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Demons
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Imp 13 6 1 2 Fixed 2 6 Fearless 1/2
Flying Imps 27 6" 1 2 Fixed 2 6 Fearless 1/2
Fly 12"
Eyes of Chaos 95 8" Ignore 2 3 Fixed 4- 8 Fearless 2 / 2 - Eldritch Gaze (15"): 1 / 3
Terrain Chaos Eldritch, d3 hits,
Imm. Natural
Ice Demons 29 6" 1 3 Fixed 2 7 Fearless 2 / 3 - Eldritch
-Water
Imm.
Fire Demons 48 6 1 3 Fixed 2 - Fire 7 Fearless 2 / 2 - Str (1), Fire Force (12): 1 / 3
Imm. Str (1), Natural
Howlers 33 12 2 2 Fixed 2 8 Fearless 1 / 3 Str (2) Base: 1
Chain Demon 71 6 3 3 Fixed 3 7 Fearless 4 / 2 - Str (1), Long Base: 4
Weapon
Barons 87 8 3 3 Fixed 2 9 Fearless 2 / 3 Str (2) Force (18): 1 / 3 Base: 4
Str (1), Natural
Avara Demons 38 6" 1 3 Fixed 2 7 Fearless 1 / 3 - Str (1)
15" Flying
Hell Hounds 45 16" 2 2 Fixed 2 - Fire 7 Fearless 1 / 3 - Str (1) Fire Firebreath (6"):
Imm. 1 / 2 - Str (1) Fire,
Natural
Demon Knights 30 6 1 4 Fixed 2 8 Fearless 1 / 3 Str (1)
Magical
Demon Knight Cavalry 49 14 2 4 Fixed 2 8 Fearless 1 / 3 Str (1),
Magical
Mount : 1 / 3 Str (1)
Demon Knight Cavalry with 59 14" 2 4 Fixed 2 8 Fearless 1 / 3 - Str (1), Long Base: 2
Lance Weapons
(Elite) Mount: 1 / 3 -Str (1)
Demon Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Demon Lord 159 8" 4 4 Fixed 4 10 Fearless 4 / 4 - Str (2) (1 / 4) Base: 4
(Spellcaster: Chaos, Fire 15" Flying Magical
+250 VP)
Demon Prince 116 8" 3 4 Fixed 4 10 Fearless 4 / 3 Str (1) Magical (1/ 3)
15" Flying
Cacodemons 140 8 Ignores 4 3 Fixed 3 9 Fearless 2 / 3 - Str (1) Eyebeam (24"): Base: 4
(Spellcaster: Chaos, Fire Terrain 1 / 3 - Str (2), d3 1 / 3, Str (2)
+250 VP) Wounds Magical, Natural
Dwarves
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Axemen 20 5 1 4 - Shield 4 9 1/2
Double Axemen 19 5 1 3 4 9 2/2
Pikemen 26 5 1 4 - Shield 4 9 1 / 2 - Str (1)
Long Weapons
Halberds 24 5 1 3 4 9 1 / 2 - Str (2)
Long Weapons
Dwarves with Heavy 18 5 1 3 4 9 1 / 2 - Str (1)
Weapons
Dwarves with 2-handed 16 5 1 3 4 9 1 / 2 - Str (2)
Weapons Last Strike
Mithril Warriors 29 5" 1 4 Fixed - 4 9 1 / 3 - Str (1) Magical
Shield
Crossbowmen 33 5 1 3 4 9 1/2 Crossbow (18"):
1 / 2 - Str (2)
Handgunner 37 5 1 3 4 9 1/2 Handgun (21"):
(Fires every other turn) 1 / 3 - Str (3), Artillery
Berserker 24 5 1 0 4 10 2 / 3 - Str (1) Berserk
Berserker Boar Rider 41 14 3 0 4 10 2 / 3 - Str (1) Base: 2
Boar - 1 / 2 - Str (1) Berserk
Dwarf Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Dwarf Lord 200 5 4 4 fixed 4 11 Fearless 3 / 4 - Str (3), First (1 / 4)
Evasion (1) Strike, Magical
Dwarf Champion 117 5 3 4 fixed 4 10 Fearless 3 / 3 - Str (2), First (1 / 3)
Strike, Magical
Dwarf Wizard 318 5 3 3 fixed 4 10 Fearless 2 / 3 - Str (1), (1 / 3) Spell Caster:
Magical Earth
All Dwarven war machines have a Magic Resistance of 4 and Morale of 9, and costs 15 more VP than standard war machines. The reinforcement cost is 56 points.
Dark Elves
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Human Slaves 5 6 1 0 1 6 1/1
Orc Slaves 8 6 1 0 1 7 1 / 1 - Str (1)
Longswordsmen 16 6 1 3 - Shield 2 8 1 / 3 - Str (1)
Pikemen 24 6 1 3 - Shield 2 8 1 / 3 - Str (1),
Long Weapons
Halberdiers 24 6 1 2 2 8 1 / 3 - Str (2),
Long Weapons
Warriors with 2 weapons 19 6 1 2 2 8 2 / 3 - Str (1)
Longbowmen 46 6 1 2 2 8 1/3 Longbow (27"):
1 / 3 - Str (2)
Double Crossbowmen 45 6 1 2 2 8 1/3 Double X-bow (18"):
2 / 2 - Str (2)
Berserkers 24 7 1 0 2 9 3 / 3 - Str (1) Berserk
Assassins 41 7 1 0 2 9 1 / 4 - Str (1), Darts (9"): 1 / 4 Infiltrate (51)
Evasion(1) d3 wounds Str (0), d3 wounds
Night Hunters 67 7 1 2 fixed 2 9 1 / 3 - Str (1) Double X-bow (18"): Infiltrate (84)
(Elite) 2 / 3 - Str (2)
Mounted Night Hunter 82 18 2 2 fixed 2 9 1 / 3 - Str (1) Double X-bow (18"): Base: 2
(Elite) Horse: 1 / 2 2 / 3 - Str (2)
Med. Cavalry with Lance 36 16 2 3 2 8 1 / 3 - Str (1), Base: 2
Long Weapons
Horse: 1 / 2
Med. Cavalry 29 16 2 3 2 8 1 / 3 - Str (1) Base: 2
Horse: 1 / 2
Elf war machines have skill 3 melee attacks, magic resistance 2, and cost 8 points more than standard war machines. The reinforcement cost is 52 points.
High Elves
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Longswordsmen 16 6 1 3 - Shield 2 8 1 / 3 - Str (1)
Pikemen 24 6 1 3 - Shield 2 8 1 / 3 - Str (1),
Long Weapons
Halberdiers 24 6 1 2 2 8 1 / 3 - Str (2),
Long Weapons
Sun Blades 26 6 1 3 - Shield 2 9 1 / 4 - Str (2)
Magical
Longbowmen 46 6 1 2 2 8 1/3 Longbow (27")
1 / 3 - Str (2)
Acolytes 46 7 1 2 fixed 3 9 1 / 3 - Eldritch Magic (18"): 1 / 3
Eldritch
Cavalry with Lance 37 18 2 3 2 8 1 / 3 - Str (1), Base: 2
Long Weapon
Horse: 1 / 2
Cavalry with Sword 30 18 2 3 2 8 1 / 3 - Str (1) Base: 2
Horse: 1 / 2
Horse Archers 48 18 2 2 2 8 1 / 3 - Str (1) Bow (21"): 1 / 3 Str Base: 2
Horse: 1 / 2 (1)
Noble Cavalry 47 14 2 4 2 9 1 / 4 - Str (1), Base: 2
Long Weapons
Horse: 1 / 2
Elf war machines have skill 3 melee attacks, magic resistance 2 and cost 8 VP more than standard war machines. The reinforcement cost is 52 points.
Elf war machines have skill 3 melee attacks, magic resistance 2 and cost 8 VP more than standard war machines. The reinforcement cost is 52 points.
The Giant Kings
All Giants have the ability to Negate First Strike from Long Weapons, because of training to use their better reach.
All Giants in a unit may buy one identical piece of special equipment, including leaders. Only the VP of the weapon is considered elite, not the Giant's VP..
Any Giant always has the option to attack a hero in melee instead of normal troops. Normal Troops may target hero Giants in melee.
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Young Giant 183 8" 6 3 2 8 - Fearless 2 / 3 Str (4) d3 Rocks (15"): 1 / 2 Base: 9
Missile +2 wounds, or; Str (2),
Sweep (10) / 3, d3 wounds, natural
Str (3)
Adult Giant 230 8" 7 3 2 9 - Fearless 2 / 4 Str (4) d3 Rocks (15"): 1 / 3 Base: 9
Missile +2 wounds, or; Str (2),
Sweep (12) / 3, d3 wounds, natural
Str (3)
Elder Giant 288 8" 8 3 2 10 - Fearless 2 / 4 Str (4) d3 Rocks (15"): 1 / 3 Base: 9
Missile +2 wounds, or; Str (2),
Sweep (15) / 4, d3 wounds, natural
Str (3)
Special Equipment:
Rollers +35 6" When using ramming attacks, giants are Ram: 12 / 3
vulnerable to first strike from Long Str (2)
Weapons.
Lobbers (fires every other + 72 Lobber (18"): 1 / 3
turn) Str(1), 3d3 hits,
Artillery
Ballista + 162 Ballista (30"): 1 / 3
Str (3), d3 hits, d3
wounds, Artillery
Giant Heroes
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Marshall 424 8" 10 4 3 11 - 3 / 4 Str (4) 2d3 Rocks (15"): 1 / 4 Base: 9;
Missile +2 Fearless wounds, or; Str (2), Cannot be
Sweep (15) / 4, d3 wounds, natural mounted
Str (3)
Priest 348 8" 8 3 4 10 - 2 / 3 Str (4) d3 Rocks (15"): 1 / 3 Base: 9
Missile +2 Fearless wounds, or; Str (2), Magic:
Sweep (10) / 3, d3 wounds, natural General
Str (3) Spells only;
Cannot be
mounted
Goblins
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Goblin Regulars 9 6 1 2 Shield 1 6 1/2
Goblin Spearmen 14 6 1 2 Shield 1 6 1 / 2 - Str (0),
Long Weapon
Goblin Polearms 13 6 1 1 1 6 1 / 2 - Str (1),
Long Weapon
Goblin Bowmen 21 6 1 1 1 6 1/2 Bow (21"): 1 / 2
Str (1)
Dervishes 37 6 2 0 3 8 Sweep (3) / 3 Berserk
Str (1), First Strike
Hobgoblins 23 7 2 2 fixed 2 8 1 / 2 - Str (1)
Hobgoblins with 2-handed 22 7 2 2 fixed 2 8 1 / 2 - Str (3),
Weapons Last Strike
Hobgoblins with Spears 29 7 2 2 fixed 2 8 1 / 2 - Str (2),
Long Weapons
Wolfriders 22 18 2 2 1 7 1/2 Base: 2
Wolf: 1 / 2
Wolfrider Scouts 31 18 2 2 1 7 1/2 Light X-bow (12"): Base: 2
Wolf: 1 / 2 Str (1)
Goblin Heroes
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Goblin King 184 6 4 3 fixed 3 9 - Fearless 3 / 4 - Str (2), (1 / 4)
Evasion (2) Magical, First Strike,
Goblin Noble 90 6 3 2 fixed 2 8 - Fearless 3 / 3 - Str (1), (1 / 3)
Evasion (1) Magical, First Strike
Goblin Shaman 313 6 3 2 fixed 4 7 - Fearless 2 / 3- Str (1), (1 / 3) Spell Caster
Evasion (1) Magical Chaos, Fire,
Air
Hobgoblin Hero 170 7 4 2 fixed 3 9 - Fearless 3 / 4 - Str (3), Fearsome
Evasion (1) Magical, First Strike
Hogmen
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Swine 11 5 1 2 - Shield 1 7 1 / 2 - Str (1)
Swine with Spear 17 5 1 2 Shield 1 7 1 / 2 Str (2) Long
Weapon
Swine with 2 Weapons 13 5 1 1 1 7 2 / 2 Str (1)
Hog Watch 22 5 2 3 Shield 2 8 1 / 2 Str (2)
Hog Watch with Spear or 28 5 2 3 Shield 2 8 1 / 2 Str (3) Long
halberd Weapon
Butcher 14 5 2 1 2 8 1 / 2 Str (2), Last Strike,
d3 wnds
Hunter 36 6 Forest 1 1 2 7 1 / 2 Str (1) X bow (18) 1 / 3
Str (2)
Gladiator 29 5 2 3 1 9 2 / 3 Str (2) Berzerk
Pig Centaur 30 14 3 2 2 8 2 / 2 Str (1) Base: 2
Pig Centaur with crossbow 54 14 3 2 2 8 2 / 2 Str (1) X bow (18) 1 / 3 Base: 2
(Elite) Str (2)
Razorback 43 8 3 2 2 8 3 / 2 Str(2) Base: 4
Fearless Ram 1 / 3 Str
(2) d3 wnds
Hogmen Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Mayor 186 5 4 3 Fixed, 3 10 - 3 / 3 - Str (4), (1 / 2)
Evasion (1) Fearless Magical, First Strike
Burgher 113 5 3 3 - Fixed 2 10 - 3 / 3 - Str (3), (1 / 3)
Fearless Magical, First Strike
Shaman 309 5 3 2 Fixed 4 9 Fearless 2 / 3 - Str (2), Spellcaster: Chaos,
Magical Nature, Earth
Riding Bull (Mount only) 26 10 2 1 1 7 3 / 2 - Str (2) Base: 4
Ram: 2 / 2 - Str (2),
Human - Amazons
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Swordmaiden 12 6" 1 3 - Shield 1 7 1/2
Spearmaiden 18 6" 1 3 - Shield 1 7 1 / 2 Str (1) Long
Weapon
Bowmaiden 24 6" 1 2 1 7 1/2 Bow (21") 1/2
Str(1)
Amazon Warrior 26 7" 1 2 - Evasion 1 8 1 / 3 - First Strike
1
Amazon Scout 46 7" 1 2 - Evasion 1 8 1 / 3 - First Strike Bow (21") 1/3 Infiltrate(58)
1 Str(1)
Bladedancer 33 7" 1 0 - Evasion 2 8 3/3
2
Thralls 9 6" 1 0 1 7 1 / 2 - Str (1)
Amazon Panther Cavalry 43 16" 3 2 1 8 1 / 3 - Str (1) First Base: 2
Strike
Cat: 2 / 3 - Str (1)
Amazon Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Princess 101 7" 2 2 Fixed - 3 9 Fearless 3 / 3- Str (1) magic, (1 / 3)
(Vakra +54 VP) Evasion 2 First Strike (Vakra (12")
1 / 3 Str (1) Magic
d3 hits natural)
Queen 144 7" 3 2 Fixed - 3 10 Fearless 3 / 4 - Str (1) Magic, (1 / 4)
(Vakra +72 VP) Evasion 2 First Strike (Vakra (12")
(Spellcaster, Life, Fire 1 / 4 Str (1) Magic
+250 VP) d3 hits natural)
Human - Barbarian
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Barbarian Warrior 11 6 1 2 - shield 1 7 1/2
Barbarian with 2 weapons 11 6 1 1 1 7 2/2
Barbarian Spearman 11 6 1 1 1 7 1 / 2, Long Weapon
Barbarian with 2 handed 8 6 1 1 1 7 1 / 2 - Str (2),
weapons Last Strike
Barbarian with Javelins 22 7 1 1 1 7 1/2 Javelin (9"): 1 / 2
Str (1), Natural
Barbarian with Javelins and 24 6 1 2 - shield 1 7 1 / 2 - Str (1), Long Javelin (9"): 1 / 2
Shield Weapons Str (1)
Barbarian with Bows 23 6 1 1 1 7 1/2 Bow (21"): 1 / 2
Str (1)
Berserkers 13 6 1 0 1 8 2 / 2 - Str (1) Berserk
Scouts 12 7 1 1 1 8 1/3 Infiltrate (15)
Scouts with Javelins 30 7 1 1 1 8 1/3 Javelin (9"): 1 / 3 Infiltrate (38)
Str (1), Natural
Scouts with Bows 32 7 1 1 1 8 1/3 Bow (21"): 1 / 3 Infiltrate (40)
Str (1)
Light Cavalry 22 16 2 2 1 7 1 / 2 - Str (1) Base: 2
Horse: 1 / 2
Light Cavalry with Lances 41 16 2 2 1 7 1 / 2 - Str (1), Bow (21"): 1 / 2 Base: 2
and Bows Long Weapon Str (1)
Horse: 1 / 2
Light Cavalry with Lances 27 16 2 2 1 7 1 / 2 - Str (1), Base: 2
Long Weapon
Horse: 1 / 2
Horse Archers 36 16 2 2 1 7 1 / 2 - Str (1) Bow (21"): 1 / 2 Base: 2
Horse: 1 / 2 Str (1)
Medium Cavalry 33 14 2 3 1 8 1 / 3 - Str (1), Base: 2
Long Weapon
Horse: 1 / 2
Lyonesse - Cavalry
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Heavy Cavalry w/ Lance 34 12 2 4 1 8 1 / 2 - Str (1), Base: 2
Long Weapon
Horse: 1 / 2
Heavy Cavalry with Sword 29 12 2 4 1 8 1 / 2 - Str (1) Base: 2
Horse: 1 / 2
Medium Cavalry With Lance 28 14 2 3 1 7 1 / 2 - Str (1), Base: 2
Long Weapon
Horse: 1 / 2
Medium Cavalry with Sword 23 14 2 3 1 7 1 / 2 - Str (1) Base: 2
Horse: 1 / 2
Light Cavalry with Lance 27 16 2 2 1 7 1 / 2 - Str (1), Long Base: 2
Weapon
Horse: 1 / 2
Light Cavalry with Bow 36 16 2 2 1 7 1 / 2 - Str (1) Bow (21"): 1 / 2 Base: 2
Horse: 1 / 2 Str (1)
Paladins 55 14 2 4 3 9 - Fearless 1 / 3 - Str (2), Long Base: 2
(Elite) Weapon
Horse: 1 / 2 -Str (1)
Lyonesse - Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Champion 85 6 2 4- 2 9 - Fearless 3 / 3 - Str (1) magical, (1 / 3)
Evasion (1) First Strike
Lord 152 6 3 4 fixed 3 10 - 3 / 4 - Str (2) magical, (1 / 4)
Evasion (1) Fearless First Strike
Paladin Lord 194 6 3 4 fixed - 4 10 3 / 4 - Str (4) Magical,
Evasion (1) Fearless First Strike
Graccan Heroes
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Champion 87 6" 2 3 Fixed 2 9 - Fearless 3 / 3 - Str (1) Magic (1 / 3)
Evasion (1) First Strike
General 134 6" 3 3 Fixed 2 10 - 3 / 4 - Str (2) Magic (1 / 4)
Evasion (1) Fearless First Strike
Oracle 332 6" 3 2 Fixed 4 8 - Fearless 2 / 3 - Str (1) Magic (1 / 3) Magic: Earth,
Evasion (1) First Strike Water, Life
Child of the Gods 172 6" 4 3 Fixed 3 10 Fearless 4 / 4 - Str (2) Magic, (1 / 4) May not lead
Evasion (1) First Strike Phalanx
Human - The Caliphate (Arab fantasy derived_
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Swordsmen 11 6 1 2 - Shield 1 7 1/2
Great Scimitars 12 1 1 - Shield 1 7 1 / 2 - Str (1)
Spearmen 17 6 1 2 - Shield 1 7 1 / 2 - Str (1)
Long Weapons
Eunuchs 22 6 2 0 1 8 - Fearless 2 / 2 - Str (2)
Bowmen 23 6 1 1 1 7 1/2 Bow (21"): 1 / 2
Str (1)
Dervishes 21 7" 1 0- 2 8 Sweep (3) / 3
Evasion (1)
Assassins 45 7 2 0 Evasion(1) 2 9 - Fearless 2 / 3 - Str (2) Infiltrate (56)
Carpet Riders 41 20 1 1 Evasion(1) 2 8 1 / 3 - Str (1)
Flying
Cavalry with Lance 28 18 2 2 1 7 1 / 2 - Str (1), Base: 2
Long weapons
Horse: 1 / 2
Cavalry with Sword 23 18 2 2 1 7 1 / 2 - Str (1) Base: 2
Horse: 1 / 2
Camel Cavalry 31 14" 3 2 1 7 1 / 2 -Str (1) Base: 2
Long Weapons
Camel: 1 / 2 - Str(1)
Caliphate Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Sultan 126 6 4 2 Fixed 2 10 - 3 / 4 - Str (1), (1 / 4)
Evasion (1) Fearless Magical, First Strike
Hero 76 6 3 2 Fixed 2 9 - Fearless 3 / 3 - Str (1), (1 / 3)
Magical, First Strike
Grand Assassin 153 7, 3 0 Evasion(2) 2 9 -Fearless 3 / 4 - Str (2) (1 / 4) Infiltrate (191)
Ignores Magical, First Strike Fearsome
terrain
Wizard 318 6 3 2 Fixed 4 9 Fearless 2 / 3 - Str (1) (1 / 3) Spell Caster
Magical, First Strike Air, Fire, Life
Camel (mount only) 15 14 2 0 1 7 1 / 2 - Str(1) Base: 2
Magical Carpet (mount 40 20 1 0 - Evasion 5 7 Fearless 0
only) flying (1)
Human - Empire of Marr (Roman fantasy derived)
Testudo - When in RaF, the unit has an armour of 6 against missiles
Disciplined - When in RaF, the unit may lose casualties as if fearless when failing a break test. It still takes morale tests like normal units.
They lose their special rule bonuses if they fall below the minimum numbers for rank and file units, as they can no longer form RAF.
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Praetorian 34 5" 1 3-Shield 1 9 1 / 3 - Str (1) Pilum (6"): 1 / 3 - Testudo
Str (1) - Natural Disciplined
Legionnaire 25 5" 1 3 - Shield 1 8 1/2 Pilum (6"): 1 / 2 - Testudo
Str (1), Natural Disciplined
Bowman 25 5" 1 2 1 8 1/2 Bow (21"): 1 / 2 - Disciplined
Str (1)
Cavalry 25 14" 2 3 1 8 1 / 2 - Str (1) Disciplined
Horse: 1 / 2
Auxillery Warrior 11 6" 1 2 - Shield 1 7 1/2
Auxillery Spearman 17 6" 1 2 -Shield 1 7 1 / 2 - Str (1) Long
(Lancearii) Weapons
Auxillery Bowman 23 6" 1 1 1 7 1/2 Bow (21"): 1 / 2 -
(Nabatean archers) Str (1)
Auxillery Javelin (Velites) 23 7" 1 1 - Shield 1 7 1/2 Javelin (9"): 1 / 2 -
Str (1), Natural
Auxillery Cavalry 22 16" 2 2 1 7 1 / 2 - Str (1)
(Antisignani) Horse: 1 / 2
Auxillery Horse Archer 29 16" 2 2 1 7 1 / 2 - Str (1) Shortbow (15"):
(Sagittarii) Horse: 1 / 2 1 / 2 - Str (0)
Marr Heroes
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Centurion 75 6" 2 3 Fixed 2 9 Fearless 3 / 3 -Str (1) Magic, (1 / 3)
First Strike
Legate 136 6" 3 3 Fixed 3 10 Fearless 3 / 4 - Str (2) Magic, (1 / 4)
Evasion (1) First Strike
Priest 299 6" 3 2 Fixed 4 8 Fearless 2 / 3 - Str (1) Magic (1 / 3) Spell Caster:
Fire, Earth, Life
Child of the Gods 172 6" 4 3 Fixed 3 10 Fearless 4 / 4 - Str (2) Magic, (1 / 4)
Evasion (1) First Strike
Auxillery Sergeant 55 6" 2 2 Fixed 2 9 Fearless 2 / 3 - Str (1) Magic, (1 / 3)
First Strike
Marr War Machines
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Heavy Onager 298 4 4 3 Fixed 1 8 Wounds / 2 Stone: (36) 1 / 3 Base:9
Str(3), 2d3 Hits, d3
wnds
OR Shot: (24) 1 / 3
Str (1), 4d3 hits
Leonine
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Cougar Warriors 13 7" 1 1 - Shield 2 8 1/2
Cougar Spearmen 19 7" 1 1 - Shield 2 8 1 / 2 Strength (1)
Long Weapon
Cougar Bowmen 25 7" 1 1 2 8 1/2 Shortbow (15")
1 / 2 Strength (1)
Cougar Guard 15 7" 1 2 2 8 2/2
Panther Stalkers 29 7" 1 2 - Evasion 2 9 1 / 3 Strength (1) Infiltrate (36)
1 First Strike
Hunting Cats 26 14" 2 0 1 7 3 / 3 Strength (1)
Hunting Cat Scout Riders 48 14" 3 1 2 8 1/2 Shortbow (15")
3 / 3 Strength (1) 1 / 2 Strength (1)
Lionmen 27 7" 2 3 2 8 Fearless 1 / 3 Strength (2)
Lioness Guard 26 7" 1 2 - Shield 2 9 1 / 3 Strength (1)
Long Weapon
Lynx Scouts 24 7" 1 2 2 8 1/2 Shortbow (15") Infiltrate (30)
1 / 2 Strength (1)
Smiladon Warriors 33 7" 3 2 2 9 Fearless 2 / 3 Strength (2) Base 4
Leonine Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Lion King 186 7" 4 3 Fixed 4 11 Fearless 3 / 4 Strength (3) (1 / 3)
Evasion 1 Magical, First Strike
Lionmen Champion 104 7" 3 3 Fixed 3 10 Fearless 3 / 3 Strength (2) (1 / 3)
Magical, First Strike
Lioness Queen 98 7" 3 2 Fixed 3 9 Fearless 3 / 3 Strength (1) (1 / 3)
(Spellcaster Earth, Nature Evasion 1 Magical, First Strike
or Fire +250 VP)
Cougar Champion 80 7" 3 2 Fixed 2 9 Fearless 3 / 3 Strength (1) (1 / 3)
Magical, First Strike
Cougar Shaman 311 7" 3 2 Fixed 4 10 Fearless 2 / 3 Strength (1) (1 / 3) Spellcaster:
Magical Earth,
Nature, Fire
Lizardman Army
All Lizardmen can swim, including Cavalry.
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Tyrosaur Warrior 20 5" 1 3 - Shield 1 9 1/2
2 Fixed Bite: 1 / 2 - Str(1)
Tyrosaur Spearman 26 5" 1 3 - Shield 1 9 1 / 2 - Str (1),
2 Fixed Long Weapon
Bite: 1 / 2- Str (1)
Tyrosaur Bowman 31 5" 1 2 Fixed 1 9 1/2 Bow (21"): 1 / 2 -
Bite: 1 / 2 - Str(1) Str (1)
Tyrosaur Raptor Cavalry 32 14" 2 2 Fixed 1 9 1 / 2 - Str (1) Base: 2
Mount: 1 / 3 -
Str (2)
Ophidian Warrior 23 6" 1 1 - Shield 1 8 1/2 Spit (6"): 1 / 2 -
Bite: 1 / 2 Str (1), Natural
Ophidian Spearman 29 6" 1 1 - Shield 1 8 1 / 2 - Long Spit (6"): 1 / 2 -
Weapon Str (1), Natural
Bite: 1 / 2
Ophidian Bowman 30 6" 1 0 1 8 1/2 Bow (21"): 1 / 2 -
Bite: 1 / 2 Str (1)
OR Spit (6"): 1 / 2
Str (1), Natural
Amphidian Warrior 12 8" 1 1 - Shield 1 6 1/2 Base: 1/2
Bite: 1 / 2
Amphidian Spearman 17 8" 1 1 - Shield 1 6 1 / 2 Long Base: 1/2
Weapon
Bite: 1 / 2
Amphidian Shortbow 17 8" 1 0 1 6 1/2 Shortbow (15"): Base: 1/2
Bite: 1 / 2 1 / 2 - Str (0)
Amphidian Scout 23 8" 1 0 1 8 1 / 2 - Str (1) Blowgun (12"): Infiltrate (29)
Bite: 1 / 2 1 / 2 - Str (1) Base: 1/2
Amphidian Dactan Riders 56 4" 3 0 1 7 2 / 2 - Str (0) Base: 4
with Lances 15" Long Weapons
Flying 2 / 2 - Str (1)
1 / 3 - Str (2)
Amphidian Dactan Riders 70 4" 3 0 1 7 2 / 2 - Str (1) Short Bows (15"): Base: 4
with Bows 15" 1 / 3 - Str (2) 2 / 2 - Str (0)
Flying Natural
Heirosaur 40 6" 3 2 Fixed 1 8 Fearless 2 / 2 - Str (2) Base: 4
1 / 3 - Str (1),
d3 wounds
Lizardman Heroes
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Tyrosaur Champion 78 5" 3 3 Fixed 3 10 Fearless 3 / 3 - Str (1) Magic (1 / 3)
Bite: 1 / 3 Str (2)
Tyrosaur Hero 139 5" 4 3 Fixed 3 11 Fearless 3 / 4 - Str (2) Magic (1 / 3)
Evasion (1) Bite: 1 / 3 Str (2)
Ophidian Champion 65 6" 2 2 Fixed 2 9 Fearless 3 / 3 - Str (1) Magic Spit (6"): 1 / 3 -
Bite: 1 / 3 Str (1), Natural
Ophidian Hero 133 6" 3 3 Fixed 3 10 Fearless 3 / 4 - Str (2) Magic Spit (6"): 1 / 4 -
Evasion (1) Bite: 1 / 3 Str (1) Str (1), Natural
Ophidian Shaman 321 6" 3 2 Fixed 4 9 Fearless 2 / 3 - Str (1) Magic Spit (6"): 1 / 3 - Caster:
Bite: 1 / 2 Str (1), Natural Water,
Nature, Life
Amphidian Champion 56 8" 2 2 Fixed 2 8 Fearless 3 / 3 - Magic (1 / 3) Base: 1/2
Evasion (1) Bite: 1 / 3
Amphidian Hero 113 8" 3 2 Fixed 3 9 Fearless 3 / 4 - Str (1) Magic (1 / 4) Base: 1/2
Evasion (2) Bite: 1 / 3
Amphidian Shaman 322 8" 3 2 Fixed 4 8 Fearless 2 / 3 - Str (1) Magic (1 / 3) Base: 1/2
Evasion (1) Bite: 1 / 2 Caster:
Water,
Nature, Life
Dactan Mount 44 4" 3 0 1 7 2 / 2 Str (1) Base: 4
15" 1 / 3 Str (1)
Flying
Giant War Lizard 146 10" 6 3 Fixed 2 8 Fearless 6 / 3 Str (2) Base: 9
Swim Ram: 12 / 3
Str (2)
Orcs
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Orc Warrior 12 6 1 2 - Shield 1 7 1 / 2 - Str (1)
Orc with Scimitar 12 6 1 2 1 7 1 / 2 - Str (2)
Orc with 2-Handed weapon 9 6 1 1 1 7 1 / 2 - Str (3),
Last Strike
Orc with Spear 18 6 1 2 - Shield 1 7 1 / 2 - Str (2),
Long Weapon
Orc with 2 weapons 13 6 1 1 1 7 2 / 2 - Str (1)
Orc with Bow 32 6 1 1 1 7 1 / 2 - Str (1) Longbow (27")
1 / 2 - Str (2)
Greater Orc 24 6 2 3 - Shield 2 8 1 / 3 - Str (2)
Greater Orc with Spear 33 6 2 3 - Shield 2 8 1 / 3 - Str (3),
Long Weapon
Greater Orc with 2-handed 18 6 2 2 2 8 1 / 3 - Str (3),
Weapon Last Strike
Greater Orc with Bow 43 6 2 2 2 8 1 / 3 - Str (2) Longbow (27")
1 / 2 - Str (2)
Orc Berserker 19 6 1 0 1 8 2 / 3 - Str (2) Berserk
Orc Beast Rider with Sword 31 14 3 3 1 7 1 / 2 - Str (1) Base: 2
Beast: 1 / 2, Str (1) Ramming
1 / 2, Str (2)
Orc Beast Rider with Lance 37 14 3 3 1 7 1 / 2 - Str (2), Base: 2
Long Weapon Ramming
Beast : 1 / 2, Str (1) 1 / 2, Str (2)
Orc Scorpion Rider with 91 12 - 5 3 1 9 1 / 3 - Str(2), Base: 9
Lance Rock Missile +2 Long Weapon
Climber Scorpion: 4 / 2 - Str (3)
Tail: 1 / 4 Str (3), d3
Wounds
Orc Characters
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Orc Chieftain 208 6 5 3 - Fixed 3 10 - 3 / 4 - Str (4), (1 / 3)
Evasion (1) Fearless Magical, First Strike
Orc Hero 85 6 3 2 - Fixed 2 9 - Fearless 3 / 3 - Str (2), (1 / 3)
Magical, First Strike
Orc Shaman 314 6 4 2 - Fixed 4 8 - Fearless 2 / 3 - Str (2), (1 / 3) Spell Caster
Magical Earth, Air,
Chaos
Greater Orc Hero 121 6 4 3 - Fixed 3 9 - Fearless 3 / 3 - Str (3), (1 / 3)
Magical, First Strike
Riding Beast 19 14 1 3 1 7 1 / 2 - Str (1) Ram: 1 / 3
Str (2)
Ratmen
All Ratmen can swim
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Slave 8 8" 1 0 1 6 1/1
Slaves with Spears 11 8" 1 0 1 6 1 / 1 - Str (1),
Long Weapon
Warrior 15 8" 1 2 - Shield 2 7 1/2
Warrior Spearman 21 8" 1 2 - Shield 2 7 1 / 2 - Str (1),
Long Weapon
Warrior Bowman 26 8" 1 1 2 7 1/2 Bow (21"): 1 / 2 -
Str (1)
Master Warrior 23 8" 1 2 - Shield 2 8 1/3
Evasion (1)
Master Warrior with Two 24 8" 1 1 2 8 2/3
Weapons Evasion (1)
Scout 14 8" 1 1 2 7 1/3 Infiltrate (18)
Assassin 23 8" 1 0 2 8 1 / 4 - Str (1) Infiltrate (29)
Evasion (1)
Plague Dancer 27 8" 1 0 3 7 Sweep (3) / 3 Berserk
Eldritch
Plague Slinger 34 8" 1 0 3 7 1/2 Sling (15"): 1 / 3
Eldritch
Ratman Heroes
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Pack Master 167 8" - 3 3 Fixed 3 10 Fearless 3 / 4 - Str (2) (1 / 4)
Swim Evasion (2) Magical, First Strike
Pack Noble 104 8" - 2 2 Fixed 3 9 Fearless 3 / 3 - Str (1) (1 / 3)
Swim Evasion (2) Magical, First Strike
Master Assassin 158 8" - 3 2 fixed 3 10 Fearless 2 / 4 - Str (2), d3 (1 / 4) Infiltrate
Swim Evasion (2) wounds, Magical, (198)
First Strike
Shaman 324 8" - 3 2 Fixed 4 9 Fearless 2 / 3 Str (1) Magical (1 / 3) Spellcaster:
Swim Evasion (1) Chaos,
Water, Earth
Rat Avatar 178 12" - 6 3 Fixed 4 10 Fearless 6 / 3 - Str (3) Base: 4
Swim Magical
Snakemen
All Snakemen Ignore Terrain, and are Base 2
Charming enemies any enemy unit engaged with Charmers must take a unit save at the beginning of the magic phase. Those which fail lose a point of
evasion, or become slow targets if they had no evasion, until the end of the turn. (3 point/wound ability). Enemy units with twice as many wounds as
there are Charmers are immune.
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Nyoka Swordsman 17 6 1 3 Shield 2 7 2/2 Infiltrate (21)
Nyoka Spearman 23 6 1 3 Shield 2 7 1 / 2 - Str (1) Long Infiltrate (29)
Weapons
1/2
Nyoka Bowman 29 6 1 2 2 7 2/2 Bow (21): 1 / 2 Str Infiltrate (36)
(1)
Nyoka Charmer 32 6 1 2 Evasion 3 8 1 / 2 Eldritch - Long Infiltrate (40)
1 Weapon Enemies
1/2 may be
charmed
Nyoka Python 21 5 1 4 - Shield 2 7 2/2 Infiltrate (26)
(Swordsman) 1 / 2 - Str (3) Last
Strike
Nyoka Mamba 31 8 1 2 Evasion 2 7 2/2 Infiltrate (39)
(Dual Swordman) 1 1 / 2 Str (1) First
Strike
Kaa Swordsman 27 6 1 3 - Shield 2 8 1 / 2 First Strike Infiltrate (34)
1 / 3 Eldritch
Kaa Hurler 38 6 1 3 - Shield 2 8 1 / 2 Str (1) Knife (9): 1 / 2 Str Infiltrate (48)
1 / 3 Eldritch (2) Natural
Kaa Snake-archer 38 6 1 2 2 8 1/2 Bow (21): 1 / 2 Infiltrate (48)
1 / 3 Eldritch Str (1) Magic
Snakemen Leaders
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Kaa Lord 164 8 4 3 Fixed 3 10 3 / 4 Str (1) Magic, (1 / 4) Infiltrate
Evasion 1 Fearless First Strike (205)
1 / 4 Eldritch, First
Strike
Kaa Commander 128 8 3 3 Fixed 3 9 3 / 3 Str (1) Magic, (1 / 3) Infiltrate
Evasion 1 Fearless First Strike (160)
1 / 4 Eldritch, First
Strike
Kaa Wizard 363 8 3 3 Fixed 4 9 2 / 3 Str (1) Magic, (1 / 3) Infiltrate
Evasion 1 Fearless First Strike (454)
1 / 4 Eldritch, First Spell Caster:
Strike Earth, Water,
Nature
Undead
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Skeleton Warriors 18 6 1 2 Missile 2 7 - Fearless 1/2
Immune
Skeletons with Pikes 24 6 1 2 Missile 2 7 - Fearless 1 / 2 - Str (1),
Immune Long Weapon
Skeletons with 2-handed 17 6 1 2 Missile 2 7 - Fearless 1 / 2 - Str (2),
Weapons Immune Last Strike
Skeletons with 2 Weapons 20 6 1 2 Missile 2 7 Fearless 2/2
Immune
Skeletons with Bows 32 6 1 2 Missile 2 7 - Fearless 1/2 Bow ( 21"): 1 / 2
Immune Str (1)
Skeletons with Crossbows 36 6 1 2 Missile 2 7 Fearless 1/2 Heavy X-bow (15")
Immune 1 / 2 - Str (3)
Zombies 25 4 2 0 Missile 2 7 - Fearless 1 / 2 - Str (2)
Immune
Ghouls 21 6 1 2 fixed 2 7 - Fearless 1 / 2 - Str (1) Fearsome
Mummies 47 4 3 0 Missile 3 9 Fearless 2 / 2 - Str (3)
Imm. , Fire
Sensitive
Fell Vulture 38 4 2 0 2 7 Fearless 3/2 Base: 4
15 Flying
Death hound 20 12 1 0 Missile 2 7 Fearless 1/3 Base: 2
Immune
Vampire 75 7 2 2 Fixed 3 8 Fearless 1 / 3 Str (1) Fearsome
(Elite) 15 Flying Evasion (1) First Strike
Reaper (Great Skeleton) 42 6 1 2 fixed 3 8 Fearless 1 / 3 - Str (2), Fearsome
Missile Imm. First Strike
Reaper with Soul Whip 42 6 1 2 fixed 3 8 Fearless 1 / 3 - Eldritch, Long Fearsome
Missile Imm. Weapon
Skeletal Horseman with 36 16 2 2 Missile 2 7 - Fearless 1 / 2 - Str (1) Base: 2
Sword Immune Horse: 1 / 2
Skeletal Horseman with 41 16 2 2 Missile 2 7 - Fearless 1 / 2 - Str (1) Base: 2
Lance Immune Long Weapon
Horse: 1 / 2
Mounted Reaper 59 16 2 2 Fixed 3 8 - Fearless 1 / 3 - Str (2) Base: 2
(Elite) Missile Imm. Horse: 1 / 2 Fearsome
Wolfen
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Swordsmen 13 8" 1 2- Shield 1 7 1 / 2 - Str (1)
Spearmen 16 8" 1 1 1 7 1 / 2 - Str (1)
Long Weapons
Javelins 24 10" 1 1 1 7 1 / 2 - Str (1) Javelin (9"): 1 / 2
Str (1), Natural
Bows 24 8" 1 1 1 7 1/2 Bow (21"): 1 / 2
Str (1)
Scouts with Bows 35 8" 1 1 1 8 2/2 Bow (21"): 1 / 3 Infiltrate (44)
Forester Str (1)
Hunters 26 10" 1 0 Evasion 1 8 2 / 3 - Str (1) Infiltrate (33)
Forester (1)
Night Guard 25 8" 2 3 1 8 2 / 3 - Str (1)
Lunatics 20 10" 2 0 1 8 2 / 3 - Str (1) Berserk
Great Wolves 32 18" 2 0 2 8 1 / 4 - Str (2) d3 Base:2
Forester Wounds
Wolfen Leaders
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Champion 89 10" 2 3 Fixed 2 9 - Fearless 3 / 3 - Str (1) Magic,
Evasion (1) First Strike
Lord 139 10" 3 3 Fixed 3 10 - 3 / 4 - Str (2) Magic,
Evasion (1) Fearless First Strike
Shaman 344 10" 3 2 Fixed 4 10 - 2 / 3 - Str (1) Magic, Spellcaster:
Evasion (1) Fearless First Strike Nature,
Earth, Chaos
Great Wolf Pack Leader 98 18" 3 0 3 9 - Fearless 1 / 5 - Str (2), 2d3 Base: 2;
Forester Evasion (2) wounds Cannot be
mounted
Great Wolf for Heroes 32 18" 2 0 2 8 1 / 4 - Str (2) d3 Base:2
Forester Wounds
All war machines are considered to have a morale of 8, unless otherwise stated in the different races' army lists.
A war machine may reinforce its crew, costing an additional 44 points unless otherwise stated in the different races army lists. Reinforced war machines increase
their wounds and attacks by 4. A war machine can only be reinforced once.
All war machine missile attacks are considered to have the "Artillery" ability.
All war machines fire every other turn, unless otherwise marked.
Standard Vehicles
The following is a list of generic, pre-built vehicles. Players are free to use these or create their own.
VP Move Wounds Armour Magic Morale Melee Missile Special
Light Chariot with 57 16" 3 3 Fixed 1 7 Crew: 1 / 2 Str (1) Long Ram: 6 / 3 Str (1)
spearman and 2 Weapon
horses Beasts: 2 / 2
Light Chariot with 75 18" 3 3 Fixed 2 8 Crew: 1 / 3 Str (1) Long Ram: 6 / 3 Str (1)
veteran spearman Weapon
and 2 trained Beasts: 2 / 2
horses
Medium Chariot 103 14" 4 3 Fixed 1 7 Crew: 3 / 2 Str (1) Long Ram: 9 / 3 Str (2)
with 3 spearmen Weapon
and 4 Horses Beasts: 4 / 2
Medium Chariot 117 16" 4 3 Fixed 2 8 Crew: 3 / 3 Str (1) Long Ram: 9 / 3 Str (2)
with 3 veteran Weapon
spearmen and 4 Beasts: 4 / 2
trained horses
Medium Chariot 144 14" 4 3 Fixed 1 7 Crew: 3 / 2 Longbows (21"): Ram: 9 / 3 Str (2)
with 3 archers and Beasts: 4 / 2 3 / 2 Str (1)
4 Horses Natural
Medium Chariot 243 16" 4 3 Fixed 2 8 Crew: 3 / 3 Longbows (27"): Ram: 9 / 3 Str (2)
with 3 veteran Beasts: 4 / 2 3 / 3 Str (2)
archers and 4 Natural
trained horses
Heavy Chariot with 178 12" 5 3 Fixed 1 7 Crew: 4 / 2 Str (1) Long Javelins (9"): 4 / Ram: 12 / 3 Str (2)
4 javelins and 4 Weapons 2 Str (1) Natural
horses Beasts: 4 / 2
Heavy Chariot with 192 12" 5 3 Fixed 1 7 Crew: 4 / 2 Bow (21"): Ram: 12 / 3 Str (2)
4 archers and 2 Beasts: 6 / 2 Str (1) 4 / 2 Str (1)
bears Natural
Heavy Chariot with 247 12" 5 3 Fixed 2 8 Crew: 4 / 3 Bow (21"): Ram: 12 / 3 Str (2)
4 veteran archers Beasts: 6 / 2 Str (1) 4 / 3 Str (1)
and 2 bears Natural
Heavy Chariot with 171 12" 5 3 Fixed 2 8 Crew: 4 / 3 Str (3) Long Ram: 12 / 3 Str (2)
4 veteran Weapons
halberdiers and 4 Beasts: 4 / 2 Str (1)
beasts
War wagon with 2 614 8" 8 4 Fixed 1 7 Crew: 12 / 2 Ballista (30"): 3 / Ram: 12 / 3 Str (2)
ballistas and 2 Beasts: 2 / 2 Str (2) 3 Str (3) Artillery,
beasts Natural
War wagon with 12 444 8" 8 3 Fixed 1 7 Crew: 12 / 2 Bows (21"): 12 / Ram: 12 / 3 Str (2)
archers and 2 Beasts: 2 / 2 2 Str (1) Natural
beasts.
Assault Wagon, 4 106 10" 6 3 Fixed 1 7 Crew: 1 / 2 Ram: 12 / 3 Str (2)
horses, 1 crew, 5 Beast: 4 / 2 5 Cargo
cargo
Howdahs
Large Howdah, 12 352 10" 8 3 Fixed 2 8 Crew: 12 / 2 Short Bows Ram: 12 / 3 Str (2)
archers on giant Swimming Beast: 6 / 3 Str (2) (15"): 12 / 2,
lizard Natural
Small Howda, 3 148 10" 6 2 Fixed 1 8 Crew: 3 / 2 Str (1) Long Ram: 12 / 3 Str (2)
spearmen on Weapons
Elephant Beast: 6 / 3 - Str (3)