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02
This is an army list created by fans, and approved for Warthrone, which means
that it has been tested and approved to be used in any game, event or tournament
(official and unofficial) of Warthrone.
THIS ADAPTATION IS NOT ENDORSED BY GAMES WORKSHOP.
WARHAMMER IS A TRADEMARK BELONGING TO GAMES WORKSHOP
LTD. Used without permission. All rights reserved to their respective owners.
As an alternative to making pen and paper army lists, you can use Army Throne; a
web browser based application designed to create and print your Warthrone armies
quickly and easily.
Commanders
Heroes
Regular troops
Elite troops
Special troops
War machines
Creatures and monsters
At most 15%
At most 15%
At least 20%
No limit
No limit
No limit
No limit
http://www.avatars-of-war.com/army-throne/
Commanders
Beastlord
Mov
5
Ag
St
Mi
3+/4+ 3+/1+ 4+
Com
At
2+ 4@2+
Def
5+
Sh
5+
Arm
-1
OD
3
Val
4
SPECIAL RULES
Saving throw (3+)
Manbane (Hates all Cirlea, The Ward, [WFB]Empire and [WFB]Bretonnia units)
Primal Fury (See rules appendix)
MOUNT
For 90 pts. can mount a Beastmen Chariot (Replacing one crew member. See Beastmen Chariot entry for rules)
Page 1 of 18
112 pts.
Doombull
Mov
6
Ag
St
Mi
5+/6+ 2+/0+ 5+
Com
At
3+ 5@2+
Def
4+
Sh
6+
Arm
-1
OD
3
Val
4
SPECIAL RULES
Saving throw (4+)
Immune to Fear (Ignores the rule Causes Fear)
Crazed assassin (Check Morale without modifiers. Add one accepted die to charge orders.Must pursue and trample)
Cause fear (See rules appendix)
Bloodgreed (See rules appendix)
Massive (See rules appendix)
Page 2 of 18
166 pts.
Mov
6
Ag
St
Mi
5+/6+ 3+/1+ 5+
Com
At
4+ 4@3+
Def
5+
Sh
6+
Arm
-1
OD
2
Val
4
SPECIAL RULES
Saving throw (4+)
Crazed assassin (Check Morale without modifiers. Add one accepted die to charge orders.Must pursue and trample)
Immune to Fear (Ignores the rule Causes Fear)
Cause fear (See rules appendix)
Massive (See rules appendix)
Bloodgreed (See rules appendix)
Page 3 of 18
111 pts.
Mov
5
Ag
St
Mi
4+/5+ 3+/1+ 4+
Com
At
3+ 3@3+
Def
5+
Sh
5+
Arm
-1
OD
2
Val
3
SPECIAL RULES
Saving throw (3+)
Manbane (Hates all Cirlea, The Ward, [WFB]Empire and [WFB]Bretonnia units)
Primal Fury (See rules appendix)
MOUNT
For 80 pts. can mount a Beastmen Chariot (Replacing one crew member. See Beastmen Chariot entry for rules)
Page 4 of 18
75 pts.
Heroes
Bray Shaman
Mov
5
Ag
4+
St
4+
Mi
3+
Com
4+
At
4+
Def
5+
Sh
5+
Arm
-2
OD
2
Val
2
WEAPONS
Hand weapon ()
ARMOR
For 1 pt/miniature can be equipped with Matted Fur (Arm -1)
ORDERS
For 10 pts/miniature can train the order
[T]Font of Power (The unit cannot move in the turn that Font of Power is used. Generate ONE extra magic die now)
SPECIAL RULES
Saving throw (4+)
Primal Fury (See rules appendix)
SPELLS (Must equip at least one option)
For 10 pts/miniature can master the spell
Viletide (A target unit within 24 is dealt ONE+3d6 St 6+ hits)
For 15 pts/miniature can master the spell
Curse of Anraheir (One enemy unit in LoS and within 24" suffers ONE penalty to its At and Sh)
For 25 pts/miniature can master the spell
Bestial Surge (All friendly units within ONEd6+1" moves immediately 1d6+1" towards the nearest enemy unit, by the shortest
route, applying the usual penalties for terrain. If no enemy is visible then the unit moves directly forward. Units that come in
contact with enemy units count as having charged)
For 10 pts/miniature can master the spell
Wyssans Wildform (Select a friendly unit (it may be in melee) in LoS and up to 15" away. The unit receives ONE bonus to Def
and St)
For 10 pts/miniature can master the spell
Bray-scream (Place the large teardrop template in base contact with the caster. Each miniature touched by the template suffers a
St 5+ hit)
Page 5 of 18
83 pts.
Mov
5
Ag
3+
St
4+
Mi
3+
Com
At
3+ 2@4+
Def
5+
Sh
5+
Arm
-2
OD
3
Val
3
SPECIAL RULES
Saving throw (3+)
Primal Fury (See rules appendix)
MOUNT
For 85 pts/miniature can mount a Beastmen Chariot (Replacing one crew member. See Beastmen Chariot entry for rules)
SPELLS (Must equip at least one option)
For 10 pts/miniature can master the spell
Bray-scream (Place the large teardrop template in base contact with the caster. Each miniature touched by the template suffers a
St 5+ hit)
For 15 pts/miniature can master the spell
Viletide (A target unit within 24 is dealt ONE+3d6 St 6+ hits)
For 25 pts/miniature can master the spell
Bestial Surge (All friendly units within ONEd6+1" moves immediately 1d6+1" towards the nearest enemy unit, by the shortest
route, applying the usual penalties for terrain. If no enemy is visible then the unit moves directly forward. Units that come in
contact with enemy units count as having charged)
For 10 pts/miniature can master the spell
Devolve (Each enemy unit within 12" must take a take a successful Mi roll or suffer ONE wound)
For 35 pts/miniature can master the spell
Savage Dominion (Summon one unit from the Beastmen Creatures & Monsters list. Announce the unit to summon before rolling
the dice. To summon the unit you must obtain a number of successes equal or greater than the selected unit's Val plus the unit's
ODs.
The unit will appear with its base touching any table edge. While the shaman controls the creature or monster, he may not cast or
dispel any spells, or make attacks in close combat. Every time the beast suffers a wound the shaman must make a Mi roll. If failed,
the shaman suffers a wound, saves allowed. If the shaman is killed the beast is removed from play and counts as having fled for
Battle Morale.
Can only be cast once per spellcaster per magic phase.)
For 7 pts/miniature can master the spell
Traitor-Kin (All enemy mounted models, chariots or creature hanlders within ONEd6 inches suffer a number of hits equal to the
mounts number of attacks at the the mounts St)
For 15 pts/miniature can master the spell
Mantle of Ghorok (Choose a friendly character within 6" (in combat or not, including the caster himself). The model gains
ONEd6 attacks to a maximum of 10. For each 6 rolled, the model must make a Mi roll or suffer a wound)
Page 6 of 18
101 pts.
Mov
5
Ag
4+
St
4+
Mi
4+
Com
At
Def Sh
3+ 3@3+ 5+/4+ 5+
Arm
-1
OD
2
Val
2
85 pts.
WEAPONS
Hand weapon & shield (Bonus to Def)
Battle standard (Commanders within 6 and not joined to a unit may support orders as if they were in this standard bearers
position)
ARMOR
Matted Fur (Arm -1)
For 2 pts/miniature can be equipped with Half-plate armor (Arm 0)
ORDERS
For 10 pts/miniature can train the order
[C]Gouge tusks (NT. ONE enemy miniature in contact takes a St 3+ hit with "Penetrates armor" rule)
SPECIAL RULES
Saving throw (4+)
Inspiring Presence (PSY. Units within 8" gain the Tenatious (Ignore battle morale when checking morale) rule and may use this
model's Com when using the "Hold your position!" rule.)
Primal Fury (See rules appendix)
MOUNT
For 85 pts/miniature can mount a Beastmen Chariot (Replacing one crew member. See Beastmen Chariot entry for rules)
Regular troops
Mov
Ag
St
8
3+
3+
/ 5 or more miniatures per regiment
Chaos Warhounds
Base size 25x50
Mi
6+
Com
5+
At
4+
Def
6+
Sh
6+
Arm
-1
COMMAND OPTIONS
For 13 pts. you can convert one miniature into a Scouting Party (The unit may explore before the deployment phase)
FORMATIONS
Warpack ()
ORDERS
[T]Crushing Charge (Execute a Charge! as normal. Run ONE extra inch and gain a bonus to critical hit)
SPECIAL RULES
Dispensable (When this unit flees it does not provide battle morale points)
Loner (No one may join this unit)
Page 7 of 18
OD
2
Val
1
8 pts.
Mov
Ag
St
5
4+
4+
/ 10 or more miniatures per regiment
Mi
5+
Com
5+
At
4+
Def
5+
Sh
5+
Arm
-2
OD
1
SPECIAL RULES
Primal Fury (See rules appendix)
Page 8 of 18
Val
1
7 pts.
Mov
Ag
St
5
3+
4+
/ 10 or more miniatures per regiment
Mi
5+
Com
5+
At
4+
Def Sh
6+/5+ 4+
Arm
-2
OD
1
Val
1
5 pts.
SPECIAL RULES
Primal Fury (See rules appendix)
Ungor Raiders
Base size 20x20
Mov
Ag
St
Mi
5
3+
4+
5+
/ From 5 to 12 miniatures per regiment
Com
4+
At
4+
Def
6+
Sh
4+
Arm
-2
OD
1
Val
1
WEAPONS
Hand weapon ()
Short bow (F! Range 13+1d6". St 4+. Up to three rows may shoot)
COMMAND OPTIONS
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)
For 15 pts. you can convert one miniature into a Scouting Party (The unit may explore before the deployment phase)
For 20 pts. you can convert one miniature into a Half-Horn (Gain 1 OD)
FORMATIONS
Skirmisher ()
ORDERS
[T]Beastman Ambush (See rules appendix)
SPECIAL RULES
Rangers (This unit has a Scouting Party, so they can explore before they deploy. Check for exploration problems with a 2+.
If they flee from the battlefield, they do not leave the game. Place them off the edge of the table at the point where they fled. They
may re-enter the battle using any movement order on the turn after they flee)
Primal Fury (See rules appendix)
Page 9 of 18
6 pts.
Elite troops
Mov
Ag
St
Mi
5
4+/5+ 3+/1+ 5+
/ 1 or more miniatures per regiment
Beastmen Chariot
Base size 50x100
Com
At
Def
Sh
3+ 2@3+ 6+/5+ 4+
Arm
1
OD
2
Val
1
WEAPONS
Two handed weapon (Double bonus to St. Penalty to Ag in combat)
ARMOR
Full-plate armor (Arm 1)
COMMAND OPTIONS
Beastmen chariot Crew (A Beastmen chariot is crewed by 2 Gors and 1 Bestigor and pulled by 2 Tuskgor or 1 Razorgor)
ORDERS
[T]Crushing Charge (Execute a Charge! as normal. Run ONE extra inch and gain a bonus to critical hit)
SPECIAL RULES
Saving throw (5+)
Primal Fury (See rules appendix)
Massive (See rules appendix)
War chariot (See rules appendix)
DRAUGHT BEAST (Must equip one and only one option)
Tuskgor (
# Mov Ag St Mi Com At
Def Sh Arm
2 7
6+ 4+ 5+ 5+ 2@4+ 4+ 4+ -2
Heavy cavalry (Bonus to Def for the rider. You may pursue/sweeping advance twice in the same combat phase. Each complete row
is worth two. Break the enemy formation if you make a furious charge and have more momentum than the target of the charge))
For 45 pts/miniature can mount a RazorgorSee Razorgor entry for rules
Page 10 of 18
60 pts.
Mov
Ag
St
Mi
5
4+/5+ 4+/2+ 5+
/ 8 or more miniatures per regiment
Com
4+
At
3+
Def
5+
Sh
4+
Arm
0
OD
1
Val
1
WEAPONS
Two handed weapon (Double bonus to St. Penalty to Ag in combat)
ARMOR
Half-plate armor (Arm 0)
COMMAND OPTIONS
For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)
For 20 pts. you can convert one miniature into a Gouge-Horn (Gain 1 OD)
FORMATIONS
Square ()
ORDERS
For 2 pts/miniature can train the order
[C]Break the Enemy Formation (The enemy formation becomes a mob)
[T]Bull Charge (Execute a Charge! Order as normal. Gain ONE point of momentum and break the enemy's formation if you have
equal or more momentum than the target of the charge)
SPECIAL RULES
Primal Fury (See rules appendix)
Despoilers (For each enemy Standard Bearer killed or made flee by this unit, enemies in combat get one penalty to morale
checks. The unit loses this rule it if flees)
Page 11 of 18
10 pts.
Mov
Ag
St
8
4+
4+
/ 4 or more miniatures per regiment
Mi
5+
Com
At
Def Sh
5+ 2@4+ 5+/3+ 4+
Arm
-1
OD
1
Val
1
SPECIAL RULES
Heavy cavalry (Bonus to Def for the rider. You may pursue/sweeping advance twice in the same combat phase. Each complete
row is worth two. Break the enemy formation if you make a furious charge and have more momentum than the target of the charge)
Drunken (Each turn, upon activating the unit roll 1d6 and apply the result. 1-2 Sober: gain double bonus to Ag. 3-4 Hungover:
may reroll Primal fury tests. -1 to Mov. 5-6 Bravado: the unit is unbreakable)
Primal Fury (See rules appendix)
Page 12 of 18
20 pts.
Mov
Ag
St
Mi
6
5+/6+ 3+/1+ 5+
/ 3 or more miniatures per regiment
Com
At
4+ 4@4+
Def
5+
Sh
6+
Arm
-1
OD
1
Val
1
SPECIAL RULES
Saving throw (4+)
Crazed assassin (Check Morale without modifiers. Add one accepted die to charge orders.Must pursue and trample)
Immune to Fear (Ignores the rule Causes Fear)
Cause fear (See rules appendix)
Bloodgreed (See rules appendix)
Hard to kill (This unit can make evasion checks with its original Def, even without a shield, any time it would be able to use
"Shields up" if it had a shield, even if it does not have LoS to the shooter)
Page 13 of 18
42 pts.
Mov
Ag
St
6
3+
5+
/ 5 or more miniatures per regiment
Mi
5+
Com
At
5+ 2@4+
Def
5+
Sh
5+
Arm
-2
OD
2
Val
1
5 pts.
COMMAND OPTIONS
For 25 pts. you can convert one miniature into a Dire Harpy (
Mov Ag St Mi Com At Def Sh Am
8
3+ 4+ 5+ 5+ 3@4+ 5+ 5+ -2
The unit gains 1OD. Saving throw (5+) Base 20x20)
For 12 pts. you can convert one miniature into a Scouting Party (The unit may explore before the deployment phase)
FORMATIONS
Warpack ()
ORDERS
[T]Flight of the Harpy (Move up to 20", ignoring difficult terrain and obstacles. Move the Harpies to their desired position
before rolling the OD for the order. Then, issue the order: if there are no successes, the harpies scatter 1d6".)
For 1 pt/miniature can train the order
[T]Steal the Banner (Make any normal flying move (but not a charge). An enemy that has been flown over that has a banner
(including battle standards) gives up half their Value points unless they pass a St roll with ONE penalty.)
For 1 pt/miniature can train the order
[T]Mid-air Attack (NT. Make any normal flying movement(but not a charge). An enemy that has been flown over is hit ONE time
at the unit's St)
SPECIAL RULES
Loner (No one may join this unit)
Dispensable (When this unit flees it does not provide battle morale points)
Flying scouter (The regiment scouts from the air, avoiding dangerous encounters.
It does not suffer casualties on a failed exploration check)
Flying (When charging, fleeing, or giving pursuit, move 12+2d6")
Uncontrollable (Orders issued to this unit may only be supported with one OD)
Mov
*
Ag
4+
St
3+
Mi
5+
Com
At
Def
5+ d6+1@4+ 5+
Sh
4+
Arm
1
OD
1
Val
1
SPECIAL RULES
Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with PSY)
Cause fear (See rules appendix)
Loner (No one may join this unit)
Saving throw (5+)
Random movement (The unit never accepts a movement order. Instead they always move 2d6'' in the direction that the player
chooses. Enemies may make charge reactions as normal)
Causes Stupor (PSY. Each order issued against this unit (including reaction orders, Fire!, Charge!, or casting a spell) loses one
OD when the roll is made)
Massive (See rules appendix)
Page 14 of 18
49 pts.
Cygor
Ag
5+
St
2+
Mi
4+
Com
At
4+ 5@5+
Def
4+
Sh
5+
Arm
-1
OD
2
Val
1
190 pts.
ORDERS
[C]Thunderstomp (One enemy in contact , with size at least 2 smaller, takes ONEd6 St4+ hits)
[S]Hurl Attack (Select a point in LoS up to 40 away. Make ONE Sh roll.With 0 successes, a misfire occurs and the unit takes a
single wound. With 1 success, the stone scatters 2d6 from the designated point. With 2 successes, the stone scatters 1d6, and with
3 successes it lands on target. Center the big blast template on the target point. Any model wholly or partially beneath the template
suffers a St 4+ hit. May not march and use this order.
May not march and use this order)
[T]Soul Eater (An enemy wizard within 12+d6must pass a Mi roll with ONE penalty or be unable to cast any spell)
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have
equal to or greater momentum than your target)
SPECIAL RULES
Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with PSY)
Loner (No one may join this unit)
Magic Resistance (Remove 2 successful dice from each spell cast against this regiment)
Cause fear (See rules appendix)
Saving throw (3+)
Massive (See rules appendix)
Uncontrollable (Only can be supported with 1 OD)
Ghostsight (May reroll all failed At and Sh rolls against wizards and Undead)
Ghorgon
Mov
7
Ag
6+
St
Mi
2+/1+ 4+
Com
At
Def
3+ 6/7@3+ 4+
Sh
6+
Arm
0
OD
2
Val
2
WEAPONS
Massive Cleaver Limbs (Bonus to St. Gains one attack. Shields suffer a penalty to Def)
ARMOR
Leathery skin (Arm 0)
ORDERS
[C]Thunderstomp (One enemy in contact , with size at least 2 smaller, takes ONEd6 St4+ hits)
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have
equal to or greater momentum than your target)
[C]Swallow Whole (Make ONE attack now with Critical Hit (4+), but will not make its normal attacks; Strength from flesh (For
each model killed with this order, the model recovers one lost point of Saving Throw due to the Massive rule))
SPECIAL RULES
Crazed assassin (Check Morale without modifiers. Add one accepted die to charge orders.Must pursue and trample)
Saving throw (3+)
Cause fear (See rules appendix)
Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with PSY)
Loner (No one may join this unit)
Massive (See rules appendix)
Bloodgreed (See rules appendix)
Uncontrollable (Only can be supported with 1 OD)
Page 15 of 18
208 pts.
Giant
Ag
5+
St
Mi
2+/1+ 5+
Com
At
Def
3+ d6+1@4+ 4+
Sh
5+
Arm
-2
OD
3
Val
1
WEAPONS
One-handed great weapon (Bonus to St)
ARMOR
For 5 pts/miniature can be equipped with Warpaints (Arm +1)
ORDERS
[C]Jump and Smash (Each enemy unit in melee, with a size at least two points smaller, takes ONEd6 hits at St 2+)
[S]Throw Boulders (Select a point up to 10 away. Make ONE roll to Sh: With one success, the boulders scatter 1d3 from the
designated point. With two successes, hit the designated point. Place the small blast template on the point of the impact. Each
miniature touched by the template suffers a St 4+ hit)
[C]Chomp (Only against models of smaller size. The model inflicts an automatic wound on a single model in base contact. If
victim has Saving Throw, will save with ONE penalty)
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have
equal to or greater momentum than your target)
[T]Yell and Bawl (PSY. One target enemy regiment within 18", in line of sight, that has line of sight to this unit, with a Val at
most double this unit's Val, must take a panic morale check with ONE penalty to Com.)
[C]Pick up (This order cannot be countered. Only against models of size 1. Giant picks TWO enemy models from a unit in
contact. Each picked model may make one attack. For each wound the giant suffers (independently of the SV) one of the picked
models is released.
Roll 1d6 for each non released model to determine what happens to each one of them.
1-4 - Eaten or squashed, or stuffed into a bag, counts as casualty.
5 - Thrown back into unit, the victim is slain outright and the unit takes 1d6 St 4+ hits.
6 - Hurl, thrown at another unit within 8+d6 and is outright slain; the targeted unit takes 1d6 St4+ hits. If no valid targets t reat as
thrown back into unit.)
SPECIAL RULES
Cause fear (See rules appendix)
Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with PSY)
Saving throw (3+)
Fall over (A Giant must pass an Ag roll to see whether it falls over if any of the following apply:
- If it performs a combat order, and it is canceled by the opponents counter-orders - Has to check morale in close combat (roll Ag
before checking morale)
- It is fleeing (roll Ag before performing the "Change formation" order)
- When it crosses an obstacle
To determine in which direction the Giant falls, use a scatter die. Place the Fallen Giant template with it feet at the models base
and its head in the direction of the fall. Any model touched by the template suffers a St 2+ hit. When falling, the Giant suffers one
wound.
The Giant may get up in his following tactic phase, but may no move that turn. Whilst on the ground, the Giant may not attack or
execute close combat orders (his enemies must roll to hit him normally). If forced to flee while being knocked down, the Giant is
slain. If the Giant makes flee his foes whilst is knocked down, he stands up instead of pursuing)
Longshanks (Treats obstacles such as walls, ditches, and fences as open ground. However when crossing an obstacle may fall
over (see Fall over rule))
Uncontrollable (Only can be supported with 1 OD)
Massive (See rules appendix)
Page 16 of 18
169 pts.
Mov
8
Ag
5+
St
2+
Mi
4+
Com
At
4+ 5@3+
Def
4+
Sh
3+
Arm
-1
OD
2
Val
2
201 pts.
WEAPONS
Huge maw, teeth and claws (Shields suffer a double penalty to Def)
ORDERS
[C]Thunderstomp (One enemy in contact , with size at least 2 smaller, takes ONEd6 St4+ hits)
[T]Fly (Move up to 20", ignoring terrain and obstacles. Move the regiment to it desired position before rolling the OD for the
order. Then, issue the order: if there are no successes, the regiment scatters 1d6")
[D]Slimy Tongue Lash (The model whips out its long tongue to lash out at the enemy. One enemy unit in LoS within 6+1d6"
takes TWO hits at St 3+)
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have
equal to or greater momentum than your target)
[T]Aura of Madness (PSY. Each enemy unit within 12 inches must pass a Mi roll or suffer ONE wound. Can be used as a
combat order)
SPECIAL RULES
Saving throw (3+)
Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with PSY)
Cause fear (See rules appendix)
Loner (No one may join this unit)
Uncontrollable (Only can be supported with 1 OD)
Flying (When charging, fleeing, or giving pursuit, move 12+2d6")
Massive (See rules appendix)
Razorgor
Mov
8
Ag
5+
St
3+
Mi
5+
Com
At
5+ 4@4+
Def
4+
Sh
4+
Arm
-1
OD
2
Val
1
ORDERS
[C]Gouge tusks (NT. ONE enemy miniature in contact takes a St 3+ hit with "Penetrates armor" rule)
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have
equal to or greater momentum than your target)
SPECIAL RULES
Cause fear (See rules appendix)
Saving throw (5+)
Loner (No one may join this unit)
Massive (See rules appendix)
Page 17 of 18
76 pts.
RULES APPENDIX
Primal Fury
At the start of each round of combat take an unmodified morale check with a double penalty. If the check is
passed models in the unit re-roll misses on their "to hit" rolls. On a double roll of 6 they also receive Hatred
Cause fear
PSY. Penalty to enemy morale checks in combat. To be charged by the enemy they must obtain at least two
successes on the charge order
Bloodgreed
Models in the regiment gain an additional attack every time the unit makes an enemy in combat check
morale. These additional attacks will be lost if the unit falis a morale check for any reason. Pursues and
tramples with one less D6 than it normally would
Massive
When this miniature suffers a wound without saving, instead of removing it from play, permanently reduce
its Saving Throw by one point. When the Saving Throw has been reduced beyond a 6+, the miniature is
removed as a casualty.
Has the rule "Hard to kill"
[T]Beastman Ambush
A unit with this order can deploy normally or be held in reserve. If held, you may try each turn, during the
tactics phase, to have the unit ambush by performing this order. If the order is accepted, the unit may move
on, with any available movement order from the board edge of your choosing. If not accepted, roll a d6 to
determine from which board edge will move on: 1-2 Your opponent choses the board edge. 3-4 Board edge
to your right. 5-6 Board edge to your left
War chariot
When moving use the Mov of its draught beasts. At marching pace apply a penalty to Mov.Cannot roll Ag
over dangerous terrain.
Cannot check Ag to save dangerous terrain (always suffers a wound).
[T]Impact Charge (Execute a Charge! as normal. Make ONEd6 additional attacks which are resolved before
all other attacks at At3+, St 3+ and breaks enemy formation if it has more momentum than the charged unit.
If the charged unit has equal or greater momentum, the charging model suffers 1d6 attacks at St4+. Can be
supported with a single OD)
Mounts can only attack to their front