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Monsters

Name VP Move Wnds Armour Magic Morale Melee Missile Special


Dragons and similar
creatures
Hatchling Dragon 247 8 3 3 fixed 4 8- 6 / 3 - Str (2) Breath (12"): 1 / 3 Base:4
12 flying Fearless Str (2) Magical,
2d3 hits, Natural
Young Dragon 428 8 5 4 fixed 4 9- 8 / 3 - Str (2) Breath (12"): 1 / 3 Fearsome
15 flying Fearless Str (2) Magical,
3d3 hits, Natural Base: 9
Adult Dragon 561 8 7 4 fixed 4 10 - 8 / 3 - Str (3) Breath (12"): 1 / 3 Fearsome
20 flying Fearless Str (2) Magical,
4d3 hits, Natural Base: 9
Elder Dragon 704 8 9 4 fixed 4 11 - 10 / 3 - Str (3) Breath (12"): 1 / 3 Fearsome
20 flying Fearless Str (2) Magical,
5d3 hits, Natural Base: 9
Hatchling Wyrm 84 10 3 3 fixed 4 8- 6 / 3 - Str (2) Base:4
Fearless
Young Wyrm 184 10" 5 4 fixed 4 9- 8 / 3 - Str (2) Fearsome
Fearless Base: 9
Adult Wyrm 259 10" 7 4 fixed 4 10 - 10 / 3 - Str (3) Fearsome
Fearless Base: 9
Elder Wyrm 324 10" 9 4 fixed 4 11 - 12 / 3 - Str (3) Fearsome
Fearless Base: 9
Oriental Dragon 315 10 7 4 fixed - 4 10 - 8 / 3 - Str (3) Fearsome
20 Flying Evasion (1) Fearless Base: 9
Ice Drake 595 8 7 4 fixed 4 10 - 8 / 3 - Str (3) Ice Breath Fearsome
20 flying Water Fearless (12"):10 /3
Immune Eldritch, Natural, Base: 9
Water
Fire Drake 604 8 7 4 fixed 4 10 - 8 / 3 - Str (3) Fire Breath (12"): Fearsome
20 flying Fire Fearless 1 /3 Str (2)
Immune Magical, 4d3 hits, Base: 9
Fire, Natural
Earth Drake 563 8" 7 4 fixed 4 10 - 8 / 3 - Str (3) Petrifying Fearsome
20" Flying Earth Fearless Breath(12") 1 / 3 -
Immune Eldritch,
3d3 hits, d3 Base: 9
Wounds, Natural,
Earth
Sky Drake 595 8 7 4 fixed 4 10 - 8 / 3 - Str (3) Lightning Fearsome
20 flying Air Fearless breath(24"): 1 / 3
Immune - Eldritch, 3d3 Base: 9
hits, Natural, Air
Fae Dragon 86 15" Flying 2 2 Fixed 3 8 1/2 Magic (15): 1 / 3 Base: 1
Evasion (1) Eldritch hit,
Natural
Dragon Turtle 444 6" 7 4 Fixed 4 10 6 / 3 - Str (3) Steam (12"): 1 / 3 Base: 9
12" Fearless 1 / 3 - Str (4) 2d3 Str (1) Magical,
Swimming Wounds 5d3 Hits, Water
Hatchling Wyvern 95 8" 3 2 Fixed 2 8 3 / 3 - Str (2) Base: 4
15" Flying 1 / 4 - Str (2), d3
wounds, First Strike
Young Wyvern 137 8" 4 3 Fixed 3 9 4 / 3 - Str (2) Base: 9
20" Flying 1 / 4 - Str (3), d3
wounds, First Strike
Adult Wyvern 193 8" 6 3 Fixed 4 9 Fearless 4 / 3 - Str (2) Base: 9
20" Flying 1 / 5 - Str (3), d3
wounds, First Strike
Elder Wyvern 292 8" 7 3 Fixed 4 10 5 / 3 - Str (2) Base: 9
20" Flying Fearless 1 / 5 - Str (4), 2d3
wounds, First Strike
Doom Serpent 165 10" 6 3 Fixed 2 9 Fearless 1 / 3 Str(3) d3 Dark Fire (6") - Base: 9
Evasion (1) wounds or Sweep 1 / 3 Str(1)
(10) / 2 Str (1) magical, d3
wounds, Natural
Elementals
Fire Elemental 136 8 4 3 fixed - 3 9 Fearless 5 / 3 - Str (2), Base: 4
Missile Fire Magical, Fire
Immune Imm.
Earth Elemental 138 5 4 5 - Missile 3 9 Fearless 2 / 3 - Str (4), d3 Base: 4
Immune Earth wounds, Earth
Imm.
Water Elemental 136 8 4 3 fixed - 3 9 Fearless 5 / 3 - Str (2), Base: 4
Missile Water Magical, Water
Immune Imm.
Air Elemental 160 15 Flying 4 3 fixed - 3 9 Fearless Sweep (4) / 4 - Base: 4
Missile Air Str (1) Magical, Air
Immune, Imm.
Evasion (1)
Giants and Similar
Creatures

Cyclops 79 8" 5 2 - Missile 2 9 Fearless 2 / 3 Str (3), d3 Base: 9


+2 wounds, or Sweep
(8) / 2 Str (2)
Ettin 246 8 6 2 2 8- 4 / 3 - Str (4), d3 Rocks (15"): 2 / 2 Base: 9
Missile +2 Fearless wounds or; Str (2),
2 Sweeps (10) / 3 d3 wounds,
Str (3) natural
Firbolg 85 8" 4 3 Fixed 4 Fire 9 1 / 3 Str (2) d3 Base: 4
Imm. wounds; OR
Sweep (5) / 3 Str
(2)
Giant 147 8 6 2 2 8- 2 / 3 - Str (4), d3 Rocks (15"): 1 / 2 Base: 9
Missile +2 Fearless wounds or; Str (2),
Sweep (10) / 3 - d3 wounds,
Str (3) natural
Minotaur 59 8" 4 2 2 9 Fearless 3 / 3 - Str (2) Ram: 2 / 3,
Str (2)
Base: 4
Ogre 34 6 3 2 1 9 2 / 3 - Str (3) Base: 4

Titan 385 8 8 3 fixed 4 9- 2 / 4 - Str (4), d3 Lightning (24"): Base: 9


Missile +2 Fearless wounds or; 3 / 3 - Eldritch,
Sweep (10) / 4 - Natural
Str (4)
Troll 62 6" 3 2 Fixed 3 9 Fearless 2 / 3 - Str (2) Base: 4
Regenerate
Treeman 114 8 - 5 3 - Fire 3 10 - 4 / 3 - Str (2) Base: 4
Forester Sensitive, Fearless or
Missile 1 / 4 - Str (4), d3
Immune wounds
Forest Titan 420 8" 8 4 - Fixed, 4 10 2/4-Str (4) d3 Thorns (12"): 1 / Base: 9
Fire Fearless wounds, 3 Str (2), 3d3
Sensitive, or sweep (10)/4- hits, Natural
missile Str (2)
Immune
Golems
Clay Golem 18 5" 2 4 - Water 3 7 Fearless 2 / 2 - Str (2) Last
Sensitive, Strike
Slow
Wood Golem 25 5" 3 4 - Fire 3 7 Fearless 2 / 2 - Str (3) Last
Sensitive, Strike
Slow
Metal Golem 42 5" 3 5 - Lightning 3 7 Fearless 2 / 2 - Str (3) Last
Sensitive, Strike, d3 wounds
Slow
Stone Golem 45 5" 3 5 - Slow 3 7 Fearless 2 / 2 - Str (3) Last
Strike, d3 wounds
Greater Clay Golem 34 5" 4 4 - Water 3 8 Fearless 4 / 2 - Str (2) Last Base: 4
Sensitive, Strike
Slow
Greater Wood Golem 43 5" 5 4 - Fire 3 8 Fearless 4 / 2 - Str (3) Last Base: 4
Sensitive, Strike
Slow
Greater Metal Golem 72 5" 5 5 - Lightning 3 8 Fearless 4 / 2 - Str (3) , d3 Base: 4
Sensitive, wounds, Last Strike
Slow
Greater Stone Golem 77 5" 5 5 - Slow 3 8 Fearless 4 / 2 - Str (3) , d3 Base: 4
wounds, Last Strike
Other Creatures
Basilisk 188 8" 4 3 Fixed 3 9 Fearless 4 / 2 - Str (1) Gaze (12") Base: 4
1 / 3 - Str (2), d3 2 / 4 Eldritch,
wounds d3 wounds,
Natural
Large Bat 26 12" Flying 1 0 1 7 1 / 2 - Weak Base: 1
Evasion (1)
Bear 27 12 3 1 1 7 3 / 2 - Str (1) Base: 4
Swimming
Beastmen 15 8" 1 2 2 7 1 / 2 - Str (1) Ram: 1 / 3 -
Str (1)
Bugbears 19 6" 2 3 1 8 1 / 2 - Str (2)
Chimera 287 8" 6 3 - Fixed 4 9 Fearless 5 / 3 - Str (2) or Firebreath (12"): Ramming: 1 /
15" Flying Roar: Sweep (6) / 3 1 / 3 Str (1) 4 Str (2), 2d3
Str (1) magic, 3d3 hits wounds
Base: 9
Cockatrice 48 12" 3 3 3 7 Fearless 2 / 3 Eldritch, d3 Base: 4
wounds
Cobrans 72 8" 3 2 Fixed 2 8 2 / 3 Str(1) Spit (6") - 1 / 3 Base: 4
Evasion (1) Eldritch, Natural
Giant Eagle 80 4 3 0 2 9 3 / 3 - Str (1), Base: 4
25 Flying Evasion (1)
Griffin 78 12 4 1 3 9 4 / 3 - Str (1) Base: 4
20 Flying
Elder Griffin 167 10 7 2 3 10 6 / 3 Str (2) Base: 9
18 Flying Fearless Fearsome
Elephant 108 10" 5 1 Fixed 1 8 6 / 3 - Str (3) Base: 9
Ram: 12 / 3,
Str (2)
Harpy 37 15 2 0 3 7 Fearless 2/2 Base: 1
Flying
Horse 13 16" 1 0 1 7 1/2 Base: 2
Hydra Body 140 10 6 body 4 4 10 Fearless 4 / 2 - Str (4) Fearsome
Heads +55 Fire Jet (6"): 1 / 3 Heads die
per 1 per 4 - Heads 1 / 3 - Str (3) Str (2) Magical, first
6 headed Hydra = 470 VP head head Regenerate Fire, Natural Base: 9
Kobolds 7 8" 1 1 1 6 1 / 2 - Weak Base: 1/2
Raptor Lizard 30 14 2 0 1 7 1 / 3 - Str (2) Base: 2
Evasion (1)
Giant Lizard 109 10 5 2 fixed 2 7 4 / 3 - Str (3) Base: 9
Swimming Ram: 12 / 3,
Str (2)
Lion 26 14 2 0 1 7 3 / 3 - Str (1) Base: 2
Manticora 104 10" 5 1 3 8 Fearless 4 / 3 Str (2) Base: 4
18" flying 1 / 4 Str (2), d3
wounds
Manticore 139 10 5 1 3 8 Fearless 4 / 3 - Str (2) Tail Spikes (6"): Base: 4
18 Flying 3 / 3 - Str (1),
Natural
Medusa 145 5 3 0 3 8 1/2 Gaze (12"), 2 / 4 Base: 1 (or 2)
Evasion (1) Eldritch, d3
wounds, Natural
Nightmares 64 18" 2 3 Fixed 3 9 Fearless 2 / 3 - Str (1) Base: 2
Magical Fearsome
Owlbear 45 8" 4 3 2 7 Fearless 3 / 3 Str (1) Base: 4
Panther 24 16" 2 1 1 7 2 / 3 Str (1) Base: 2
Pegasus 63 20 2 0 2 8 2 / 2 - Str (1) Base: 4
25 fly Evasion (1)
Phoenix 283 8" 6 3 Fixed, 4 10 Fearless 6 / 3 - Str (2) Base: 9
20" Flying Missile Fire Magical Fire, or;
Immune, Imm. Sweep (12) / 3 -
Regenerate Str (1), Magical,
Fire
Roc 327 6" 12 2 2 10 Fearless 2 / 3 - Str (3), Base: 9
20" Flying Missile + 4 2d3 wounds Ram: 18 / 3 -
1 / 4 - Str (3), Str (2)
3d3 wounds
Winged Sabertooth 68 12 3 1 3 8 3 / 3 - Str (2) Base: 4
20 fly
Salamander 91 10" 3 2 - Fixed 3 Fire 8 2 / 3 Str (1) Fire Fire Breath (9"): 1 Base: 4
Imm. / 3 Str (1) Fire, d3
hits, natural
Shadow 51 8" 2 0 Evasion 2 7 Fearless 2 / 2 - Eldritch Base: 1
(2)
Giant Snake 67 8" Ignores 5 3 1 8 1 / 3 Str (3) 2d3 Base: 9
Terrain wounds; or Sweep
(10) / 2 Str (1)
Large Spider 16 8 Ignore 1 1 1 7 1 / 2 - Str (1), Base: 1
Terrain d3 wounds Infiltrate (20)
Huge Spider 45 12Ignore 3 2 2 7 2 / 3 - Str (2), Base: 4
Terrain d3 wounds Infiltrate (56)
Giant Spider 83 12 Ignore 5 3 2 8 2 / 3 Str (3) d3 Base: 9
Terrain Missile +2 wounds Infiltrate (104)
2 / 3 Str (2)
Giant Insect 158 10" 5 4 2 8 - Fearless 8 / 3 - Str (3) Ram: 12 / 3
Missile +2 Str (2)
Base: 9
Giant Scorpion 74 12 Rock 5 3 1 7 4 / 2 - Str (3) Base: 9
Climber Missile +2 Tail - 1 / 4 - Str (3),
d3 wounds
Sprite 47 10 Flying 1 0 3 7 1/1 Magic (15): 1 / 3 Base: 1/2
Evasion (1) Eldritch hit
Unicorn 63 20 2 2 fixed 5 9 3 / 3 - Str (2), Base: 2
magical
Viper 8 4" Ignores 1 0 1 7 1/2 Infiltrate (10)
Terrain Base: 1
Werewolf 79 10" 3 4 Fixed 3 8 Fearless 2 / 3 Str (2) Fearsome,
Base: 1
Wolf 14 18 1 0 1 7 1/2 Base: 1 or 2
Winter Wolf 48 18" 2 0 3 9 1 / 3 Str (2) d3 Frost Breath (6") Base: 2
wounds - 1 / 3 Eldritch,
Natural
Dire Wolf 38 18" 2 0 Evasion 2 8 1 / 3 Str (2) d3 Base: 2
(1) wounds
Warg 21 18" 2 0 1 8 1 / 2 Str (2) d3 Base: 2
wounds

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

Ram Cavalry with Lance 45 10 Rock 2 4 4 9 1 / 2 - Str (1), Long Base: 2


Climber Weapon Ram: 1 / 2
Ram: 1 / 2 -Str (2)
Ram Cavalry with Sword 40 10 Rock 2 4 4 9 1 / 2 - Str (1) Base: 2
Climber Ram: 1 / 2 Ram: 1 / 2
-Str (2)
Bear Cavalry with Lance 80 12 4 4 4 10 1 / 3 - Str (1), Base: 4
Swimming Long Weapon
Bear: 3 / 2, Str (1)
Bear Cavalry with Sword 73 12 4 4 4 10 1 / 3 - Str (1) Base: 4
Swimming Bear: 3 / 2 - Str (1)

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

Dark Elf Characters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Lord 217 7 4 3 Fixed 3 11 - 3 / 4 - Str (3), (1 / 4)
Evasion (2) Fearless Magical, First Strike
Champion 121 7 3 3 Fixed 3 10 - 3 / 3 - Str (2), (1 / 4)
Evasion (1) Fearless Magical, First Strike
Wizard 343 7 3 2 Fixed 4 10 - 2 / 3 - Str (1), (1 / 4) Spell Caster
Evasion (1) Fearless Magical, First Strike Death,
Chaos, Fire
Elven Steed 14 18 1 0 1 7 1/2 Base: 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.

Name VP Move Wnds Armour Magic Morale Melee Missile Special


Elf Multi ballista 166 4 4 3 Fixed 2 8 Wounds / 3 Bolts (24"): 1 / 3 - Base: ?
(Fires every other turn) Str (2), 2d3 hits,
d3 wounds

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

High Elf Characters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Lord 217 7 4 3 Fixed 3 11 - 3 / 4 - Str (3), (1 / 4)
Evasion (2) Fearless Magical, First Strike
Champion 121 7 3 3 Fixed 3 10 - 3 / 3 - Str (2), (1 / 4)
Evasion (1) Fearless Magical, First Strike
Wizard 343 7 3 2 Fixed 4 10 - 2 / 3 - Str (1), (1 / 4) Spell Caster
Evasion (1) Fearless Magical, First Strike Water, Air,
Life
Elven Steed 14 18 1 0 1 7 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.

Name VP Move Wnds Armour Magic Morale Melee Missile Special


Elf Multi ballista 166 4 4 3 Fixed 2 8 Wounds / 3 Bolts (24"): 1 / 3 - Base: ?
(Fires every other turn) Str (2), 2d3 hits,
d3 wounds
Sylvan Elves
All Sylvan Elves may move as Forestwalkers, even cavalry.
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Warrior 16 7 1 2 - Shield 2 8 1/3
Warrior with Spear 25 7 1 2 - Shield 2 8 1 / 3 - Str (1),
Long Weapons
Warrior with Bow 42 7 1 1 2 8 1/3 Bow (21"): 1 / 4
Str (1)
Scout 17 7 1 1 2 9 1/3 Infiltrate (21)
Scout with Bow 44 7 1 1 2 9 1/3 Bow (21"): 1 / 4 Infiltrate (55)
Str (1)
Feral Elves 35 8 1 0 2 9 - Fearless 2 / 3 - Str (1)
Evasion (1)
Light Cavalry 31 18 2 2 2 8 1 / 3 - Str (1) Base: 2
Horse: 1 / 2
Light Cavalry with Lance 38 18 2 2 2 8 1 / 3 - Str (1), Base: 2
Long Weapon
Horse: 1 / 2
Light Cavalry with Bow 58 18 2 2 2 8 1 / 3 - Str (1) Bow (21"): 1 / 4 Base: 2
(Elite) Horse: 1 / 2 Str (1)
Tree Spirit 39 6- 2 2 Fixed 3 8 Fearless 2 / 3 Str (1)
Forest- Magical
walker

Sylvan Elf Characters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Lord 201 7 4 3 Fixed 3 11 - 3 / 4 - Str (2), (1 / 5)
Forester Evasion (2) Fearless Magical, First Strike
Champion 123 7 3 3 Fixed 3 10 - 3 / 3 - Str (2), (1 / 5)
Forester Evasion (1) Fearless Magical, First Strike
Feral Elf Pack Leader 125 8 2 0 2 10 - 4 / 3 - Str (2),
Forester Evasion (2) Fearless Magical, First Strike
Wizard 345 7 3 2 Fixed 4 10 - 2 / 3 - Str (1), (1 / 4) Spell Caster
Forester Evasion (1) Fearless Magical, First Strike Nature, Life,
Water
Elf Horses 14 18 1 0 1 7 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.
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

Goblin War Machines


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Goblin Cannon 249 4 4 3 Fixed 1 8 Wounds / 2 Ball (30"): 1 / 2 - Base: 9
(Fires every other turn) Str (4), 2d3 hits,
d3 wounds
Shot:(24"): 1 / 2 -
Str (2), 3d3 hits

Halflings (and Centaur Allies)


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Halfling 16 5 1 0 3 8 1 / 2 - Weak Base:1/2
Evasion (1)
Halfling Spearmen 23 5 1 1 3 8 1 / 2 - Long Base:1/2
Evasion (1) Weapons
Halfling Militia (Sword and 18 5 1 2 - Shield 3 8 1 / 2 - Weak Base:1/2
Shield) Evasion (1)
Halfling Slingers 25 5 1 0 3 8 1 / 2 - Weak Sling (12"): 1 / 3 Base:1/2
Evasion (1) Str (0)
Halfling Bowmen 32 5 1 0 3 8 1 / 2 - Weak Shortbow (15"): Base:1/2
Evasion (1) 1 / 3 - Str (1)
Centaur 22 16 2 0 2 8 Hand: 1 / 2 - Str (1) Base: 2
Hoof: 1 / 2 - Str (1)
Centaur Bowman 72 16 2 0 2 8 Hand: 1 / 2 - Str (1) Longbow (27"): Base: 2
(Elite) Hoof: 1 / 2 - Str (1) 1 / 3 - Str (2),
Natural attack
Centaur Knight 33 16 2 3 2 8 1 / 2 - Str (1), Long Base: 2
Weapon
Hoof: 1 / 2 - Str (1)

Halfing and Centaur Characters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Squire 97 5 3 1 3 10 2 / 3 - Str (1), (1 / 4)
Evasion (2) Magical, First Strike
Sheriff 65 5 2 1 3 9 3 / 3 - Magical, (1 / 4)
Evasion (1) First Strike
Bishop 306 5 3 2 Fixed 4 9 2 / 2 - Str (1), (1 / 3) Spell Caster
Evasion (1) Magical Life, Nature
Centaur Hero 159 16 4 2 Fixed 3 9 Fearless 3 / 4 Str (3), (1 / 4) Base:2
Evasion (1) Magical, First Strike Cannot be
mounted
Centaur Champion 120 16 3 2 Fixed 2 8 - Fearless 3 / 4 Str (2) (1 / 4) Base:2
Evasion (1) Magical, First Strike Cannot be
mounted

Halfling War Machines


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Great Sling 94 4 4 3 Fixed 3 8 Wounds / 2 Stones (18"): 1 / Base: 4
(Fires Every Turn) 3 - Str (1), d3
hits, Artillery

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),

Hogmen War Machines


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Swill pump (cannon) 312 4 4 3 Fixed 1 8 Wounds/2 Pig swill: (24) 1 / 3 Base: 9
Str (4), Earth,
Artillery, 2d3 hits, 1d3
wnds,
OR Water Blast: (21)
1 / 3 Str (2), Water,
3d3 wnds

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

Barbarian Human Characters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Hero 90 6 2 2 fixed - 2 9 - Fearless 3 / 3 - Str (2) (1 / 4)
Evasion (1) magical, First Strike
Great Hero 155 6 3 2 fixed - 3 10 - 3 / 4 - Str (2) (1 / 3)
Evasion (2) Fearless magical, First Strike
Shaman 309 6 3 2 fixed 4 10 - 2 / 3 - Str (1), (1 / 3) Spell Caster
Fearless Magical Air, Nature,
Chaos

Barons of Lyonesse - Infantry (Feudal or Medieval Humans)


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Heavy Infantry 15 4 1 4 - Shield 1 7 1 / 2 - Str(1)
Heavy Infantry with Pike 20 4 1 4 - Shield 1 7 1 / 2 - Str (1),
Long Weapon
Heavy Infantry with Halberd 17 4 1 3 1 7 1 / 2 - Str (2),
Long Weapon
Medium Infantry 11 5 1 3 - Shield 1 7 1/2
Medium Infantry with Pike 17 5 1 3 - Shield 1 7 1 / 2 - Str (1),
Long Weapon
Medium Infantry with Heavy 27 5 1 2 1 7 1/2 Heavy X-bow (15"):
Crossbows 1 / 2 - Str (3)
Light Infantry 11 6 1 2 - Shield 1 7 1/2
Light Infantry with Pike 17 6 1 2 - Shield 1 7 1 / 2 - Str (1),
Long Weapon
Light Infantry with Bow 23 6 1 1 1 7 1/2 Bow (21"): 1 / 2 -Str(1)
Light Infantry With Longbow 31 6 1 1 1 7 1/2 Longbow (27"):
1 / 2 - Str (2)
Peasants with spears 10 6 1 0 1 7 1 / 1 - Long Weapon
Peasants 7 6 1 0 1 7 1/1

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

Wizard 309 6 3 2 fixed 4 10 - 2 / 3 - Str (1), Magical (1 / 3) Spell Caster


Fearless Life, Water
Warhorse (mount only) 16 16 1 0 1 7 1 / 3 - Str (1)

Graccans (Macedonian and Greek fantasy derived)


Phalanx units may strike forward with the first 3 ranks when in RaF
Name VP Move Wnds Armour Magic Morale Melee Missile Special
Elite Phalangite 28 4" 1 3 - Shield 1 9 1 / 3 - Str (1), Phalanx
Long Weapons
Phalangite 20 4" 1 3 - Shield 1 8 1 / 2 - Str (1), Phalanx
Long Weapons
Green Phalangite 14 4" 1 3 - Shield 1 7 1 / 1 - Str (1), Phalanx
Long Weapons
Regular Hoplites 11 5" 1 3 - Shield 1 7 1/2
Elite Hoplites 21 5" 1 3 - Shield 1 8 1 / 3 - First Strike
Slinger 11 7" 1 0 1 7 1/1 Slings (15"): 1 / 2
Weak
Elite Slinger 15 7" 1 0 1 8 1/2 Slings (15"): 1 / 3
Weak
Archer 16 6" 1 1 1 7 1/2 Short Bow (15"):
1 / 2 - Str (0)
Skirmisher 23 7" 1 1 1 8 1/2 Javelin (9"): 1 / 2 Infiltrate (29)
Str (1), Natural
Light Cavalry 22 16" 2 2 1 7 1 / 2 - Str (1) Base: 2
Horse - 1 / 2
Light Cavalry with Spears 27 16" 2 2 1 7 1 / 2 - Str (1) Base: 2
Long Weapons
Horse - 1/2
Light Cavalry with Short 29 16" 2 2 1 7 1 / 2 - Str (1) Short Bow (15"): Base: 2
Bows Horse - 1/2 1 / 2 - Str (0)
Medium Cavalry 23 14" 2 3 1 7 1 / 2 - Str (1) Base: 2
Horse - 1/2
Medium Cavalry with 28 14" 2 3 1 7 1 / 2 - Str (1) Base: 2
Lances Long Weapons
Horse - 1/2
Pegasi Cavalry 81 18" 3 0 2 8 1 / 3 - Str (1) Base: 4
20" Evasion (1) Long Weapons
Flying 2 / 2 - Str (1)

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

Human - Empire of the Sun (Feudal Japan)


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Peasant 5 6 1 0 1 6 1/1
Peasant with spear 8 6 1 0 1 6 1 / 1 - Long Weapon
Ashigaru 9 6 1 1 1 7 1/2
Ashigaru w/ Naginata 15 6 1 1 1 7 1 / 2 - Str (1)
Long Weapon
Ashigaru w/ Longbow 31 6 1 1 1 7 1/2 Longbow (27")
1 / 2 - Str (2)
Ashigaru w/ Arquebus 23 6" 1 1 1 7 1/2 Arquebus (21")
(Fires Every Other Turn) 1 / 2 Str (3)
Artillery
Samurai 23 5 1 2 2 7 - Fearless 1 / 3 - Str (1)
First Strike
Samurai w/ Naginata 23 5" 1 2 2 7 - Fearless 1 / 3 - Str (1)
Long Weapons
Samurai with Longbow 56 5 1 2 2 7 - Fearless 1 / 3 - Str (1) Longbow (27")
(Elite) First Strike 1 / 3 - Str (2)
Royal Samurai 44 5 2 2 2 8 - Fearless 2 / 3 - Str (1)
First Strike
Ninja 45 7 1 0 1 8 2 / 2 - Str (1) Shuriken (9"): 2 / 3 Infiltrate (56)
Evasion (1) First Strike Str (0)
Ronin (Fallen Samurai) 20 5" 1 2 1 7 1 / 3 - Str (1) Berserk
First Strike
Sohei (Monk) 55 7 2 0 3 9 2 / 3 - Str (1)
(Elite) Evasion (2)
Mounted Samurai 38 14" 2 3 2 7 - Fearless 1 / 3 - Str (2) Base 2
First Strike
Horse: 1 / 2
Mounted Samurai w/ 36 14 2 3 2 7 - Fearless 1 / 3 - Str (1) Base: 2
Naginata Long Weapons
Horse: 1 / 2
Mounted Samurai w/ Bow 64 14" 2 3 2 7 - Fearless 1 / 3 - Str (1), Bow (21"): Base: 2
(Elite) First Strike 1 / 3 - Str (1)
Horse: 1 / 2

Empire of the Sun Characters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Shogun 140 6 3 3 fixed 3 10 - 2 / 4 - Str (2) (1 / 4)
Evasion (1) Fearless Magical, d3 wounds,
First Strike
Samurai Hero 92 6 3 2 fixed 2 9 - Fearless 3 / 3 - Str (2) (1 / 3)
Evasion (1) Magical, First Strike
Wizard 300 6 3 2 Fixed 4 8 - Fearless 2 / 3 - Str (1) (1 / 3) Spell Caster
magical Fire, Air,
Water

Empire of the Sun War Machines


Name VP Move Wounds Armour Magic Melee Missile
Rocket 136 4" 4 3 Fixed 1 Wounds / 2 Shot: 1 / 3 Range: 12"-36" Str (1) 3d3 hits, Artillery
(Fire Every other turn)

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)

Lizardman War Machines


Lizardman war machines have 2 attacks per remaining wound, and cost 8 VP over standard war machines. War machines cannot Swim. The reinforcement cost is
52 points.

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

Undead Characters and Monsters


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Great Reaper 188 6 3 3 fixed 4 10 - Fearless 3 / 4 - Str (3), (1 / 4) Fearsome
Missile Imm. First Strike, Magical
Evasion (1)
Vampire Master 220 7" 4 2 Fixed - 4 10 Fearless 3 / 3 Str (3) (1 / 3) Fearsome
(Spellcaster: Death Magic 15" Evasion (2) Magical, First Strike
+250 VP) Flying
Necromancer 350 6 3 3 fixed 4 11 - Fearless 3 / 3 Str (1), (1 / 3) Spell Caster:
Evasion (1) Magical Death
Skeletal Captain 64 6 2 3 fixed 3 9 Fearless 3 / 3 Str (1), (1 / 3)
Missile Imm. Magical
Monsters
Large Skeletons (ogre, 46 8" 3 2 - Missile 2 7 Fearless 3 / 2 Str (1) Base: 4
minotaur, troll, etc) Immune
Large Zombies (ogre, 53 5" 4 0 - Missile 2 7 Fearless 3 / 2 Str (3) Base: 4
minotaur, troll, etc) (elite) Immune
Skeletal Giant 236 8 5 2 - Missile 3 10 - Fearless 2 / 3 Str (4), d3 Rocks (15"): 1 / 2 Base: 9
Immune wounds, or; - Str (2), d3 Fearsome
Sweep (10) / 3 - wounds, natural
Str (3)
Skeletal Horses 23 16 1 2 - Missile 2 7 - Fearless 1/2
Immune
Skeletal Dragon 464 8 5 3 fixed - 4 11 - Fearless 8 / 3 Str (3) Lightning (18"): Base: 9
(Spellcaster: Death Magic 20 Missile 1 / 3 - Eldritch, Fearsome
+250 VP) flying Immune 3d3 hits, Natural
Elder Skeletal Dragon 653 8" 8 4 - Fixed, 4 11 - Fearless 10 / 3 Str (3) Lightning (18") 1 / Fearsome
(Spellcaster: Death Magic 20" missile 3 Eldritch, 4d3 Base: 9
+250VP) Flying Immune hits, Natural

Undead War Machines


All undead war machines are Missile Immune and have morale 7 Fearless, and cost 22 VP more than standard war machines. The reinforcement cost is 64 points.

Name VP Move Wnds Armour Magic Morale Melee Missile Special


Soul Cannon 224 4 4 3 - Fixed 2 7- Wounds / 2 Steal Soul: (24") 1 / 3 Base: 9
(Every other Turn) Missile Fearless - Eldritch, 4d3 hits
Immune

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

Standard War Machines


Name VP Move Wnds Armour Magic Morale Melee Missile Special
Ballista 211 4 4 3 Fixed 1 8 Wounds / 2 1 / 3, Range:30, Str (3), d3 hits, Base: 4
(Fires Every Turn) d3 wounds
Base: 4
Light Catapult 166 4 4 3 Fixed 1 8 Wounds / 2 Stone: 1 / 3, Range:30, Str (3), Base: 9
d3 hits, d3 wounds
Shot: 1 / 3, Range 18, Str (1),
3d3 hits
Catapult 298 4 4 3 Fixed 1 8 Wounds / 2 Stone: 1 / 3, Range:36, Str (3), Base: 9
2d3 hits, d3 wounds
Shot: 1 / 3 , Range 24, Str (1),
4d3 hits
Light Cannon 348 4 4 3 Fixed 1 8 Wounds / 2 Ball: 1 / 3, Range:30, Str (4), 2d3 Base: 9
hits, d3 wounds
Shot: 1 / 3 , Range 24, Str (2),
3d3 hits
Cannon 691 4 4 3 Fixed 1 8 Wounds / 2 Ball: 1 / 3, Range:36, Str (4), 2d3 Base: 9
hits, 2d3 wounds
Shot: 1 / 3 , Range 24, Str (2),
4d3 hits
Heavy Cannon 1025 4 4 3 Fixed 1 8 Wounds / 2 Ball: 1 / 3, Range:36, Str (5), 2d3 Base: 9
hits, 2d3 wounds
Shot: 1 / 3 , Range 24, Str (2),
5d3 hits
Mortar 199 4 4 3 Fixed 1 8 Wounds / 2 1 / 3, Range: 12 - 36, Str (2), Base: 9
4d3 hits
Heavy Mortar 342 4 4 3 Fixed 1 8 Wounds / 2 1 / 3, Range: 12 - 45, Str (2), Base: 9
6d3 hits

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)

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