe or spears @ free,
Halberd @ 1 point. Give medium armour increasing Res to 6(8) @ 10 points. Can be mounted on Cold One granting plus one Res, the
Fast 6 rule, and granting 1 x HtH SV 2 attack from the Cold One @ 9 points. If mounted can take a Lance @ 1 point
Make Shaman Tough 2 @ 10 points, Wound 2 @ 8 points. Upgrade to Magic Level 2 @ 25 points
Make Hero Tough 2 @ 10 points, Wound 2 @ 10 points. Give spear @ free, bow @ 2 points
Special Unit
Give unit Bolas @ 1 point per model. Add up to 5 Temple Guard @ 18 points eac
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Knight leader with 6 5 5 7(8) 6 8 Tough, Fast 6, Cold Eyed, Cold One
axe, light armour, 1 x HtH SV 2
riding Cold One
Give unit spears @ free, lances @ 1 point. Give unit Bolas @ 1 point. Give unit medium armour increasing Res to 7(9) @ 2 points per
model. Add up to 3 Saurus Knights @ 24 points each
Give unit spears or large axes @ free. Give unit Bolas @ 1 point. Add up to 5 Saurus @ 15 points eac
4 x Skinks with 6 5 4 4 7 7
daggers, bows
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Give unit spears @ free. Give unit Bolas @ 1 point. Add up to 5 Skinks @ 9 points eac
0 - 1 Razordon, 59 Point
Monster Uni
Unit Ag Acc Str Res Init Com Special
3 x Skink Handlers 6 5 4 4 7 8
with spears
Monstrosity Unit
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Ogre Kingdom
Leadbelchers
Ogre Magic
Ogre Spell Casters may take spells from the Beast and Destruction lores. Ogre heroes may take magical items from these lores, the
generic magical items list, and the items belo
Magic Weapon
Thundermace - This great weapon head is bound with meteoric iron into a long, stout tree trunk - This large mace in icts 3 hits for each
natural 1 rolled to hit - 10 point
Magic Armou
Gutmaw - Blessed by generations of Ogre Butchers, this polished brass gut plate has mighty powers. - This Heavy armour gives the
wearer the terror and dread rules - 25 point
Magic Standard
Rune Maw - Anointed with gore by Butchers, hung with runic items captured from the Dwarfs, and draped with numerous other tribal
trophies, a Rune Maw constantly emits a Low growl - Any successful enemy casting rolls whose effects target Ogre units within 10” of
the Rune Maw must be rerolled - 15 point
Magic Item
Yeti Tooth Necklace - This charm is strung from the incisors of wild yetis and grants terrible power to its wearer - Once per battle the
wearer can use the stored power in the necklace to reroll any casting or dispel roll - 5 point
Great Cauldron - This giant crock pot is hauled into battle, to gather meat to feed the tribe after, and sometimes during, the battle - The
Cauldron gives the user the Heavily Laden and Slow 4 rules, but every model killed by the Hero or unit he is joined to can be chopped
up and placed in the pot. For each carcass in the pot an Ogre hero may gorge from it by being the bearer or being in base to base
contact with them. If the Hero feasts roll a D6. On a 5+ the Hero may restore a lost Wound and the single pin from it. A hero may gorge
from the pot as many times per turn as carcasses in it - 25 points
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Hero Unit
Upgrade to Wound 3 @ 18 points, Tough 3 @ 10 points. Give unit Large Weapon @ free, giant weapon @ 1 point. Give Tyrant pistol @
3 points. Can be mounted on a Mournfang increasing Res to 9(11) and giving the Fast 6 rule and the attacks listed in the Mournfang’s
pro le @ 34 points
Upgrade to Wound 2 @ 16 points. Give unit Large Weapon @ free. Upgrade to Magic Level 2 @ 25 points, Magic level 3 @ 50 points
Hunter, 75 points
Warrior Uni
Give Hunter spears for exchange of missiles @ 5 points. Give Hunter heavy crossbow @ 4 points. Add up to 4 Sabretusks @ 26 points
eac
Special Unit
Give unit large weapons @ free, giant weapons @ 1 point, pistols @ 3 points. Add up to 2 Mournfang Cavalry @ 78 points eac
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Core Unit
Gnoblars, 25 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
5 x Gnoblars with 6 5 4 4 7 6
swords
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The large cannon is mounted to the Rhinox drawn carriage and can re with a Fire or Advance order
4 x Gnoblar crew - 5 4 - 7 6
with swords
Monstrosity Unit
Give crew pistols @ 3 points per crew, heavy crossbows @ 5 points per crew member (note heavy crossbows carried by crew may be
red with a Fire or Advance order
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Animosit
Orcs and Goblins love to ght and argue; even if this means they ght and argue amongst themselves, in the midst of battle! War
bosses will be constantly bashing heads and shouting at their minions to behave and follow orders, but it doesn’t always work
To represent this, if a unit with the Animosity rule fails an Order test, roll a D6 and consult the table below
1 - Get em! - The mob of greenskins can hear their fellows jeering, hooting, and throwing dung, and decide to show them who’s harder -
if the unit is armed with missile weapons they immediately target the nearest Greenskin unit that also has the animosity rule, turning to
face them if necessary, and opens re on them, resolving the hits as normal. If there are no other units within range to re at, the unit
squabbles instead, as detailed below. If the unit does not have missile weapons they will instead attempt to charge at the nearest
Greenskin unit that has the animosity rule, resolving combat as necessary. If no eligible unit is within charge range then the unit
squabbles instead
2 - 5 - Squabble - The greenskins bicker amongst themselves, wrestling or slapping each other, and generally being distracted - place
the unit as Down as normal for failing an order test
6 - We’ll show em! - The greenskins decide to show their mates who’s the hardest by duf ng up their enemies - Give the unit a run
order and move them a 2M move towards the nearest enemy unit, charging them if possible, resolving combat as norma
If a Hero without the animosity rule joins a unit then the unit no longer suffers animosity… the Boss takes charge of such tomfoolery
The doom diver catapult counts as a small stone thrower, but may reroll the scatter die when seeing landing direction if the to hit roll is a
miss. It is assumed their is enough actual willing doom diver volunteers ready to risk their lives for the duration of the battle, the crew
models only represent those goblins still sensible enough to operate the catapult
The Goblin Dive Bomber is an ingenious mixture of goblin technical know-how, a good run up, and blind luck. The Dive Bomber will
launch itself off of a nearby cliff face or tall hill, and must remain in perpetual motion or it will crash and be destroyed. The Dive Bomber
can only be given Run orders and must retain a Run order into each turn. The Dive Bomber must make its maximum 2M move each
time. It can still throw its bombs but is always at -1 Acc when it does so. The Goblins are having a whale of a time ying around throwing
bombs, so have an a high command stat to re ect the sheer joy in their work. However, should the Dive Bomber ever get a Down order
by any means then the Dive Bomber immediately crashes. The Dive Bomber scatters 2D10”, and any unit it lands on suffers D6 SV 5
hits. The Dive Bomber can never intentionally be made to crash… the Goblin pilots are drunk, but not that drunk
Monster Hunter
Savage Orc stabber teams live to hunt giant beasts and have an uncanny instinct of where and when to strike giant monsters to cause
them grievous wounds, even if it costs them their lives. Units with this rule may add 1 to the result of any rolls on the Monstrosity
damage table for any damage they in ict. In addition, as there are two Orcs handling the giant stabba they do not suffer the usual
heavily laden penalty
Squig Hopper
The night goblins who decide to ride upon crazed squigs have a constant battle to control their steeds, normally particularly onerous
squigs who refuse to be herded in the normal fashion and must be controlled by a dedicated rider... and even then the riders level of
control is near nonexistent
Squig hoppers move as if they have the Fast rule and have retained a run at the start of each turn, including the rst. They always move
before other fast retained run units. As they count as having the fast rule all missile hits against the unit must be rerolled as normal.
Squig Hoppers move 2D10” each time they move, being given a run order. If a double is rolled the unit moves in a random direction
decided by a scatter die. The squig hoppers count as having charged the rst unit they come into contact with during their movement,
friend or foe. After combat is resolved, win or lose, the unit consolidates 1D10” away in a random direction. If they come into contact
with another unit, friend or foe, they ght again. This continues until the unit does not meet an opponent. The squig hoppers always
consolidate last and can bounce back into combat with any unit it has already fought
If squig hoppers bounce into a water feature of suf cient depth such as a river or lake then they count as drowned. If they bounce off of
the board they are likewise destroyed. They will otherwise move through or over terrain as normal, coming to a stop (with a rather sore
head) if they encounter any impassable terrain. Squig hoppers will never enter buildings
Squig hoppers are immune to dread and terror, and never take break tests. As they are considered to be on a permanent retained run
they will never take orders tests either. However, if a double 0 is rolled for their movement the unit is considered to have become too
wild to play anymore part in the battle and scatter off in a frenzy. Each model left in the unit scatters individually up to 20”, ghting any
unit, friend or foe, it encounters on its path. Once all combat, including any combats encountered by models consolidating as detailed
above, are resolved the model is considered destroyed and removed
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Greenskins Magi
Orc and Goblin shamans have access to Beast, Destruction, and Waaaaagh spell lores. Orc and Goblin Heroes have access to magical
items from these lores, the generic list magical items, and the items listed belo
Magic Weapon
Skull Splitta - This crude chopper is extremely effective at crumping gits - This Large sword in icts 1D3 additional hits for each natural
1 to hit - 10 point
Axe of Grom - This axe was wielded by a mighty Goblin warlord - This Giant axe causes Dread in Elves. The wielder is classed as
having be Dread Rule when facing Elves - 10 point
Kleeva’s Cleaver of Cleavage - All Orcs agree dis is da sharpest ng eva - This hand axe ignores all non-magical armour - 15 point
Basha’s Bashing Axe - Basha was massive, and so was his Bashin’ Axe - This Giant axe has SV5 on the charge. Orcs only, Goblin
heroes may not wield. - 12 point
Mongo’s Monster Mashing Mallet - Mongo was a famed hunter of beasts, and his mallet was mysteriously found in an abandoned
dragon nest one day - the bearer of this large hammer may add 1 to rolls made on the monstrosity damage table for damage in icted
with this weapon. Orcs only, Goblin Heroes may not wield - 12 points
Git Stikka - This razor sharp blade is slick with foul venoms - this dagger can be used once per battle in place of the hero’s usual
weapon, and only one HtH attack may be made in that combat. If it hits it does a single SV8 venomous hit. Goblins only, this nasty little
blade is not impressive looking enough for any respectable Orc Boss to carry around. - 12 points
Magic Armou
Armour of Protectyness - This armour is tougher than Squig hide and nearly as smelly - Counts as medium armour. If any Res save
results are a natural 1 then no damage is taken from that round of attacks. Cannot be worn by wizards - 12 point
Helmet of Gork - This helmet is fashioned with the crude snarl of Gork - This helmet extends the range of the Hero rule to 16” - 10
point
Squigskin Longjohns - These stylish pantaloons are made from the hide of the very most luckiest of Squigs - This garment reduces
the SV of all missile and magic missile attacks that hit the wearer by 1, to a minimum of 0 - 10 point
Magic Standard
Bad Moon Banner - This humongous banner focuses the Waaaagh energy of the Mob - This banner extends the range of rally orders
to 24” as long as the eeing unit has line of sight onto it (bearing in mind they’ll be facing towards their designated table edge!) - 15
point
Massive Banner of Super Fightyness - This grisly banner covered in trophies makes the boyz want to ght with even more extra
ghtyness - This banner makes all Orc and Goblin units within 12” automatically pass any order tests that result in a charge or missile
attacks on enemy units - 12 points
Magic Item
Madcap Mushrooms - These mushrooms grow in the dankest of caves, harvested by the Night Goblins to give them and their allies
frenzied bloodlusts - Once per battle at the start of their activation the bearer may consume these mushrooms and gain a further 1D6
attacks in HtH this turn. However if a 1 is rolled for these attacks the mushrooms have a terrifying effect on the consumer who instantly
charges the nearest unit, friend, foe, or otherwise! Resolve combat as normal, with the consumer getting the +1 attack in this or further
combats this turn. Warlords riding Monstrosities cannot consume these mushrooms - they’d fall off! - 10 point
Lucky Squig - This tiny creature brings good fortune to its owner - if the bearer of this Squig rolls any natural 1s on Res tests then they
suffer no damage in that event, regardless of any other test results - 10 point
Spider Juice- This cask of venoms is highly toxic to those who haven’t developed a suf cient tolerance for it - The bearer of this item
can chose to consume this uid himself, or toss it over an enemy in HtH. If the bearer drinks it, roll 1D10. On a 5+ the juice increases his
metabolism and he gains +1 Str and Res, however on a 1 - 4 it is too potent and Res and Str are reduced by one instead. If thrown at an
enemy the same test is made however the results are reversed, with a 1 - 4 deducting 1Str and Res and a 5+ adding 1 to Str and Res.
Effects last until the end of the turn - 5 point
Sizzla’s Shiny Baubles - These trinkets are lled with Morky Ju-Ju - if the bearer rolls a natural 1 for a dispel check they re ect the
spell back on their enemies, use the spell as if they themselves had cast it. This does not prevent the bearer from casting their own spell
later in the turn if they haven’t already yet. Shaman units only - 10 point
Magic Warpaint - These crude daubings and tattoos bring great fortune to their bearer - the bearer of this item does not have their Res
tests affected by SV in any way. Savage Orc and Forest Goblin units only - 12 points
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Hero Unit
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 2 @ 12 points, Wound 3 @ 24 points. Give big axe @ free, or giant axe
adding heavily laden @ 1 point. Give unit Ferocious Charge @ 1 point. Give unit medium armour increasing Res to 6(8) @ 10 points.
Mount on Boar adding +1 Res, adding Fast 6 rule, and adding 1 x HtH SV 3 from the boar @ 10 points
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 2 @ 16 points, Wound 3 @ 32 points. Give big axe @ free, or giant axe
@ 1 point. Give unit Ferocious Charge @ 1 point. Mount on Boar adding +1 Res, adding Fast 6 rule, and adding 1 x HtH SV 3 from the
boar @ 10 points
Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 2 @ 10 points, Wound 3 @ 10 points. Give big axe @ free, or giant axe
adding heavily laden @ 1 point. Give unit Ferocious Charge @ 1 point, Frenzied Charge @ 2 points. Give unit medium armour
increasing Res to 6(8) @ 10 points. Mount on Boar adding +1 Res, adding Fast 6 rule, and adding 1 x HtH SV 3 from the boar @ 10
points
Upgrade to Tough 2 @ 10 points, Wound 2 @ 10 points. Give large sword or spear @ free. Give unit medium armour increasing Res to
4(6) @ 2 points. Mount unit on Wolf increasing Res to 5(6) and adding Rapid Sprint, Fast 6 and 1 x HtH SV1 @ 10 points per model.
Upgrade to a Dire Wolf @ 10 points increasing to 2 x HtH SV 2 from wolf
Upgrade to Tough 2 @ 10 points, Wound 2 @ 10 points. Give unit spears or big swords @ free
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Upgrade to Tough 2 @ 10 points, Wound 2 @ 10 pts. Give unit Lance @ 1 point, medium armour increasing Res 4(6) @ 4 point
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 10 points. Can be mounted on a
boar increasing Res to 6, giving the Fast 6, and adding 1 x HtH SV3 from the boar @ 10 points per model
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points. The Shaman can be accompanied by up to 4
squigs @ 16 points each. Give shaman (without squigs) wolf to ride increasing Res to 5, Fast 6, Rapid Sprint, 1 x HtH SV1 @ 10 points
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points. Upgrade to Tough 2 @ 10 points, Wound 2 @ 8 points
Special Unit
Give unit large axes @ free. Add up to 5 Black Orcs @ 24 points per mode
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Give unit large axes @ free. Give medium armour increasing Res to 6(8) @ 2 points per model. Add up to 5 Big Uns @ 17 points per
mode
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Core Unit
Give unit large axes or spears @ free, halberds @ 1 point. Give medium armour @ 2 points. Add up to 5 Orcs @ 12 points per mode
Give unit light armour @ 2 points per model. Add up to 5 Orcs @ 12 points per mode
Give unit large axes or spears @ free. Add up to 5 Savage Orcs @ 14 points per mode
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Give unit spears @ free. Give medium armour @ 2 points. Add up to 3 Boar boys @ 25 points per mode
Give unit spears @ free. Add up to 3 Boar Boys @ 26 points per mode
Give unit spears @ free. Add up to 5 Goblins @ 7 points per model. Give unit nets @ 1 point per model
Give unit light armour @ 2 points per model. Add up to 5 Goblins @ 7 points per mode
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Give unit spears @ free, bows @ 2 points per model. Give unit light armour @ 2 points per model. Add up to 3 Wolf Riders @ 19 points
per mode
Give unit spears @ free, bows @ 2 points per model. Give unit light armour @ 2 points per model. Add up to 3 Spider Riders @ 20
points per mode
Snotlings, 81 Point
Swarm Uni
Unit Ag Acc Str Res Init Com Special
Give unit rocks to throw adding one ranged attack per swarm @ 1 point. Add up to 2 swarms @ 27 points per swar
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Add up to 2 Crew @ 10 points each. Give crew light armour @ 2 points per model
Add up to 2 Crew @ 3 points each. Give crew light armour @ 2 points per model. Give crew swords @ 1 point per model
Add up to 2 Crew @ 3 points each. Give crew swords @ 1 point per model
Add up to 2 Crew @ 3 points each. Give crew light armour @ 2 points per model. Give crew swords @ 1 point per model
2 x Goblin crew - 5 4 - 7 6
with axes
Add up to 2 Crew @ 3 points each. Give crew light armour @ 2 points per model. Give crew swords @ 1 point per model
Add up to 2 Crew @ 3 points each. Give crew light armour @ 2 points per model. Give crew swords @ 1 point per model
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2 x Goblin crew - 5 4 - 7 7
with sword
Give crew spears @ free. Give crew bows @ 2 points per model. Give Chariot Scythes adding 1D6 SV1 hits on the charge @ 25 points.
Replace wolves with dire wolves @ 12 points for 2 wolves. Add up to 2 Goblin crew @ 5 points eac
Monstrosity Unit
3 x Goblin crew - - 4 - - -
with clubs
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0-1 Arachnarok Spider, Wild 223, Bound 243, Allied 263 Point
Monstrosity Uni
Unit Ag Acc Str Res Init Com Special
0 x Goblin crew - 5 4 - 7 7
with spears
Add up to 6 Goblin crew @ 5 points per model. Give goblin crew bows @ 2 points per mode
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Skaven
Skaven Special Rule
Pack Animals
The Pack and Pack Master special rule extends and replaces the Hero special rule that other races have. It makes Skaven especially
dependant upon their Broodlords and Broodmasters. Note that they are still Warlords and Heroes in terms of the game though - even
though they lack the Hero rule.
Skaven Warlocks also have the Pack Master rule, which means they can also pass on the bene t of their Command as described
below. Units with the Pack special rule are treated as having a Command stat equal to the Command stat of a Pack Master within 10”. If
you have more than one Pack Master within 10” count the highest stat value. This boost to the unit’s stat is treated just as if the unit had
a Command stat the same as the Pack Master. This applies to all rules that use the Command stat, not just to tests taken using
Command. It includes the Automatic Breaks from Pins rule, for example.
Bear in mind that Slaves only have the Pack rule so long as their Slavedriver is alive - as only the Slavedriver has the Pack rule and not
the Rat Slaves. The same is true for the Giant Rats.
It can happen that a Pack Master is slain or moves beyond 10” of a Pack unit leaving the unit with enough pins to cause an automatic
break where this was not the case before the Pack Master was slain/moved. In this situation we allow the Pack unit a chance to survive
if it has not already taken its action that turn (or all of its actions should it somehow be endowed with more than one). If the Pack unit
has no action in hand that turn it is auto-broken and removed at the end of the current action regardless of which side’s action it
happens to be (see p42 of the main rulebook for the Autobreak rule). If a unit has yet to make its action and suffers one or more further
pins before it has a chance to do so it is auto-broken and removed. Otherwise, the unit can be given an order and can attempt an action
as normal. It is only auto-broken at the end of the action if it still has at least as many pins as its Command stat (bearing in mind this will
be an enhanced stat if a Pack Master is now within range). Note that this exception to the autobreak rule is there to allow for another
Pack Master to move into range and whip the Skaven into shape, or for the unit to recover one or more pins and avoid an autobreak by
taking an order test. Depending upon the unit’s own Command stat it might be suf cient to issue an order (removing a pin whether you
pass or fail) or it might be necessary to pass a Rally order and shed more pins. In either case, a unit carrying so many pins is extremely
vulnerable and its options very limited.
Although the Pack rule supplants the Hero special rule it doesn’t affect the unit’s Initiative stat or tests that use Initiative. It only affects
the unit’s Command stat. Skaven characters have relatively low Initiatives and relatively high Command to enable them to function as
Pack Masters. The Pack rule has been added at no points cost to those units that have it, but the Pack Master rule is added at 20pts to
the individual with the rule.
Weapons Team
The Skaven have several weapon teams operated by a number of hapless individuals. For rules purposes a single team is treated as
one model, even though it will normally be represented by two or more operators. Weapon teams are classed as artillery units and as
such are affected by the Warlock Engineers Mechanical Genius rule
Ratling Gun
Ratling guns can double the shots they make and re up to 6 shots per missile attack, the player must declare if they intend to do this,
declare how many shots they will make, and roll all hit rolls concurrently. If the rer decides to make multiple shots all shots are at -1
Acc, and any natural 0s to hit are rolled the weapon has mis red and explodes, killing the crew and removing the unit from play
Warp re Morta
The warp re mortar is an overhead weapon and scatters if misses. Use the Poison wind mortar template if it scatters
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Screaming Bel
The power of the screaming bell is legendary, but like all Skaven contraptions is chaotic and hard to control. As long as the striker is
alive he may strike the bell each time the unit is activated if he wishes. Roll D6 and consult the table below. The bell may be struck each
time the the unit is activated, rolling a further D6 each time (eg the second strike is 2D6, 3rd is 3D6, and so on)
1 - 2 - The Skaven crew pushing the bell are lled with strength on each shuddering toll - if the unit is undamaged it gains the rapid
sprint rule this tur
3 - 4 - The Skaven who hear the bell squeal with glee as they are emboldened by each strike - any Skaven units within 10” of the bell
may reroll failed order tests this tur
5 - 6 - The mighty bongs of the bell sow fear through the low beasts of the world - any cavalry units, friend or foe, within 20” of the bell
must make an order test when activated even if it currently has no pins
7 - The noise grows louder, discomforting the enemy with its ominous clangour - any enemy units within 20” of the bell must pass an
order test to charge or re missile weapons, regardless of whether it has any pins or not
8 - 9 - The tolls blend together into a single thunderous crack - each building, structure, or wood within 20” of the bell take 2D6 damage
as per main rulebook. Woods targeted will begin to degrade as the trees within topple as the tolling effects it. Thick forest will become
dense woodland, and dense woodland will become light woodland, and light woodland will become rough ground as the fallen trees
settle. As the wood deteriorates any models within must pass an Agility test or be hit by a falling tree, taking a SV5 hit
10 - 11 - The ringing sends all Skaven nearby into a frenzy - any Skaven slave, clan rat, plague monk, or Stormvermin unit within 12” at
the start or end of their activation (ie if they have just completed a charge within range) gain the berserk rule for this turn
12 - 13 - The ground begins to split apart under the discordant clongs - a great crack 18” long and 1” wide opens in the Earth. All
models in the path of the ravine must make an agility test or perish by falling in. Surviving models are set up to one side of the ravine.
Units take pins as normal as if hit by a magic missile. Monstrosity and Chariot units take a pin but are otherwise unaffected as they are
large enough to straddle the gap with ease. Buildings in the path of the ravine take 2D6 damage as detailed in the main rulebook
14 - 15 - The grating tintabulations sounds like a million rats gnawing at the ears of the enemy - all enemy units within 12” of the bell
behave as if they are affected by the dread rule for this tur
16 - 17 - The horri c clonging of the bell reaches its crescendo - the tolls blend together into a single thunderous crack - each building,
structure, or wood within 36” of the bell take 2D6 damage as per main rulebook. Woods targeted will begin to degrade as the trees
within topple as the tolling effects it. Thick forest will become dense woodland, and dense woodland will become light woodland, and
light woodland will become rough ground! As the wood deteriorates any models within must pass an Agility test or be hit by a falling tree,
taking a SV5 hit
18+ - With a nal apocalyptic crack the great bell splits in two - the unit is destroyed, all units within 3D6” of the bell take and automatic
SV2 hit as their eardrums burst. The crew are killed except the Greyseer who takes his usual wound, is placed on foot, and then
resolves the SV2 hit as above
The Screaming Bell is considered a chariot, propelled by the attendant Skaven Clan rats who are treated as its crew
Cowardl
Skaven leaders do not like to lead from the front, and are happy to let their underlings take all the risks so they do not have to
Skaven heroes joined to units do not need to take hits equally with the unit. As long as the unit has any members alive the Hero can
decline to take any hits from attacks, with all hits distributed to the other unit members
In addition, the Skaven have no sense of martial honour and see nothing wrong with declining to tackle a physically superior foe.
Skaven units do not take pins if one of their Heroes declines a challenge from an enemy
Plague Palanqui
The plague palanquin is carried upon a tide of rats, and carries a Plague Priests and a litter of foil brood rats that the priest draws
magical power from
In addition to the attacks the rat swarm provides the brood rats allow the Plague Priest to add 1 to the casting value of any spells he
attempts to make. As the palanquin is a mount it also increases the rider’s Res by 1
Warp re Thrower
Warp re throwers are devastating but unpredictable weapons. A warp re team needs a re order to shoot and cannot move and re in
the same activation.
When ring the weapon place the medium re template within the team’s ring arc, touching its base, and at the intended target (if one
is selected, this weapon can be red at an area of the table… you may want to play the dice odds on this one!). Then make a to hit roll.
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If the test is passed the weapon is red correctly and the attack is worked out from here, any units hit by the template take D6 SV 2 Fire
missile hits
If the Acc test is failed the team has over shot it’s ames, move the ame template forward that many inches and resolve the attacks as
above. The warp re will move over small obstacles like walls, hedges, and fences, but will not travel over anything like larger walls or
wood blocks
If a mis re is rolled on the artillery die the weapons has malfunctioned, roll a D6 on the mis re chart below.
Skaven Magic
Skaven spell casters have access to Dark, Destruction, Alteration, and Skaven spell lores and magic items. Skaven Heroes may select
magic items from these lores, the generic Magic items list, and the list below
Magic Weapon
Blade of Black Fury - This rusty sword quickens the wits of the wielder - This sword grants the wielder an additional HtH attack when
charging, and in any follow up combat if victorious in the rst round - 12 point
Poisoned Blade - This dagger drips with the most potent poisons conceivable - This dagger ignores all non magical armour and also
has the venomous rule. - 10 point
GutterBlade - This small blade is dripping with the most foul poisons imaginable - This sword can be used in place of the bearers
normal weapon. All hit roll of a natural 1 from this sword in ict a further 1D3 hits - 15 point
Warpstone Throwing Stars - These twisted blades are enthused with dark energy - Once per battle these may be used in place of
normal throwing stars, upgrading the SV to 5. Assassin units only. - 12 points
Magic Standard
Verminhide Banner - This banner is a terrible sight and constantly produced loathsome lth, lling the air with a noisome stink - Any
enemy units within 10” of this banner are at -1 Acc and Str - 20 points
Magic Item
Warpstone Snuff - This small jar of ground up warpstone is consumed by warlocks to boost their power despite its unpredictable nature
- Once per battle the possessor of this snuff may consume some prior to casting a spell. The spell is automatically cast with no chance
of dispel, however on conclusion of the spells effects the user must roll on the miscast table as if they had failed the spell. Can only be
taken by wizard units - 5 point
Plague Phial - This small clay phial contains the worst diseases conjured up by the plague priests - Once per battle the bearer may
crack open the plague phial whilst in hand to hand combat. Their attack immediately takes 1D6 SV1 choking attacks as if hit by an
exchange of missiles. Skaven units are immune to the effects of the plague phial - 10 points
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Hero Units
Upgrade to Tough 2 @ 10 points, to wound 2 @ 14 points. Give halberd @ 1 point, spear, large weapon @ free. Give Venomous rule @
5 points. Give heavy armour increasing Res to 5(8) and adding heavily laden rule @ 8 points
Give Grey Seer sword @ 1 point, Make Grey Seer Wound 2 @ 8 points
Give warlock sword @ 1 point, halberd @ 2 points. Give warlock a pistol @ 3 points. Upgrade to Magic Level 2 @ 25 points, Magic level
3 @ 50 points. Make Warlock Wound 2 @ 8 points. Make warlock mechanical genius @ 10 points
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Give plague priest sword @ 1 point. Upgrade to Magic Level 2 @ 25 points, Magic level 3 @ 50 points. Make plague priest Wound 2 @
8 points. Mount on a Plague Palanquin @ 35 points
Special Unit
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Core Unit
4 x Slaves with 6 4 5 4 6 5
swords
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2 x crew with - 4 5 - 6 7
daggers
Monstrosity Unit
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Tomb King
Tomb Kings Special Rule
Sustained by Magi
A Tomb Kings army must be led by a spell caster hero, and if deprived of its leader will soon begin to fade back to death. Should the
army Warlord fall in battle then no further pins will be removed from undead units, not for passing orders, rally orders, or any other
means
Casket of Soul
The Casket of Souls is a magical artillery piece that can make attacks when activated each turn as per normal artillery rules. The
Casket’s attacks are magical in nature and as such are affected by any rules that would normally affect magical attacks
The Casket can target any unit within line of sight and range, which is 24”. The Casket crew do not need to roll to hit, just nominate the
target unit who are automatically hit. The targeted unit makes a command test. If failed, the target unit takes D3 SV3 magic missile hits
as the unleashed souls torment them. The rer may then nominate another enemy unit within 12” of the originally targeted unit, who are
then hit in the same manner, taking D3 SV3 magic missile hits if they fail a command test. The souls will continue to leap from unit to
unit in this fashion until they have no suitable targets within distance or a targeted unit passes its command check
Should the Keeper of the Casket be killed the Casket is considered destroyed. When the casket is destroyed, all units within 12”, friend
of foe and including any surviving crew of the Casket, are struck by the escaping spirits, taking D3 SV3 magic missile hits on a failed
command check. If any crew survive this they can continue to ght independent of the now destroyed casket
Sepulchral Stalker
Sepulchral stalker units have the Baleful Glare rule... the unit makes this attack as a whole, only ever once per turn no matter how many
models are in the unit at the time
Tomb Kings spell casters can draw fromf the Dark, Death, or Destruction lores
Blade of Antharak - This blade writhes with dark energy - Any natural 1s to hit with this sword do an additional 1D3 hits - 10 point
Tomb Blade - This corroded sword yearns for the souls of worthy victims - If the bearer of this sword slays a hero unit in close combat
take a random Death spell card, the spell may be cast once from the sword as a normal spell in addition to any other spell the caster
may be able to cast in that particular turn. The spell is automatically cast and can only be dispelled by a natural roll of 1 - 12 point
Magic Armou
Black Armour- This armour contains the bound spirit of Elric the Mad - This armour counts as heavy armour, and any natural 1s on Res
tests in HtH cause the hit to bounce back on the attacker - 20 point
Cloak of the Dunes - The wearer of this cloak seems to move across the sands like a sandstorm, and can strip esh from bone with
their power- The wearer of this cloak gains the Fly special rule, and makes D6 SV1 impact hits on the charge - 35 points
Magic Standard
Dust Banner - This banner lls all who have upon it with a bleak dread - Any enemy units within 10” and LOS of this banner are at -1
Command (except for automatic break tests). This does not affect units that cause Dread or Terror or who are otherwise immune to
these rules - 10 point
Magic Item
Enkhil’s Kanopi - Within this clay urn lies the heart of the power sorcerer Enkhil - Once per battle the bearer of this urn can use the
heart to automatically dispel an enemy spell, or can instead consume the heart and regain a lost wound - 10 points
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Hero Unit
Upgrade to Wound 2 @ 12 points, Wound 3 @ 24 points, Tough 2 @ 10 points, Tough 3 @ 20 points. Upgrade to Magic level 2 @ 25
points, Magic level 3 @ 50 points. Add up to 4 Cursed Spirits @ 23 points each. Mount on a skeletal steed giving on extra point of Res
and Fast 8 rule @ 10 points
Upgrade to Wound 2 @ 10 points, Wound 3 @ 20 points, Tough 2 @ 10 points, Tough 3 @ 20 points. Upgrade to Magic level 2 @ 25
points, Magic level 3 @ 50 points. Add up to 4 Cursed Spirits @ 23 points each. Mount on a skeletal steed giving on extra point of Res
and Fast 8 rule @ 10 points
Give large weapon @ free, Halberd @ 1 point. Give Heavy Armour @ 3 points increasing Res to 6(9) and adding Heavily Laden rule.
Upgrade to Wound 2 @ 16 points, Wound 3 @ 32 points, Tough 2 @ 10 points. Mount on a skeletal steed giving on extra point of Res
and Fast 8 rule @ 10 points
Special Troops
Add up to 2 Stalkers @ 32 points each. Note that the unit only makes one Baleful Glare attacks as whole, not each mode
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Add up to 3 Ushabti @ 22 points per model. Unit may take great weapons @ free, halberds @ 1 point, or be given long bows @ 4
points per mode
Troops Unit
Give unit medium armour @ 2 points per model increasing Res to 6(8). Give unit spears @ free, lances @ 1 point per model. Give unit
bows @ 2 points per model. Add up to 3 Skeleton Riders @ 17 points eac
Give unit light armour @ 2 points per model increasing Res to 6(7). Add up to 3 Skeleton Archer @ 17 points eac
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Give unit spears or long spears @ free. Add up to 5 Skeletons @ 9 points per mode
Give unit halberds @ 1 point per model. Add up to 5 Tomb Guard @ 11 points per mode
Give unit light armour increasing Res to 5(6) @ 2 points per model. Add up to 5 archers @ 9 points per mode
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Give crew swords instead of daggers @ 1 point per model. Give crew light armour @ 2 points per model increasing Res to 5(6) @ 2
points per model. Add up to 2 additional crew @ 6 points eac
Give crew spears @ free. Give crew bows @ 2 points per model. Add up to 2 Skeleton crew @ 5 points each. Give chariot scythes
adding D6 SV 1 Impact Hits @ 25 point
Monstrosity Uni
4 x Tomb Guard - 5 5 - 5 8
crew with spears
Add up to 4 tomb guard crew @ 5 points. Give crew bows @ 3 points per model
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Troll Herd
Troll Herd Special Rule
The troll herd is a collection of very dumb beasts, with little concern beyond their next meal. It is a mystery how a Troll King manages to
control his lesser brethren, but he is vital to the control of the herd. As long as the Troll King is alive the herd all count as allied units
(aside from the giant troll which can only ever be bound or wild). If the Troll King is killed or retreats from the eld, but another HQ unit is
still on the battle eld, all units count as bound. If the herd is left without any HQ units then they all become wild (even a giant troll
selected as Bound!
Note that the Troll Heroes do not have the Hero rule, as such they cannot take magical items, nor join units, or issue challenges. Only
the Troll King may lend his Command stat to other units, and every Troll Herd army must take one
The Troll Hag may draw spells from the Beast and Destruction lores
Army Compositio
Hero unit
Upgrade to to wound 2 @ 16 points. Upgrade to Magic level 2 @ 25 points, Magic Level 3 @ 50 point
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Core Unit
Monstrosity Units
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Undead
Undead Special Rule
Sustained by Magi
An Undead horde must be led by a spell caster, and if deprived of its leader will soon begin to fade back to death. Should the army
Warlord fall in battle then no further pins will be removed from undead units, not for passing orders, rally orders, or any other means
Von Carstein - The Vampire gains +1 Command, and the Haughty Disdain rul
Necrach - The Vampire loses one Res and one Str, may not upgrade to Tough 3, gains the Zombie Master rule, and may deduct one
from the casting value of any spells they attempt to cas
Blood Dragon - A Blood Dragon Vampire gains the Frenzied Charge rule, wears Heavy armour increasing Res + 3 but not giving
heavily laden rule (counts as spangly armour), but can never decline a challeng
Strigoi - The Vampire loses all weapons and armour, but gains 4 x HtH SV 4 attacks, and gains the crazed psychotic rule. Strigoi
Vampire may never be mounted, and cannot take magical items
Lahmian - The Vampire gains the Divine Intervention rule, and enemy units making Orders Tests within 10” of the Vampire are at -1
Comman
Undead Magi
Undead spell casters may draw from the Dark, Destruction, and Death lores. All Vampires except Strigoi also have access to the
Vampire and Alteration lore
Undead Heroes may select magical items from the lores available to them, the generic magical items list, and the items listed below
Magic Weapon
Sword of Unholy Power - This blade writhes with dark energy - Any natural 1s to hit with this sword do an additional 1D3 hits - 10
point
Black Axe - This heavy blade seethes with dark anger - This large axe ignores all non-magical armour, and will ignore magical armour
on a hit roll of a natural 1 - 15 point
Tomb Blade - This corroded sword yearns for the souls of worthy victims - If the bearer of this sword slays an enemy hero unit in a
challenge take a random Death spell card, the spell may be cast once from the sword as a normal spell in addition to any other spell the
caster may be able to cast in that particular turn. The spell is automatically cast and can only be dispelled by a natural roll of 1 - 12
point
Magic Armou
Black Armour- This armour contains the bound spirit of Elric the Mad - This armour counts as heavy armour, and any natural 1s on Res
tests in HtH cause the hit to bounce back on the attacker - 20 point
Shadow Cloak - This cloak seems to be blacker than a moonless night at all times - The wearer of this cloak gains an additional +1 Res
bonus against missile attacks - 10 points
Magic Standard
Black Banner - This banner lls all who have upon it with a bleak dread - Any enemy units within 10” and LOS of this banner are at -1
Command (except for automatic break tests). This does not affect units that cause Dread or Terror or who are otherwise immune to
these rules - 10 point
Magic Item
Hydra Teeth - These unnatural objects disturb the rest of the unquiet dead - Once per battle the bearer can scatter the teeth, adding
1D6 skeleton bodyguard (swords, light armour) to his unit. Cannot be scattered whilst mounted - 15 point
Chalice of Blood - This foul chalice is forever owing with the blood of kings - Once per battle the bearer may sup from the chalice and
gain +1 to all stats for that single turn. In addition, if the bearer is a vampire, they can gain back a lost wound - 15 point
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Hero Unit
Upgrade to Magic Level 3 @ 25 points. Upgrade to Tough 2 @ 10 points, Tough 3 @ 20 points, Wound 3 @ 14 points. Give unit large
sword @ free. Give medium armour increasing Res to 6(8) @ 6 points. Can be mounted on a war horse @ 12 points, increasing Res to
6(9), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war horse. War horse can be upgraded to a Winged Nightmare @
30 points giving the Flies rule. If mounted the Vampire can take a Lance @ 1 point
Necromancer, 81 points
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Upgrade to Wound 2 @ 10 points, Tough 2 @ 10 points. Give unit Zombie Master rule @ 10 points. Upgrade to Magic level 2 @ 25
points, Magic level 3 @ 50 points. Add up to 4 Cursed Spirits @ 23 points each
0 - 1 Liche, 95 points
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Upgrade to Wound 2 @ 12 points, Wound 3 @ 24 points, Tough 2 @ 10 points, Tough 3 @ 20 points. Give unit Zombie Master rule @
10 points. Upgrade to Magic level 2 @ 25 points, Magic level 3 @ 50 points. Add up to 4 Cursed Spirits @ 23 points each
Upgrade to Wound 3 @ 14 points, Tough 3 @ 10 points. Upgrade to Magic level 2 @ 25 points, Magic level 3 @ 50 points. Add up to 4
Cursed Spirits @ 23 points each. Can be mounted on a spectral steer increasing Res by 1 and giving Fast 8 rule @ 12 points
Upgrade to Wound 2 @ 14 points, Wound 3 @ 28 points, Tough 2 @ 10 points, Tough 3 @ 20 points. Upgrade to Magic level 2 @ 25
points, Magic level 3 @ 50 points
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Give large weapon @ free. Give Heavy Armour @ 4 points increasing Res to 6(9) and adding Heavily Laden rule. Upgrade to Wound 2
@ 16 points, Wound 3 @ 32 points, Tough 2 @ 10 points. Make Spectral Undead @ 2 points. Can be mounted on a war horse @ 12
points, increasing Res to 6(9), giving the Fast 8 rule, and granting 1 x HtH SV 1 attack from the war horse. War horse can be upgraded
to a Winged Nightmare @ 30 points giving the Flies rule. If mounted the Hero can take a Lance @ 1 point
Special Troops
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Core Unit
Give unit large weapons @ free, halberds @ 1 point. Add up to 5 Knights @ 14 points per mode
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Give unit medium armour @ 2 points per model increasing Res to 6(8). Give unit spears @ free, lances @ 1 point per model. Give unit
bows @ 2 points per model. Make Spectral Undead @ 1 point per model. Add up to 3 Skeleton Riders @ 17 points eac
Give unit spears or long spears @ free. Make spectral undead @ 1 point per model. Add up to 5 Skeletons @ 9 points per mode
Give unit halberds @ 1 point per model. Make spectral undead @ 1 point per model. Add up to 5 Grave Guard @ 13 points per mode
Ghouls, 95 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
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Zombies, 35 Point
Warrior Uni
Unit Ag Acc Str Res Init Com Special
Upgrade unit to large bolt thrower @ 21 points. Give crew swords instead of daggers @ 1 point per model. Give crew light armour @ 2
points per model increasing Res to 5(6) @ 2 points per model. Add up to 2 additional crew @ 6 points eac
Upgrade unit to large stone thrower @ 27 points. Give howling horror ammunition @ 10 points. Give crew swords instead of daggers @
1 point per model. Give crew light armour @ 2 points per model increasing Res to 5(6) @ 2 points per model. Add up to 2 additional
crew @ 6 points eac
Give crew spears @ free. Give crew bows @ 2 points per model. Make Spectral Undead @ 5 points. Add up to 2 Skeleton crew @ 5
points each. Replace skeleton steeds with Hellhorses @ 12 points. Add pair of Hellhorses @ 12 Points
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Monstrosity Uni
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Wood Elves
Wood Elves Special Rule
Traps
Wood Elf Waywatchers are masters of defending their wooded realms. If a unit of waywatchers is charged whilst in a wood they activate
their traps instead of an exchange of missiles, and the charging unit is also too busy dodging the lethal traps to exchange their missiles
too
1 - 2; Spikes - the waywatchers have dug small spiked pits and strung long thorns to the trees, these in ict D3 SV1 hits to the charging
unit
3; Snares - the enemy are taken surprise by snares, preventing some from reaching their target. Take an agility test for each charging
model. Models that fail are caught in the snares and do not take part in this combat, they make no attacks and cannot take hits either.
Models that pass ght as normal, essentially as a smaller unit. They take pins and resolve combat as normal.
Should the chargers win and wish to follow up combat the snared units are considered to have freed themselves and ght from then on,
or will take part in any consolidation move should they not wish to follow on. Should the chargers have lost combat and the waywatchers
wish to follow on all chargers are considered to have freed themselves and take part, and if the chargers lost and consolidate or were
broken after the rst round of combat the snared units are considered to have freed themselves and ran away with their comrades
4; Nets - The rules for nets are the same for snares, but this time the test is made against Strength rather than Agility
5; Pit - as the enemy advance they nd themselves falling a pit full of sharpened sticks - the unit takes D6 SV2 hits on the charge, and
lose their charge bonus for the ensuing comba
6; Impaler - a huge concealed spike suddenly springs out of the woods and kills a single model. Randomise a model in the unit and
remove it from play. The sudden appearance of the dangerous weapon causes the charge to falter, allowing the waywatchers to counter
charge. In the ensuing combat it is the waywatchers that get the charge bonus rather than the original attackers
Wood Elf spell casters may draw spells from the Light, Life, Beast, and Alteration lores. Wood Elf heroes can take magical items from
these lores, the generic magical items list, and the items listed below
Magic Weapon
Spirit Sword - This sword is crafted from the same crystal as the Waystones stationer around the Wildwood - This sword ignores all
armour bonuses of non-magical armour - 10 point
The Bow of Loren - This bow is said to be strung with a hair from the Queen herself - This longbow can reroll one miss per turn - 10
point
Reaver Bow - This master crafted bow is deadly in the hands of the righteous - This longbow has the unstoppable rule - 10 points
Magic Standard
Banner of the Hunt - This banner is infused with Orion’s eagerness for battle - Wood Elf units within 12” of this banner may reroll failed
order tests for any shooting or charging orders - 15 point
Magic Item
Acorns of the Ages- The Oak of Ages grows acorns all year round, but sheds them only when Ghyran, the Wind ofLife, reaches its
height. These magical seeds are diligently gathered by Ariel’s handmaidens, and planted in those regions of the forest that have been
ravaged by war or wild re.- Once per battle, the bearer can scatter the acorns and set up a single piece of wooded terrain within 1” of
them, but further than 6” from any enemy units. It can be summoned around friendly units however. The wood counts as Dense
Woodland - 5 point
Moonstone of the Hidden Ways - In ages past, the world roots linked Athel Loren not only with every forest upon the face of the world,
but those further a eld also. Much has changed since those days of glory. Many pathways are now forever closed, and those that
remain can be unsealed only through the use of the ancient Moonstone that Adanhu gifted to the Elves in the wake of the rst great
council..- Once per battle, when the unit is wholly within a wood terrain feature and activated, the bearer may use the moonstone to
transport to any other wood terrain feature on he battle eld. This counts as an Advance Order. If the bearer is joined to a unit they may
also move with the Hero. Units riding monstrosities cannot use this artefact. - 5 point
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Hero Unit
Upgrade to Tough 2 @ 10 points, to wound 2 @ 12 points. Give spear or long spear @ free, give long bow in addition to melee weapons
@ 4 points per model. Give the Deadeye Shot rule @ 5 points. Can be mounted on a horse adding +1 to Res and the Fast 8 rule @ 10
points. Can upgrade the horse to a Great Stag adding 1 x HtH SV 1 Irresistible Charge @ a further 14 points. If mounted the Lord may
take a lance @ 1 point
Upgrade to Magic Level 2 @ 25 points, Magic Level 3 @ 50 points, Tough 2 @ 10 points, Wound 2 @ 10 points. Give Sorcerer horse
adding Fast 8 and increasing res to 6 @ 10 points. Add up to 4 Fey Spirits @ 18 point
Special Unit
Treeman, 53 point
Monster Uni
Unit Ag Acc Str Res Init Com Special
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Core Unit
Give unit light armour increasing Res to 5(6) @ 2 points. Add up to 5 archers @ 20 points eac
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Warrior Uni
Unit Ag Acc Str Res Init Com Special
Monstrosity Unit
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Monstrous Arcanu
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Emperor Dragon 428 / 458 / 488 points
Monstrosity Uni
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Ogres 28 / 38 / 48 points
Monster Uni
Give unit light armour increasing Res to 8(9) @ 2 points. Give unit giant weapons @ 1 point. Add up to 2 Ogres @ 28 points each. If unit
contains 3 Ogres one can be made a leader @ 12 points
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Swarms 75 points (wild only
Swarm Uni
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