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CREDITS
PRESIDENT Sherry Yeary • CHIEF CREATIVE OFFICER Matthew D. Wilson • CREATIVE DIRECTOR Ed Bourelle
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CONCEPT ARTISTS, NEW MODELS
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Darla Kennerud ILLUSTRATORS STAFF SCULPTORS Steve Saunders
SENIOR WRITER & CONTINUITY Daren Bader Brian Dugas Nate Scott INFERNALS
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WRITERS
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CONTENTS
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Warlocks & Fury . . . . . . . . . . . . . . . . . . . . . 84
Welcome . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Spells, Spellcasting & Animi. . . . . . . . . . . . 87
Shadow Histories of Western Immoren . . . . 6 Additional Model Rules. . . . . . . . . . . . . . . 92
Rules Basics . . . . . . . . . . . . . . . . . . . . . . . . . 21 Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Game Overview. . . . . . . . . . . . . . . . . . . . . . . 21 Scenarios. . . . . . . . . . . . . . . . . . . . . . . . . . 100
Dice & Rounding . . . . . . . . . . . . . . . . . . . . . . 22
General Guidelines . . . . . . . . . . . . . . . . . . . . . 23 Trollbloods . . . . . . . . . . . . . . . . . . . . . . . . . 109
Rule Priority . . . . . . . . . . . . . . . . . . . . . . . . . 24 History: Legacy Scribed in Stone . . . . . . . . . . . 110
Sportsmanship & Sharing Information . . . . . . . . 26 Model Entries . . . . . . . . . . . . . . . . . . . . . . . 116
Measuring Distances. . . . . . . . . . . . . . . . . . . . 26 Gallery. . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Circle Orboros . . . . . . . . . . . . . . . . . . . . . 155
Model Pro£les. . . . . . . . . . . . . . . . . . . . . . . . 29 History: An Unending Cycle. . . . . . . . . . . . . . 156
Model Special Rules. . . . . . . . . . . . . . . . . . . . 30 Model Entries . . . . . . . . . . . . . . . . . . . . . . . 162
Weapon Statistics. . . . . . . . . . . . . . . . . . . . . . 33 Gallery. . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Weapon Qualities. . . . . . . . . . . . . . . . . . . . . . 34
Damage Capacity & Life Spirals . . . . . . . . . . . . 34
Skorne. . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Base Size & Facing . . . . . . . . . . . . . . . . . . . . . 35 History: Weight of Ancestors. . . . . . . . . . . . . . 202
Model Entries . . . . . . . . . . . . . . . . . . . . . . . 208
Preparing for War . . . . . . . . . . . . . . . . . . . . 36 Gallery. . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Encounter Levels . . . . . . . . . . . . . . . . . . . . . . 36
Building Your Army. . . . . . . . . . . . . . . . . . . . . 37
Legion of Everblight . . . . . . . . . . . . . . . . . 247
Setup, Deployment & Victory Conditions. . . . . . . 40 History: The Saga of the Dragon Everblight . . . . 248
Model Entries . . . . . . . . . . . . . . . . . . . . . . . 254
Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Gallery. . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
The Player Turn . . . . . . . . . . . . . . . . . . . . . . . 43
Activating Models. . . . . . . . . . . . . . . . . . . . . 43
Minions. . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . 44 History: Savage Powers . . . . . . . . . . . . . . . . . 294
Combat Actions. . . . . . . . . . . . . . . . . . . . . . . 50 Model Entries . . . . . . . . . . . . . . . . . . . . . . . 298
Line of Sight & Targeting . . . . . . . . . . . . . . . . . 50 Gallery. . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Measuring Range. . . . . . . . . . . . . . . . . . . . . . 54 Hobby & Painting Guide. . . . . . . . . . . . . . 314
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Appendix A: Timing. . . . . . . . . . . . . . . . . 324
Making Attacks . . . . . . . . . . . . . . . . . . . . . . . 55
Attack Roll . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Appendix B: WARMACHINE Rules . . . . 326
Melee Attacks . . . . . . . . . . . . . . . . . . . . . . . . 57 Appendix C: WARMACHINE .
Ranged Attacks . . . . . . . . . . . . . . . . . . . . . . . 63 Faction-Speci£c Rules. . . . . . . . . . . . . . . . 334
Area-of-Effect (AOE) Attacks . . . . . . . . . . . . . . 66 Rhulic Mercenaries. . . . . . . . . . . . . . . . . . . . 334
Spray Attacks. . . . . . . . . . . . . . . . . . . . . . . . 68 Cephalyx Mercenaries. . . . . . . . . . . . . . . . . . 334
Magic Attacks . . . . . . . . . . . . . . . . . . . . . . . . 69 Convergence of Cyriss. . . . . . . . . . . . . . . . . . 337
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Special Combat Situations. . . . . . . . . . . . . . . . 73
Anatomy of a Unit . . . . . . . . . . . . . . . . . . . 76 Templates. . . . . . . . . . . . . . . . . . . . . . . . . . 343
Warbeasts . . . . . . . . . . . . . . . . . . . . . . . . . . 80

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FOREWORD
The world is full of beasts, great and small, fearless and timid. Beauty, it is said, is in the eye of the beholder. As much as
Each is a product of its environment, uniquely equipped for our individuality informs our varied tastes, our common
its place in the world. Only one rule governs all of them: humanity draws us all to certain qualities. Strength, power,
survival of the fittest. speed, elegance: these are all characteristics shared by those
beasts we consider majestic. What could be more beautiful
With claw and fang, unyielding predators vie for dominion
than a creature evolved to embody all these traits together?
in a never-ending competition to claim the highest rank
within the natural order. When a beast falls short of genetic Transformation is a requirement of continued existence. For
superiority, it must adapt by changing its behavior, its three years, we have analyzed every fiber of HORDES over
patterns, and sometimes even its environment. And when the course of designing the game you see before you. Every
adaptation cannot ensure its dominance, it must evolve. rule on every model has been scrutinized, re-evaluated, and
refined in order to maximize performance, eliminate overlap,
And so it goes with our games.
and make the model a viable choice within the context of
Creating an ever-expanding, immersive miniatures game the army you choose to assemble. But where HORDES has
can feel like trying to tame a wild beast. Finding the transformed the most is in the play experience, specifically
balance between a true-to-life mass-combat simulation the arc of the game. By developing her spiritual connection
and an enjoyable recreational pastime requires negotiating with her warbeasts, a warlock retains some potency all the
its unpredictable nature and hidden dangers. Somewhere way to a battle’s finish despite whatever losses she may suffer.
between the realism and the entertainment is the sweet spot, Instead of slowly winding down to an inevitable conclusion,
or what we refer to as “the fun.” Untamed, the beast can the conflict remains an intense battle to the very end.
rampage out of control, trampling those caught in its path.
In every aspect of this game, we’ve endeavored to preserve
Chained too tightly, the poor creature becomes dull and
the strength and elegance of the original while evolving it into
lifeless, a pale shadow of its potential.
a form that heightens what we crave from tabletop battles.
We want you to care for our beast the way we do, to forge a Our beast has undergone a metamorphosis, emerging more
sublime connection to it. We want to give you an experience equipped to create the most perfectly immersive experience
that taps into your primal nature and keeps you coming possible on the tabletop. And while perfection is a quality
back for more. that can never be achieved, you must know that we’ll never
stop trying. It’s our nature.

HORDES now represents the best of everything we know


and have learned over a decade of creating the world and the
game. We hope you enjoy it as much as we do.

Let’s unleash the fun!

Matthew D. Wilson

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WELCOME
TO MONSTROUS MINIATURES COMBAT!
HORDES is a game of cunning strategy, brutal tactics, and Next the book moves into descriptions of four of the Factions
epic clashes between forces of snarling warbeasts, battle- fighting for domination, control, or outright survival in
hardened warriors, and elite battle mages. The game is set in western Immoren: the Trollbloods, the Circle Orboros, the
the Iron Kingdoms, where mankind enjoys the fruits of steam- Skorne, and the Legion of Everblight. Each has its own
powered arcane technology while simultaneously protecting history and viewpoint, and each is eager to dominate its foes
itself from the horrors that lurk in the wilderness. It’s a world on the fields of battle.
where swordplay and guncraft go hand-in-hand and powerful
Finally, HORDES is more than just a game. It’s also a hobby
magic can turn the tide of battle. The Iron Kingdoms are rife
where players collect and paint finely detailed miniatures
with conflict, and only the boldest heroes will reign supreme.
representing the warriors, beasts, and heroes of this full-
This book is the first step toward entering this war-torn metal fantasy world. To support that effort, Primal offers not
land. It begins by throwing you right into the conflict, as a only inspiring photography of our studio models but also
Trollblood warlock seeks to rescue a number of villagers taken helpful instruction on how to get started yourself with the
captive by a diabolical and insidious enemy. It then continues miniatures hobby.
with a historical account of the land and its varied peoples
We sincerely hope you’ll enjoy HORDES as much as we
and cultures before diving into how to play out the conflict on
do. With this book and a few miniatures, you’ll be on your
your tabletop battlefields. If you are new to the game, check
way to ultimate monstrous miniatures combat—and your
out privateerpress.com for a downloadable interactive tutorial
tabletop will never be the same!
that will take you through the core concepts.

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SHADOW HISTORIES
OF WESTERN
IMMOREN
The peoples of the wilds are no strangers to war. Constant
strife prunes away the weak and strengthens each generation.
Creation & the Gods .
With the reliability of the turning seasons, the strong push
aside the feeble and absorb their territories. In turn, other
of Caen
The peoples inhabiting the wilds have origins stretching
great powers rise to conquer them. The cycle of life and death back before the written word, before language itself. They
is constant, both in the Iron Kingdoms of western Immoren rely on myth and lore to explain the world and its beginning,
and across the unsettled wilderness. speaking to a time before any intelligent being walked the
The Iron Kingdoms arose on the rubble of scattered fiefdoms wild places. Not all of these legends agree, and each people
and the shoulders of feuding warlords from days long past. has its own tales, some starkly contrasting.
Rock by rock and home by home through blood, massacre, Trollkin and a number of other races of the wild say the
famine, disease, warfare, and the occasional bright moments goddess Dhunia was the first to emerge from the endless
of clarity and self-awareness, humanity has carved a place chaos that once was all that existed. Her body became the
for itself and created a rich, though war-torn, history. world, Caen. Saddened by the emptiness and her solitude,
But the Iron Kingdoms have the barest perception of the Dhunia wept, and her tears became the lakes and rivers.
powerful forces gathering in the shadows. It is easy for the Living creatures and plants sprang up, pastures and forests
people to become complacent in their walled cities, believing grew, and birds and beasts soon populated the land. To light
the world outside tamed. This is a thin illusion. the world she shaped the sun for the day and the three moons
to shine amid the stars at night. All life came from Dhunia.
Untamed wildernesses span the breadth of the Iron Kingdoms,
and within them dwell armed groups with significant power, After some time, the Great Mother saw that the creatures
some of them more formidable than the civilized kingdoms multiplied and filled the lands, eating the plants faster than
deign to acknowledge. The men of western Immoren are so new ones could grow. She realized all living things had to be
desperate for security they refuse to recognize how fragile part of the cycle of birth, growth, and renewal; she knew she
civilization truly is. Any kingdom or empire can fall, and must allow death and destruction into the world.
the wilds fight tooth and claw to reclaim anything left To do this, Dhunia birthed the first and most formidable
inadequately defended. predator, the Devourer Wurm. The Devourer was a bestial,
forever-changing monstrosity that spawned endless horrors
and ravenous beasts. Its rage manifested as storms and
earthquakes that scattered the abundant herds. The Wurm

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brought hunger and predation. When the first living creature Over time human civilizations began to take root, both
killed and ate another, the Wurm was there, tasting blood and because of and despite the predations of the Molgur. Afraid
seeking to sate its inexhaustible hunger. But this slaughter of the ravening beasts that hunted them in the wilderness,
could not satisfy it. these people banded together and sought the protection
of their nearly forgotten creator, Menoth. For a time the
In time the Devourer turned on Dhunia. She knew a fleeting
early Menite civilization and the Molgur were separated
moment of fear, the terror of the hunted. Eventually the
by geography and distance, until the Time of the Burning
Devourer overcame and ravaged the Great Mother. With the
Sky turned the once-fertile lands east of the Black River to
coming of spring, the Ravaged Mother gave birth to children
desert sands. The Menites moved west and established new
that exhibited qualities of both their divine father and
cities and farms. These new outposts of civilization began to
mother—with the capability to be savage and violent yet also
intrude on territory held by the barbarian tribes, sparking
noble and honorable. In various times these races have been
the birth of a conflict that would only escalate in time. What
closer to one or the other of their primal parents, devoting
began with small raids and retaliatory skirmishes would
their worship to either Dhunia or the Devourer Wurm.
eventually grow to sweeping clashes between the civilized
Desiring a reprieve from the predations of the Great Beast, armies and the Molgur hordes.
Dhunia fostered a skilled hunter from the strongest and
At first these Menite settlements were easy pickings for
most cunning of her children: Menoth, the god of mankind.
the barbarian tribes. The Molgur were puzzled by these
Dhunia bestowed upon him the power, virility, and strength
stationary villages, which seemed ideally situated to be
to fight the Wurm. Their clashes took them across the face
preyed upon. For a long while, the Molgur were content to
of Caen, reshaping continents and shattering mountains.
take from them what they would, when they wanted it. But
Wherever Menoth passed as he hunted the Wurm, humanity
as the settled folk increased their defenses and their walls
arose, consumed by the same desire to tame the wilderness
grew, the Molgur were less successful in their raids and even
and fight the darkness.
began to be pushed back from their hunting grounds.
Menoth eventually chased the Wurm from Caen and into
The armies of the civilized humans grew as their territories
a shadowy realm born of the Wurm’s nightmarish dreams,
expanded, and soon they were sent out to retaliate against
a place called Urcaen where the spirits of the dead go to
the nearest Molgur. These well-armed Menites were among
join their gods. Dhunia’s children are spared the passage to
the first the Molgur had ever fought who offered a significant
Urcaen. She allows their souls to return to her and be reborn
challenge. Though the Molgur were fiercer, the civilized
anew. Most Dhunians have no concept of an afterlife, though
armies had weapons of steel and formidable armor as well as
some who serve the Wurm expect to be taken to Urcaen,
bows that could launch arrows at a great distance. What lands
there to join the Devourer in its endless hunts.
the Menites seized, they kept and fortified. Though the Molgur
continued to raid human settlements when and where they
The Rise & Fall of the had numbers to do so, they were already entering a decline.

Molgur Tribes were forced to fight among themselves for dwindling


resources and consolidated into fewer, larger tribes.
Before the first human civilizations, there were the Molgur, a
loose confederation of tribes. The Molgur arose from struggles Though the Molgur and the Menite settlements of the river
for dominance and survival among the trollkin, ogrun, goblins, valleys fought countless battles, neither could defeat the
and humans that worshiped the Devourer Wurm. other, maintaining a bloody deadlock that continued for
generations. It was not until the rise of the zealous and
The wilderness held no fears for the Molgur. Their tribes bloodthirsty Menite priest-king Golivant, who ruled the lands
inhabited the high mountains and deep forests across the of Calacia at the mouth of the Black River, that matters took
land, hunting the beasts of the wilderness, warring with one a turn. He built the Wall of Thrace to shield his people from
another, and giving obeisance to their primal god. the Molgur, significantly expanded the armies of Calacia,
The Molgur answered to no central authority; each tribe was and when ready, ignited the first Menite crusades, seeking to
led by its own chieftains. The tribes often clashed among slaughter any who worshiped the Devourer Wurm.
themselves, out of competition for resources, for territory or In response to the bloody crusades, the Molgur united under
slaves, or simply for the raw joy of bloodshed. They came the trollkin chieftain Horfar Grimmr, who wielded the axe
together only when faced with a threat so great that no Rathrok, the World Ender, a weapon said to be invested with
single tribe could hope to overcome it alone. For a time the the hunger of the Wurm. With this axe in their leader’s hand
Molgur dominated much of western Immoren, though their and backed by the full might of the savage Molgur, victory
expansion was limited by other unaffiliated tribes to the east. against the forces of Calacia seemed certain.

HISTORY OF THE WILDS 7


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9
Grimmr’s was the largest and strongest Molgur horde ever Some barbarians refused to kneel. The people who would
assembled. They stormed out of the Wyrmwall Mountains become the Tharn survived the early Menite crusades, as did
toward a clash where the fate of civilization itself lay in the a number of other wild human tribes. Though they endured
balance. They overcame the defenders where they struck and they were pushed to the fringes, left only those lands the
for a time the Molgur plundered the heartlands of Calacia. Menites could not easily tame. These peoples did not give
Grimmr sought to restrain his followers, to pull them back up the Wurm, though their worship changed from blood
to the wall to prepare for the battle to come, for he knew offerings earned in war to the reverence of predatory animal
Golivant had not yet shown his strength. But the Molgur totems they petitioned for aid in their hunts.
chiefs were not easily controlled. With the taste of victory on
As a result of the hardships that had befallen these tribes,
their tongues they rampaged, ignoring his warnings.
many gobbers, bogrin, ogrun, and trollkin abandoned
When Golivant struck, the disorganized barbarians were the worship of the Devourer Wurm altogether. They still
scattered by his disciplined legions. As the Molgur gave acknowledged him as their divine father but turned to the
up ground they became increasingly desperate, many worship of their divine mother, Dhunia, whose powers of
thousands breaking and fleeing into the mountains. By the fertility were sorely needed. This had a great impact on the
time Golivant’s forces had surrounded Horfar Grimmr, cultures of these races, creating communities and hierarchies
only the most resolute warriors remained. Though he slew based around family and honoring wise elders over brash
many, eventually the trollkin chieftain was battered into war chieftains.
submission and taken alive. He was tormented for days
This Dhunian awakening was most profound among
before death claimed him. He spoke curses of defiance and
the trollkin kriels, leading to a powerful kinship among
refused to yield, and his words would be remembered by
them. Dhunian shamans began to explore the ties of
later generations, holding power even long after his death.
blood connecting trollkin to full-blood trolls, eventually
approaching trolls and learning to communicate with them.
Scattering of the Tribes Full-blood trolls answered the call to join the kriels. This
Although it would take them many centuries to be fully kinship allowed the emergence of trollkin warlocks who
extinguished, the Molgur had been delivered a mortal wound could commune with trolls and command them in battle.
with the death of Horfar Grimmr. Priest-King Golivant With such creatures supporting them, the kriels prospered.
and his descendants continued to expand their realm and
committed to lengthy cutthroat crusades against the Wurm
worshipers. Their armies hunted the Molgur, burning their
Founding of the Circle
villages and rooting them out wherever they could be Orboros
found. These tribes fled the Wyrmwall Mountains entirely, The trollkin were not alone in experiencing a mystical
scattering to the far north and the islands in the west. awakening after the collapse of the Molgur. The organization
known as the Circle Orboros was created in the aftermath
The largest tribes went north, though they would find no
of the Menite crusades, built amid the ashes of the Molgur.
respite there. Priest-King Khardovic arose from among
The founding of this organization is shrouded in mystery.
the horselords of the plains beyond Morrdh and set about
It is believed its first members were a group of unnaturally
his own crusades. The only place worshipers of the Wurm
long-lived human mystics and shamans who had developed
managed to endure and evade the sword and flame was
a strong sympathetic understanding of the Devourer Wurm.
among impassable mountains and deep forests. In time
there were none who would identify themselves as Molgur, The blackclads of the Circle Orboros, as they have come to be
though their legacy is still felt today. known, were the first to systematically study and understand
the primordial power of the Wurm. They focused on a little-
The scattering of the Molgur had a lasting impact on nearly
understood phenomenon whispered about since the dawn of
every people living in the wilds. The amity among the
humanity, whereby some youths were born different from
Molgur races did not last, as each turned inward in their
their peers, possessing predatory instincts, a connection to
efforts to survive. Humans willing to give up their barbaric
wild animals, and the ability to summon and control the
ways were allowed to convert to worship Menoth, but the
raw elements, such as storm winds, rain, and lightning.
Menites saw other races as unrepentant servants of the
Such youths went through a time of madness in their early
Wurm. Slaughtered and driven out, these races dwindled
years, confused by unusual sensations and strange powers.
and were forced to seek remote places where they could eke
This was called the “wilding,” which represented a direct
out a frugal existence.
connection to Orboros, an entity the druids described as
encompassing Dhunia and the Wurm as well as the power
of the natural world.

10 HISTORY OF THE WILDS


Among the human tribes of the wilderness, the children who along with all other intelligent races. The Circle Orboros took
underwent the wilding were viewed as blessed and became a stand against that inevitable doom, dedicating itself to limit
shamans of the Wurm, proving to be capable spiritual leaders. the rise of cities and the spread of civilization to delay an
But in civilization, such children were thought touched by apocalypse that the Menites in their ignorant zealotry were
darkness. Among the strictest Menite communities they were all too eager to hasten.
sometimes killed in an effort to save them from themselves.
In the process these mystics worked to master power over
The blackclads made it a priority to find and collect those
the natural forces, tapping into ley lines below the surface
born with this talent, to teach them to harness their powers.
of the world. They learned to control certain breeds of wild
The blackclads also saw the rise of Menite civilization as a beasts and to construct guardians of wood and stone. They
cosmological peril, one that would threaten the world. They sought to understand and influence various wilderness
saw that all the great battles of history, from the foundation peoples, employing them as an information network and
of the first Menite settlements to the fall of the Molgur, were sometimes as unwitting pawns in their far-reaching plans.
reflections of the strife between the Devourer Wurm and Seen as prophets and sages, the blackclads became respected
Menoth. So far as the Circle Orboros was concerned, neither and feared in the deep wilds.
of these gods could be allowed to win the struggle—victory
Tribal peoples who continued to worship the Devourer
for either would have dire consequences for Caen. The world
Wurm saw the blackclads as great shamans and often
would endure only so long as these two divinities were
entered into alliances with them. The Circle Orboros fostered
locked in a clash with no end.
relationships with these peoples, even borrowing able-
The scattering of the Molgur had tipped the scales in bodied warriors for their strength of arms. A dedicated
Menoth’s favor. The blackclads foresaw that in centuries to group of such warriors evolved into the Wolves of Orboros,
come the wilderness would be choked off by cities, roads, a secret society with members drawn from hundreds of
and the industry of man. The spread of these was akin to scattered villages and towns.
cancerous tumors across the body of Orboros. If Orboros
were weakened too much, it would provoke the Devourer
Wurm to abandon his clash with Menoth and return to Caen
in a frenzy of destruction. Mankind would be obliterated

HISTORY OF THE WILDS 11


grew far more slowly than those of the city-dwellers. They
Spread of the Thousand could not confront the armed might of the rising city-states

Cities on their own terms but if pursued could melt back into their
native terrain and slay any who followed.
Having scattered the barbarian hordes at their gates, mankind
spread and multiplied, erecting fortified townships and The early centuries of this era saw the decline of one once-
walled villages across the best lands of western Immoren, great civilization, though the Circle Orboros could claim no
at the mouths of rivers, and wherever sufficient soil existed credit for it. The black kingdom of Morrdh was founded at a
for crops. This period also saw some members of wilderness time of schism among those who had turned their backs on
races giving up their traditions to join the humans. Many Menoth’s laws. Its lords were rumored to possess terrible
trollkin, gobbers, and ogrun moved to the cities to seek their and unfathomable powers, including the ability to make
livelihoods in peace. Though such individuals were not corpses rise and take up weapons to fight the living. Its
welcomed as equals, they were allowed to contribute and armies were joined by draconic beasts that served Morrdh’s
make homes for themselves. generals in war. Before its actual fall, the kingdom decayed
from the inside, torn by internal struggles that left it weak
The blackclads of the newly created Circle Orboros found the and ruled by madmen who antagonized their neighbors.
early centuries of this era to their liking despite the spread of The lords of Morrdh led their kingdom to its eventual
keeps and townships. At first their efforts to forestall human destruction at the hands of its rivals, which was seen as a
civilization seemed fruitful. Seeking to keep humanity triumph of good over an ancient evil that had plagued the
divided, they manipulated a multitude of petty princes and land for thousands of years.
tyrants into destructive wars, forestalling unity and the risk
of renewed crusades. The fall of Morrdh was a boon to the wilderness peoples
dwelling on the fringes of the Thornwood and enabled them
The divide deepened between lands tamed by man and the to claim that ancient forest. Trollkin kriels, Tharn tribes, and
wild places humanity feared. The forbidding mountains, gatorman conclaves moved to seize territory once denied
the impenetrable forests, the extensive swamps—most of them by those dark armies. With the help of the blackclads
these remained in the grip of wilderness peoples, who had and their mastery of earth, Morrdh’s ruins sank beneath the
recovered from the Menite crusades but whose numbers swamp and were forgotten.

12 HISTORY OF THE WILDS


One of the most momentous historical events of this era The human priests seemed all but powerless against
was little noted in the wilds: the Ascension of the Twins, these invaders. Menite fire sputtered and died before the
Morrow and Thamar, the first gods to arise from those onslaught of Orgoth wielding black swords that howled
who were mortal-born. This era saw the unfolding of the with their own maddened voices. To many Immorese it
faiths of these gods, whose teachings and philosophies did seemed the gods had forsaken them. Faith in Menoth was
much to transform civilization. The Circle Orboros initially much diminished in this time—his priesthood, which had
welcomed the rise of the Twins, as it splintered the long-held long represented authority and leadership, was forced to
dominance of the Menites. In time, however, the blackclads prostrate themselves in surrender.
realized how much the teachings of Morrow and Thamar
The races of the wilds initially delighted in witnessing the fall
would strengthen human civilization and increase the divide
of the human kingdoms, but such celebrations were short-
with the wilds.
lived. It quickly became clear the invaders represented an even
The spread of intellectual thought promoted by these greater peril: after conquering the human nations, the Orgoth
fledgling faiths prompted new forms of governance and demonstrated an interest in the sacred places of the wilds and
advances in mathematics, engineering, and the natural sought to wrest control of them from those who protected
sciences. These allowed mankind to push deeper into them. Sites of blood sacrifice to appease the Devourer Wurm
mountains and forests, to tame landscapes formerly judged particularly fascinated the Orgoth. The sacred sites of the Circle
inhospitable, and to build denser and more sprawling cities. Orboros were no safer; places like Nine Stone were seized and
Such cities required more farmland to feed their populations; used for ritualized mass slaughter. In the decades after human
woods were cleared, swamps were drained, and the land civilization surrendered to the Orgoth, many bloody battles
was prepared for crops. The demand for metal ores, iron were fought in the mountains and forests as the invaders set
in particular, prompted the opening of countless mines. In their sights on the untamed places. Only the deepest and most
all cases, small tribes of farrow, bog trogs, gatormen, and remote wilds were safe from the tyrants.
trollkin were driven out.
For four centuries Immoren endured a dark age as the Orgoth
Despite the efforts of the blackclads, stronger nations and plundered its resources, erected citadels, and enforced
kingdoms began to emerge, consolidating the Thousand obedience from an enslaved population. With inventive
Cities. These included Caspia, the successor to ancient torments they stripped away the will to resist and dominated
Calacia, a major power in the southeast; Midar, Tordor, and the land almost completely. The Orgoth cleared land for their
Ryn toward the center of western Immoren; and Thuria on black stone cities and acquired sacrifices to the unwholesome
the western coast. In the north there was the Khardic Empire, entities they served. These travails broke many but forged
which would eventually absorb Umbrey, Kos, and Skirov. the strength of the survivors. Many of the technologies relied
upon by human civilization in the current age are a direct
Secure behind the walls of their cities, mankind developed
result of developments made during this time.
ever-increasing proficiency in science and technology.
Countless advancements propelled them forward at a rapid The Rebellion that followed spanned two centuries of brutal
pace. Each new machine or discovery served to aid them conflict. Each time the rebels gained some slight victory, the
in spreading the reach of their kingdoms deeper into the Orgoth slaughtered them—but the survivors scattered to plot
wilderness. For a time it looked as though mankind would again. The Rebellion was a crucible for the people of western
claim the whole of western Immoren, rooting out all the Immoren, grinding away all that was soft and gentle to
people of the wilds. create warriors as hard, bitter, and determined as the world
has ever seen. Though the daily lives of those dwelling in
Then came the Orgoth.
the remote fringes were not greatly affected by these events,
the Rebellion was a transformative experience for the nations
The Time of the Orgoth that would rise in the aftermath of the Orgoth. They learned
The Orgoth were a savage and brutal people who arrived a new way to fight their wars, bringing a fusion of magic and
from across the Meredius on great blackships. They stormed machine that yet remains their greatest weapon.
the shores of Immoren by the thousands and enslaved the According to the Immorese, it was the Twins who armed
kingdoms and their cities. After two centuries of conquest, them with the tools required to fight their oppressors.
they dominated every human kingdom on the continent. They call the inciting event the Gift of Magic, whereby
The Orgoth were utterly ruthless, committing atrocities arcane talents spontaneously emerged among the enslaved
that would have caused even the Molgur to weep. To their population. They credit Thamar with this gift but say
infernal gods they offered the blood and souls of the slain, Morrow too played a part, allowing his dark twin to change
and with their powerful dark magic they struck down their the fate of humanity. Magic was itself a weapon, but it was
foes with green balefire and raised the dead to fight for them. the ingenious ways humanity would find to exploit this gift
that truly armed them.

HISTORY OF THE WILDS 13


Though many mystical traditions were known to the people single nation, they share a thirst for empire. Their current
of the wilds, from the Devourer shamans of the Molgur to ruler is Empress Ayn Vanar. She knows how to keep her
the mist speakers of the amphibious bog trogs, Menoth’s people happy by providing endless opportunities for
people had always eschewed the mystical arts, allowing only conquest, enabling them to hurl themselves against one
those miracles evoked by the god’s own priests. Only the enemy after another and immortalizing their patriotic
necromantic pursuits of Morrdh had approached a true arcane sacrifices with monuments and honors.
tradition among the civilized humans of western Immoren.
Khador was the first to create the great railroads that now scar
By the end of the Rebellion the Immorese had learned to the land—long tracks of iron that have required forests to be
master arcane power and combine ingenuity and invention cleared, tunnels bored through mountains, and swamplands
as mechanika, a fusion of magic and science. They crafted drained. With these trains, civilized armies can cross vast
potent weapons never seen before: alchemical blasting distances in mere hours, and the giant smoke-bellowing
powder, which gave rise to the firearm; battle wizards and engines pulling these conveyances embody the Khadoran
sorcerers who would in time become warcasters; and the approach to engineering. Their warjacks are similar, built
great mechanikal automatons called colossals, machines to be imperishable and unyielding. Nevertheless, Khador
equipped with formidable weapons and possessed of artificial still possesses many wilderness regions where civilization
minds. With the Orgoth driven away at last, the leaders of the has yet to take root, and the peoples of the fringes live in
surviving Rebellion signed the Corvis Treaties. This document ways not dissimilar from those of the ancient past. Khador’s
set the borders for the nations called the Iron Kingdoms. mountains and forests are fertile recruitment grounds for the
Circle Orboros, and the trollkin of the Scarsfell Forest are
The men who lived to see that day felt they had entered an
among the mightiest of the kriels.
age that would prove the end of strife, discord, and bloody
conquest. Their naive hopes at the end of so dark a period are South of Khador is the kingdom of Ord. A nation of proud
understandable, and perhaps it was kinder that most were and rugged people, Ord is known for skilled sailors and
buried before they could witness how little had truly changed. indomitable soldiers as well as smugglers, ruffians, pirates,
Removed from fellowship against a shared foe, the Iron and shrewd merchants. It rests between the two great powers
Kingdoms quickly reverted to the natural state of strife. This of the modern age, Khador and Cygnar, and has endured
condition may be inherent to life itself; indeed, some would continual attempts by the northmen to invade its territory.
say it is the unending conflict between Dhunia and the Wurm, Despite this it remains reluctant to ally with Cygnar, for
given form in endless variety. Whatever the cause, peace has it has no inclination to give up its autonomy and become
always been intransient, a time of reprieve when the civilized embroiled in Cygnar’s frequent wars. Ord is the last of the
nations lick their wounds and sharpen their blades before neutral Iron Kingdoms, and it clings to that neutrality with
leaping back into the fray with lustful abandon. stubborn tenacity, though it has not entirely managed to
avoid the constant vortex of warfare stirred up around it.

The Iron Kingdoms This kingdom lacks the resources to contend with its larger
Following the defeat of the Orgoth, human civilization grew and more powerful neighbors on equal footing, yet it has
at a lightning pace, enough so even those in the most remote proven remarkably shrewd and resilient, particularly on
regions took note. Recovery from the Orgoth Occupation the defense. The rugged northern hills of Ord, where some
was swift, and each of the nations that arose in the aftermath farrow have made their home, serve as a barrier against the
benefitted from the inventions and discoveries made during north. The nation’s interior is dominated by the Olgunholt,
the Rebellion. The Iron Kingdoms born from the Corvis an ancient forest that retains many secrets, and elsewhere in
Treaties include Khador, Ord, Llael, and Cygnar. Centuries the kingdom are bogs and marshes redolent with death and
later Cygnar was shaken by a tremendous religious civil war decay. Yet other than these few places, not many bastions of
that gave rise to the Protectorate of Menoth, the fifth Iron the wilderness are to be found inside Ord’s borders.
Kingdom. Though western Immoren is home to many races Llael was a small but storied kingdom northeast of Ord,
and groups, these human kingdoms have dominated the but war has taken it as sacrifice. Now the nation is all but
landscape and their wars create the largest ripples. In recent dominated by Khador, though the tenacious Llaelese
years these nations have begun to extend their grasp well Resistance fights on despite the increasing futility of their
beyond these borders, even stretching across the vast oceans. situation. Northern Llael includes a number of mountain
Nowhere is man’s love of war stronger than in the north peaks and sheltered valleys, which are the southern reaches
within the sprawling nation called Khador—the inheritors of mountain expanses claimed by the dwarven kingdom
of the ancient Khardic Empire. A hot-blooded but cold- of Rhul. Beyond their few towns and cities these northern
hearted people, the Khadorans are descended from dozens mountains still have untamed spaces and are home to
of tribes that once roamed the north from horseback and some small Dhunian tribes. The bulk of Llael has long been
stalked the wilderness of the lands. Brought together as a civilized, however, and is now harried and war-torn.

14 HISTORY OF THE WILDS


Khador’s southern rival, Cygnar is a land with every Born from the First Cygnaran Civil War, the Protectorate
advantage: a large population, varied geography, fertile of Menoth is the last and youngest of the Iron Kingdoms.
farmland, powerful cities, and capable citizens. Its arcane It was over a hundred years ago that a Menite priest named
and technical prowess is second to none, it boasts a strong Sulon gathered together almost a million Menites in eastern
economy, and its military is both well equipped and highly Caspia—the capital of Cygnar—armed them, and urged
trained. In the modern era, Cygnar has suffered great them to take the city. The resulting uprising consumed the
upheavals including terrible wars, increasing religious capital and subsided only with Sulon’s death in battle. The
tensions, and crises of leadership. The good King Leto Cygnaran king sued for peace, granting the Menites the
usurped the throne of Cygnar from his tyrannical brother, eastern section of the capital, which they called Sul, and all
Vinter Raelthorne IV, only to abdicate it after steering his lands east of the Black River. This became the Protectorate of
nation through its darkest hour, passing the crown to his Menoth. Though once nominally controlled by Cygnar, this
young nephew, Julius. Untested and little known even to his nation has increasingly acted as an independent state.
own people, the new King Julius has yet to prove his mettle.
Before the fall of Llael, Cygnar attempted to attain a lasting
Though seen as the birthplace of some of the greatest of peace with the Protectorate. This failed, as the Protectorate
humanity’s advances and a powerful bastion of civilization, refuses to accept peaceful coexistence with those who do not
Cygnar also holds several of the most resilient wilderness adhere to its rigid beliefs. As soon as Khador’s invasion of
regions in western Immoren. Nearly half the kingdom is Llael began to draw Cygnaran forces north, the Protectorate
home to the impenetrable Wyrmwall Mountains—despite initiated a bloody crusade, besetting the gates of Caspia
efforts to mine its peaks, no man knows the full extent of with their siege engines. If they were to have their way,
this region. It is a place where great and powerful beasts western Immoren would see an uncompromising tyranny
dwell and hunt and is home to many surviving proud devoted to Menoth, the Creator of Man, who is no longer
descendants of the Molgur. The Gnarls and the Thornwood, aloof from mortal affairs. The Protectorate is his chosen tool
each a forest retaining great natural power, are also within in reasserting his dominion over Caen. This development
Cygnar’s borders, though the latter has seen its interior torn has been observed with alarm not only by the other Iron
by war and blighted by necromancy. Vast warrens of tunnels Kingdoms but also by the Circle Orboros, who seek to thwart
descend below the Thornwood, some of them infested with the Menite crusades whenever it is in their power to do so.
unnatural denizens like Cryxians and cephalyx.

HISTORY OF THE WILDS 15


The Protectorate homelands sprawl across the less fertile East of Khador lies the mountain kingdom of Rhul, home
region east of the Black River and along the edge of the to the dwarves. Rhulfolk have long traded with the Iron
Bloodstone Marches. The arid soil there is difficult to farm, Kingdoms and aided in the construction of the colossals
and the region is proximate to a number of Idrian tribes during the Rebellion against the Orgoth. Long ago the Molgur
that never converted to the worship of Menoth as well as to tested the defenses of Rhul but were never able to breach its
farrow bands and others. Deeper into the desert, there are fortifications or slip across its guarded mountain passes. The
vast unclaimed regions where humanity has no sway. dwarven kingdom has also sometimes had to contend with
barbarian humans and tribal Nyss on its western borders.

Beyond the Nations of After the defeat of the Molgur, many ogrun tribes moved
into the mountains bordering Rhul’s territories and in time
Man became valued citizens of the dwarven nation, giving fealty
Races other than humans have also carved territories for to its industrious clans.
themselves from the rock and soil of Immoren. Two of the South of Rhul and northeast of Cygnar are the lands of Ios,
nations bordering the Iron Kingdoms—Ios and Rhul— home to the elves. Little is known about these isolated people,
have existed alongside them in relative quiet, aloof from but they are said to be the survivors of a great cataclysm in
humanity’s wars except when it serves their interests. Within the east that resulted in the Time of the Burning Sky. They
the untamed wilderness there also live other formidable boast weapons and arcane secrets unique to their race. Ios
peoples often overlooked since they do not define themselves has been withdrawn for decades, having little interaction
by the confines of political borders. And to the east across with other nations. The only contact they have had in recent
the great desert is the Skorne Empire, home to a hardened years is through warfare. Bands of violent elves, working in
people hungry for conquest. secretive cells and lurking on the fringes of mankind’s wars,

16 HISTORY OF THE WILDS


have for years pursued the agendas of their kind. The Circle Although the trollkin have been reluctant to challenge
Orboros has endured occasional violent clashes with Iosans, human armies outright, striking while the nations are
as the elves’ myrmidons—machines like warjacks—utilize a distracted fighting one another is another thing. In a time of
power source that makes use of ley line energies. This has war, a “minor uprising” can change the course of history.
prompted violent cells of Iosans working outside of their Humanity has already begun to see the consequences of its
homeland to seek out concentrations of this power, which actions against the kin, and the kriels are not as easily bribed
are most often jealously held by the blackclads. to compliance as they were in the past.

Occupying the islands southwest of Cygnar is Cryx, the Scattered kriels have since drawn together toward a
Nightmare Empire. Nothing shows the insignificance of common cause. Called the United Kriels, these trollkin are
humanity more than this malignant nation. No mightier being a powerful force in the wilderness. The United Kriels have
walks Caen than Lord Toruk, known as the Dragonfather, passed from one place to the next, searching for a place
and the Cryxian empire exists to serve his will. In Cryx, the to call their own. Wherever they try to settle, however, a
dead walk and necromancy is regarded as a pillar of science. new enemy raises its head and tries to drive them off. This
The nation is ruled in Toruk’s name by his twelve lich lords— road of trials has hardened the hearts of the trollkin. Their
each immortal, vastly powerful, and patient beyond human strength is refined with every fresh battle and every home
conception. Before the arrival of Toruk these islands were they must leave behind, but some have chosen to find a
home to countless tribal peoples, including descendants fresh start elsewhere.
of the Molgur, and were also fulcrums of power for the
After a great battle against farrow and gatormen in the
blackclads. Though a number of trollkin and ogrun tribes
Bloodstone Marches, a large group of the displaced kriels
remain in Cryx, most are now blighted and serve Toruk.
abandoned western Immoren to seek new lands beyond the
The Dragonfather is so pervasive a force of darkness that he horizon. In the unexplored jungles of Alchiere to the south,
has blighted the land and people for a hundred miles in every these trollkin seek to build the home that their former lands
direction. Only the dead can endure Toruk’s close proximity. can no longer be. Those who remain behind continue to fight,
Time and again Cryx has emerged to attack the Iron Kingdoms unwilling to concede their last ancestral bastions to their
when they were entangled in their own wars, but in recent many rivals.
years the hosts of the Nightmare Empire have been seen on the
mainland in numbers never before imagined. In their efforts
to reach their objectives unseen, Cryxian armies frequently
Hidden Cults & Secret
cross through the wilds, causing death and destruction in Threats
the process. The Thornwood in Cygnar was recently subject War creates opportunities, and the lands are rife with secret
to their attentions, and massive battles fought against them cabals. Despite the dominance of the Morrowan and Menite
transformed portions of this forest into a hellscape filled with religions, there are other faiths thriving in the darkness, and
balefires and the walking dead. some of these cults wield surprising influence.

Among the human cities are the Thamarites, those who


The United Kriels worship Morrow’s dark sister, a patron of the criminal
Continually forced into harsh and unforgiving territories
underworld, corrupt politics, and the selfish pursuit of power
and away from fertile farmlands, the kriels of the trollkin
for its own ends. Thamarites are often unfairly credited with
have endured no end of hardships. This extremely hardy
depravities and conspiracies, but Thamar is also the goddess
and adaptive people had claimed the most inhospitable
of rebellion, the occult, and free thought, meaning Thamarites
mountains, densest forests, and desert fringes, and for a
often have a hand in the world’s conflicts—sometimes on
long time their isolation and the difficult lands they clung to
both sides.
shielded them from the encroachment of civilizations. As the
centuries passed, however, human settlements and industry Also disquieting to many are the worshipers of the enigmatic
began to intrude even in these places. goddess Cyriss, the Maiden of Gears. Her cult has infiltrated
the educated among many large cities, and their priesthood
Trollkin were not content to occupy ever-smaller lands and
seeks to replace the flesh of their bodies with steel and gears.
be trod upon by mankind’s wars. They are organized, well
trained, courageous, and capable of enduring hardship and More dangerous are the cannibalistic followers of the
tragedy that would crush a human’s spirit. They are smart Devourer Wurm, the Beast of All Shapes, a predatory god
and adaptable—and angry. Many historians overlook the of rampant destruction and natural chaos. The men of
two Trollkin Wars of centuries past, when the kriels stood western Immoren thought they had seen the end of these
against the colossals and ultimately won. It was those wars barbarians centuries ago, but worship of the Wurm has
that caused the human kingdoms to abandon the colossals never truly vanished. Like the trollkin, Devourer worshipers
and usher in the age of the warjack. were pushed into the isolated wilderness, where they have

HISTORY OF THE WILDS 17


recouped their losses. The most warlike among them dream veins flowed his dragon’s blood. Amid the wintry peaks of
of annihilating the cities of humanity and laying waste to the Shard Spires there emerged a legion of dragonspawn and
mankind’s every accomplishment. blighted Nyss, creatures bound to and utterly obedient to
Everblight’s chosen generals. A number of Khadoran villages
None exemplify the destructive desires of the Devourer
vanished in the passage of this army, and the blighted legion
Wurm more than the Tharn, an ancient and wild people
claimed the bodies of the dead to feed vast numbers of
who dwell in tribes scattered across the wilderness. Their
fearsome dragonspawn.
worship of the Devourer Wurm is so fervent that it has
blessed them with the ability to transform their very flesh, The strength of this legion has grown like a wildfire since its
turning into more perfect predators. In ancient days the inception. Its armies were responsible for the death of the
Tharn preyed upon the fledgling kingdoms of mankind. A first dragon in centuries when they destroyed the dragon
catastrophe befell this race, reducing their great numbers Pyromalfic at the Castle of the Keys. Consuming the fallen
to a scant handful of dwindling tribes, and the men of the dragon’s athanc gave Everblight incredible power. The
Iron Kingdoms thought them extinct. A sudden resurgence Circle Orboros were among the few to recognize this threat
of their ravaging warriors has taught the civilized world the and fight to prevent it, though they ultimately failed.
error of that assumption.
The dire threat posed by Everblight’s forces prompted an act
Among the wilderness peoples are a breed of warrior- of desperation by one of the most radical leaders of the Circle
mages called warlocks who feed on the fury and strength Orboros: he forged a dangerous pact with the other dragons,
of beasts through a familiar synergy. This power can stand hoping to ensure their mutual destruction. This too failed,
against modern innovations and is echoed in the connection and in the process brought a war between dragons above the
between the warcasters and warjacks of the Iron Kingdoms. skies of western Immoren. Everblight evaded the destruction
The blackclads have secretly cultivated those with this talent, the alliance had planned for him; the leaders of his army
which they call the “wilding,” since the rise of the Menite continue to exercise his will, hatching new schemes to ensure
priest-kings. The numbers of these masters of beast, storm, not just the dragon’s survival but his inevitable preeminence.
and stone—as well as how much destruction they can
Flocking like carrion crows in the wake of such conflicts,
unleash—are unknown to the civilized world. Besides these
other forces have risen from the shadows. These lesser forces
cults, monstrous beings mightier than any mortal ever born
include the disparate savage tribes of the selfish farrow, a race
stir from slumber.
of hardy boar-like creatures, and the cold-blooded gatormen
The people of cities fear the blackclads of the Circle Orboros, of Immoren’s swamps. Both farrow and gatormen can be
but the things these druids stand against are more sinister found serving as mercenary warriors as often as pursuing
by far. Perhaps most dangerous among these enemies is their own agendas. Their motives are ill-understood, driven
the cunning dragon Everblight. In a long-forgotten era, the as they are by the egos of the powerful and mad warlords
Dragonfather Toruk divided his athanc—the impervious leading them.
heartstone containing his very essence—and birthed a host of
godlike progeny. Rather than serve their father, these dragons
turned on him, but they found their strength inadequate to
The Skorne Empire
his destruction. Fearing his wrath, they scattered across the East of the Iron Kingdoms is a vast wasteland populated by a
world. For millennia a war of attrition took place between race of ruthless and savage warriors called the skorne. Ruling
these great creatures, with Toruk hunting one progeny after them for a time was one of the most influential men born of
the next. Facing their extinction, the remaining dragons the modern generation—the former king of Cygnar, Vinter
banded together in an alliance and through coordination Raelthorne IV. Having been deposed by his brother and
and cunning drove the Dragonfather from the mainland. fleeing east into the wastes almost two decades ago, Vinter
A stalemate between father and progeny persisted for long made himself into an unstoppable avatar of conquest. Alone,
centuries. Recent years have seen this dangerous balance without an army, he mastered the skorne and forged them
toppled, with Everblight the primary cause. into an empire. Then he unleashed them as an instrument of
his vengeance.
After being driven from the mainland, Toruk forged the
nation of Cryx and created for himself an army to pit against The arrival of the skorne army in the west is a testament of
his foes. Everblight, never a member of the dragon alliance, indomitable will, both of the skorne and of their Conqueror.
decided to follow his example. After his body was destroyed The skorne had to cross the vast Bloodstone Desert and
by the elves of Ios, Everblight adapted new and unforeseen the Stormlands, with its ceaseless lightning, as well as the
strategies, remaining incorporeal but creating an army to Abyss that divides Immoren into its western and eastern
act in his stead. He found a way to divide his heartstone halves. They came because Raelthorne sent them, but they
without losing his identity, giving each fragment of his being quickly developed a hunger for the fairer western lands.
to a champion who could channel his power and in whose They brought with them soldiers eager to prove themselves

18 HISTORY OF THE WILDS


in battle and earn immortality as well as great beasts slaved
to do their bidding and fight in their wars. The skorne carved A World on the Brink
out a territory on the fringes of the Bloodstone Marches from All the forces of the wilderness have clashed in battles—
which to probe the nations of western Immoren for weakness. some small, some apocalyptic. While kingdoms fight one
another for control of cities and territory, the secret wars of
Even a man like Vinter could not retain dominion over
the wilderness prompt untamable spirits of chaos and death
these fierce warrior people, who in time deduced his selfish
to stir or slumber. Though such battles are not fought with
goals. Eventually he was overthrown by one of their premier
the same numbers as humanity’s wars, they deal with primal
warriors and leaders, Supreme Archdomina Makeda, who
forces of nature that the civilized nations of mankind have no
took his place and wrested the leadership of her own people
comprehension of. The wars of man alter lines on a map. The
from him. She now controls this Army of the Western
wars of the shadows determine the fate of Caen itself.
Reaches, wielding it as a duelist wields a blade. Those too
weak to stand before the skorne or too slow to flee them are The victors in these struggles will be empowered to shape the
struck down by the strength of her disciplined and heartless future. Each group barely has time to lick its wounds from
warriors. Any not killed on the battlefield are taken as slaves. one battle before conflict sparks again. Temporary alliances
burn brilliantly but are quickly snuffed out. As greater
Under Makeda’s reign, the skorne expanded the reach of
powers rise, they draw warriors willing to commit to their
their armies into unsuspecting Ios, where a bloody war left
cause, each side taking to the field with newer and deadlier
countless dead on both sides. Skorne forces retain their grasp
implements of war. The rival powers of the wilderness
on some of the southern lands of the elves, in well-defended
await one another with sharpened axes and terrible beasts,
fortifications and entrenched encampments. Claiming these
watching for a moment of weakness in which to strike.
pockets of Ios has done little to slake the skorne thirst for
conquest, and their eyes watch western Immoren and its This is how war begins.
people with a conqueror’s desire.

HISTORY OF THE WILDS 19


20
RULES BASICS GENERAL KNOWLEDGE FOR
COMBAT IN HORDES

Game Overview multiple warlocks and legions of warriors take the field
to crush their enemies with the combined might of spears,
Take control of a powerful warlock and wreak havoc on your spells, and claws.
foes with a horde of hulking warbeasts fueled by unbridled
rage. In HORDES, only the strongest, fastest, and most cunning Warbeasts are mighty creatures drawn from the wilds of
survive—the rest are a feast served up for your warbeasts. Immoren and trained for combat. They are bred or chosen
for their ability to fight and heed their warlocks’ commands.
HORDES is a fast-paced and aggressive 32 mm fantasy tabletop Most rely on claw and fang, but some wield massive weapons
miniatures combat game for two or more players set in the wilds or boast supernatural powers.
of the Iron Kingdoms. Players jump into the action controlling
powerful warrior-sorcerers or battle-shamans known as A warlock maintains mental contact with the warbeasts in his
warlocks. Though warlocks are formidable combatants, their battlegroup and can force them to attack with greater accuracy
true strength lies in their parasitic synergy with packs of savage and strength or evoke latent arcane abilities, increasing the
warbeasts—monstrous creatures of flesh, blood, and bone— beasts’ fury. During a conflict, the warlock can leech this fury
that allow the warlocks to contend on equal footing with the from his warbeasts and use it to boost his combat abilities, heal
greatest modern armies. Players collect, assemble, and paint his battlegroup, stave off injury, or cast formidable spells.
fantastically detailed models representing the various beasts, The warlock is the tie that binds the horde together but is also
minions, and warriors in their horde. its weakest link. If a warlock falls, his warbeasts lose interest
In addition, HORDES is fully compatible with the steam- in the fight and soon fall to their enemies on the field.
powered miniatures combat of WARMACHINE, which is set The outcome of a battle depends on the ability to think
in the industrial nations of the Iron Kingdoms and features quickly, use sound tactics, and decisively employ your
powerful warcasters whose magic and steam-powered warjacks forces. A crucial component of strategy is the warlock’s
make the earth tremble. This allows players to pit their forces management of warbeasts’ fury to enhance their attacks
against each other in epic battles of machines versus beasts. (A and fuel his own powers. Properly managed, fury can turn
WARMACHINE Rules appendix is included on p. 326.) a battlegroup into a nigh-unstoppable horde of destruction!
A HORDES army is built around a warlock and his warbeasts. Too much fury can backfire, however, causing warbeasts
Bands of warriors and other allies can further bolster a to frenzy uncontrollably and attack whatever is nearest—
horde’s combat capabilities. Sometimes huge armies with whether friend or foe.

In these conflicts it’s survival of the fittest!


Bring the hurt—or head for the hills.

21
Some events call for rolling a d3. To do so, roll a d6, divide
Summary of Play the result by 2, and round up.
Before a battle begins, players agree on an encounter level, which
Some instances call for a model’s stat or a die roll to be divided
determines the scope of the game being played, and a scenario
in half. For distance measurements, use the actual result after
for play. They then create their armies based on those guidelines.
dividing the number in question. For everything else, always
Next, the players determine the turn order. Once established, the
round a fractional result to the next highest whole number.
turn order will not change throughout the game. Players then
deploy their forces and prepare for battle to begin.

Battles are conducted in a series of game rounds. During a DICE SHORTHAND


game round, each player receives one turn to command his
A six-sided die is referred to as a d6. When you need two or
army. During his turn, a player activates all the models in his
more of these, a numeral before the “d” indicates the number
army, one after another. When activated, a model can move
of dice to roll. Two six-sided dice are abbreviated as 2d6, three
and then make one of a variety of actions such as attacking dice as 3d6, and so on.
or healing a warbeast. Once both players have taken their
turns, the current game round ends and a new one begins, The term d3 is a shortcut for “roll a d6, divide by 2, and round
starting again with the first player. Game rounds continue up.” Here’s how to read the results of a d3 roll quickly:
until one player wins by destroying the opposing warlock (or
warcaster), meeting the scenario objectives, or accepting the
or =1
surrender of his opponent or opponents.
or =2
WHAT YOU NEED or =3
In addition to this book and your army of HORDES models, you
also need a few basic items to play:

• A table or playing surface where you can conduct your Additional Dice & Boosted
battles (typically 4´ × 4´).
• A tape measure or ruler marked in inches and fractions
Rolls
Sometimes a special rule or circumstance will allow a model
thereof to measure movement and attack distances.
to roll an additional die. An additional die is a die added to the
• A few six-sided dice. Six will be plenty. number of dice a model would ordinarily roll. For example,
• A handful of tokens, like the official token sets offered by when a model makes a ranged attack roll, it generally rolls 2d6
Privateer Press, to indicate focus points, spell effects, etc. and adds its RAT stat. If the model gains an additional die on
this attack, it would roll 3d6 and add its RAT stat.
• Stat cards for all the models in your army. You can either
use the physical cards that came with your models, or A die roll can include multiple additional dice as long as each
you can download War Room, the digital WARMACHINE additional die comes from a different rule.
and HORDES companion app from the iTunes, Google
Play, or Amazon App stores. When using physical cards, Some effects grant models boosted attack or damage rolls.
we recommend you put them in card sleeves and use a Boosting a roll allows you to roll one extra die. If a model has
dry erase marker to mark damage. a rule that gives it the option to boost a roll, you must declare
that it is boosting before rolling any dice for the roll. Each
• The markers and templates in the Basic Training tutorial
attack or damage roll can be boosted only once, but a model
guide. You may photocopy them for personal use.
Privateer Press also offers high-quality laser-cut acrylic can boost multiple rolls during its activation. When an attack
versions of these templates. affects several models, the attack and damage rolls against
each individual model must be boosted separately.

Even though they affect dice rolls similarly, boosting a roll is


Dice & Rounding different than gaining additional dice. A roll can be boosted
and gain additional dice.
HORDES uses six-sided dice, abbreviated d6, to determine
the success of attacks and other actions. Most events, such EXAMPLE: The damage roll for a charge attack that hits
as attacks, require rolling two dice (abbreviated 2d6). Other is boosted, meaning it adds an extra die to its damage roll.
events typically require rolling one to four dice. Die rolls often Because this roll is already boosted, the model cannot spend
have modifiers, which are expressed as + or - some quantity fury to boost the damage roll again in order to receive a
after the die roll notation. For example, melee attack rolls are total of two extra dice on the roll. A model that receives an
described as “2d6 + MAT.” This means “roll two six-sided additional die on an attack or damage roll can still also
dice and add the attacking model’s MAT stat to the result.” boost that roll, however.

22 RULES BASICS
models from a single Faction and can also include Minions
General Guidelines that will work for that Faction. When a rule references
This section covers how HORDES handles game terms, “Faction” it refers to the Faction of the model carrying the
the relationship between standard and special rules, rule. On a Minion model, for instance, “friendly Faction
sportsmanship between players, and the procedures for warbeast” means “friendly Minion warbeast,” while the
resolving rules disputes. same text on a Trollblood model means “friendly Trollblood
warbeast.”
Game Terms, Model Names & The names of the models and units in HORDES appear on two
Rules References lines that describe what the model is called and what type of
When these rules define a game term, it appears in bold. model it is. Each model also has a name that appears on its
stat profile. Rules in HORDES can refer to a model by any of
For the sake of brevity, the phrase “model with the special these identifiers. Additionally, a model can be identified by
rule” is sometimes replaced with the rule’s name. For example, its own rules; for this to apply to a unit, however, all models
a model with the Pathfinder  advantage is a pathfinder, and in the unit must have the identifying rule.
a model with the Spellcaster rule is a spellcaster. Similarly,
EXAMPLE: The Pyg Bushwhacker unit has the name
the phrases “attack with the weapon” and “attack
“Pyg Bushwhackers” (listed on the first line) and is a
granted by the special rule” can be replaced by the
“Trollblood Unit” (listed on the second line). This unit
expression “ attack.” For instance, the attacks a trampling
could be referenced specifically as Pyg Bushwhackers, as a
warbeast makes against models it moved over are called
Trollblood unit, as a unit, or as Pygs.
“trample attacks.”
EXAMPLE: The Hunters Grim is a warlock unit consisting
All models in your army are friendly models. Models of Grim Angus and his two hunting buddies, Muggs and
controlled by your opponent are enemy models. Krump. Grim has a rule stating that he is a Trollkin model,
while Muggs and Krump have a rule stating that they are
The rules of models are written as if speaking to the current
Pygs. As a result Grim is affected by special rules that
controller of the model. When a model’s rule references “you”
affect trollkin, and Muggs and Krump are affected by rules
or “yours,” it refers to the player currently controlling the model.
that affect Pygs. Because neither the Trollkin nor the Pyg
In a model’s rules, “this model” always refers to the model rule is shared by all models in the unit, however, the unit is
carrying the rule. not considered a Trollkin unit or a Pyg unit.

The various nations and tribes within the Iron Kingdoms are EXAMPLE: The Feralgeist solo has the Undead 

represented by the different Factions. Armies are made up of advantage. This solo could be referenced as an undead solo.

RULES BASICS 23
Unless specified otherwise, when a model’s rules reference
another model by name, the model referenced is assumed
to be a friendly model. For example, the Skorne model
Tyrant Rhadeim has a Leadership rule that grants the Dodge
special rule to Skorne Praetorian Ferox models in Rhadeim’s
command range. Praetorian Ferox gain Dodge only if their
controlling player also controls Rhadeim. An enemy Rhadeim
model does not grant Dodge to the Praetorian Ferox.

Rule Priority
HORDES is a complex game that provides a multitude of
play options, but its rules are intuitive and easy to learn. The
standard rules lay the foundation for the game and provide
all the typical mechanics used in play. Additional rules apply
to specific models and modify the standard rules in certain
circumstances. When they apply, the rules of individual
models take precedence over the rules in this rulebook.

Unless otherwise specified, multiple instances of the same


effect (that is, effects with the same name) affecting a model
are not cumulative. If a model is affected by more than
one instance of an effect, the effect does not expire until all
instances of the effect expire.

EXAMPLE: A spell that grants Death Shroud is not


cumulative with the Death Shroud rule of Thagrosh, Prophet
of Everblight, because those effects have the same name.
Different effects are cumulative with each other, however,
even if they apply the same modifier to a model. For example,
a model in a Burning Ash cloud without Immunity: Fire 
suffers –2 to its attack rolls. Ashen Veil also reduces models’
attack rolls by 2 but has a different name, so a model affected
by both would suffer –4 to its attack rolls.

Occasionally, two special rules conflict. Use the following


guidelines, in order, to resolve special rules interactions.

• If one rule specifically states its interaction with another


rule, follow it.
• Special rules stating that something “cannot” happen
override rules stating that the same thing “can” or
“must” occur. (Treat rules directing or describing actions
or circumstances as if they use “must.” Examples include
“Gain an additional die,” “Knocked down models stand
up,” and “This model gains cover.”)

EXAMPLE: A model has a rule stating it cannot be knocked


down, and it is affected by something that states it becomes
knocked down. Because the rules make no specific mention
of each other, follow the second guideline to resolve the
interaction: the model is not knocked down.

24 RULES BASICS
Active or Inactive Player Use of “Any Time” Special Rules
If a model is making an attack, its controller is the active Spells, feats, and other special rules that state they can be
player. If no model is making an attack, the active player is used “at any time during this model’s activation” can be used
the player whose turn it is. In both cases, the other player is before moving, after moving, before making an attack, or
the inactive player. When resolving effects that occur “after after an attack but not while moving, attacking, or resolving
the attack is resolved,” the active and inactive players remain another triggered effect. A model cannot interrupt movement
the same as during the attack until all effects triggered by the or an attack to use one of these special rules.
attack (see below) are resolved.
EXAMPLE: Warlocks can cast spells “at any time during
their activation.” This means Thagrosh, Prophet of
Triggers Everblight can cast a spell before and after moving, before
Some rules will describe conditional effects, also referred and after an attack, before using his feat, and after placing
to as “triggered” effects. These rules will typically describe the model from his feat. He cannot, however, cast a spell
the trigger condition, the timing of the trigger, the resulting while he is moving, making an attack, or using his feat to
effect, and the timing of the resolution of this effect. If no place a Carnivean back into play.
specific timing is described, the effect is resolved upon the
trigger condition being met.

If a triggered effect contains an optional part, indicating the


DYNAMIC RULES UPDATES
player “can” do something, the player can choose not to It is our goal to provide you the best, most entertaining
resolve that part of the effect but the trigger will still count as experience possible when playing a game of WARMACHINE
having resolved. or HORDES. To best achieve this goal, we may update model
entries and rules to maintain balance in the game as it
Whenever two or more special rules are triggered at the continues to evolve and grow. We will publish any such
same time, such as “attack hit” or “end activation,” the active updates online semiannually at privateerpress.com/errata.
player chooses the order in which special rules on his models Additionally, these changes will automatically be applied in
resolve and resolves them, then the inactive player chooses War Room, the digital companion app for WARMACHINE and
the order in which special rules on his models resolve and HORDES, ensuring users will always have the most up-to-date
resolves them. cards and rules information on their digital devices.

Some effects cause certain conditions of an attack, such as In addition to the downloadable reference documents and
whether it hit or what models it disabled or destroyed, to War Room updates, annually we will release a physical update
change during resolution. When resolving triggered effects, pack containing updated versions of the cards that were
recheck trigger conditions as you resolve each special rule. affected by the previous year’s adjustments. Models that
If a condition is no longer met, the effect does not resolve. have been updated in this way will be listed on our website at
privateerpress.com/errata. In order to make card versions
Similarly, if an effect on one model causes a condition to
easily identifiable, each stat card contains the year and version
change on another model, effects triggered by that condition
number and is marked with a color specific to that year. This
will resolve for each of those models.
will enable players in an official event setting to quickly and
EXAMPLE: A Gatorman Husk has the Death Blast special easily confirm the cards they are using are the most current
rule, which causes it to explode when disabled. If it is also versions by cross-referencing them with the stat card version
affected by a Gatorman Witch Doctor’s Zombify special sheet found at the front of the errata document.
action (which grants Tough  and Undead  ) when an
We highly recommend that you visit this site regularly
enemy model disables it, both Tough and Death Blast need
to ensure you are using the current version of a model’s
to resolve as inactive player effects. The inactive player
rules and enjoying the best possible WARMACHINE and
decides which effect resolves first. If you resolve Death
HORDES experience.
Blast first, the Gatorman Husk will explode and be removed
from play, and then Tough does not resolve. If you resolve
Tough first and pass the check, the Gatorman Husk removes
1 point of damage and so is no longer disabled. Death Blast
then will not resolve, as its condition is no longer met. If
you fail the Tough check, the Gatorman Husk will remain
disabled; the condition of a disabled model will still be met,
and Death Blast will resolve.

RULES BASICS 25
Sportsmanship & Sharing Measuring Distances
Information A player can measure any distance for any reason at any time.
Although HORDES simulates violent battles between rival A model is within a given distance when the nearest edge of
forces, you should still strive to be a good sport in all aspects its base is within that distance. If two models are exactly a
of the game. Remember, this is a game meant to provide certain distance apart, they are considered to be within that
entertainment and friendly competition. Whether winning distance of each other.
or losing, you should still be having lots of fun.
A model is completely within a given distance when its entire
From time to time, your opponent may wish to see your base is within that distance.
records to verify a model’s stats or see how much damage
If models’ bases overlap, they are within 0˝ of each other.
a particular warbeast has taken. Always represent this
information honestly and share your records and information When determining the effects of a rule that affects models
without hesitation. within a specified distance of another model, the effect is a
circular area that extends out from the edge of the specified
Resolving Rules Issues model’s base and includes the area under the model’s base.
Unless the rule says otherwise, that model is considered to be
These rules have been carefully designed to provide as much
completely within the area described.
guidance as possible in all aspects of play. That said, you still
might encounter situations where the proper course of action is
not immediately obvious. For instance, players might disagree
on whether a model has line of sight to its intended target. WITHIN VS. .
During a game, try to resolve any such issue quickly in the
COMPLETELY WITHIN
Praetorian Swordsman A is not within the shaded area. Praetorian
interest of keeping the game flowing. There will be plenty of
Swordsmen B and E are within the shaded area. Praetorian
time after the game to determine the best answer, which you
Swordsmen C and D are completely within the shaded area.
can then incorporate into future games.

If all players cannot agree on a solution, briefly discuss the


matter and check this rulebook for an answer, but do not
spend so much time doing so that you slow the game. In
B
striving to resolve an issue, common sense and the precedents A
set by related rules should be your guides.

If you cannot solve the dispute quickly, roll for a resolution.


Each player rolls a d6, and the person with the highest
result decides the outcome. Reroll any ties. In the interest of C
fairness, once a ruling has been made for a specific issue, it E
applies for all similar circumstances for the rest of the game.
After the game ends, you can take the time to reference the
D
rules and thoroughly discuss the issue to decide how best to
handle that same situation in the future.

26 RULES BASICS
MODELS
MODEL TYPES, STATS,
& DAMAGE CAPACITY

Each HORDES combatant is represented on the tabletop by rules that are common to all warlocks and are not listed on
a highly detailed and dramatically posed miniature figurine the model’s stat card (see “Warlock Special Rules,” p. 84).
referred to as a model. There are several basic model types: All warlocks are characters.
warlocks, warbeasts, troopers, solos, and battle engines.
In the game of WARMACHINE, the parallel of the warlock is
Troopers, solos, and non–battle engine warlocks are warriors.
called a warcaster and is a commander of warjacks and soldiers.
Models are considered to be living unless otherwise noted.

Warbeasts
Independent Models Warbeasts are creatures noted for formidable battle prowess
Independent models are those that activate individually. and a capacity to be controlled by warlocks. Warbeasts come
Warlocks, warbeasts, solos, and battle engines are in a variety of shapes and sizes and are drawn from diverse
independent models. geographies and ecologies. They are smarter than animals
but more primitive and savage than the races fighting across
Warlocks the face of Immoren. Each of the armies in HORDES brings
A warlock is a tremendously powerful sorcerer, shaman, distinct types of warbeasts to their battles and employs
or druid with the ability to control a group of warbeasts specialized techniques in recruiting and controlling them.
telepathically. A warlock is a deadly opponent highly skilled Once warbeasts are brought to fight, the fury of their attacks
in both physical combat and spellcasting. A battlegroup strengthens their warlocks, and together they form an
includes a warlock and the warbeasts it controls. A warlock almost-unstoppable synergy.
can force only the warbeasts in its battlegroup.
Warbeasts would be considered terrible monsters by civilized
During battle, a warlock commands a battlegroup of nations, for each is capable of ripping even armed foes limb-
warbeasts in an effort to complete objectives. A warlock can from-limb. Many have had their considerable natural abilities
use fury points drawn from the warbeasts in its battlegroup enhanced with heavy armor and the best-made weapons
to enhance its own combat abilities and cast spells. available. Most have endured considerable training to
Throughout a battle, the warlock forces warbeasts to bolster capitalize on their abilities and fight ably alongside warriors
their effectiveness in combat. and warlocks. Though warbeasts are capable of acting on their
own, a warlock’s dominating will overrides their individuality
Warlocks are generally independent models, though some
except in cases of frenzy (p. 81).
warlocks command their own units (see “Warlock Units,”
p. 86). A model with the model type “Warlock” has many

MODELS 27
BATTLE ENGINE
Meat Thresher
WARBEAST
Dire Troll Mauler WARLOCK
Thagrosh, Prophet of Everblight

SOLO
Lord of the Feast

UNIT
COMMAND ATTACHMENT Praetorian Swordsmen
Praetorian Swordsman
Officer & Standard

Warbeasts are classified according to base size: each lesser Battle Engines
warbeast and each warbeast that is part of a warbeast pack
Battle engines are powerful weapons of war. Battle engines
has a small base (30 mm), a light warbeast has a medium
are independent models with huge bases (120 mm). Battle
base (40 mm), a heavy warbeast has a large base (50 mm),
engines are not warrior models. Battle engines have a number
and a gargantuan has a huge base (120 mm). Most warbeasts
of special rules, which can be found on p. 92.
are independent models even though they are assigned to
specific battlegroups. However, some warbeasts operate as
part of warbeast packs (p. 82). Units
A unit is a group of similarly trained and equipped
Models with the model type “Warbeast” have many rules
troopers—such as swordsmen, riflemen, and scouts—who
that are common to all warbeasts and are not listed on their
operate together as a single force. All models in a unit are
stat cards. These rules are detailed on p. 80.
troopers, and every unit includes a unit commander and one
or more additional troopers. Models in units do not activate
Solos individually; instead, all members of the unit activate at the
Solos are individuals who operate alone, such as monster same time and progress through the steps of an activation
hunters and heroes. Solos are independent models. together. See “Anatomy of a Unit” on p. 76 for more
detailed rules on units.

Grunts
Grunts are the basic troopers in a unit.

28 MODELS
SPD, Speed – A model’s movement rate. A model moves up
Unit Commanders, Leaders & to its SPD in inches when making a full advance.
Officers
Each unit is led by a unit commander. A unit commander is STR, Strength – A model’s physical strength. STR is used to
a trooper that has the ability to give its unit orders that allow calculate melee damage.
the unit to perform specialized battlefield maneuvers. MAT, Melee Attack – A model’s skill with melee weapons
In most cases, the Leader of a unit is its unit commander. such as swords and hammers or with natural weapons like
Some units are led by Officers. While an Officer is in play, it fists and teeth. A model uses its MAT when making melee
is the unit commander of its unit. attack rolls.

RAT, Ranged Attack – A model’s accuracy with ranged


Attachments weapons such as guns and crossbows or with thrown items
Attachments are troopers that can be added to some units. like spears and knives. A model uses its RAT when making
They include command attachments and weapon attachments. ranged attack rolls.
A unit can have only one command attachment and up to
DEF, Defense – A model’s ability to avoid being hit by an
three weapon attachments. Attachments are easily identified
attack. A model’s size, quickness, skill, and even magical
by their “Attachment” rule, which specifies the unit or units
protection all contribute to its DEF. An attack roll must be
to which they can be attached.
equal to or greater than the target model’s DEF to score a hit
against it.
Model Profiles ARM, Armor – A model’s ability to resist being damaged. This
Every model and unit has a unique profile called a model resistance can come from natural resilience, worn armor, or
entry that translates its combat abilities into game terms. even magical benefits. A model takes 1 damage point for
HORDES uses a set of stats to quantify and scale the attributes every point by which a damage roll exceeds its ARM.
fundamental to gameplay. In addition, a model can have
CMD, Command – A measure of a model’s leadership and self-
special rules that further enhance its performance. The full
discipline. Every model with a CMD stat has a command range
HORDES: Primal rulebook includes enough model entries
equal to its CMD in inches. A model is always completely
to begin building armies for several HORDES Factions. The
within its own command range. Models in a unit that are in
rules for even more models are available in the Faction decks.
their unit commander’s command range are considered to be
For more detailed information on the individual Factions,
in formation (see “Unit Formation,” p. 78).
check out the Forces of HORDES books.
FURY, Fury – A measure of a model’s arcane power. For
A model or unit’s stat card provides a quick in-game reference
warbeasts, FURY indicates how much the beast can be forced.
of its profile and special rules. The card’s front lists the model’s
When warbeasts are forced to perform certain actions, they
name and model type, field allowance, and point cost; its
generate fury. Models with the Fury Manipulation ability,
model and weapon stats; and a graphic for tracking damage
such as warlocks, draw on that fury to enhance their own
if the model can suffer more than 1 damage point. The text
abilities. FURY determines such a model’s control range and
for special rules appears on the card’s back. A warlock has an
beginning fury points, and the model uses its FURY when
additional stat card that explains its spells and feat.
making magic attack rolls.

Model Statistics THR, Threshold – A measure of a warbeast’s ability to resist


frenzy (p. 81).
Model statistics, or stats, are a numerical representation of
the model’s basic combat qualities; the higher the number,
the better the stat. These stats are used for various die rolls
throughout the game. A stat bar presents model statistics in FURY OR FURY
an easy-to-reference format. The abbreviation for each stat “FURY,” in all caps, always refers to the FURY stat. When it’s
shows how it& is referenced in the rules.FOR CIRCLE
- USE THIS AMPERSAND not set in all caps, “fury” refers to fury points.

KAYA THE WILDBORNE 2016 v1


CIRCLE BLACKCLAD WARLOCK

KAYA 1
SPD STR MAT RAT DEF ARM CMD
7 6 6 4 16 14 8

SPLINTER
RNG POW P+S
2 6 12
Kaya the Wildborne

MODELS 29
Base Stats, Current Stats & Model Special Rules
Modifiers Most HORDES combatants are highly specialized and
Rules in HORDES can refer to a model’s base stats or to its trained to fill unique roles on the battlefield. To represent
current stats. A model’s base stats are typically those printed this, models have special rules that take precedence over
in its stat bar. Some special rules can change the base stat the standard rules. Special rules include advantages, feats,
of a model to a specific value, however. Apply this change immunities, orders, special actions, special attacks, spells,
before applying any other modifiers to the stat. If a model weapon qualities, and other rules that appear on a model’s
is affected by multiple rules that change a base stat, the base card and in its model entry.
stat becomes the lowest value. If the base stats of a model
In addition, some model types have additional rules that
are modified, they are then referred to as the model’s current
appear in the text of a book. For example, warbeasts and
stats. Unless a rule specifies otherwise, always use a model’s
warlocks have additional rules that appear in the “Warbeasts”
current stats.
(p. 80) and “Warlocks & Fury” (p. 84) sections of this
To determine a model’s current stat, start with the base stat rulebook, which detail many special rules common to all
and then apply modifiers in the following order. warlocks and warbeasts that do not appear on their stat cards
or model entries.
1. Apply modifiers that double the stat.
Some special rules have a range (RNG). A rule’s range is the
2. Apply modifiers that halve the stat.
maximum distance in inches it can be used to affect another
3. Apply bonuses that add to the stat. model or unit (see “Measuring Range,” p. 54). A RNG of
4. Apply penalties that reduce the stat. “CMD” indicates the special rule has a range equal to the
model’s Command stat. A model with a special rule that has
The result is the model’s current stat. A model’s base and
a RNG is the point of origin of the rule’s effect (see “Point of
current stats can never be reduced to less than 0.
Origin & Origin of Damage,” p. 54).
EXAMPLE: Stationary models have a base DEF of 5,
and cover grants +4 DEF. Therefore, a stationary model If the target model is within range, it is affected by the special
behind cover has a current DEF of 9 (base DEF 5 + 4 DEF rule. If the target model is outside the range, it is not affected
for cover). A stationary model (base DEF 5) affected by but the special rule has still been used. Spells and attacks
Megalith’s Undergrowth animus (–2 DEF) would have a have their own rules for measuring range and determining
current DEF of 3. the effects of making an action if the target is out of range.

Note that these limitations apply only to the stats If a model can be a valid target for its own special rule, then
themselves and not to attack rolls. A Venator Catapult Crew it is always within range of its special rule.
with RAT 5 affected by a spell that reduces their RAT by 2
EXAMPLE: Tyrant Xerxis has Battle Plan special rules with
has a current RAT of 3. The Venator Catapult Crew suffers
–4 to their attack roll from its weapon’s Inaccurate rule, RNG 5 that can target warrior models. Because Xerxis is a
so what would have been 2d6 + 3 becomes 2d6 – 1 even warrior model, he can target himself with his Battle Plans
though the stat itself is not less than 0. and is always within range.

30 MODELS
Advantages Incorporeal – This model treats all non-impassable terrain
Advantages are common special rules that many models have.
as open terrain (p. 96) while advancing. It can move through
A model’s advantages are represented by icons beneath its obstructions and through other models if it has enough
stat bar; the text of the advantages does not appear in the movement to move completely past them. While charging,
model entries or on the cards but is listed below. Advantages slam power attacking, or trample power attacking, this model
are always in& - USE THIS AMPERSAND FOR CIRCLE
effect. does not stop its movement when it contacts an obstacle,
an obstruction, or another model. Other models, including
slammed, pushed, or thrown models, can move through
LORD OF THE FEAST 2016 v1 this model without effect if they have enough movement to
CIRCLE SOLO
move completely past it. This model does not count as an
LORD OF THE FEAST 1
SPD STR MAT RAT DEF ARM CMD intervening model. This model is immune to continuous
5 8 8 7 12 17 3 effects and non-magical damage. This model cannot be
moved by a push, slam, or throw. When this model makes a
RAVEN
RNG ROF AOE POW
melee or ranged attack, before the attack roll is made it loses
10 1 — — Incorporeal until the start of its next activation. This model
These symbols show that the Lord of the Feast has cannot make free strikes while Incorporeal.
Advance Deployment, Pathfinder, and Stealth.
WURMBLADE
RNG POW P+S
1 5 13
Advance Deployment – This model can be placed after
normal deployment, up to 6˝ beyond the established
deployment zone (p. 40).

Amphibious – This model treats shallow water as open


terrain while advancing (p.  96). While completely in
shallow water, this model gains concealment (p.  64) and
LORD OF THE FEAST
does not block line of sight. Circle Solo

Arc Node – In WARMACHINE, this advantage denotes a


warjack with an arc node. Arc nodes enable warjacks to be a
DAMAGE

conduit for spells cast by their warcasters


PC FA
6 C
Assault – This model can make an Assault ranged attack
(p. 66). ’Jack Marshal – In WARMACHINE, this denotes a non-
warcaster model that can control warjacks.
Cavalry – This model is a cavalry model (p. 93).
Officer – This model is an Officer (p. 76).
Combined Melee Attack – This model can participate in
combined melee attacks with other models in its unit (p. 79). Parry – This model cannot be targeted by free strikes.

Combined Ranged Attack – This model can participate in Pathfinder – This model treats rough terrain as open
combined ranged attacks with other models in its unit (p. 79). terrain (p.  96) while advancing. While charging, slam
power attacking, or trample power attacking, this model does
Construct – This model is a construct and is not a living
not stop its movement when it contacts an obstacle.
model. See “Warbeast Constructs” on p.  80 for additional
rules for constructs that are also warbeasts. Soulless – This living model does not generate a soul
token (p. 73) when it is destroyed.
Eyeless Sight – This model ignores cloud effects (p.  73)
when determining line of sight. This model ignores concealment Stealth – Ranged and magic attacks targeting this
(p. 64) and Stealth (p. 31) and never suffers Blind. model from a point of origin (p.  54) greater than 5˝ away
automatically miss. This model is not an intervening model
Flight – This model treats all non-impassable terrain
(p.  50) when determining line of sight from a model more
as open terrain (p.  96) while advancing. It can advance
than 5˝ away.
through obstructions and other models if it has enough
movement to move completely past them. While charging, Tough – When this model is disabled (p.  71), roll a d6.
slam power attacking, or trample power attacking, this model On a 5 or 6, remove 1 damage point from this model; it is no
does not stop its movement when it contacts an obstacle, an longer disabled and becomes knocked down (p.  75). While
obstruction, or another model. This model ignores intervening knocked down this model loses Tough.
models when declaring its charge target.
Undead – This model is an undead model and not a living
Gunfighter – This model is a gunfighter (p. 66). model.

MODELS 31
Immunities continuous effect is never applied to that model. If a model
gains immunity to a continuous effect while suffering that
Immunities are advantages that protect models from some
effect, the continuous effect immediately expires.
types of damage and effects. A model never suffers damage
from a damage type to which it is immune. If the damage has
multiple damage types, a model that is immune to any of the
Feats
types will not suffer the damage. Each warlock has a unique and powerful special rule called a
feat that can be used only once per game (p. 84).
Immunity: Cold – This model does not suffer cold
damage  (p. 70). Orders
Immunity: Corrosion – This model does not suffer An order lets a unit perform a specialized combat maneuver
corrosion damage  (p. 70) and is immune to the Corrosion (see “Issuing Orders,” p. 78).
continuous effect  (see below and p. 74).

Immunity: Electricity – This model does not suffer


Special Actions (HActions) &
electrical damage  (p. 70). Additionally, when lightning Special Attacks (HAttacks)
arcs as a result of a special rule, ignore models with Immunity: A model can make a special action or a special attack during
Electricity  when determining which model the lightning its Combat Action if it meets the requirements for the special
arcs to. action’s or special attack’s use (see “Combat Actions,” p. 50).

Immunity: Fire – This model does not suffer fire


damage  (p. 70) and is immune to the Fire continuous
Spells
effect  (see below and p. 74). Some models have the ability to cast spells during their
activations (see “Spells, Spellcasting & Animi,” p. 87).
Immunity to Continuous Effects
Some immunities and special rules also grant immunities
Weapon Qualities
to some or all continuous effects (p.  74). A model that is Weapon qualities are special effects that are marked as icons
immune to a continuous effect never suffers the effect; the on a weapon’s stat block. See p. 34 for a full list.

32
ROF, Rate of Fire – The number of initial attacks a model can
Weapon Statistics make with this ranged weapon during its activation.
On a model’s weapon stat bar a sword icon denotes a melee
weapon, a pistol icon denotes a ranged weapon, and a EXAMPLE: Lylyth, Herald of Everblight’s weapon
horseshoe icon & denotes a Mount.
- USE THIS The entry
AMPERSAND for a model with
FOR CIRCLE Hellsinger has ROF 2. When Lylyth makes ranged attacks
multiple identical weapon has a single weapon stat bar with with Hellsinger during her activation, she can make two
the number of weapons indicated on the icon. A weapon’s attacks. A Dire Troll Blitzer’s Slugger has ROF d3. When
BEAST
stat bar lists only theMASTER
stats XEKAAR
that apply to its use. Those
2016 v1that are the Blitzer’s controlling player declares the warbeast is
SKORNE PAINGIVER WARLOCK
going to make ranged attacks with its Slugger, that player
not applicable are marked with “—.”
XEKAAR 1 first rolls a d3 and then can make up to the number of
SPD STR MAT RAT DEF ARM CMD
7 6 6 4 15 14 8 attacks indicated.
AOE, Area of Effect – The diameter in inches of the template

& an area-of-effect (AOE) weapon uses for determining which


BARBED WHIP
- USE THIS AMPERSAND FOR CIRCLE
RNG POW P+S
2 3 9 models are hit by the attack. When using an AOE weapon,
center the template on the determined point of impact. All
& - USE THIS AMPERSAND FOR CIRCLE
models within the template are affected and potentially
LYLYTH, HERALD OF EVERBLIGHT 2016 v1
Sample
LEGION Melee Weapon
BLIGHTED Stat Bar for
NYSS WARLOCK suffer the attack’s damage and effects. (See p.  66 for
Two Identical Weapons
LYLYTH 1 detailed rules on AOE attacks. Templates for AOEs can be
THARN WOLF RIDERS MAT RAT DEF ARM 2016
CMDv1
found in the tutorial guide.)
SPD STR
CIRCLE UNIT
7 4 5 7 16 14 8
FURY
LEADER & GRUNTS
POW, Power – The value used when making damage rolls. A
6 SPD STR MAT RAT DEF ARM CMD
9 6 HELLSINGER
6 6 14 14 9 weapon or attack marked with a POW of “—” does not cause
RNG ROF AOE POW
12 2 — 12 damage. Some special rules can affect a weapon’s POW. A
THROWN JAVELIN
RNG ROF AOE POW
weapon’s POW can never be reduced to less than 0.
BOW BLADE
7 1 — 9
Sample Ranged Weapon Stat Bar
RNG POW P+S P+S, Power plus Strength – The P+S value provides the sum
0.5 3 7
JAVELIN of the model’s base STR and the melee weapon’s POW for
quick reference.
DAMAGE
RNG POW P+S
1 3 9
FURY WB FA
+31 C L/R, Location – The weapon stat bars on a huge-based model
5 MOUNT
RNG POW
indicate where its weapons are located: on its left side (L)
0.5 12 or right side (R). These locations are used to determine the
weapon’s field of fire (p. 53). A weapon that is not in one of
MODEL A’S DAMAGE these locations is marked with “—.”
Sample Mount Weapon Stat Bar
MODEL B’S DAMAGE

DAMAGE

RNG, Range – The maximum distance in inches between the


MODEL C’S DAMAGE

WB FA
attack’s point of MODEL
origin and the target before +the
D’S DAMAGE 30 attack
C will
automatically miss (see “Making Attacks,” p. 55). Measure
MODEL E’S DAMAGE FA
PC Leader & 2 Grunts 11
range from the edge of the point ofLeader
origin’s
& 4 Grunts base18nearest
2 to the
target up to the maximum range of the attack (see “Measuring
Range,” p. 54). Spray attacks use special range descriptors
beginning with “SP” (p. 68). A RNG of “CTRL” indicates
the weapon can target any model in the attacking model’s
control range. Remember, the attacking model needs line of
sight to a model target it (p. 50). A RNG of “*” indicates the
model’s special rules contain information about determining
the RNG. Some special rules can affect a weapon’s range. If
a weapon’s RNG is reduced to 0 or less by some effect, the
weapon cannot be used to make attacks.

MODELS 33
& Qualities
Weapon - USE THIS AMPERSAND FOR CIRCLE Disruption – A warjack hit by this attack loses its focus
Weapon qualities are special rules that are marked as icons on
points and cannot channel spells or gain focus by any means,
a weapon’s statGRAYLE
block. THE FARSTRIDER including by being allocated focus, for one round.
2016 v1
CIRCLE WOLF SWORN WARLOCK
Open Fist – This weapon is an Open Fist. A warbeast can
GRAYLE 1
SPD STR MAT RAT DEF ARM CMD
use a weapon with an Open Fist to make some power attacks
7 6 7 4 15 16 9 (p. 58).

HUNTING BLADE Shield – This weapon is a shield that gives the model a
RNG POW P+S cumulative +2 ARM bonus; for example, a model with two
1 4 10
of them gains a bonus of +4 ARM. A model does not gain
this bonus when resolving damage that originates in its
back arc (p. 56).
These symbols show that Grayle the Farstrider’s Hunting
Weapon Master – When attacking with this weapon, add
Blade melee weapons have Damage Type: Magical 
and Weapon Master  . an additional die to its damage rolls.
FURY

6 with this weapon ignore bonuses from


Blessed – Attacks Damage Capacity & .
spells, including animi, that add to a model’s ARM or DEF.
Life Spirals
Buckler – This weapon has an integral buckler that gives A model’s damage capacity determines how many damage
the model a cumulative +1 ARM bonus; for example, a model points it can suffer. Most troopers do not have a damage
with two of them gains a bonus of +2 ARM. A model does capacity. The entry for a model with damage capacity gives
not gain this bonus when resolving damage thatDAMAGE
originates the total amount of damage it can suffer. Its stat card provides
in its back arc. WB FA a row of damage boxes for tracking the damage it receives.
+29 C
Chain Weapon – Attacks with this weapon ignore the On warbeasts, damage boxes are represented as circles and
Buckler and Shield weapon qualities and Shield Wall. are arranged in a life spiral.

Continuous Effect: Corrosion – A model hit by this attack Every time a model with multiple damage boxes suffers
suffers the Corrosion continuous effect (p. 74). damage, mark one damage box for each damage point taken.
(See “Recording Damage,” p. 71, for more.) A model with
Continuous Effect: Fire – A model hit by this attack suffers damage capacity is disabled once all its damage boxes are
the Fire continuous effect (p. 74). marked. A warbeast can suffer from crippled aspects before
Critical Corrosion – On a critical hit, the model hit by this its life spiral is completely filled, however. A warbeast’s life
attack suffers the Corrosion continuous effect (p. 74). spiral is arranged into three aspects: Mind, Body, and Spirit.
When all damage boxes for a specific aspect have been
Critical Disruption – On a critical hit on a warjack, the marked, that aspect is crippled. (See “Recording Damage,”
warjack suffers Disruption. A warjack suffering Disruption p. 71, for more.)
loses its focus points and cannot channel spells or gain
focus by any means, including by being allocated focus, for
one round.
2
Critical Fire – On a critical hit, the model hit by this attack
1
suffers the Fire continuous effect (p. 74). 3
MIND

BOD
Damage Type: Cold – This weapon causes cold damage
Y

(p. 70). 4

Damage Type: Corrosion – This weapon causes corrosion I


T

IR
SP
damage (p. 70). 6
Damage Type: Electricity – This weapon causes electrical 5
damage (p. 70).

Damage Type: Fire – This weapon causes fire damage Sample life spiral from a warbeast stat card
(p. 70).

Damage Type: Magical – This weapon causes magical


damage (p. 71).

34 MODELS
Base Size & Facing
The physical models themselves have some properties
FACING & DIRECTLY FACING
important to gameplay, namely base size and facing. The Titan Cannoneer is facing both Lylyth, Herald of Everblight
and the Carnivean. The Cannoneer is directly facing the
Base Size Carnivean. Note that although it is facing the other warbeast,
the Carnivean is not directly facing the Cannoneer.
The physical size and mass of a model are reflected by its
base size. There are four base sizes: small bases (30 mm),
medium bases (40 mm), large bases (50 mm), and huge bases Cannoneer
(120 mm). Generally, most human-sized warrior models
have small bases; larger creatures and light warbeasts have
medium bases; very large creatures and heavy warbeasts
have large bases; and gargantuans and battle engines have
huge bases. A model’s entry states its base size. Lylyth

Facing
A model’s facing is determined by its shoulder orientation.
The 180° arc in the direction its shoulders face defines the
model’s front arc; the opposite 180° defines its back arc.
Many players find it helpful to make a small mark on either
side of each model’s base to indicate where the front arc ends
and the back arc begins instead of relying on the positioning
of its shoulders. If a model lacks shoulders, you must mark Carnivean
its base or discuss its facing with your opponent before the
game starts.

MARKING YOUR .
Front Arc MODEL’S FACING
We recommend you paint lines on your models’ bases to
identify their facing clearly.

Back Arc

A huge-based model’s front arc and fields of fire are marked


on its base. See “Huge-Based Models & Line of Sight,”
p. 53, for details.

A model’s front arc determines its perspective of the


battlefield. A model typically directs its actions, determines
line of sight, and makes attacks within this arc. Likewise, a
model is usually more vulnerable to attacks from its back
arc due to a lack of awareness in that direction. A model that
has any part of its base within another model’s front arc does WOLDWARDEN
not count as being in that model’s back arc. Circle Heavy Warbeast

A model is facing another model when the second model is


within the first model’s front arc. A model is directly facing
another model when the center of its front arc aligns with the
center of the second model’s base.

MODELS 35
PREPARING FOR WAR
ARMY BUILDING, ENCOUNTER LEVELS & SETUP

When you and your opponent decide to play a game of


HORDES, you begin by deciding on the size of the game you
Encounter Levels
intend to play, determined by its point size or encounter level HORDES battles are played at different encounter levels
(see “Encounter Levels,” next, and “Point Costs,” p. 37). to allow for a diversity of army sizes, strategies, and game
The more army points in a game, the larger the armies and experiences. Smaller games are a good starting point for
the longer the game. new players who are learning the rules and building their
first armies. Over time players can expand to larger games
Next you should agree on which scenario you will play to broaden the scale of their battles. Each encounter level
or randomly determine a scenario to be played (p. 100). lists the maximum number of points each player can spend
Scenarios are missions or special circumstances that determine when designing an army. You need not spend every point
the conditions of the battle and how to win the game. available, but your army’s point total cannot be more than 5
Once a scenario has been determined, both players make points under the determined amount and cannot exceed the
their armies and prepare for battle. set number of army points.

CIRCLE BATTLEGROUP

36 PREPARING FOR WAR


Each encounter level also dictates the number of warlocks Grand Melee
available to each player. In larger battles, you can even field
Max. Warlocks: 1  Army Points: 100
multiple warlocks for greater might.
A grand melee is a battle between large forces under the
Warbeast points can be combined with army points to pay direction of individual commanders. A grand melee is the
for the warbeasts in a warlock’s battlegroup. largest battlefield conflict suited for a single warlock on each
side of the engagement.
EXAMPLE: Johan and Chris decide to play a skirmish game
at 10 army points because they want a game that includes
just warlock battlegroups and a couple of extra solos. Major Engagement
Johan’s warlock is Baldur the Stonecleaver, who grants Max. Warlocks: 2  Army Points: 125
31 warbeast points. Johan adds 34 points of warbeasts to Major engagements are pivotal events that shape whole
Baldur’s battlegroup and has 7 army points left over for military campaigns. With two warlocks in an army, you can
other models. He chooses to include the Lord of the Feast, fully realize the opportunities for army customization to
which costs 6 army points. Johan has 1 army point left that bring devastating force to bear.
remains unused.
Chris chooses Lord Tyrant Hexeris as his warlock, so he Open War
gets 29 warbeast points. Chris has 35 points of warbeasts Max. Warlocks: 3+ Army Points: 200+
that he wants to put in his army, so he assigns them all When objectives can no longer be achieved by limited force
to Hexeris’ battlegroup. Because he used 6 of his 10 army of arms, when both sides refuse to yield, then nothing
points filling the battlegroup, Chris has just enough left to less than war can resolve their differences. This is a huge
include a 4-point Void Spirit. game in which each player fields three or more warlocks,
allowing your forces enough breadth to inflict and recover
Duel from staggering blows as the fight swings back and forth.
Max. Warlocks: 1  Army Points: 0 Additional warlocks can be added to a force for every
A duel occurs when two warlocks cross paths, sometimes additional 75 points. When playing a game of 275 points, for
on special assignments, other times to settle old scores. example, players can each field four warlocks. When playing
Duels include only warlocks and the warbeasts in their 350 points, players can each field five warlocks, and so on.
battlegroups. This encounter level is perfect for playing with
the contents of a battlegroup box. Theme forces cannot be
used at this encounter level. Building Your Army
A warlock and its warbeasts form the central fighting group
Skirmish of every HORDES army, but units and solos with a variety of
Max. Warlocks: 1  Army Points: 10 abilities further support the force.
A skirmish is a battle between warlocks and a few trusted
The first step to building an army is to choose a Faction.
companions. This encounter level is perfect for players just
Each Faction presents its own visual aesthetic and variety
beginning to expand their armies.
of play styles and tactics, but all Factions make for fun and
strategically interesting games. An army can include only
Rapid Assault models from one Faction and the Minions that will work for
Max. Warlocks: 1  Army Points: 25 that Faction.
A rapid assault is a conflict between warlocks and their
battlegroups supported by a small retinue of units and solos. Once you have selected your Faction, you can begin creating
Rapid assaults can occur over such things as routine border an army made up of models from that Faction.
patrols or elite surgical missions.
Point Costs
Clash of Arms All models in HORDES have a point cost that indicates how
Max. Warlocks: 1  Army Points: 50 many army points you must spend to include one of these
Clashes are small battles between well-rounded forces. models (or in the case of units, one basic unit) in your army.
Though such encounters can be decided relatively quickly, Some models and units have different costs associated with
they give players a sense of the greater conflicts to come. different play options. For example, many units have one cost
listed for the minimum-strength unit and a separate cost for
Pitched Battle the maximum-strength unit. When you compose a list of the
Max. Warlocks: 1  Army Points: 75 models in your army (commonly known as your “army list”),
Pitched battles are sizeable conflicts between significant you must specify which point cost option you are taking.
forces. They are considered the average engagement size for
a game of HORDES.

PREPARING FOR WAR 37


SAMPLE ARMY
Warlocks & Warbeast Points
Warlocks are the driving force of your army and do not cost
Here is a sample army built for a 75-point game.
army points to include. Instead, they grant you a number
WARLOCK: Lord Tyrant Hexeris warbeast points that can be spent only on warbeasts for your
(+29 warbeast points) warlock’s battlegroup. These bonus points are in addition to the
army points determined for the game, and any warbeast points
The available point total is
not spent on warbeasts for a warlock’s battlegroup are lost.
75 army points + Hexeris’ 29 warbeast points = 104 total points.

Hexeris’ Battlegroup Army Point Cost


Field Allowance
1 Titan Gladiator heavy warbeast 14 Field allowance (FA) is the maximum number of models or
3 Cyclops Raider light warbeasts 27 units of a given type that can be included for each warlock
Each Cyclops Raider is 9 points and FA U. in an army. For example, Trollbloods’ Trollkin Champion
1 Cyclops Savage light warbeast 8 units have FA 2, indicating an army can have up to two
Trollkin Champion units for each warlock. An army with two
Units and Solos Army Point Cost
warlocks could have up to four Trollkin Champion units.
1 Tyrant Commander & Standard Bearer unit 6
A field allowance of “U” means an unlimited number of these
2 Praetorian Swordsman units of 10 troopers 26
Each unit is 13 points and FA U. models or units can be fielded in an army. A field allowance of
“C” means the model or unit is a character (see “Characters,”
1 Venator Reiver unit of 6 troopers with 9
next page). Effects that increase the FA of models or units do
a Venator Reiver Officer & Standard command attachment 4
not affect the field allowance of characters.
1 Paingiver Beast Handler unit with 4 troopers 5
Field allowance is not Faction-specific. If an army includes
1 Ancestral Guardian solo 5
both Faction and Minion warlocks, count all the warlocks
Battlegroup Subtotal 49 in the army when determining field allowance limits for
Units and Solos Subtotal 55 both Faction and Minion models and units. For example, if
TOTAL ARMY POINTS 104 a Trollblood army contains both a Trollblood warlock and a
This is a 75-point army led by Lord Tyrant Hexeris, who has 29 Minion warlock, that army can include up to four Trollkin
warbeast points, so the army can include up to 104 points of Champions, just as if it had two Trollblood warlocks.
models in addition to the warlock. The five warbeasts in the Some solos, like Trollbloods’ Troll Whelps, are purchased in
army are assigned to Hexeris’ battlegroup. groups. In these cases, field allowance determines the number
The unit of Venator Reivers is at minimum strength with only six of groups of these models a player can include in an army
troopers, as allowed by the unit options, but is fortified with a rather than the number of individual models. For example,
command attachment. We also included a Tyrant Commander & Troll Whelps are FA 3 and cost 4 points for five Whelps. That
Standard Bearer unit that always includes just two models. There means a player can add three groups of Troll Whelps—a total
are two units of Praetorian Swordsmen, each with ten troopers of fifteen models—for each warlock in the army.
as allowed by their unit option. There is one unit of Paingiver
Beast Handlers with four troopers as allowed by its unit option.
The army is rounded out by an Ancestral Guardian solo. The total
Battlegroups
number of army points spent is 104, so no points are left unused. Each warlock in an army controls a group of warbeasts.
A warlock and the warbeasts he controls are collectively
HEXERIS’ BATTLEGROUP referred to as a battlegroup. There is no limit to the number of
TITAN warbeasts that can be fielded in each warlock’s battlegroup.
GLADIATOR Warbeasts must begin the game assigned to a battlegroup.

Because a warlock can leech fury points only from warbeasts


in its battlegroup, it is important to distinguish which
warbeasts are controlled by each warlock. When composing
HEXERIS your army, specify the controller for each of the warbeasts
in your army. For more information on battlegroups, see
“Warlocks & Fury,” p. 84.
CYCLOPS SAVAGE

CYCLOPS RAIDER x3

38 PREPARING FOR WAR


Characters Minions
Some models represent unique individuals from the Iron Minions are sell-swords and individuals pressed into service
Kingdoms. These personalities carry proper names and are that can be fielded in a variety of Faction armies. When you
identified as characters. Characters follow the rules for their are building your army, you can include Minion models
basic model type as well as the rules for characters. that will work for your Faction. Each Minion’s rules list the
Factions that model will work for. Additionally, you can
Character units are unique units that may or may not be made
field an army made up entirely of Minion models. If the only
up of named characters.
warlocks in an army are Minions, the army is a Minion army
Characters have FA C, and an army can include only one and can include only Minion models. Minion armies can be
instance of each named character, whether the character composed of any Minion models regardless of what Factions
is a warlock, a solo, part of a unit, an attachment, or so on. the models will work for.
Many characters in HORDES have evolved throughout the
Minion warbeasts can be added to an army only as part of a
developing storyline, and as a result you can choose from
Minion warlock’s battlegroup.
several versions of the same characters to include in your
armies. Each version of the same character will have the Some Minion models have the Partisan special rule. When a
same name on its stat profile followed by a numeral denoting Minion model with the Partisan special rule is included in
the incarnation of that character. You can include only one an army of the specified Faction, it is considered a model of
character model with the same stat profile name in your army. that Faction instead of a Minion model. A Minion warlock
with the Partisan special rule that is part of a Faction army
EXAMPLE: The following three models represent the same
it is partisan to can be the only warlock in the army. When
character in the game, so the name on the stat profiles is the
a Minion warlock with the Partisan special rule is part of a
same. An army can therefore include no more than one of
& - USE THIS AMPERSAND FOR CIRCLE
these models. Faction army it is partisan to, it can have warbeasts of only
that Faction in its battlegroup because it is not considered to
be a Minion model.
LYLYTH, HERALD OF EVERBLIGHT 2016 v1
LEGION BLIGHTED NYSS WARLOCK

LYLYTH 1
SPD STR MAT RAT DEF ARM CMD
7 4 5 7 16 14 8

HELLSINGER
RNG ROF AOE POW

&
12 2 — 12
- USE THIS AMPERSAND FOR CIRCLE
BOW BLADE
RNG POW P+S
0.5 3 7
LYLYTH, SHADOW OF EVERBLIGHT 2016 v1
LEGION BLIGHTED NYSS WARLOCK

LYLYTH 2
FURY SPD STR MAT RAT DEF ARM CMD
7 4 5 8 16 14 8
5
WHISPER
RNG ROF AOE POW

&
12 1 — 12
- USE THIS AMPERSAND FOR CIRCLE
BOW BLADE
RNG POW P+S
0.5 3 7
LYLYTH, RECKONING OF EVERBLIGHT DAMAGE
2016 v1
LEGION BLIGHTED NYSS BATTLE ENGINE WARLOCK
WB FA
LYLYTH 3 +30 C
FURY SPD STR MAT RAT DEF ARM CMD
9 8 6 8 15 16 8
5
WHISPER
RNG ROF AOE POW
12 3 — 12

MOUNT
RNG POW
0.5 12
DAMAGE

WB FA
+28 C
FURY

5 PREPARING FOR WAR 39


Theme Forces
Theme forces are rules that allow a player to field a themed
Setup, Deployment &
army made up of a limited selection of models but with special Victory Conditions
rules that support the theme. A theme force can include only Once players have determined the scenario they will use and
the models and units described in its entry. If a theme force have built their armies, they are ready to play. Games are
can include a given unit, you can add any attachments to the typically played on a 4´ × 4´ battlefield, sometimes referred
unit that are available to it, subject to normal FA restrictions. to as “the table.” To start a game of HORDES, perform the
following steps in order:
Many character warbeasts have Bond special rules representing
an affinity with a particular warlock. An army made using a 1. Players set up the battlefield with a number of terrain
theme force can include any character warbeasts that can features generally outlined by the scenario they
be bonded to a particular warlock as part of that warlock’s have decided to play (see “Terrain,” p. 95, and
battlegroup whether or not the warbeast can normally be “Scenarios,” p. 100).
included in armies made using the theme force.
2. Players make a starting roll with each rolling a d6 to
EXAMPLE: Jason uses a Trollbloods theme force to create determine who will be the first player and who will
an army with Hoarluk Doomshaper, Shaman of the be the second player. The player who rolls the higher
Gnarls as its warlock. The army can still include Mulg the number chooses which player will be the first player
Ancient even if the warbeast is not on the theme force list and which will be the second.
because Mulg has a special rules stating it is bonded to
3. The second player chooses an edge of the battlefield to
Doomshaper.
deploy to.
Minion warlocks with the Partisan special rule can be included
4. The first player deploys his models first, placing them
in the theme forces of the Factions they are partisan to.
completely within 7˝ of the table edge opposite the one
Theme forces and their requirements and benefits can be chosen by the second player. This area is the player’s
found in the Forces of HORDES book. deployment zone. Deploy units so that all their troopers
are in formation (p. 78). Models with Advance
Deployment  do not have to be deployed at this time.
SCENARIOS 5. The second player deploys his models on his chosen
A scenario is a specific mission that adds unique rules and side of the battlefield, placing them completely within
victory conditions to a game, which introduces an extra layer of 10˝ of that edge, following the same guidelines.
excitement. A player wins a scenario by achieving its objectives,
6. The first player deploys any of his models with Advance
not necessarily by eliminating the opponent’s forces. Some
Deployment  that he did not place in step 4, deploying
scenarios have specific guidelines for deployment, battlefield
models up to 6˝ beyond his deployment zone.
size, terrain setup, deployment zones, and turn order. If you
feel particularly daring, you can randomly determine which 7. The second player deploys any of his models with
scenario to play. Advance Deployment  that he did not place in step
5, following the same guidelines.
As long as all players agree, you can even design your own
scenarios to create a unique battle experience. Just be sure 8. After all forces have been deployed, the first game
to allow a minimum of 28˝ between rival deployment zones. round begins with the first player taking the first turn.
Feel free to be creative when setting up your games. Your Players then alternate taking turns for the rest of the
imagination is the only limit. game. This is the turn order. Once established, the
turn order remains set for the rest of the game. Game
A selection of scenarios is presented beginning on p. 100.
rounds continue until one side achieves its victory
conditions and wins the game.

Starting Fury
Every warlock and other model with the Fury Manipulation
special rule begins the game with a number of fury points
equal to its Fury stat.

40 PREPARING FOR WAR


Force deployment should be done in turn order following
Games with More Than Two the above guidelines, with teammates sharing the same
Players deployment zone across the battlefield from their opponents’
When playing games of HORDES with more than two people, deployment zone.
players can choose to play either a team game or a free-for-all
game. Agree on the type of game to be played, then set up the Free-for-All Games
battlefield and use the following guidelines to determine the In a free-for-all game, each player fights independently. To
game’s turn order. establish turn order, each player makes a starting roll. Starting
with the player rolling the highest result and working to the
Team Games lowest, each player chooses any available position in the
Before beginning a team game, players split into two turn order. Reroll to break ties as they occur, with the player
opposing sides. Each side then builds an army according to rolling the highest reroll result winning his choice of position,
the rules above. If the players on a team wish, they can build followed by the next highest reroller, and so on.
their army using a theme force. Once the players on a team EXAMPLE: Matt, Jason, Will, and Oz roll 6, 5, 5, and 3
have built their army, they should determine which player respectively for turn order. Matt chooses his position first.
controls which battlegroups, units, and solos. Then Jason and Will reroll their tie, getting a 4 and a 2,
respectively. Jason chooses his position next, followed by
The game will work just like a standard two-person game of
Will. As the lowest roller, Oz gets the remaining position in
HORDES except instead of one army taking a turn, only one
the turn order.
player will take a turn. Then the next player will be a player
from the other team. Players take turns like this until all Use your best judgment to establish deployment zones based
players have taken a turn, then the next game round begins. on the number of players and the size and shape of your
playing surface. Deployment zones should be spaced such
At the beginning of the game, one player from each team rolls that no player gets a significant advantage or disadvantage
a d6 to establish the turn order. The team that rolls higher (unless mutually agreed upon). As a starting point, for
chooses which team goes first, and the first team chooses games with three or four players on a 4´ × 4´ playing surface,
which of its players will be the first player. Once the first player deploying forces completely within 10˝ of any corner of the
is determined, the opposing team chooses which of its players playing area should ensure adequate separation.
will go next. The first team then names one of its players to
be third, followed again by the opposing team. This continues
until all players have a place in the turn order and ensures the
turn order will alternate between players of opposing teams.

41
GAMEPLAY
TURN SEQUENCE, MOVEMENT & ACTIONS

The Game Round


HORDES battles are fought in a series of game rounds. For game effects, a round is measured from the current
Each game round, every player takes a turn in the order player’s turn to the beginning of his next turn regardless of
established during setup. Once the last player in the turn his location in the turn order. A game effect with a duration
order completes his turn, the current game round ends. A of one round expires at the beginning of the current player’s
new game round then begins, starting with the first player next turn. This means every player will take one turn while
again. Game rounds continue until one side wins the game. the effect is in play.

42 GAMEPLAY
The Player Turn Activation Phase
The Activation Phase is the major portion of a player’s turn.
A player’s turn has three phases: Maintenance, Control, and
Activation. All models you control must be activated once per turn.
This is usually done during the Activation Phase, but some
Some effects are resolved at the beginning of a player’s turn. effects allow a model to activate earlier in the turn. Units
These effects are resolved before the start of the Maintenance and independent models are activated one at a time in the
Phase. Remember to remove markers for any effects that order you choose. A model cannot forfeit its activation unless
expire at the beginning of your turn. allowed to do so by a special rule (see “Forfeiting Normal
Movement or Combat Actions,” below). A model must be on
Maintenance Phase the table to activate.
During the Maintenance Phase, perform the following steps
in order:
Activating Models
1. Remove all fury points in excess of the FURY stat for When a model activates, the activation is divided into its
each of your models with the Fury Manipulation special Normal Movement (see “Normal Movement & Advancing,”
rule. Leave fury points on warbeasts at this time. p. 44) and its Combat Action (see “Combat Actions,”
2. Check for expiration of continuous effects on any p. 50). A model’s Normal Movement must be resolved
models you control. After checking for expired before progressing to its Combat Action. For a detailed
continuous effects, resolve the effects of those that breakdown of model activation, see “Activation Timing” in
remain in play. the Timing appendix p. 324.

3. Resolve all other effects that occur during the


Maintenance Phase. Activating Independent
Models
Control Phase Independent models activate individually. Only one
During the Control Phase, perform the following steps in order: independent model can activate at a time. The model makes its
Normal Movement if it was not forfeited. Then, after resolving
1. Each of your models with the Fury Manipulation
its Normal Movement, the model resolves its Combat Action
special rule, like warlocks, can leech (p. 85) any
if it was not forfeited. After resolving its Combat Action, the
number of fury points from warbeasts in its battlegroup
model ends its activation. The active model must end its
that are in its control range. However, a model cannot
activation before another model or unit can be activated.
exceed its current FURY in fury points as a result of
leeching.
2. After leeching, a model with the Fury Manipulation
Activating Units
special rule can additionally gain up to 1 fury point for Troopers do not activate individually. Instead, the entire unit
each medium-based or larger warbeast that was part activates at once. See “Unit Activation,” p. 78, for details
of its battlegroup and has been destroyed or removed on activating units. As with activating independent models,
from play. If a destroyed warbeast returns to play for a unit must end its activation before another model or unit
any reason, this model can no longer gain fury points can be activated.
for that warbeast from Spirit Bond. A model cannot
exceed its FURY in fury points as a result of Spirit Bond. Forfeiting Normal Movement
3. Each model with the Fury Manipulation special rule or Combat Actions
can spend fury points to maintain its upkeep spells in Some rules require a model to forfeit its Normal Movement
play. If a model does not spend fury points to maintain or Combat Action or allow it to do so voluntarily for some
an upkeep spell, the spell expires and its effects benefit. When a model voluntarily forfeits its Normal
immediately end. Movement or Combat Action, resolve the effect for which its
4. Make a threshold check (p. 81) for each of your Normal Movement or Combat Action was forfeited.
warbeasts with 1 or more fury points left on it. Any
A model cannot voluntarily forfeit its Normal Movement
warbeasts that fail the check immediately frenzy
or Combat Action if it is also required to forfeit it, and a
(p. 81).
model cannot forfeit the same thing for multiple effects.
5. Resolve all other effects that occur during the Control For example, a Troll Impaler that is knocked down (p. 75)
Phase. cannot forfeit its Normal Movement to stand up and also aim
by forfeiting that movement.

GAMEPLAY 43
Movement BY ANY OTHER NAME
Normal Movement & Remember that all intentional movement—whether full
Advancing advancing, running, or charging—is considered to be
advancing regardless of whether it takes place during a
The first part of a model’s activation is its Normal Movement
model’s Normal Movement.
(see “Activating Models,” p. 43). While models generally
move only during this portion of their activations, some
special rules permit movement at other times.
When a model resolves its Normal Movement, it must choose
Advancing refers to movement a model intentionally makes, one of the following options:
not to involuntary movement caused by other effects, such as
• Forfeit its Normal Movement
being pushed or slammed. A model can change its facing at any
time during its advance, but when it advances it must always • Aim
move in the direction it is facing. Make all measurements from • Full advance
the front of an advancing model’s base. Determine the distance
• Run
a model advances by measuring how far the leading edge of
its base travels. The distance moved is absolute. Changing • Charge
facing by rotating in place is still advancing even though the Additionally some models can choose to perform a power
model’s position on the table does not change. A model’s base attack encompassing its Normal Movement and Combat Action
cannot pass over another model’s base while advancing. This such as a slam (p. 59) or trample power attack (p. 62).
means that if a gap between the bases of two models is too
small for another model’s base to fit between them, the third
model cannot move through the space.
Forfeiting Normal Movement
See “Forfeiting Normal Movement or Combat Actions,” p. 43.

ADVANCING Aim
During Normal Movement the model changes its facing to The model does not advance, not even to change its facing; then its
point in the direction it moves. Normal Movement ends. For the rest of the model’s activation, it
receives a +2 bonus to every ranged attack roll it makes. A model
in melee (p. 57) cannot use its Normal Movement to aim.

Full Advance
The model advances up to its current speed (SPD) in inches.

Run
2˝ The model advances up to twice its current SPD in inches.
When a model uses its Normal Movement to run, it must
forfeit its Combat Action before advancing and its activation
ends as soon as it completes its run movement. A model
3˝ cannot use its Normal Movement to run after casting a spell
or using a feat that activation.

INVOLUNTARY MOVEMENT If a model cannot run due to some effect and is required to use
its Normal Movement to run, instead of running it forfeits its
During involuntary movement the model does not change
Combat Action and makes a full advance, then its activation
its facing.
ends. A model that is required to run for some reason cannot
cast spells or use its feat even if it cannot run.

Some models must meet special requirements to run:

• A warbeast must be forced to use its Normal Movement


to run.
• A trooper must receive a Press Forward order (p. 78) to use
its Normal Movement to run, or it must be compelled to run
3˝ as a result of a game effect (such as being out of formation).
A trooper that receives the Press Forward order must use its
Normal Movement to run or charge.
44 GAMEPLAY
Charge
The model rushes into melee range with a target and takes CHARGE DIRECTION
advantage of its momentum to make a more powerful first strike. Either of these charge moves would bring the Strider Scout to
A model that does not have a melee range or cannot make attacks within its melee range of its target, the Troll Axer. The red area
also cannot charge. A model that forfeits its Combat Action represents the Strider Scout’s melee range.
cannot use its Normal Movement to charge that activation. A
model cannot target a friendly model with a charge.

Declare a charge and its target before moving the model. A


model requires line of sight to another model to target it (see
“Line of Sight & Targeting,” p. 50). After declaring a charge,
the charging model turns to face any direction that will
bring its target into its melee range when it moves, ignoring
terrain, the distance to the charge target, and other models.
The charging model then advances up to its current SPD plus Strider
Troll Axer
Scout
3˝ in that direction, in a straight line. The charging model
cannot voluntarily stop its movement until its target is in its
melee range, but after that point it can end this movement
at any time. Once the charging model has the charge target
in its melee range, it must keep the charge target in its
melee range for the rest of the charge. The charging model
stops if it contacts a model, an obstacle, or an obstruction
Strider Troll Axer
or if it is pushed, slammed, thrown, or placed during its Scout
charge movement. If a model contacts a model, obstacle or
obstruction while charging, but is able to move through it
for whatever reason, the charging model does not stop but
is still considered to have contacted the model, obstacle, or If a charging model ends its charge movement without its
obstruction. At the end of the charge movement, the charging charge target in its melee range, it has made a failed charge.
model turns to directly face its target. If a model makes a failed charge during its activation, its
activation ends.
Some effects require a model to charge. If a model is required
to charge and either it cannot or there are no legal charge Some models must meet special requirements to charge:
targets in its line of sight, the model activates but must forfeit • A warbeast must be forced to use its Normal Movement
its Normal Movement and Combat Action. to charge.
A charging model that is engaging its charge target at the end • A trooper must receive the Press Forward order (p. 78)
of its charge movement has made a successful charge. The to use its Normal Movement to charge. A trooper that
charging model must use its Combat Action to make either receives the Press Forward order must use its Normal
initial melee attacks or a special attack with a melee weapon. Movement to either run or charge. Troopers in the same
The charging model’s first melee attack after ending its charge unit can charge the same target or multiple targets.
movement must target the model it charged. If the charging Cavalry models have additional rules governing charges.
model advanced at least 3˝, its first attack with a melee (See “Cavalry,” p. 93.)
weapon targeting the model it charged is a charge attack. If
If the charging model did not fail its charge and cannot make
that attack hits, the damage roll against the charge target is
its first melee attack against the charge target, the charging
automatically boosted. After resolving its charge attack, the
model can make its first melee attack against another eligible
charging model completes its Combat Action normally.
target. In that case, its first melee attack damage roll is not
If a charging model moved less than 3˝, its first attack with a automatically boosted.
melee weapon is not a charge attack. Its first attack must still
be made against the charge target, however.

GAMEPLAY 45
A MODEL CAN CHARGE WHAT IT SEES
A model needs only line of sight to another model to charge it, even if there are circumstances that will cause the charge to fail.
Sometimes tactical benefits from the extra distance of a charge outweigh the negatives of failing the charge (such as when using the
Assault advantage to reposition close enough for a ranged attack). Each of the following is a valid charge, even though the attacker is
not able to reach the charge target.

CHARGE EXAMPLES
Wild Argus
Wild Argus
Lord of the Feast

Rough
Terrain
Wolves of
Orboros

Blighted Nyss
Swordsman

Blighted Nyss
Swordsman Blighted Nyss
Swordsman

Charge is hindered by rough terrain.


The Blighted Nyss Swordsman’s Though the Blighted Nyss Swordsman
charge to the Lord of the Feast is model’s charge is not stopped by the
Charge target is out of
blocked, as the base of the Blighted rough terrain, it moves at only half
charge range.
Nyss model cannot fit between the its normal rate through that area and
bases of the Wolves of Orboros. ends its movement without its charge
target in its melee range.

DIRECTLY TOWARD . Strider Scout


& DIRECTLY AWAY
The dotted line represents the line
connecting the center points of the
Strider Scout and the Troll Axer. To move
Directly Directly
directly toward or directly away from the Away Toward
Troll Axer, the Strider must travel along
this line. Troll Axer

46 GAMEPLAY
Charges Outside of Activation End of Activation Movement
When a model charges outside its activation, such as with Some special rules enable a model to advance a certain
the Countercharge special rule, follow the rules on p. 45 distance at the end of its activation. If two or more special
but ignore any references to the model’s activation, Normal rules would grant a model such movement, the model’s
Movement, or Combat Action. When a model makes a controlling player chooses which special rule to apply. The
charge outside its activation, it makes only one attack. model’s movement is then resolved using the rules for that
Countercharging cavalry models can still make their impact special rule.
attacks (see “Cavalry,” p. 93). A model that charges outside
its activation cannot make a special attack. If the model fails EXAMPLE: Tyrant Xerxis casts Tactical Supremacy on
its charge, it does not make any attack. a Paingiver Bloodrunner Master Tormentor, granting it
Reposition [3˝]. It has Sprint already, which enables it to
make a full advance at the end of an activation in which it
Movement Restrictions destroys an enemy model with a melee attack. At the end
Some effects place restrictions on how a model moves or of such an activation, the Master Tormentor would have to
advances. There are four types of these restrictions. In the choose whether to advance as a result of Sprint or because
following descriptions, Model A is moving with some of Tactical Supremacy.
restriction relative to Model B.

• Model A Must Move Toward Model B: Model A can move


Base-to-Base & Contact
along any path such that the distance between Model A Models whose bases are touching are in base-to-base (B2B)
and Model B is always decreasing or remaining the same contact. If a model has a special rule that allows it to move
during the movement. through another model, while it is moving through the other
model they are considered to be in base-to-base contact.
• Model A Must Move Directly Toward Model B: Model A
moves along the straight line that connects the center One model contacts another when it changes from not
points of Model A and Model B such that the distance being base-to-base with it to being base-to-base with it.
between them decreases during the movement. A model Additionally, when a model is already base to base with
that moves directly toward a point cannot change its another model and would move toward it, it is considered to
facing after moving. contact that model again.
• Model A Must Move Away From Model B: Model A can
move along any path such that the distance between Entering
Model A and Model B is always increasing or remaining A model enters an area when it moves from not being within
the same during the movement. the area to being within the area or when it is put into play in
• Model A Must Move Directly Away From Model B: Model the area, or when it is placed in the area. A model can suffer
A moves along the straight line that connects the center the effects of entering any particular area only once each time
points of Model A and Model B such that the distance it advances.
between them increases during the movement. A model
that moves directly away from a point cannot change its
facing after moving. MOVEMENT IN A NUTSHELL
In all these cases, the model affected by the movement All intentional movement, for any reason, is advancing.
restriction can still forfeit its Normal Movement, change its
The Normal Movement phase of your model’s activation is the
facing, or choose not to move at all.
time you can be certain your model will have the opportunity
A model can be affected by more than one movement to move.
restriction. For example, a model required to advance toward Unintentional movement can also occur at various times.
one model and away from another would need to move in
a manner to satisfy both requirements. If a moving model
cannot satisfy all restrictions on the movement, it cannot
move at all.

GAMEPLAY 47
Unintentional Movement Slammed
Models can move without advancing as a result of being Sometimes models are slammed as a result of a spell or
pushed or slammed or from other effects. Determine the attack. When a model is slammed, it is moved a certain
distance a model moves in this way by measuring how distance directly away from the point of origin of the slam
far the leading edge of its base travels. Unless otherwise (usually the attacker), then becomes knocked down (p. 75).
specified, a model’s facing does not change when it moves The distance the slammed model is moved is determined
unintentionally. Remember, unintentional movement is not by the spell or attack that caused the slam. The slammed
advancing, so things like free strikes that occur as a result model then suffers a damage roll determined by the spell
of advancing do not apply to movement caused by pushes, or attack that caused the slam. A slammed model moves at
slams, or throws. half rate through rough terrain, suffers any damaging effects
through which it passes, and stops if it contacts an obstacle,
Pushed an obstruction, or a model with an equal or larger base. A
Sometimes models can be pushed as a result of an attack, a slammed model moves through models with smaller bases
special rule, or a spell. A pushed model moves at half rate than its own.
through rough terrain, suffers the effects of any hazards Add an additional die to the damage roll the slammed model
(p. 99) through which it moves, and stops if it contacts an suffers if it contacts an obstacle, an obstruction, or a model
obstacle, an obstruction, or another model. with an equal or larger base.

SLAMMED BY . SLAMMED BY . SLAMMED BY .


A POWER ATTACK A MELEE ATTACK A RANGED ATTACK
A Dire Troll Mauler power attack slams Tyrant Xerxis charges a Feral Warpwolf and A Troll Impaler makes a Thrown Spear
a Gnarlhorn Satyr. The Mauler rolls a 4 uses his ★Attack to slam it. He successfully ranged attack targeting a Gorax Rager
for the slam distance, so the Gnarlhorn rolls to hit and then rolls 6 for the slam and triggers a Critical Smite, which
is moved 4˝ directly away from the distance. Because the Warpwolf has a slams the model hit. The Impaler rolls
Mauler and is knocked down before larger base than he does, due to a special a 5 for distance, so the Gorax is moved
suffering damage. rule of his ★Attack Xerxis’ slam moves the 5˝ directly away from the Impaler and is
Warpwolf only half the normal distance. The knocked down before suffering damage.
Warpwolf is moved 3˝ directly away from
Xerxis and is knocked down. The damage
roll is boosted for being a charge attack.

Gorax Rager
Feral
Warpwolf
Gnarlhorn
Satyr
4˝ 3˝

Tyrant
Xerxis
Dire Troll
Mauler

Troll Impaler

48 GAMEPLAY
If a slammed model contacts a model with an equal or
smaller base or moves through a model with a smaller base,
Beyond the Play Area
If an effect would cause a model to move or be placed beyond
the contacted model becomes knocked down (p. 75) and
the table edge (such as being thrown or slammed), the model
suffers a collateral damage roll determined by the spell or
stops at the table edge and remains in play. The table edge
attack that caused the slam. A contacted model with a larger
does not count as an obstacle; models do not take additional
base does not suffer collateral damage and is not knocked
damage for stopping there.
down. Resolve any collateral damage simultaneously with
the damage resulting from the spell or attack that caused the
slam (see “Simultaneous Effects,” p. 57). Falling
A model that is slammed, thrown, or pushed or that otherwise
If a slammed model cannot be knocked down it must still
moves off an elevated surface to another surface at least 1
forfeit its Normal Movement or Combat Action if it activates
full inch lower falls. A falling model becomes knocked down
later in a turn in which it was slammed.
(p.  75) and suffers a damage roll. A fall of up to 2˝ causes
a POW 12 damage roll. Add an additional die to the damage
roll for every additional 2˝ the model falls, rounded up.
COLLATERAL DAMAGE
Fall Damage Roll = 2d6 + 12 + d6 for
Collateral damage cannot be boosted and is not considered
every 2˝ of the fall after the first
damage from an attack or model.
EXAMPLE: A model falling 2˝ suffers a damage roll of
2d6 + 12. One falling 5˝ suffers a damage roll of 4d6 + 12,
and one falling 7˝ suffers a damage roll of 5d6 + 12!
Thrown If a falling model lands on top of another model, follow the
Sometimes models are thrown as the result of a spell or attack. rule of least disturbance to move the non-falling model into
When a model is thrown, refer to the spell or attack that caused a legal position.
the throw to determine the model’s point of impact, generally
If a falling model contacts a model with an equal or smaller
directly away from the attacking model. However, when
base, the contacted model becomes knocked down and suffers
resolving a throw power attack, it may be necessary to roll for
the same damage roll as the falling model. A contacted model
deviation to determine the thrown model’s point of impact
with a larger base than the falling model, however, does
(see “Throw Power Attack,” p. 60, and “Deviation,” p. 66).
not suffer damage and is not knocked down. All damage
Move the thrown model from its current location in a straight
resulting from the fall is simultaneous. (see “Simultaneous
line directly toward the point of impact. During this movement,
Effects,” p. 57).
a thrown model moves through models with smaller bases
without contacting them. Unlike when a model is slammed,
rough terrain does not affect this movement, but the thrown Rule of Least Disturbance
model still stops if it contacts an obstacle, an obstruction, Some rules can cause moving models to overlap the bases of
or a model with an equal or larger base. After moving, the other models temporarily, such as when a model is thrown
thrown model becomes knocked down (p. 75) and contacts or slammed. Once the model has stopped moving, models
all models with which it is base-to-base and models whose must be repositioned so that there are no overlapping bases.
bases it overlaps. The thrown model then suffers a damage roll The model that was moving stays in its final position; other
determined by the spell or attack that caused the throw. models are moved out of the way to make room. If the model
that was moving overlaps the base of a model that cannot be
Add an additional die to the damage roll the thrown model
moved, then the moving model is repositioned using the rule
suffers if it contacts an obstacle, an obstruction, or a model
of least disturbance.
with an equal or larger base.
To determine which models to move and where to move
If a thrown model contacts a model with an equal or smaller
them, first identify the fewest models that would need to
base, the contacted model becomes knocked down (p. 75)
be moved to make room. Then find the locations to move
and suffers a collateral damage roll determined by the spell
them that create the least total distance moved. If multiple
or attack that caused the throw. A contacted model with a
options yield the least distance—if one model is centered
larger base than the thrown model does not suffer collateral
over another, for example—randomly determine the option
damage and is not knocked down. Resolve any collateral
to use. A model’s facing does not change when the model is
damage simultaneously with the damage resulting from
moved as a result of this rule.
the spell or attack that caused the throw (see “Simultaneous
Effects,” p. 57).

If a thrown model cannot be knocked down it must still


forfeit its Normal Movement or Combat Action if it activates
later in a turn in which it was thrown.
GAMEPLAY 49
Placed Basic Attacks
Sometimes models are placed in a new location as a result A basic attack is, quite simply, an attack made with a weapon
of a special rule or spell. Placing a model is not moving that is not a special attack, power attack, or chain attack.
or advancing the model. Because a placed model did not
advance, it cannot be targeted by free strikes. A model that
is placed within an area, however, is considered to enter
Special Actions (★Actions) &
that area. There must be room for the model’s base in the Special Attacks (★Attacks)
location the model is placed. A model cannot be placed in Special attacks and special actions let models make actions
impassable terrain or with its base overlapping an obstacle, that are unavailable to other models.
an obstruction, or another model’s base. The player placing
Special attacks listed as a rule of a melee weapon are melee
the model chooses its facing.
special attacks. Special attacks listed as a rule of a ranged
When you are placing a friendly trooper model that is in weapon are ranged special attacks. Special attacks listed as a
formation, it must be placed in formation unless it is the rule of the model itself are neither melee attacks nor ranged
unit commander. Unit commanders can be placed without attacks. The rules for these special attacks indicate the nature
considering formation (see “Unit Formation,” p. 78). of any additional attacks that can be made afterward, if any.

Replacing Models Additional Attacks


When replacing one model with another, place the new model After resolving its initial attacks, a special attack, or a power
so the area covered by the smaller of their bases is completely attack, a model might be able to make additional attacks if it
within the area covered by the larger. If the two bases are the has a special rule allowing it to do so.
same size, place the new model in the same location as the
A model can make additional attacks only during its Combat
one being replaced. There must be room for the model’s base
Action. Each additional attack is a basic attack that can be
in the location the model is placed. The player choosing the
made with any weapon the model possesses that is allowed
placed model’s new location chooses its facing.
by the special rule granting the attack, including multiple
attacks with the same weapon. Completely resolve each
Combat Actions attack before making another attack. A model cannot make a
special attack or a power attack as an additional attack.
After completing its Normal Movement, a model makes its
Combat Action. A model chooses one of the following options Warlocks can spend fury points to make additional attacks
when making its Combat Action: (p. 86). Warbeasts can be forced to make additional attacks
(p. 81).
• Forfeit its Combat Action.
• Make one initial attack with each of its melee weapons.
• Make a number of initial attacks with each of its ranged
Line of Sight &
weapons equal to the weapons’ rate of fire (ROF).
• Make one special attack (HAttack) allowed by its special
Targeting
Many game situations such as charging or making attacks
rules. require a model to target another model. A model must have
• Make one special action (HAction) allowed by its special line of sight (LOS) to another model to target it. Simply put,
rules. having line of sight means a model can see another model.
When a model “chooses” another model, it need not have
• Make one power attack allowed by its special rules
line of sight. A model’s controller can check its line of sight
(p. 58)
at any time.
Unless noted otherwise, a model cannot make both melee
and ranged attacks in the same Combat Action. In other There are several steps to determining whether one model
words, a model cannot make a ranged attack after making a has line of sight to another. These steps are listed on p. 53.
melee attack, and it cannot make a melee attack after making If any step results in a model’s potential line of sight being
a ranged attack. A model making more than one attack can blocked, return to the first step and try a different line. If no
divide its attacks among any eligible targets. line can be found to pass all steps, the model does not have
line of sight to the desired model and cannot target it.

If you can draw any straight line between the bases of two
models that crosses over any part of the base of a third model,
the third model is an intervening model.

50 GAMEPLAY
LOS & TARGETING Titan Gladiator

Thagrosh, Prophet of Everblight obviously has line of sight to


the Cyclops Savage. Because the Savage has a medium base,
it blocks line of sight to other models with medium and small Swordsman A
bases. Thagrosh has line of sight to Praetorian Swordsman A
because you can draw an unobstructed line from Thagrosh’s
front arc to the edge of Swordsman A’s base that does not
cross the Savage’s base. On the other hand, Thagrosh does
not have line of sight to Praetorian Swordsman B, because you
Swordsman B
cannot draw a line between their bases that does not cross
Cyclops Savage
the Savage’s base. Because they have smaller bases than the
Titan Gladiator, the Savage and the two Swordsmen do not
block line of sight to it. Thagrosh can draw line of sight to the Morghoul
Gladiator as if those models were not there.

Thagrosh has line of sight to Master Tormentor Morghoul


because Morghoul’s base is not completely obscured.

Thagrosh

DETERMINING MODEL VOLUME


A model is considered to occupy a standard volume regardless of its pose or the size of the sculpt itself.

A small-based model occupies the A large-based model occupies the


space from the bottom of its base space from the bottom of its base
to a height of 1.75˝. to a height of 2.75˝.

A medium-based model occupies the A huge-based model occupies the 5˝


space from the bottom of its base space from the bottom of its base
to a height of 2.25˝. to a height of 5˝.

2.75˝

2.25˝

1.75˝

Small Base Medium Base Large Base Huge Base


Lord of the Feast Basilisk Krea Carnivean Mountain King

GAMEPLAY 51
LOS & TERRAIN
Cannoneer ✓ Cannoneer ✘

Druid of Orboros Druid of Orboros

Here, the Titan Cannoneer has line of sight to the Druid of Here, the Titan Cannoneer does not have line of sight to
Orboros, because an unobstructed line can be drawn from the Druid of Orboros, because there is no unobstructed line
its volume to the Druid’s volume. between their volumes.

This wall is shorter than 1.75˝. It will not block line of sight This wall is taller than 1.75˝ but shorter than 2.25˝. It will
to any of the models behind it. block line of sight to small-based models behind it.

This wall is taller than 2.25˝ but shorter than 2.75˝. It will block This wall is taller than 2.75˝. It will block line of sight to all
line of sight to small- and medium-based models behind it. non-huge based models behind it.

TITAN SENTRY
Heavy Warbeast

PYG BUSHWHACKER
Trooper Model

CYCLOPS SAVAGE
Light Warbeast

Although the Pyg Bushwhacker’s pose has it hidden below the stone Similarly, although the top of the Titan Sentry’s banners can be
wall, its defined height as a small-based model is greater than the seen over the wall, its defined height as a small-based model is
wall’s height. The Pyg Bushwhacker can see over the wall to the lower than the wall's height. The Pygs do not have line of sight to
Cyclops Savage, and the Cyclops Savage can see the Pyg Bushwhacker. the Sentry.

52 GAMEPLAY
HUGE-BASED MODEL FIELDS OF FIRE
The Mountain King can target the Wild Argus with the weapons on its left side, the Wolves of Orboros with the weapons on its right side,
and the Feral Warpwolf with the weapons on either or both sides.

Argus Warpwolf

LEFT
SIDE

Wolves of Orboros

RIGHT
SIDE

Mountain King

Line of sight can also be blocked by terrain. To determine Huge-Based Models & .
whether a model’s line of sight to another model is blocked by
terrain, consider each model’s volume. Every model occupies
Line of Sight
a volume of space above the bottom of its base determined A huge-based model’s front arc is marked on its base. Its
by its base size. See the callout “Determining Model Volume” front arc is further divided into two 90° fields of fire. These
on p. 51 for details. fields of fire determine which models a huge-based model
can target with its weapons, depending on the location of
In the following descriptions, Model A is determining line of those weapons. Weapons located on a huge-based model’s
sight to Model B: left side (L) can be used to target only models in its left field
1. Draw a straight line from any part of Model A’s of fire, and weapons located on its right side (R) can be used
volume to any part of Model B’s volume that is within to target only models in its right field of fire. Weapons with
Model A’s front arc. location “—” can be used to target models in either field of
fire. If any part of a model’s base is on the line separating the
2. The line must not pass through a terrain feature that left and right fields of fire, the model is considered to be in
blocks line of sight. both fields of fire.
3. The line must not pass over an intervening model’s
base that is equal to or larger than Model B’s.
4. The line must not pass over an effect that blocks line of
sight, such as a cloud effect.

GAMEPLAY 53
LOS & ELEVATION
The Troll Impaler is on a hill that grants Troll Impaler
elevation (p. 96).

The Troll Impaler has line of sight to


Shifting Stone A because Shifting Stone
A is on a lower elevation and there are
no intervening models that would block
line of sight within 1˝ of it.

The Troll Impaler does not have line of


sight to Kaya the Wildborne because the
Feral Warpwolf is an intervening model Warpwolf
that is within 1˝ of Kaya.

Wolves of Orboros

Kaya
Shifting Stone B

Shifting Stone A

For most attacks, the origin of damage will be the same as the
Using Reference Objects point of origin of the attack. The origin of damage for a direct
If you cannot easily determine line of sight between your
hit with an AOE attack is the attack’s point of origin, but the
model and another model due to the position of terrain on
origin of damage for any other damage caused by an AOE
the table, use reference objects for drawing the line. First
attack is the point of impact.
confirm the other model is in your model’s front arc; if it
is not, your model cannot have line of sight to it. Next, Finally, some non-AOE attacks, such as Chain Lightning, have
choose an edge of your model’s base and an edge of the special rules that allow them to damage models in addition to
other model’s base. For each model, hold an object next to the attack’s target. The origin of damage in those cases is the
the chosen edge that is the height used to determine the model or point from which you measure the range to other
model’s volume (1.75˝, 2.25˝, 2.75˝, or 5˝). If you can draw affected models. For example, when the lightning generated
a line from the inside edge of the object next to your model by Chain Lightning arcs to another model, the model most
to the inside edge of the other object that does not pass recently struck by the lightning is the origin of that damage.
through a terrain feature, your model’s line of sight to the
The origin of damage for an AOE that is not considered to
other model is not blocked by terrain.
be part of an attack, such as from a hazard, is the center of
the AOE.
Point of Origin &
Origin of Damage Measuring Range
When measuring range, measure from the edge of the point
The point of origin of an effect or attack is the location or model
of origin’s base nearest to the target up to the maximum range
from which the attack or effect originates. Typically this is the
of the attack or special rule. If the nearest edge of the target
model causing the effect or making the attack, but not always.
model’s base is within the maximum range of the attack or
For example, when a warlock channels a spell through a model,
special rule, the target is in range.
the model the spell is channeled through is the point of origin of
the spell even though the warlock is the model casting the spell.
Both line of sight and any attack roll modifiers that depend on
line of sight (such as concealment) are checked from the point
of origin of the attack. Range is also checked from the point of
origin, including the placement of spray templates.

54 GAMEPLAY
COMBAT
ATTACK RESOLUTION & DAMAGE

If the target of an attack is in range, make an attack roll to


Making Attacks determine if the attack hits. If the target is beyond range, the
A model’s Combat Action is the part of its activation dedicated attack automatically misses. If the attack has an area of effect
to making attacks. Special rules might also permit a model to (AOE) and the target is out of range, the attack deviates. See
make attacks at other times. An attack roll determines if an “Area of Effect Attacks” on p. 66 for details.
attack hits its target. A damage roll determines how much
damage an attack deals.

There are three main types of attacks: melee attacks, ranged


Attack Roll
Whether an attack hits is determined by making an attack roll.
attacks, and magic attacks. Though a model cannot make
Roll 2d6 and add the model’s appropriate stat for the attack
both melee and ranged attacks in the same Combat Action,
type. Roll an additional die if the attack is boosted. Special rules
magic attacks made by spellcasters with the FURY stat have
and certain circumstances might modify the attack roll as well.
no such restriction. Warlocks can make magic attacks and
melee or ranged attacks in the same activation. Melee Attack Roll = 2d6 + MAT

When a model makes an attack, start by declaring its target. Ranged Attack Roll = 2d6 + RAT
Unless stated otherwise, an attack can target any model,
Magic Attack Roll = 2d6 + FURY or
whether friendly or enemy.
Magic Ability Score (p. 88)

A model is directly hit by an attack if the attack roll against it


EFFECTS THAT . equals or exceeds the model’s defense (DEF). If the attack roll
PREVENT TARGETING is less than the target’s DEF, the attack misses.
Certain rules and effects prevent a model from being targeted. If the attack hits and any two dice in the attack roll show the
A model that cannot be targeted by an attack still suffers its same number, it is a critical hit. When an attack roll for an
effects if it is hit by an attack, such as a result of being inside AOE results in a critical hit, every model under the template
an area of effect. Other rules and effects, such as Stealth  , suffers the critical effect.
can cause an attack to miss automatically. They do not prevent
the model from being targeted by the attack, however. A roll of all 1s on the dice is a miss. A roll of all 6s is a direct hit
unless you are rolling only one die, regardless of the attacker’s
MAT or the target’s DEF. Sometimes a special rule causes an
attack to hit automatically. Such automatic hits are also direct hits.

COMBAT 55
Attacks That Hit or Miss Switching Targets
Automatically Some models have the ability to cause another model to
be directly hit by an attack in their place. Others can cause
Some rules cause attacks to hit automatically or miss
themselves to be directly hit by an attack in place of another
automatically. If a rule causes an attack to hit automatically,
model. Switching targets occurs as soon as a hit or a miss has
you do not have to make an attack roll. If you choose to make
been determined, including the resolution of all rerolls.
a roll (because you want to try for a critical hit, for example),
the attack no longer hits automatically. If the attack roll fails,
the attack misses. Back Strikes
A back strike grants a +2 bonus to the attack roll of a melee,
If a rule causes an attack to miss automatically, do not make
ranged, or magic attack. For a model to receive the back strike
an attack roll. The attack just misses.
bonus, the point of origin of the attack must be completely in
If one rule causes an attack to hit automatically and one the back arc of the target of the attack.
causes it to miss automatically, the automatic miss takes
precedence over the automatic hit. For instance, an effect
that allows attacks to hit automatically would not override MAKING A BACK STRIKE
special rules such as Stealth  that would cause an attack to Blighted Nyss Swordsman A’s base is partially in the front arc
miss automatically. of the Basilisk Drake. Therefore, Blighted Nyss Swordsman A
Some effects can also reduce the number of dice a model can cannot make a back strike against the Basilisk Drake.
roll for an attack. If the number of dice a model can roll for Blighted Nyss Swordsman B’s base is completely within
an attack is reduced to zero, the attack automatically misses. the back arc of the Basilisk Drake. Therefore, Blighted Nyss
Swordsman B can make a back strike against the Basilisk Drake.
Rerolls
Some models have special rules that enable them to reroll Swordsman A
attack or damage rolls or that cause another model to
reroll its attack or damage rolls. These rerolls occur before
applying effects that are triggered when an attack roll hits
or misses or when a damage roll damages a model or fails
to damage a model. The reroll results replace the original Basilisk Drake
roll’s results. For example, if a reroll causes a hit model to be Swordsman B
missed, it is missed. If a reroll causes a missed model to be
hit, it is hit. Multiple reroll effects can come into play on the
same roll. Resolve them all before resolving any other effects
dependent on hitting/missing or damaging/not damaging.
See the Timing appendix on p. 324 for details on timing.

Effects Triggering on a Hit


Resolve effects that trigger on a hit before making a damage
roll. GET BEHIND THEM!
The back strike bonus of +2 to the attack roll can make the
EXAMPLE 1: Saeryn, Talon of Everblight hits a Praetorian
difference in a tense melee engagement, so make use of it by
Swordsman model that is affected by the Defender’s Ward
moving completely into your target’s back arc!
spell with her staff. The staff has the Dispel special rule
that says that when it hits a model or unit, upkeep spells
and animi on that model or unit immediately expire.
That means that the spell on the Praetorian expires before
Saeryn makes a damage roll to resolve her attack.
EXAMPLE 2: Brine rolls a critical hit with a Gore attack
against a model with Tough  , knocking it down before
Cyclops
the damage roll is made. If the damage roll disables the
Savage
knocked down model, it will not get a chance to make a Cyclops
Tough roll to avoid being destroyed because it is already Savage
knocked down.
Scattergunner

56 COMBAT
Simultaneous Effects Melee Range
When resolving simultaneous effects, completely resolve all A model’s melee range is considered the longest melee range
attack and damage rolls before applying any of the target’s of its melee weapons. Additionally, each individual weapon
special rules triggered by suffering damage, being destroyed, can be used to attack only targets within its own range. For
or being removed from play. example, a Totem Hunter has two melee weapons: Kelkax has
a range of 2˝, and the Spiked Buckler has a range of 0.5˝. The
EXAMPLE 1: A Trollkin Runeshaper is slammed backward
Totem Hunter’s melee range is 2˝ because that is the longest
through a Farrow Brigand, but the Runeshaper is not knocked
range of its melee weapons, but it cannot attack targets with
down by the slam because it has the Steady special rule.
Slam damage is simultaneous with collateral damage, so the Spiked Buckler that are beyond the Buckler’s range of 0.5˝.
the damage rolls for both the Runeshaper and the Brigand A model’s melee range is limited to its front arc.
are resolved completely before the Runeshaper’s Tough  Models with no melee weapons have no melee range.
advantage resolves. The Brigand cannot benefit from Tough  ,
because it became knocked down before suffering damage. Engaged & Engaging
EXAMPLE 2: Krueger the Stormwrath targets a Cyclops When a model is within an enemy model’s melee range and
Savage with Forked Lightning and lightning arcs to one in that model’s line of sight, it is engaged. When a model
additional model, Master Tormentor Morghoul. Resolve has an enemy model in its melee range and line of sight,
the damage rolls for both models hit by the spell before it is engaging that model. When a model is either engaged
Morghoul has the opportunity to transfer damage. The or engaging, it is in melee, which prevents it from making
Cyclops Savage suffers 5 damage points of its remaining 7
ranged attacks.
damage boxes. If Morghoul transfers damage to the Savage,
it can suffer only 2 damage points before being destroyed,
and Morghoul will suffer the remaining damage.
MELEE RANGE &
Attack-Generating Special Rules ENGAGED MODELS
If a model is in melee range and line of sight, it has engaged
When a model is granted more attacks as a result of an
its opponent in melee combat. When opposing models are in
attack it made, it gains only one. If two or more special rules
each other’s melee ranges, they are both engaged. However,
would grant the model another attack as a result of making
a model with a weapon that has a longer melee range than
an attack, its controlling player chooses which special rule
its opponent can take advantage of its greater melee range
to apply. The attack is then resolved using those rules. These to engage the opponent without becoming engaged itself.
attacks can in turn grant more attacks of their own. Though both models are considered to be in melee, a model is
engaged only if it is in its opponent’s melee range.

Melee Attacks Gun Blade Melee Range: 0.5˝


Melee attacks include power attacks and attacks made with
weapons such as spears, swords, hammers, flails, saws, axes,
and the like. A model can make a melee attack against any
target that is in its line of sight and its melee weapon’s range.

A model using its Combat Action to make attacks with its


melee weapons can make one initial attack with each of its
melee weapons. Some models have special rules that allow
additional melee attacks during their Combat Actions. See
“Additional Attacks” on p. 50 for details.

Melee Attack Roll = 2d6 + MAT

Claw Melee Range: 1˝


Great Sword Melee Range: 2˝
COMBAT 57
FREE STRIKE EXAMPLES
Swordsman
Swordsman
Swordsman

Warpwolf
Stalker Warpwolf Stalker
Warpwolf Stalker

The Blighted Nyss Swordsman advances The Blighted Nyss Swordsman advances The Blighted Nyss Swordsman advances
out of the Warpwolf Stalker’s melee out of the Warpwolf Stalker’s melee range out of the Warpwolf Stalker’s line of
range but not its line of sight, giving the and its line of sight, giving the Warpwolf sight but not its melee range, giving the
Warpwolf Stalker a free strike against it. Stalker a free strike against it. Warpwolf Stalker a free strike against it.

Free Strikes Power Attacks


When an engaged model advances out of an enemy’s melee Power attacks are attack options available to some models,
range or line of sight, the enemy model can make a free strike such as warbeasts. The power attacks available to non-
against it just before it leaves. The model makes one normal warbeast models are described in their special rules.
melee attack with any melee weapon that has sufficient Warbeasts can make power attacks as follows.
melee range to reach the moving model and gains a +2 bonus
• Lesser warbeasts and warbeasts that are part of warbeast
to its attack roll. If the attack hits, the damage roll is boosted.
packs cannot make power attacks.
When the free strike is made, treat the free striking model as
• A light warbeast can make head-butt and slam power
being in the advancing model’s back arc. Free strikes do not
attacks. A light warbeast with at least one weapon with the
benefit from the back strike bonus (p. 56).
Open Fist  weapon quality can make throw power attacks.
• A heavy warbeast can make head-butt, slam, and trample
power attacks. A heavy warbeast with at least one weapon
MELEE ATTACK ROLL MODIFIERS
with the Open Fist  weapon quality can make throw
The most common modifiers affecting a model’s melee attack
power attacks.
roll are summarized here for easy reference. Where necessary,
additional detail can be found on the pages listed. • A gargantuan can make head-butt, slam, and trample
power attacks. A gargantuan with at least one melee
• Back Strike (p.  56): A back strike gains +2 to the weapon that has a location of L or R can make sweep
attack roll.
power attacks. A gargantuan with at least one weapon
• Free Strike (above): A free strike gains +2 to the attack with the Open Fist  weapon quality can make power
roll and a boosted damage roll if the attack hits. strike and throw power attacks.
• Intervening Terrain (p. 64): A model with any portion A warbeast must be forced to make a power attack. A model
of its volume obscured from its attacker by an obstacle or cannot target a friendly model with a power attack.
an obstruction gains +2 DEF against melee attack rolls.
Unless otherwise noted, a model can make a power attack
• Knocked Down Target (p.  75): A melee attack
only during its activation. A model cannot make a power
against a knocked down model hits automatically.
attack during an activation in which it charges.
• Stationary Target (p.  75): A melee attack against a
stationary model hits automatically. When a model makes a power attack, do not apply the special rules
on its weapons unless they specifically reference power attacks.

A model that is able to do so can make additional melee


attacks after making a power attack. A model cannot make a
COMBAT power attack as an additional attack.
58
SLAM POWER ATTACK MOVEMENT & COLLATERAL DAMAGE
A Dire Troll Mauler declares a slam attack against a Carnivean. Because it moved more than 3˝ to make contact with the Carnivean, the Dire
Troll Mauler will be able to slam its target. The attack succeeds, and the Carnivean is slammed directly away from the Dire Troll Mauler d6˝.
The roll comes up a 6, but the Carnivean stops when it hits the wall 4˝ behind it and is knocked down. During the slam, the Carnivean passes
over a Shredder, and the Shredder is knocked down and suffers collateral damage. In addition, because the Carnivean was slammed into a
wall, it suffers a damage roll of 3d6 plus the STR of the Dire Troll Mauler (that is, 2d6 plus an additional die for colliding with a solid terrain
feature, plus the Dire Troll Mauler’s STR). This damage roll can still be boosted on top of the additional die.

Carnivean

Wall

Shredder


Dire Troll Mauler

Power Attack Damage Rolls & with the Open Fist  weapon quality to make a power strike
power attack. The power strike power attack has a melee
Collateral Damage range equal to that weapon’s melee range. Its target must be
Though power attacks are melee attacks, they do not resolve
in the Open Fist’s field of fire and have a smaller base than
damage rolls the same way. Instead of rolling 2d6 and adding
the gargantuan.
both the attacker’s STR and the POW of the weapon being
used, roll 2d6 and add just the attacker’s STR. If the power The gargantuan makes a melee attack against the target. If
attack results in collateral damage, collateral damage is the attack hits, the target is slammed d6 + 2˝ directly away
also determined by rolling 2d6 and adding the STR of the from the gargantuan (see “Slammed,” p.  48) and suffers a
attacking model. Collateral damage cannot be boosted and is power attack damage roll.
not considered to be damage from an attack or model.

EXAMPLE: An effect triggered by being “damaged by an


Slam
enemy attack” would not trigger due to collateral damage. A model making a slam power attack rams a model with
the full force of its body to send the target model flying
Power Attack Damage Roll = 2d6 + STR backward and knock it to the ground. A slam combines a
Power Attack Collateral Damage Roll = 2d6 + STR model’s Normal Movement and Combat Action. A model
cannot make a slam power attack if it forfeited either its
Head-Butt Normal Movement or its Combat Action that activation.

A model making a head-butt power attack smashes its head A slam power attack made by a gargantuan has a 2˝ melee
into a model to drive it to the ground. A head-butt power range. A slam power attack made by any other model has a
attack made by a gargantuan has a 2˝ melee range. A head- 0.5˝ melee range.
butt power attack made by any other model has a 0.5˝ melee
A model making a slam power attack during its activation
range. The attacking model makes a melee attack roll against
can attempt to slam any model that is in its line of sight at
its target. If the attack hits, the target becomes knocked down
the beginning of its Normal Movement. Declare a slam and
(p. 75) and then suffers a power attack damage roll.
its target before moving the slamming model. Remember,
A model cannot head-butt a model with a larger base. a model requires line of sight to another model to target it.
After declaring a slam, turn the slamming model to directly
Power Strike face the slam target. The slamming model then advances its
Only gargantuans can make power strikes. full SPD plus 3˝ directly toward its target. The slamming
model cannot voluntarily stop its movement unless its target
A gargantuan making a power strike power attack uses the is in its melee range, but it can end this movement at any
force of its tremendous melee power to send a smaller-based point with its target in its slam power attack’s melee range.
model flying. A gargantuan must have at least one weapon

COMBAT 59
It stops if it contacts a model, an obstacle, or an obstruction Throw
or if it is pushed, slammed, thrown, or placed during its slam
A model making a throw power attack picks up and throws
movement. If a model contacts a model, an obstacle, or an
another model. A warbeast must have at least one weapon
obstruction while moving as part of a slam power attack but
with the Open Fist  weapon quality to make a throw power
is able to move through it for some reason, the slamming
attack. A throw power attack has a melee range equal to the
model does not stop but is still considered to have contacted
melee range of its weapon with Open Fist. A model cannot
the model, obstacle, or obstruction.
throw power attack a model with a larger base; that is, a
The slamming model cannot change its facing after advancing model with a larger base cannot be targeted.
as part of a slam.
The attacking model must first attempt to grasp the model it
A slamming model that ends its slam movement with its intends to throw by making a melee attack roll against it. If
target in the melee range of its slam power attack has made the attack hits, that model is grasped and tries to break free
a successful slam. If the slamming model advanced at least before it is lifted off the ground. Both models roll a d6 and
3˝, it makes a melee attack roll against its target. A model that add their current STR. If the attacker has two weapons with
power attack slams a model with a larger base suffers –2 to its Open Fist, it rolls 2d6 instead. If the grasped model’s total
attack roll. If the attack hits, the target is slammed d6˝ directly is greater, it breaks free and the attack ends. If the attacker’s
away from the attacker, becomes knocked down, and then total equals or exceeds the grasped model’s total, the grasped
suffers a power attack damage roll (see “Slammed,” p. 48). model is thrown (see “Thrown,” p. 49).

If the model making the slam power attack has a smaller base When your model throws another model, you can choose either
than the model it slammed, the slammed model is slammed to throw the model directly away from the attacker or to throw
half the distance rolled. it at another model within the attacker’s line of sight. The throw
distance is equal to half the attacker’s current STR in inches.
Smaller-based models hit by a slam power attack made by a
a huge-based model are moved an additional 2˝. If you choose to have your model throw a model at another
model, ignore the model being thrown when determining line
If a slamming model makes a successful slam but moved less
of sight to the target. The target can have a larger base than
than 3˝, the model still makes an attack roll against its target.
the attacker. If the distance between the thrown model and the
If the target is hit, it suffers a power attack damage roll but
model it is being thrown at is beyond the throw distance, the
is not slammed. These are still slam attack rolls and slam
point of impact is the point along the line from the thrown
damage rolls.
model to the model it is being thrown at equal to the throw
A model that does not end its slam movement with its target distance (see “Thrown,” p. 49). In this case, do not roll for
within its slam melee range has failed its slam power attack. deviation. If the other model is within the throw distance, the
If a model fails its slam power attack during its activation, its attacker makes a melee attack roll against it. On a hit, move
activation ends. the thrown model from its current location directly toward the
other model’s base until it contacts the target.
Slams Outside of Activation If the target was in the throw range and the attack roll resulted
When a model makes a slam power attack outside its
in a miss, determine the thrown model’s actual point of impact
activation, such as with the Counter Slam special rule, follow
by rolling for deviation. Referencing the deviation rules
the rules above but ignore any references to the model’s
(p. 66), roll a d6 for direction and a d3 for distance in inches.
activation, Normal Movement, or Combat Action. If the
Measure deviation from the center of the missed model’s base.
model fails its slam, it does not make any attack.
The deviation distance cannot exceed half the distance between
the thrown model and the model that was missed.
Sweep
When moving the thrown model, it moves through the
A gargantuan can use its arms to scythe through models
throwing model without contacting it.
within its reach. A gargantuan chooses a melee weapon with
a location of L or R to make the sweep power attack. It then The thrown model suffers a power attack damage roll.
makes one melee attack with the weapon against each model
in the weapon’s field of fire that is within the weapon’s melee
range, ignoring intervening models when determining line DEVIATION
of sight. This power attack does not require a target, but each In HORDES most attacks that miss have no further effect.
separate attack does. These attacks are simultaneous (see However some attacks—primarily power attack throws,
“Simultaneous Effects,” p.  57). Models hit suffer a power ranged AOE attacks, and AOE spell attacks—are so strong or
attack damage roll. explosive that they will still land somewhere even when they
miss. Use the rules for deviation (p. 66) to determine where
those attacks land.

60 COMBAT
EXAMPLE OF A THROW POWER ATTACK

Titan Gladiator
6 Titan Gladiator
5 1 Actual
Point of
Intended Point of Impact Impact
2
4
Beast Handler 3 Beast Handler

Cyclops Swordsman Swordsman


Savage
5.5˝ Cyclops
Savage

Dire Troll Dire Troll


Blitzer Blitzer

It is the Dire Troll Blitzer’s activation, and the Trollblood player template on the Gladiator, the Blitzer rolls a 2 for direction and
wants to throw the Skorne Cyclops Savage at the Titan Gladiator. a 2 for distance. The actual point of impact is just to the right of
the Gladiator.
First the Blitzer must roll to hit the Savage. The Blitzer’s MAT is
6 and the Savage’s DEF is 13, so the Blitzer needs to roll a 7 or The Savage then moves in a straight line from its current position
better. It rolls a 9 and hits the Savage. to the actual point of impact. During this move its base crosses
the base of the Beast Handler on the left, but because the Beast
Next, both models roll dice and add their STR to see if the Savage
Handler’s base is smaller than the Savage’s, the Savage does not
can break free. Because both its Claws have Open Fist , the
contact it.
Blitzer rolls 2d6, while the Savage rolls only a single d6. The Blitzer
rolls a 7 and adds its STR of 12 for a total of 19. The Savage rolls The Savage stops when it comes into contact with the Gladiator’s
a 5 and adds its STR of 8 for a total of 13. The Savage does not base because the Gladiator’s base is equal to or larger than the
break free. Savage’s. When it stops, the Savage’s base is overlapping the base
of the Praetorian Swordsman on the right, so the Swordsman
The Blitzer then can choose to throw the Savage either directly
is contacted and must be moved according to the rule of least
away or at a target. In this case, the Blitzer chooses to throw it at
disturbance (p.  49). Both the Savage and the Swordsman are
the Titan Gladiator, hoping to destroy a Beast Handler in addition
knocked down.
to damaging the Savage.
The Savage suffers a damage roll from the power attack, and an
Because the Blitzer’s STR is 12, the thrown model can travel 6˝.
additional die is added to the damage roll because the Savage
The Gladiator is 4˝ away from the Savage, so the Gladiator is in
contacted a model with an equal or larger base. The Swordsman
range of the throw.
suffers a collateral damage roll of 2d6 plus the Blitzer’s STR of
The Blitzer makes another melee attack roll against the Gladiator’s 12. The Gladiator does not suffer any damage and is not knocked
DEF of 10 to hit the Gladiator with the thrown model. Needing a 4 down because its base is larger than the Savage’s.
to hit, the Blitzer rolls a 3. The throw misses!
The Blitzer wasn’t able to crush the Beast Handler, but at least the
A missed throw behaves like a missed AOE attack and deviates warbeast eliminated a pesky Swordsman with its throw.
from the center of the Gladiator’s base. Centering the deviation

COMBAT 61
ANOTHER . Gnarlhorn Satyr
EXAMPLE OF . Gorax
A THROW .
POWER ATTACK 6˝
A Carnivean throws a Gorax Rager at a
nearby Gnarlhorn Satyr. The Carnivean has
a STR of 12, so the throw distance is 6˝.
The Satyr is just out of range of the throw,
so it is missed. The point of impact is the
point 6˝ away from the Gorax Rager along
the line between them. The Gorax Rager Carnivean
is knocked down and then suffers a power
attack damage roll.

Trample
TRAMPLE EXAMPLE A model making a trample power attack crashes its way
A Carnivean trample power attacks through a unit of through small-based models in its path. A trample combines
Praetorian Swordsmen. The Carnivean chooses a direction a model’s Normal Movement and Combat Action. A model
that allows it to contact as many Swordsman models as cannot make a trample power attack if it forfeited either its
possible as it moves. The Carnivean’s SPD is 5, so it moves 8˝ Normal Movement or its Combat Action.
in a straight line without changing its facing. Upon finishing
Declare a trample power attack at the beginning of the model’s
this trample movement, the Carnivean makes a melee attack
Normal Movement. Choose a direction in which you wish to
roll against Swordsmen A, B, C, D, and E. After resolving
trample, and turn the model to face that direction. The model
those attacks, Swordsman F and the Basilisk Drake make free
strikes against the Carnivean. then advances up to its current SPD plus 3˝ in a straight line
in that direction. It moves through any small-based model in
its path, but there must be room for the trampling model’s
Carnivean
base at the end of the movement. It stops if it contacts a model
with a medium or larger base, an obstacle, or an obstruction.
Basilisk If a model contacts a model with a medium or larger base, an
Drake A obstacle, or an obstruction while moving as part of a trample
power attack but is able to move through it for some reason,
the trampling model does not stop but is still considered
to have contacted the model, obstacle, or obstruction. The
trampling model cannot change its facing during or after this
D movement. Do not resolve free strikes against the trampling
B model during this movement.
C
After the model has finished its trample movement, it makes
a melee attack roll against each small-based model it moved
F through during this movement. Models hit by a trample
attack suffer a power attack damage roll. These attacks are
simultaneous (see “Simultaneous Effects,” p.  57). When a
Praetorian trampling model hits a model with a Buckler  or a Shield 
E Swordsmen
or while a model is benefiting from the Shield Wall order, the
hit model gains the shield, buckler, or Shield Wall ARM bonus
only if the trampling model first contacted the model through
its front arc. A trampling model gains a back strike bonus
against a model only if the trampling model was completely
in that model’s back arc when it first contacted that model.

62 COMBAT
Ranged Attacks
Ranged attacks include attacks made with weapons such
as bows, rifles, pistols, cannons, flamethrowers, crossbows,
harpoon guns, mortars, and thrown spears. A model can
make a ranged attack against any target in its line of sight. A
model in melee (p. 65) cannot make ranged attacks.

A model using its Combat Action to make attacks with its


ranged weapons can make a number of initial attacks with
each of its ranged weapons equal to the weapon’s rate of fire
(ROF). Some models have special rules that allow additional
ranged attacks during their activations. See “Additional
Attacks” on p. 50 for details.

Ranged Attack Roll = 2d6 + RAT

RANGED ATTACK ROLL .


MODIFIERS
The most common modifiers affecting a model’s ranged attack
roll are summarized here for easy reference. Where necessary,
additional detail can be found on the pages listed.

• Aiming (p.  44): A model that uses its Normal


Movement to aim receives a +2 bonus to every ranged
attack roll it makes this activation. A model in melee
cannot aim.
• Back Strike (p.  56): A back strike gains +2 to the
attack roll.
• Cloud Effect (p.  73): A model inside a cloud effect
gains concealment.
• Concealment (p.  64): A model with concealment in
relation to its attacker gains +2 DEF against ranged and
magic attack rolls. Huge-based models never gain the
DEF bonus from concealment. Cover and concealment
are not cumulative.
• Cover (p.  64): A model with cover in relation to its
attacker gains +4 DEF against ranged and magic attacks.
Huge-based models never gain the DEF bonus from cover.
Cover and concealment are not cumulative.
• Elevation Bonus (p. 96): A non-huge-based elevated
model gains +2  DEF against ranged and magic attack
rolls made by models on lower elevations. Huge-based
Resolve free strikes against the trampling model after models never gain the DEF bonus from elevation.
resolving all trample attacks. Small-based models contacted • Knocked Down Target (p.  75): While knocked down,
by the trampling model during its trample movement cannot a model has its base DEF reduced to 5.
make free strikes against the trampling model. Wait to resolve • Stationary Target (p.  75): While stationary, a model
free strikes against the trampling model until after resolving has its base DEF reduced to 5.
all trample attacks. Ignore the distance between models
• Target in Melee (p. 65): A model in melee gains +4 DEF
when resolving free strikes against the trampling model; if a
against non-spray ranged and magic attacks. Huge-based
model was eligible to make a free strike against the trampling
models never gain the target in melee DEF bonus.
model during the trampling model’s movement, it can do so
whether or not the trampling model ended its movement in
the eligible model’s melee range.

COMBAT 63
EXAMPLES OF CONCEALMENT & COVER

Cover:
+4 DEF

Cover:
+4 DEF

Concealment:
+2 DEF

Concealment & Cover A model with concealment, either granted by being within
1˝ of a terrain feature that provides concealment in relation
Terrain features, spells, and other effects can make it more
to its attacker or from another effect, gains +2  DEF against
difficult to hit a model with a ranged or magic attack. A model
ranged and magic attack rolls. Concealment provides no
within 1˝ of an intervening terrain feature can gain either a
benefit against spray attacks. Examples of concealment-
concealment bonus or a cover bonus—depending on the type
granting terrain features include low hedges and bushes.
of terrain—to its DEF against ranged and magic attacks. If
you can draw a line from any part of an attacker’s volume A model with cover, granted either by being within 1˝ of a
to any part of the target model’s volume and that line passes terrain feature that provides cover in relation to its attacker
through a terrain feature, that terrain feature is intervening. or from another effect, gains +4  DEF against ranged and
Concealment and cover bonuses are not cumulative with magic attack rolls. Cover provides no benefit against spray
themselves or each other, but they are cumulative with other attacks. Examples of cover-granting terrain features include
effects that modify a model’s DEF. In order to benefit from stone walls, giant boulders, and buildings.
concealment or cover, the target model must be within 1˝ of
Remember, huge-based models never gain the DEF bonuses
that terrain feature along at least one straight line between
from concealment or cover.
it and the attacker. See “Terrain” on p. 95 for details on
terrain features and how they provide concealment or cover.

CONCEALMENT &.
COVER IN ACTION Basilisk
Krea
It might appear at first that the Dire Troll Titan Gladiator
Blitzer has several targets from which to
choose, but many of them are actually well
defended. The forest grants concealment
(+2 DEF) to the Titan Gladiator, and the Praetorian
crates grant cover (+4 DEF) to Praetorian Swordsmen
Swordsmen A and B. The Blitzer cannot
A
draw line of sight to the Basilisk Krea at C
all because there is a forest between them Dire Troll Blitzer
(see the rules for forests on p. 97).
Praetorian Swordsman C is behind the
crates, but because it is more than 1˝ from
them, it does not receive the cover bonus.
B

64 COMBAT
Targeting a Model in Melee
A model making a ranged or magic attack roll against a
TARGETING INTO MELEE .
target in melee risks hitting another model participating in EXAMPLE
the combat, including friendly models. A model in melee Madrak Ironhide, Thornwood Chieftain is in melee with Kaya the
gains +4 DEF against non-spray ranged and magic attacks. Wildborne and a Gorax Rager. A Scattergunner enters the fight
from the side to engage Kaya but not the Gorax. A Troll Impaler,
If a non-AOE, non-spray attack misses its intended target and which gets the back strike bonus against the Gorax, makes a
the target was in range, the attack might hit another combatant. ranged attack against the Gorax and misses. Because Madrak
If the target was not in range, the attack misses automatically and is in melee with the Gorax and Kaya is in melee with Madrak,
cannot hit another combatant. If a magic or ranged AOE attack they are both in the same combat as the intended target. The
misses a target in melee, it deviates normally instead of following Scattergunner is not included because it is not in melee with
these rules (see “Area-of-Effect [AOE] Attacks,” p.  66). Spray the intended target (the Gorax) or with another model that is in
attack rolls that miss a model in melee do not follow these rules; melee with the intended target (Madrak).
they simply miss (see “Spray Attacks,” p. 68).
A die roll determines Kaya is the new target. Unfortunately, since
Ignore the target in melee DEF bonus when the point of the Impaler is more than 5˝ away from Kaya and she is affected
origin (p. 54) of the ranged or magic attack is in melee with by the Occultation upkeep spell, which gives her the Stealth
the model the attack roll is being made against. advantage, the attack automatically misses. Even though Stealth
prevents Kaya from being hit, she can still be targeted. Since
If the target was in range, the attacker must then reroll its the attack missed both its intended target and the new target, it
attack against another model in that combat and in the misses completely with no further chance of hitting Madrak or
attacker’s line of sight, ignoring intervening models. If the the Scattergunner.
new target is out of the attack’s range, it misses normally.
When determining the attack’s new target, the only models If the die roll had determined Madrak to be the new target, the
Impaler would make an attack roll against Madrak but would not
considered to be in the same combat are those that are in
get the back strike bonus because it is not in Madrak’s back arc.
melee with the attack’s original target and any models that
are in melee with them. Any model meeting these criteria can
become the new target. If multiple models in the combat are
eligible targets, randomly determine which model becomes Troll Impaler
the new target (excluding the original target).

If the attack against the new target misses, it misses


completely without targeting any more models.

EXAMPLE 1: Using a d6, if there are three other models


in the combat, the first model will become the new target
on a 1 or 2, the second on a 3 or 4, and the third on a 5 or
6. If the attacker cannot draw line of sight to one of those
models due to an obstruction (such as if it is around the
corner of a building), ignore that model and randomize the Gorax Rager
attack between the other two: it targets the first on a 1, 2,
or 3 or the second on a 4, 5, or 6. If one of those two models
cannot be targeted for some reason, only one model is an
eligible target and thus a random roll is not necessary.
EXAMPLE 2: Madrak Ironhide, Thornwood Chieftain is in
melee with a Cyclops Savage affected by the Defender’s Ward
spell. A Troll Impaler aims, targets the Savage with its thrown
spear, and is forced to boost its attack roll. The Impaler’s attack Madrak
roll gains an additional die for boosting the attack roll, gets +2
to the roll for aiming, and suffers the –4 penalty for targeting Kaya
a model in melee. In addition, the Savage’s DEF against this
attack is enhanced due to the spell affecting it. Scattergunner

If the attack misses, the Impaler rerolls the attack, this time
targeting Madrak because he is the only other model in the
same combat. It still includes the additional die for boosting
the attack roll, the +2 for aiming, and the –4 penalty for
targeting a model in melee. If Madrak is behind cover in
relation to the Impaler, he gains +4 DEF against this attack.

COMBAT 65
center of the base of the model directly hit. In the case of a missed
Targeting a Huge-Based Model attack, the point of impact deviates (see “Deviation,” next).
in Melee
Huge-based models never gain the Target in Melee DEF Once the point of impact has been established, every model
bonus. If a ranged or magic attack misses a huge-based other than the model directly hit that has any part of its base
model in melee, it does not reroll the attack against another covered by the AOE template is hit, but not directly hit, by
model. It misses completely. the attack and suffers a blast damage roll of 2d6 + ½ POW.
Make separate damage rolls against each model in the AOE;
each roll must be boosted individually.
Assault 
A model with the Assault  advantage can make one ranged AOE Direct Hit Damage Roll = 2d6 + POW
attack as part of a charge during its activation. This ranged AOE Blast Damage Roll = 2d6 + ½ POW
attack must occur after the model ends its movement but
before it begins its Combat Action and must target the model Damage rolls resulting from AOEs are simultaneous (see
charged. A model that begins a charge in melee cannot make “Simultaneous Effects,” p. 57).
an Assault ranged attack as part of that charge. If the target
is not in the charging model’s melee range after ending its Deviation
movement, the charge fails, but the model with Assault  An AOE attack that misses its target deviates a random
can still make the Assault ranged attack before its activation direction and distance. An AOE attack targeting a model
ends. A model can make an Assault ranged attack while in beyond its range (RNG) automatically misses, and its point
melee. If an Assault ranged attack misses its target and the of impact deviates from the point on the line from the attack’s
attacker is in melee with the target, do not reroll the attack point of origin to its declared target at a distance equal to its
against another model. It misses completely. RNG away from the attack’s point of origin. An AOE attack
that misses a target in range deviates from the center of the
Gunfighter  intended target’s base.

A model with the Gunfighter  advantage can make ranged Determine the deviation of the AOE’s point of impact
attacks targeting models it is in melee with and can make free by referencing the deviation template and rolling a d6 to
strikes with its ranged weapons. If it does not have a melee determine the direction the point of impact deviates. For
weapon, it gains a melee range of 0.5˝. example, a roll of 1 means the attack goes long and a roll of 4
means the attack lands short. Then roll a d6 to determine the
A model with the Gunfighter  advantage can make charges.
deviation distance in inches. Determine the missed attack’s
If it makes a charge, the model can make its initial attacks with
actual point of impact by measuring the rolled distance from
its ranged weapons, but these attacks can target only models
the original point of impact in the direction determined by
in its melee range. The charging gunfighter’s first melee attack
the deviation roll.
after ending its charge movement must target the model it
charged. If the charging gunfighter did not fail its charge and • If the target is within range of the attack, the point of
cannot make its first melee or ranged attack against the charge impact will not deviate more than half the distance from
target, the charging gunfighter can make its first attack against the attack’s point of origin to its intended target.
any eligible target. Remember, your first attack after charging • If the intended target is beyond the range of the weapon,
is a charge attack only if you make it with a melee weapon, determine deviation from the point on the line from the
and a model in melee cannot aim (p. 65). attack’s point of origin to its declared target at a distance
Gunfighter does not allow a model to make melee and ranged equal to its RNG. In this case, the point of impact will
attacks during the same activation. not deviate more than half the RNG of the attack.
When determining deviation distance, use the exact value
Area-of-Effect (AOE) Attacks for this maximum; do not round it. For instance, an attack
An attack with an area of effect (AOE) is sometimes referred to made at a target 5˝ away from the attack’s point of origin will
as an AOE attack. A ranged attack with an AOE is still a ranged deviate a maximum of 2.5˝ even if the attacker rolls a 3, 4, 5,
attack, a magic attack with an AOE is still a magic attack, and or 6 for deviation distance.
a melee attack with an AOE is still a melee attack. The attack Terrain features, models, and other effects do not block
covers an area with a diameter equal to its AOE. Templates for deviating AOE attacks. Deviating AOE attacks always take
AOEs appear in the tutorial guide. effect at the determined point of impact. If the deviated point
An AOE attack follows all normal targeting rules. A successful of impact would be off the table, reduce the deviation distance
attack roll indicates a direct hit on the intended target, which so the point of impact is on the edge of the table instead.
suffers a direct hit damage roll of 2d6 + POW. Center the AOE Deviating AOE attacks never cause direct hits even if the
template over the point of impact—in the case of a direct hit, the point of impact is on top of a model.

66 combat
DEVIATION EXAMPLE
A Titan Cannoneer makes a ranged attack with its Siege Cannon targeting the Wolf of Orboros in the middle of the unit 12˝ away. If it
hits, the Cannoneer will catch four Wolves under the template! The Cannoneer’s ranged attack roll misses, however, and since the attack
is an AOE attack, the Cannoneer’s controller must roll deviation to determine the attack’s point of impact. The roll is a 5 for direction and
a 4 for distance in inches. Measure 4˝ in the determined direction from the center of the attack’s original target in order to locate the
point of impact. Models under the template are hit, but not directly hit, and suffer blast damage and are subject to the attack’s special
effects. The Cannoneer does not hit as many Wolves as it wanted, but it still catches one under the template.

Point of Impact


6
5 1

4
2
3
in of Attack
< Orig

Titan Cannoneer Wolves of Orboros

Point of Impact & Origin of


Damage POINT OF IMPACT EXAMPLE
Three Cataphract Cetrati are benefitting from the Shield Wall
An AOE attack’s point of impact determines the origin of
order when Cataphract B is hit by an AOE attack. Center the
damage and effects for models not directly hit by the attack.
AOE template on Cataphract B; it is directly hit. Cataphract A is
For instance, suppose an AOE ranged attack targets a trooper
hit by the attack, but since the center of the template is within
in a unit that has used the Shield Wall order. If the attack hits,
Cataphract A’s front arc, it benefits from Shield Wall. Cataphract
the target trooper will benefit from Shield Wall if the attacker
C is also hit by the attack, but since the center of the template is
is in the trooper’s front arc, as will other troopers that have the
in Cataphract C’s back arc, it does not benefit from Shield Wall.
AOE’s point of impact in their front arc. Troopers that have
the AOE’s point of impact in their back arc will not benefit
from Shield Wall, though, as the damage is originating in
their back arc. Should the attack miss and deviate long, into
the target trooper’s back arc, the target trooper still will not
benefit from Shield Wall. See p. 54 for more information on
point of origin and origin of damage.

A B C

COMBAT 67
EXAMPLES OF
SPRAY ATTACKS Praetorian
A Scattergunner makes a spray attack Swordsmen
against a group of Praetorian Swordsmen.
The Trollblood player chooses the
centermost Swordsman as the target and
centers the SP  8 spray template laterally
over that model. Targeting that trooper Scattergunner
enables the player to cover the greatest
number of Swordsmen with the template
without covering his own nearby Troll
Impalers. He makes a ranged attack roll
against each of the four Swordsmen in Troll Impalers
the spray. If an attack roll against the
Swordsman in melee with the Impalers
misses, it will not hit one of the Impalers.

A pair of Wolves of Orboros has advanced


to within range of a Carnivean’s Dragon Carnivean
Breath. The Circle player has been careful
to place them far enough apart that a
spray attack targeted against either one
of them will not catch the other under
the template. Unfortunately he has not
taken the Wild Argus behind them into Wolves of Orboros
account. The Carnivean has line of sight to Argus
the Argus and therefore can target it with
its Dragon Breath even though it is out of
range. Doing this will cover both Wolves of
Orboros with the spray template.

Spray Attacks
An attack using the spray template is sometimes referred Make separate attack rolls against each model under
to as a spray attack. Some weapons and spells, such as the template. Remember that each roll must be boosted
flamethrowers and Lylyth, Reckoning of Everblight’s Frost individually. A model under the spray template cannot
Hammer spell, make spray attacks. These devastating short- be hit by the attack if the attacker’s line of sight to it is
ranged attacks can potentially hit several models. A spray completely blocked by terrain. Ignore cloud effect terrain
attack uses the spray template, which is marked with three when determining if the attacker’s line of sight is completely
possible ranges: “SP 6,” “SP 8,” and “SP 10.” Consider only blocked to a model under a spray template.
the portion of the template corresponding to the RNG of the
Spray attacks ignore concealment, cover, Stealth, intervening
spray attack when determining which models are hit by the
models, and the target in melee DEF bonus. A spray attack
attack. Effects that modify RNG do not affect spray attacks.
roll against a model in melee that misses is not rerolled
A spray attack follows all normal targeting rules. When against another model; it misses completely. See “Targeting a
making a spray attack, center the spray template laterally Model in Melee” on p. 65 for details.
over the target with the narrow end of the template touching
Every model hit by a spray attack suffers a direct hit. Make
the nearest edge of the point of origin’s base. The target itself
separate damage rolls against each model hit.
need not be under the template. Every model with any part
of its base covered by the appropriate section of the spray A spray attack is a simultaneous attack (see “Simultaneous
template can be hit by the attack. Effects,” p. 57).

68 COMBAT
Magic Attacks MAGIC ATTACK ROLL .
A model can make a magic attack targeting any model in
the spell’s range that is in its line of sight. Magic attacks are MODIFIERS
similar to ranged attacks and follow most of the same rules, The most common modifiers affecting a model’s magic attack
but they are not affected by rules that affect only ranged roll are summarized here for easy reference. Where necessary,
attacks. See “Casting a Spell” on p. 88 for more information additional detail can be found on the pages listed.
on magic attacks. • Back Strike (p.  56): A back strike gains +2 to the
attack roll.
Magic Attack Roll = 2d6 + FURY or
Magic Ability Score (p. 88) • Cloud Effect (p.  73): A model inside a cloud effect
gains concealment.
Magic Attacks & Targets in • Concealment (p.  64): A model with concealment in
relation to its attacker gains +2 DEF against ranged and
Melee magic attacks. Huge-based models never gain the DEF
Targeting a model in melee with a magic attack works the bonus from concealment. Concealment and cover are
same way as targeting a model in melee with a ranged not cumulative.
attack (p. 65). However, when a magic attack targeting a
• Cover (p.  64): A model with cover in relation to its
model in melee misses, ignore its targeting restrictions when
attacker gains +4 DEF against ranged and magic attacks.
determining which model in the combat might be hit instead. Huge-based models never gain the DEF bonus from cover.
If the new target is an invalid one for the spell, the spell has Concealment and cover are not cumulative.
no further effect.
• Elevation Bonus (p.  96): A non-huge-based elevated
EXAMPLE: Thagrosh, Prophet of Everblight attempts to model gains +2  DEF against ranged and magic attack
cast Twisted Form on a Troll Axer warbeast that is in melee rolls made by models on lower elevations. Huge-based
with one of his Neraph warbeasts. The Neraph is itself in models never gain the DEF bonus from elevation.
melee with two Trollkin Champion troopers. Thus, there
• Knocked Down Target (p.  75): While knocked down,
are four models in combat. If Thagrosh misses, he will have
a model has its base DEF reduced to 5.
to determine if one of the other three models in the combat
might be hit by the spell instead of the Axer being hit. If the • Stationary Target (p.  75): While stationary, a model
spell hits one of the trooper models, the spell will have no has its base DEF reduced to 5.
effect because Twisted Form can target only warbeasts. • Target in Melee (p. 65): A model in melee gains +4 DEF
against non-spray ranged and magic attacks. Huge-based
models never gain the target in melee DEF bonus.

69
Damage
Warlocks, warbeasts, and some other models can take a
tremendous amount of damage before they fall in combat.
What might be an incapacitating or mortal wound to a
regular trooper will just bruise a warbeast or be deflected by
a warlock’s arcane protections.

Damage Rolls
Determine how much damage is dealt to a model by making a
damage roll. In the case of ranged attacks, magic attacks, and
most other damaging effects, roll 2d6 and add the Power (POW)
of the attack. In the case of melee attacks, roll 2d6 and add the
P+S of the attack, which is the POW of the weapon used for the
attack + the Strength (STR) of the attacking model. A boosted
damage roll adds an additional die to this roll. Special rules for
certain circumstances might modify the damage roll as well.

Damage Roll = 2d6 + POW (+ STR if melee)

Compare this total against the Armor (ARM) of the model


suffering the damage. That model takes 1 damage point for
every point that the damage roll exceeds its ARM. A model
cannot suffer more damage than it has damage boxes.

A weapon or attack with POW “—” does not cause damage.

Damage Types
Some weapons inflict a specific damage type that might affect
some models differently than others. When a damage type is
referenced in text, it is described as “X damage.” For example,
a damage roll that causes electrical damage is described as an
“electrical damage roll  .”

A model with immunity to a certain damage type never takes


damage of that type. A single attack can inflict damage of
several types. If a model is immune to any of those types, it does
not suffer damage from the attack. A model immune to damage
from an attack can still suffer other effects from the attack.

EXAMPLE: The Pyre Troll is a warbeast with Immunity:


Fire  . If it were hit by an attack that caused fire damage,
the warbeast would not suffer a damage roll from the attack.
Some damage types are identified by their attack type.
For example, damage caused by a ranged attack might be
referred to as “ranged attack damage.”

Damage types and immunities include:

Cold Corrosion Electricity Fire Magical

Immunity: Immunity: Immunity: Immunity:


Cold Corrosion Electricity Fire

70 COMBAT
Damage Type: Magical  Crippling Aspects
Magical damage can affect models with the Incorporeal  Life spirals are divided into three aspects that can be crippled
advantage. Attacks made with weapons that cause magical as a warbeast suffers damage: Body, Mind, and Spirit. As
damage are not magic attacks; magical ranged weapons a warbeast’s aspects are crippled its performance on the
make ranged attacks, and magical melee weapons make battlefield suffers. While all the boxes corresponding to
melee attacks. Damage from spells is magical damage. an aspect are marked, the aspect is crippled. The effects of
crippled aspects are as follows:
Recording Damage • Crippled Body: The warbeast rolls one fewer die on
A model’s entry gives its damage capacity, or the total damage rolls.
amount of damage it can suffer before being disabled. For
• Crippled Mind: The warbeast rolls one fewer die on
models without damage boxes, this is 1 damage point. A
attack rolls. Additionally, the model cannot make chain
non-warbeast resilient enough to take more than 1 point
attacks, power attacks, or special attacks.
of damage will have a row of damage boxes for tracking
the damage it receives. Record its damage left to right by • Crippled Spirit: The warbeast cannot be forced.
marking one damage box for each damage point taken. A If 1 or more damage points are removed from a crippled
model is disabled once all its damage boxes are marked. aspect, the aspect is no longer crippled.
Warbeasts have life spirals consisting of six branches of
damage boxes (represented by circles) labeled with the Disabled, Boxed & Destroyed
numbers 1 through 6. Different life spirals will be slightly A model is disabled when all its damage boxes are marked
different in shape and the number of damage boxes, but or, if it does not have damage boxes, when it suffers 1
they function the same way. When a model with a life spiral damage point. When a model is disabled, immediately
suffers damage, roll a d6 to determine which branch takes resolve any effects triggered by being disabled. If 1 or more
the damage. Starting with the outermost unmarked box in damage points are removed from a disabled model, it is no
that branch and working inward, mark one damage box longer disabled.
per damage point taken. Once a branch is full, continue
recording damage in the next branch clockwise that contains After resolving any effects triggered by being disabled, if the
an unmarked damage box. Continue filling branches as model is still disabled it is considered to be boxed. When a
required until every damage point taken has been recorded. model is boxed, resolve any effects triggered by being boxed.
After resolving any effects triggered by being boxed, if the
When a rule specifically states a model suffers damage to a model is still boxed it is destroyed, triggering any relevant
particular aspect, find the lowest numbered branch on the effects. Remove the destroyed model from the table.
model’s card that has an unmarked damage box for that
aspect. Within that branch, mark the outermost unmarked If an effect causes a model to leave play or cease being
damage box of that aspect. disabled, such as when damage is removed due to a Tough
roll, do not resolve any additional effects that were triggered
by the model being disabled. The model does not become
boxed or destroyed, thus effects triggered by the model
2 becoming boxed or destroyed do not occur.
1
3 Likewise, if an effect causes a boxed model to leave play or no
MIND

BOD
Y
longer be boxed, do not resolve any additional effects triggered
4 by the model being boxed. For example, if an effect causes a
boxed model to be removed from play, no additional effects
I
triggered by the model being boxed take place, and the model
T

IR
SP
6
is not destroyed. In this case, the removed model does not
5
generate a soul token (p. 73) because it was not destroyed.

The first unmarked damage box of the Body aspect

COMBAT 71
Warlock Destruction Removed from the Table &
When a model with the Battlegroup Commander special rule
is destroyed or removed from the table, the warbeasts in its
Removed from Play
Some rules cause a model to be removed from the table, such
battlegroup become wild. Additionally, all upkeep spells cast
as when it is destroyed or temporarily leaves the game for
by that model expire (p. 90).
some reason. The model is removed from the playing field
Wild Warbeasts and set aside; it can return to the game at a later point (see
“Return to Play,” next).
While it is wild, a warbeast must use its Normal Movement
to run during its activations. It is not required to move Some rules cause a model to be removed from play; sometimes
the full distance of its run, however, and can even run 0˝ this is instead of being destroyed, and at other times it is in
if desired. If a wild warbeast cannot run, it makes a full addition to being destroyed. A model removed from play is
advance and must forfeit its Combat Action. A wild taken off the table and set aside for the rest of the game; it
warbeast cannot advance outside its Normal Movement, cannot return to the game for any reason.
make special actions, be forced, cast its animus, or make
attacks, including attacks that do not take place during the Expiring Effects
warbeast’s activation, such as free strikes. It also does not When a model is removed from play or removed from the table,
gain an ARM bonus for shields or bucklers. A wild warbeast any effects on it expire. In the case of an upkeep spell affecting
cannot gain fury points and never frenzies. a unit, the spell will not expire as a result of a model being
When a warbeast goes wild, remove all fury points from it. removed until the last model in the unit is removed (p. 90).

Anytime during its activation, a friendly Faction model with


the Battlegroup Commander special rule, such as a warlock,
Return to Play
can spend 1 fury point to take control of a wild warbeast Some special rules can cause a model to return to play after
while in base-to-base contact with it. The warbeast is no it is removed from the table. Unless otherwise specified, a
longer wild but must forfeit its Combat Action the turn it model that is returned to play has all damage removed and
becomes controlled. The warbeast becomes a part of its new can activate that same turn. Models removed from play
controller’s battlegroup. cannot be returned to play.

If a model has a special rule it can use only once per game
and uses it before being removed from the table, it cannot
use that special rule again that game even if it returns to play.

72 COMBAT
Corpse & Soul Tokens
Living models have souls that can be claimed as soul tokens.
EXAMPLE OF A CLOUD EFFECT
Living and undead models have corpses that can be claimed The Troll Impaler has line of sight to Shredders A and C.
as corpse tokens. Some special rules allow models to gain Shredder C is completely within the cloud effect, so it gains
corpse tokens and soul tokens when a model is destroyed. +2 DEF from concealment against any ranged or magic
attacks from the Impaler. Shredder A does not gain this
A model generates only one of each type of token when
concealment, as its base is partially out of the cloud effect.
destroyed. If multiple models are eligible to claim a specific
The cloud effect blocks line of sight between the Impaler and
token as a result of the destruction of a model, the nearest
Shredder B. The Impaler and Shredder B do not have line of
eligible model claims the token. If a model has a limit on how
sight to each other because the cloud effect is between them.
many of a specific token it can have and is at that limit, it is
not considered an eligible model for claiming the token.

EXAMPLE: A Tharn Ravager that has its maximum of three


corpse tokens destroys a Bog Trog Ambusher while the Bog
Trog is within a Gatorman Bokor’s command range. Both the Troll Impaler A C B
Tharn Ravager and the Gatorman Bokor have special rules
that allow them to claim corpse tokens. The Tharn Ravager is
closer to the Bog Trog Ambusher than the Gatorman Bokor is,
so it can normally claim the Bog Trog’s corpse token before the
Shredders
Gatorman Bokor can. Because the Tharn Ravager already has
its maximum number of corpse tokens, though, it is not eligible
to claim any more. The Gatorman Bokor can claim this corpse
token instead.

Removing Damage
Some special rules, spells, and other effects remove damage
points from a model. When a model with a life spiral has
damage removed, remove the damage points from anywhere
on the model’s life spiral. Remember, if a model has damage
points removed while disabled, it is no longer disabled.

Special Combat
Situations
The chaos of a battlefield is constantly producing the
unexpected. The following rules cover a variety of effects
certain weapons or models can produce.

Cloud Effects
A cloud effect produces an area of dense smoke, magical
darkness, thick mists, or the like that remains in play for
a specified length of time. Use an AOE template of the
appropriate diameter to represent the cloud. Every model
with any part of its base covered by the cloud’s template is
within the cloud and is susceptible to its effects.

In addition to being affected by a cloud’s special rules, a


model completely within the perimeter of a cloud effect gains
concealment (p.  64). The cloud effect does not block line of
sight from models within it to those outside of it or from models
outside it to models within it, but it completely obstructs line of
sight from models outside of it to anything beyond it. Thus, a
model can see into or out of a cloud effect but not through one.
A cloud effect provides no protection from melee attacks.

Cloud effects do not block line of sight to huge-based models.


COMBAT 73
Continuous Effects
Continuous effects remain on a model and have the potential
to damage or affect it some other way on subsequent turns. A
model can have multiple continuous effects on it at once, but it
can have only one of each continuous effect type on it at a time.

Resolve continuous effects on models you control during


your Maintenance Phase. First roll a d6 for each continuous
effect; if the result is a 1 or 2, the continuous effect expires
without further effect. On a 3, 4, 5, or 6 the continuous effect
remains in play.

Remove a continuous effect only when it expires, when an


effect causes it to end, or when the affected model is removed
from the table.

Some common continuous effects are represented on a


weapon’s stat bar as weapon qualities.

Continuous Corrosion – A model hit by this attack suffers


the Corrosion continuous effect  , which slowly erodes its
target. Corrosion does 1 point of corrosion damage each turn
to the affected model during its controller’s Maintenance
Phase until it expires. Models with Immunity: Corrosion 
never suffer this continuous effect.

Continuous Fire – A model hit by this attack suffers the


Fire continuous effect  , which sets it on fire. A model on
fire suffers a POW  12 fire damage roll each turn during its
controller’s Maintenance Phase until the continuous effect
expires. Models with Immunity: Fire  never suffer this
continuous effect.

Critical Corrosion – On a critical hit, the model hit suffers


the Corrosion continuous effect  .

Critical Fire – On a critical hit, the model hit suffers the


Fire continuous effect  .

Some effects and attacks are capable of temporily disrupting


the normal functions of a warjack. These effects are generally
electrical or arcane in nature.

74 COMBAT
Control of Enemy Models A knocked down model can stand up at the start of its
next activation unless it became knocked down during its
Some special rules can allow a player to take temporary or
controller’s turn. In that case it cannot stand up until its
permanent control of his opponent’s models. If your opponent
controller’s next turn, even if it has not yet activated this turn.
takes control of one of your models during play, it becomes
A model cannot stand up during a turn it was knocked down.
an enemy model for as long as it is under your opponent’s
control. If you take control of one of your opponent’s models, Knockdown is not cumulative; a model cannot become
it is friendly for as long as it is under your control. knocked down while it is knocked down.

If you take control of an enemy trooper, it is an independent EXAMPLE: A model becomes knocked down during your
model (p. 27) while it is under your control; it is not opponent’s turn, and before it gets a chance to stand up it
considered to be part of its unit while under your control. If is affected by an attack that would normally cause it to be
your opponent takes control of the commander of one of your knocked down. It is not affected by the second instance of
units, select a new unit commander according to the rules knockdown, so it can still stand up on your turn.
found in “Unit Commander: Leaders & Officers” on p. 76. To stand up, a knocked down model forfeits either its Normal
Movement or its Combat Action. A model that forfeits its
Note that special rules that can be used only during a “unit’s
Combat Action to stand can use its Normal Movement to
activation” cannot be used by an independent model under
make a full advance but cannot run, charge, or perform a
another player’s control, as an independent model is not part
slam or trample power attack that activation. When a model
of a unit.
stands, it ceases to be knocked down.
For how control of enemy models affects battlegroups, see
“Battlegroup Commander,” p. 84.
Stationary Models
Some attacks and special rules cause a model to become
Knockdown stationary. While stationary a model does not have a melee
Some attacks and special rules cause a model to become range and cannot advance, make special actions, make
knocked down. While knocked down, a model does not have attacks, cast spells, use feats, be used to channel a spell,
a melee range and cannot advance, make special actions, or give orders. A stationary model does not engage other
make attacks, cast spells, use feats, or be used to channel a models and cannot be engaged by them. As a consequence,
spell. A knocked down model does not engage other models a model is never in melee with a stationary model. A melee
and cannot be engaged by them. As a consequence, a model is attack against a stationary model automatically hits. A
never in melee with a knocked down model. A melee attack stationary model has a base DEF of 5.
against a knocked down model automatically hits. A knocked
down model has a base DEF of 5. A knocked down model does
not block line of sight and is never an intervening model.

COMBAT 75
ANATOMY OF A UNIT
COMPONENTS, FORMATION
& MOVEMENT

An army’s soldiers and support personnel are mostly A trooper’s proximity to its unit commander determines
organized into units. Members of a unit are generally whether it is in unit formation (see “Unit Formation,” p. 78).
equipped the same and trained to fill a certain battlefield
role. Some units specialize in melee combat, others excel Field Promotion
with ranged weapons, and some provide critical or highly If an Officer leading a unit is destroyed, is removed from
specialized capabilities. play, or leaves the unit for another reason and there is a
Leader model in its unit, the Leader model becomes the unit

Unit Components commander. If there is not a Leader model in the unit, choose
another model in the unit to become the unit commander.
Most units are made up of a single Leader model and one or
more Grunts that all share the same stat profile. Some units When a unit’s Leader is destroyed, choose a Grunt in that
are led by an Officer with a different stat profile than the unit to take its place as the new Leader, even if there is an
models it leads. Officer model in the unit. Replace the Grunt model with the
Leader model. Effects on the destroyed Leader expire. The
All models in a unit are troopers.
promoted model retains any effects that were applied to it
while it was a Grunt and has the same number of unmarked
Grunts damage boxes remaining as the Grunt it replaced. The
Grunts are the basic troopers in a unit. The number of Grunts new Leader must forfeit its Combat Action the turn it was
in a unit is noted on the unit’s card. promoted and is not considered to have entered an area (for
the purposes of hazards and similar abilities).
Unit Commanders: Leaders & If a unit’s Leader is destroyed while under your opponent’s
Officers control, do not replace the Leader model.

A unit is always led by a unit commander, a model that is If the unit’s Leader is the unit commander and it is destroyed
the focal point of its unit. In most cases the Leader model while there is no Grunt to replace it, is removed from play, or
in a unit is the unit commander. An Officer is a special type leaves the unit for another reason, choose another model in
of unit commander with the Officer  advantage. If a unit the unit to become the unit commander.
includes an Officer, the Officer is the unit commander even if
If the unit’s Officer or Leader later returns to the unit, that
a Leader model is also part of the unit.
model becomes the unit’s commander.

76 ANATOMY OF A UNIT
WEAPON WEAPON
ATTACHMENT ATTACHMENT
WEAPON
ATTACHMENT

STANDARD
BEARER

PIPER

GRUNT LEADER GRUNT

GRUNT
GRUNT GRUNT

EXAMPLE 1: The Leader of a Trollkin Champion unit is


destroyed. The Grunt that the unit’s controlling player
Other Trooper Models
Some units contain models that are not Leaders or Grunts,
chooses as the new unit commander has four unmarked
such as Standard Bearers. These models might have different
damage boxes and is suffering from the Fire continuous
stats and weapons than the other models in the unit.
effect  . The player replaces the Grunt model with
the Leader model. The new Leader model now has four
unmarked damage boxes remaining and suffers from the Attachments
Fire continuous effect  . Attachments are made up of one or more models that can be
EXAMPLE 2: The Chieftain in charge of a Wolves of added to a unit. Each attachment’s rules list the unit types
Orboros unit is destroyed. Because the Chieftain is an it can be added to. Attachments can be fielded only as part
Officer, instead of replacing a Grunt in the unit with it, the of a unit, not as individual models. There are two types of
Chieftain leaves play and the Leader of the unit becomes attachments: command attachments and weapon attachments.
the new unit commander.
A unit can have only one command attachment added to it.
EXAMPLE 3: Because he is an Officer and not a Leader,
if Sevryn of the Blackfrost Shard is destroyed during play A unit can have up to three weapon attachments added to
he does not replace another model in his unit. Instead, the it, and the same weapon attachment can be added to a unit
player controlling the Blackfrost Shard unit chooses either more than once. For example, a Kriel Warrior unit could
Rhylyss or Vysarr to become the new unit commander. receive up to three additional Kriel Warrior Caber Throwers,
EXAMPLE 4: A Kriel Warrior unit that consists of a Leader, two Trollkin Sorcerers and one Caber Thrower, or any other
a Piper, a Caber Thrower, and a Grunt is caught in an AOE combination of attachment options, provided the unit has no
attack that destroys both the Leader and the Grunt. The more than three weapon attachments at any time.
controlling player must make the Piper or the Caber Thrower
the unit commander. In either case, the model is not replaced Granted Special Rules
by the Leader model because neither is a Grunt. Models in a unit gain the benefits of Granted special rules
EXAMPLE 5: The Leader of a Praetorian Swordsman unit is hit only while the model with the special rule is in formation.
by an opponent’s Influence spell, allowing the opponent to take
control of that model. Because the Leader was not destroyed, a Tactics Special Rules
Grunt is not replaced with the Leader model. Instead, because
Tactics are special rules granted to units by some attachments.
the Leader left the unit, a Grunt is chosen as the new unit
The unit retains these special rules even if the model that granted
commander. After Influence is resolved, the Leader returns to its
them is out of formation, destroyed, or removed from play.
unit and becomes the unit commander once again.
ANATOMY OF A UNIT 77
Unit Formation Unit Activation
Regardless of a unit’s role on the battlefield, a unit is most When a unit begins its activation, every trooper in it activates.
effective when all its members are in formation, which means A unit must receive the Press Forward order from its unit
they are within the unit commander’s command range. The commander in order to run or charge (see “Issuing Orders,”
unit commander is always in formation. A unit commander next). When a unit makes its Normal Movement, troopers
can give orders to models in its unit that are in formation. A can move in any order. Completely resolve the Normal
trooper that is out of formation will not receive orders issued Movement of one trooper before moving on to the next.
by its unit commander (see “Out of Formation,” next). Remember, a trooper that is out of formation at the start of its
unit’s activation must use its Normal Movement to advance
Remember, you can measure the distance between the unit
toward or run directly toward its unit commander.
commander and a model in its unit at any time.
After all the models in a unit resolve their normal Movements,
All models in a unit must begin the game in formation.
then each trooper makes its Combat Action. Once the models
in a unit begin resolving their Combat Actions, each trooper’s
Out of Formation Combat Action cannot begin until the previous model's
While out of formation, a trooper cannot advance outside of Combat Action has been resolved.
its Normal Movement, make special actions, or make attacks,
including attacks that do not take place during the model’s Issuing Orders
or unit’s activation, such as a free strike. Friendly models
Orders allow models in a unit to make specialized combat
cannot target out-of-formation troopers with spells or special
maneuvers. Unlike other warrior models, troopers cannot
rules. Note that many upkeep spells and special rules also do
just choose to run or charge during their Normal Movement;
not affect out-of-formation models.
they must receive an order to do so.
At the beginning of a unit’s activation, determine if any
A unit can receive up to one order from its unit commander at
troopers are out of formation. Those that are out of formation
the beginning of each of its activations. The unit commander
will not receive any order issued by their unit commander
is the only model in a unit that can issue its unit orders.
that activation. A trooper that is out of formation at the start
of its unit’s activation must use its Normal Movement to When a unit is issued an order, every trooper in formation
make a full advance toward or run directly toward its unit receives the order and is affected by it. Troopers that are out
commander. If it makes a full advance, it must forfeit its of formation at the time an order is issued are not affected
Combat Action that activation. by orders received by their units. Models in a unit that are
in formation when an order is issued but that do not receive
it for some reason can still use their Normal Movement to
IN & OUT OF FORMATION make a full advance and take their Combat Actions normally.
Praetorian Swordsmen B, D, and E are in formation since
Some units have orders described in their special rules that can
they are within the command range of the unit commander.
be issued by their unit commanders, such as the Cataphract
Praetorian Swordsmen A and C are out of formation since they
Cetrati’s Shield Wall order. A unit commander can issue any
are not within the command range of the unit commander.
order to its unit that is specified in the unit’s or Leader’s special
rules. Orders that appear in the special rules of an Officer can
be issued only by that Officer. If the Officer leaves play, the
new unit commander cannot issue those orders.

A Command Range Press Forward Order


B Any unit commander can issue the Press Forward order.
During an activation in which this order is given, models
in the unit that are in formation must use their Normal
Movement to run or charge. If a model in the unit cannot run
Unit
Commander due to some effect, such as knockdown, instead of running
or charging it can forfeit its Combat Action and make a full
E advance, after which its activation ends.
D
C

78 ANATOMY OF A UNIT
EXAMPLE: Four members of a Kriel Warrior unit make
Spells & Effects a combined melee attack against a Seraph. One model is
Some special rules and spells affect entire units, as noted in chosen to make the melee attack for the group, adding +4
their descriptions. If a special rule or spell specifies “target to its attack and damage rolls since there are four models
unit,” it must target a trooper in a unit but will affect all models participating in the attack. Two other troopers in that unit
in the unit. Effects that specify “target model/unit” can target make a combined melee attack against a nearby Raek. The
any model, including non-troopers, but if the target model is a trooper declared as the primary attacker makes one melee
attack and adds +2 to its attack and damage rolls.
trooper the effect will apply to the entire unit.

When a spell or effect affects a unit, it affects models that are later
added to the unit until the spell or effect expires. If no models
Combined Ranged
remain in a unit, any unit-affecting spells or effects on that unit
expire. This is usually only important when a trooper becomes
Attacks 
Models in some units have the Combined Ranged Attack 
an independent model while it is under an opponent’s control.
advantage. When resolving their Combat Actions, two or more
EXAMPLE: A unit of Trollkin Champions is affected by troopers with the Combined Ranged Attack  advantage in
the Crippling Grasp spell. After suffering casualties, only the same unit can combine their ranged attacks against the
one model remains in the unit. When the opponent takes same target. In order to participate in a combined ranged
control of that model using the Influence spell, there are no attack, a trooper must be able to declare a ranged attack against
models remaining in the unit, so Crippling Grasp expires. the intended target, be within range, and be in formation.
Furthermore, a model that would automatically miss if attacking
Combined Melee the target normally cannot participate in a combined ranged
attack. Choose one model in the attacking group to be the primary
Attacks  attacker, and make one ranged attack roll for the group. Add +1
Models in some units have the Combined Melee Attack  to the attack and damage rolls for each model participating in the
advantage. When resolving their Combat Actions, two or more attack, including the primary attacker. All bonuses and penalties
troopers with the same unit with the Combined Melee Attack  for the attack are based on the primary attacker.
advantage in the same unit can combine their melee attacks Each model in a combined ranged attack =
against the same target. In order to participate in a combined +1 to the attack and damage rolls
melee attack, a trooper must be able to declare a melee attack
against the intended target, have the intended target within Combined ranged attacks cannot target a model in melee
its melee range, and be in formation. Choose one model in the unless it has a huge base. Combined ranged attacks can
attacking group to be the primary attacker and make one melee target huge-based models in melee normally.
attack roll for the group. Add +1 to the attack and damage In a combined ranged attack, only the primary attacker
rolls for each model participating in the attack, including the actually makes an attack. The other participants lose the
primary attacker. All other bonuses and penalties to the attack attacks they contributed to the combined attack.
and damage rolls, such as the bonus for intervening terrain,
are based on the primary attacker. Units with Combined Ranged Attack  ignore the rule that
one trooper’s Combat Action cannot begin until the previous
Each model in a combined melee attack = model’s Combat Action is resolved. The ranged attacks of a
+1 to the attack and damage rolls unit with Combined Ranged Attacks  can be grouped in
In a combined melee attack, only the primary attacker actually any way, including as multiple combined ranged attacks.
makes an attack. The other participants lose the attacks they EXAMPLE: Before declaring a combined ranged attack
contributed to the combined attack. A model that charged during with her four Blighted Nyss Archers targeting a Tharn
its activation can participate in a combined melee attack, but the Bloodtracker (which has Stealth), a Legion player decides
combined attack cannot be a charge attack unless all contributed to measure range to it. She determines that one of her
attacks are charge attacks. If any non-charge attack is contributed, Blighted Nyss Archers is more than 5˝ away from the Tharn
the combined attack is not a charge attack. Bloodtracker and therefore would automatically miss. That
model cannot participate in the combined attack and does
Units with Combined Melee Attack  ignore the rule that
not lose its attack. The model chosen to make the ranged
one trooper’s Combat Action cannot begin until the previous
attack for the group gains only +3 to its attack and damage
model’s Combat Action is resolved. The melee attacks of a unit
rolls since only three of the four models can contribute to
with Combined Melee Attack  can be grouped in any way,
the attack.
including multiple combined melee attacks. Troopers capable
of multiple melee attacks can divide them among eligible
targets and participate in multiple combined melee attacks.

ANATOMY OF A UNIT 79
WARBEASTS
SPECIAL RULES, FORCING & FRENZY

Living engines of rage, warbeasts are the greatest assets in a


warlock’s arsenal. They are equipped with a broad variety of Warbeast Special Rules
melee and ranged weaponry and embody the primal power All warbeasts have the following special rules in common.
of their respective Factions. A single warbeast can annihilate
dozens of warriors, and several warbeasts working together Life Spiral
comprise a threat no enemy can ignore. Warbeasts have life spirals. A warbeast is not destroyed
until all the damage boxes in its life spiral are marked. See
“Recording Damage” on p. 71 for details.

Warbeast Constructs
Warbeasts with the Construct  advantage (p. 31) never
make threshold checks and cannot be healed.

Fury & Forcing


A warbeast is a primal creature that reaches its full potential
only when under the control of a battlegroup commander
such as a warlock, who impels it through strength of will for a
desired effect, such as an additional attack. This is called forcing.

Only a model with the Fury Manipulation special rule can


force a warbeast, and then it can only force a warbeast that is
part of its battlegroup. A warbeast can be forced only while
in its controller’s control range, but it does not need to be in
its controller’s line of sight to be forced.

When a warbeast is forced, declare the desired effect and place


a number of fury points on it according to the rules of the effect.
FERAL WARPWOLF A warbeast can be forced several times during its activation, but
Circle Orboros Heavy Warbeast
it can never have a fury point total higher than its current Fury
stat, or FURY. A warbeast cannot be forced if the fury points
gained would cause it to exceed its current FURY.
80
If a warbeast’s current FURY is reduced for any reason,
immediately remove excess fury points. Fury points remain
Power Attacks
Warbeasts can make power attacks. To make a power attack,
on warbeasts until removed by leeching, reaving, frenzying,
a warbeast must be forced. When a warbeast is forced to
or a special rule.
make a power attack it gains 1 fury point. For the rules for
Wild warbeasts cannot gain fury points or be forced. power attacks and their requirements, see “Power Attacks”
on p. 58.
Forced: Additional Attack
A warbeast can be forced to make additional melee attacks as Threshold & Frenzy
part of its Combat Action (p.  50). It gains 1 fury point and Tapping into the primal energies of vicious warbeasts is
can make one additional attack each time it is forced. Some not without risks. The fury accumulated by a warbeast can
warbeasts possess special rules that also enable them to be potentially send it into a blind rage, causing it to frenzy.
forced to make additional ranged attacks. During your Control Phase, after your warlocks have leeched
fury from their warbeasts and spent fury to upkeep their
Forced: Boost spells, each of your warbeasts with 1 or more fury points
A warbeast can be forced to boost any of its attack rolls or remaining on it must make a successful threshold check or
damage rolls during its activation. Add an extra die to the frenzy. To make a threshold check, roll 2d6 and add 1 to the
boosted roll. Boosting must be declared before rolling any roll for each fury point on the warbeast. If the roll exceeds the
dice for the roll. Remember, a particular roll can be boosted warbeast’s current Threshold (THR) stat, it fails and frenzies.
only once, but a warbeast can boost as many different rolls as EXAMPLE: During his Control Phase, Jack makes a
you choose and can afford to force it. Each time a warbeast is threshold check for his Dire Troll Blitzer, which has 3 fury
forced to boost an attack or damage roll it gains 1 fury point. points on it. Jack rolls 2d6 and adds 3 to the roll for the Dire
Troll Blitzer’s fury points. He then compares the result to the
Forced: Rile Blitzer’s THR of 9. If Jack rolls 6 or less (the Blitzer’s THR of
During its activation, a warbeast can be riled, or forced for 9 – 3 fury points = 6), the Blitzer passes the threshold check
the sole purpose of gaining fury points. When a warbeast is and nothing happens. If he rolls 7 or more, the Dire Troll
riled, it can gain any number of fury points but cannot exceed Blitzer frenzies because the result exceeds its THR.
its current FURY. A warbeast can be riled even if it runs. When a model frenzies:

1. It immediately activates.
Forced: Run or Charge
A warbeast must be forced in order to use its Normal 2. Without being forced, it automatically shakes
Movement to run or charge. When a warbeast is forced to knockdown, stationary, and any other effects that can
run or charge it gains 1 fury point. be shaken. A frenzied warbeast also ignores effects
that would cause it to forfeit its Normal Movement or
Forced: Shake Effect Combat Action during an activation in which it frenzies.

During your Control Phase after resolving threshold checks 3. It immediately charges directly toward the closest
and frenzies, a warbeast can be forced for the following: model in its line of sight without being forced, even
if the closest model is a friendly model. The frenzied
• If the warbeast is knocked down, it can be forced to warbeast cannot voluntarily stop its movement before
stand up. contacting its charge target.
• If the warbeast is stationary, it can be forced to cause the 4. It makes one attack against the model it charged with
stationary status to expire. the highest-POW melee weapon that has range to
• If the warbeast is suffering an effect like Blind or Shadow the target. The attack roll is automatically boosted. If
Bind that can be shaken, it can be forced to cause the the warbeast moved at least 3˝ during the charge, the
effect to expire. attack is a charge attack and its damage roll is boosted.
A warbeast gains 1 fury point each time it is forced to shake A frenzied warbeast cannot make Assault ranged
an effect. attacks or additional attacks.
5. At the end of the warbeast’s frenzy activation, it is no
Animi longer frenzied and you can remove any number of
fury points from it.
Warbeasts have dormant arcane spells called animi that can
be tapped by the warlocks who control them. See “Animi” on If two or more models are closest to the warbeast when
p. 88 for details. it frenzies, randomly determine which of those models it
charges.

WARBEASTS 81
Because a frenzied warbeast activates in the Control Phase,
it cannot activate during its controller’s Activation Phase Warbeast Packs
that turn. During the frenzy activation, a frenzied warbeast Warbeast packs are units of small-based warbeasts that fight
can only take its Normal Movement and Combat Action as together and support each other on the battlefield. Models in
described above. It cannot be forced, cast its animus, make a pack do not activate individually; instead, all members of
special actions, and so on. If a frenzied warbeast cannot the pack activate at the same time and progress through the
immediately activate or if it cannot charge, it loses its steps of an activation together. The warbeasts in a pack are
activation and is no longer frenzied, and you can remove any part of the same battlegroup and have the same battlegroup
number of fury points from it. controller.

MINION WARBEASTS
Unit
A warbeast pack is a unit, but each model in the unit is a
Remember, Minion warbeasts can be controlled only by
warbeast, not a warrior. As models in a unit, these warbeasts
Minion warlocks. Likewise, a Minion warlock can control
are all troopers, the unit commander is the Leader, and
only Minion warbeasts.
the other models in the unit are Grunts. While it is part of
a warbeast pack, a warbeast is not an independent model.
Although warbeast packs are both warbeasts and units, they
follow warbeast theme force restrictions as other warbeasts
Gargantuans do but are not affected by unit restrictions.
The gargantuans are the largest and most powerful warbeasts
Models in a warbeast pack cannot run or charge during the
ever to stride the battlefield. As a result of their great size and
pack’s activation unless they receive the Press Forward order
raw power, there are a number of special rules that apply to
or are compelled to run or charge as part of a game effect.
gargantuans but not to smaller warbeasts.
A pack’s unit commander can issue a Press Forward order
A gargantuan is a huge-based (120 mm) warbeast. only while in the control range of its battlegroup controller.
Models in a warbeast pack cannot make power attacks.
Controlling a Gargantuan When a friendly Faction model with the Battlegroup
Gargantuans must be assigned to a battlegroup. Your Commander special rule takes control of a wild warbeast
opponent can never take control of your gargantuan. that is in a warbeast pack, it takes control of all models in
the warbeast pack, not just the warbeast it is in base-to-
Gargantuan Movement base contact with. When an opponent takes control of a
warbeast in a warbeast pack, for the duration of the effect,
A gargantuan can advance only during its Normal Movement.
that warbeast becomes an independent model with FURY 0
A gargantuan can never be placed.
that cannot be forced.

Great Beast Pack Fury & Fury Points


A gargantuan can never gain Advance Deployment  ,
The models in a warbeast pack share a single Fury stat equal
Incorporeal  , or Stealth  .
to the number of models currently in the pack. Game effects
that increase or decrease a warbeast’s Fury stat never affect
Massive a warbeast pack.
A gargantuan cannot be pushed, knocked down, or made
Models in a warbeast pack are forced independently, but
stationary. A gargantuan cannot be moved by a slam or throw.
when a model in the unit is forced, place the fury points
A gargantuan cannot be affected by Grievous Wounds.
generated on the unit commander. A model in the pack can
be forced only while it is in formation and the pack’s unit
Ranged Attacks While in commander is in its controller’s control range, but a non-
Melee commander model in the pack need not be in its controller’s
control range to be forced.
A gargantuan can make ranged attacks while in melee.
Only the pack’s unit commander can gain fury points, and
that model can gain fury points only as a result of being
forced. The unit commander can never have a fury point total
higher than the pack’s current FURY. A model in a warbeast
pack cannot be forced if the fury points gained would cause
the unit commander to exceed the pack’s current FURY.

82 WARBEASTS
When the pack’s Fury stat is reduced as a result of a change
in the number of models in the pack, immediately remove
fury points in excess of its new Fury stat.

If a warbeast in the pack is destroyed while the pack’s


unit commander is in its controller’s control range and its
destruction would result in the removal of a fury point from
the pack’s unit commander, the pack’s controller can reave
(p. 86) the fury point that would be removed. When a
warbeast in a pack is destroyed by a friendly attack or as a
result of damage transferred from its battlegroup controller,
however, fury cannot be reaved from the pack.

If a new unit commander is selected due to Field Promotion,


place the fury points from the old unit commander on the
new commander before reducing the Fury stat.

Pack Frenzy
If the unit commander frenzies, all models in the pack also
frenzy. When a model in the pack frenzies, it ignores the
other models in its pack when determining which model it
charges.

Pack Animus
Only the unit commander has an animus. The pack’s
controller can cast the pack’s animus only while the pack’s
unit commander is in the pack controller’s control range.

Damage & Healing


Warbeasts in a pack have a set number of damage points but
do not have life spirals. A pack warbeast’s damage points
are considered a single aspect with a single branch for the
purposes of game rules. A rule that heals 1 damage in each
aspect, for example, would heal 1 damage point to a pack
warbeast, and a rule that fills in unmarked damage of the
last branch damaged would fill in all remaining damage,
disabling the pack warbeast.

The pack’s controller can transfer damage to a pack warbeast


if the warbeast model is in the pack controller’s control
range and in formation. The pack’s controller cannot transfer
damage to a pack warbeast if the pack’s unit commander has
a number of fury points equal to the pack’s FURY.

The pack’s controller can heal warbeasts in a pack as normal.

WARBEASTS 83
WARLOCKS.
& FURY
SPECIAL RULES & FURY MANIPULATION

Warlocks are the most powerful models in HORDES. They Only friendly models can be part of a battlegroup. If a rule
are potent shamans and deadly warriors as effective in causes a warbeast to become an enemy model, it is not part of
martial combat as when wielding magical forces. A warlock’s its original battlegroup while that rule is in effect.
greatest talent, however, is controlling warbeasts.
If an effect causes a battlegroup commander to fall under
Battles can be won or lost purely by how well a player your opponent’s control, while the model is controlled by
manages his models’ fury and how he forces his warbeasts. your opponent the warbeasts in its battlegroup remain
HORDES is a game of risk management, pure and simple. under your control but are not considered to be part of their
Players need to know not only where to boost an attack or former controller’s battlegroup. If you regain control of the
cast a spell but also how far they are willing to push the battlegroup commander, it resumes control of the warbeasts
warbeasts under their control. Choosing poorly can result in in its battlegroup unless some other model has already taken
a frenzied warbeast charging ahead of the rest of the army— control of them.
or worse, assaulting its controlling warlock in a blind rage.
Feat
Warlock Special Rules Each warlock has a unique feat that can turn the tide of battle
if used at the right time. A warlock can use this feat at any
All warlocks have the following special rules in common.
time during its activation. A warlock can use its feat only
once per game.
Battlegroup Commander
A warlock cannot use its Normal Movement to run after using
This model can control a group of warbeasts. This model
its feat and cannot use its feat after using its Normal Movement
and the warbeasts it controls are collectively referred to
to run, as its activation ends as soon as it completes the run
as a battlegroup. This model can force the warbeasts in its
movement. Additionally, because a warlock can use its feat
battlegroup.
at any time, it can do so before moving, after moving, before
As warlocks and warbeasts are independent models, each making an attack, or after an attack but not while moving or
model in a battlegroup can move freely about the battlefield attacking (see “Use of ‘Any Time’ Special Rules,” p. 25).
separate from the rest of the group. Although warbeasts
usually benefit from remaining within their battlegroup
commander’s control range, they are not required to do so.

84 WARLOCKS & FURY


A warbeast must be in its battlegroup commander’s control
Fury Manipulation range to be forced or for the battlegroup commander to leech
This model has a Fury stat (FURY) and begins the game fury points from it.
with a number of fury points equal to its FURY. During
your Control Phase, this model replenishes its fury points Forcing Warbeasts
by leeching fury from the warbeasts in its battlegroup. This
A model with the Fury Manipulation special rule can force
model cannot exceed its Fury stat in fury points as a result of
its warbeasts as long as they meet the following criteria. The
leeching. Unless otherwise stated, this model can spend fury
warbeast must be in the battlegroup commander’s own
points only during its activation.
battlegroup and in its control range, though the warbeast
A model with the Fury Manipulation special rule has a need not be in its battlegroup commander’s line of sight. A
control range and can spend its fury points for additional battlegroup commander cannot force warbeasts in another
melee attacks, to boost attack and damage rolls, and to shake model’s battlegroup even if they are both part of the same army.
some effects. During its controller’s Maintenance Phase, a
model with the Fury Manipulation special rule loses all fury Leeching
points in excess of its Fury stat. During its controlling player’s Control Phase, a model with
the Fury Manipulation special rule can leech fury points
from warbeasts in its battlegroup that are in its control range.
REPRESENTING FURY Fury points leeched from a warbeast are removed from it and
Use something countable, such as coins, beads, or tokens, to placed on this model.
represent fury points. Place these tokens next to the models
This model can also leech fury points from its own life force
that have fury points and move them to the warlock when it
leeches or reaves the fury. Remove fury point tokens from the during its controlling player’s Control Phase. For each fury
table as they are used. point a model leeches in this way, it suffers 1 damage point.
This damage cannot be transferred.

This model can leech any number of fury points but cannot
Control Range exceed its FURY in fury points as a result of leeching.
A model with the Fury Manipulation special rule has a Leeching is performed at the start of the Control Phase before
control range, a circular area centered on the model with a threshold checks are made or fury is spent to upkeep spells.
radius that extends out from the edge of its base a number of EXAMPLE: Hoarluk Doomshaper has FURY 7. If he begins
inches equal to twice its current FURY. When a special rule his controlling player’s turn with 2 fury points, he can
changes a model’s current FURY, its control range changes leech up to 5 additional fury points from warbeasts in his
accordingly. Some spells and feats use the control range, battlegroup that are in his control range, but he cannot
noted as “CTRL,” as their range or area of effect. leech more than 5 because the additional points would
cause him to exceed his FURY.
A model is always considered to be in its own control range.

WARLOCKS & FURY 85


Spirit Bond Discarding Fury
After leeching, a model with the Fury Manipulation special rule During its activation, a model with the Fury Manipulation
can additionally gain up to 1 fury point for each medium-based special rule can remove any number of fury points from
or larger warbeast that was part of its battlegroup and has itself, even if it runs.
been destroyed or removed from play. If a destroyed warbeast
returns to play for any reason, this model can no longer gain Transferring Damage
fury points for that warbeast from Spirit Bond. A model cannot When this model would suffer damage, it can spend 1 fury point
exceed its FURY in fury points as a result of Spirit Bond. to transfer that damage to a warbeast in its battlegroup that is in
its control range. The warbeast suffers the damage instead of this
Reaving model. Determine where to mark the damage normally. When
A model with the Fury Manipulation special rule is able to capture this model transfers damage to a warbeast, damage exceeding
the life essence of its warbeasts as they are destroyed or removed the warbeast’s unmarked damage boxes is applied to this model
from play. When a warbeast in its battlegroup is destroyed or and cannot be transferred again. This model cannot transfer
removed from play while in its control range, this model can reave damage to a warbeast that currently has a number of fury points
the fury points on the warbeast. Before removing the warbeast equal to its FURY. This model is still considered to have suffered
from the table, remove its fury points and place them on the damage even if the damage is transferred. Models unable to suffer
reaving model. A model cannot reave fury points from a warbeast transferred damage cannot have damage transferred to them.
in its battlegroup that was destroyed or removed from play by a
EXAMPLE: A warlock with one unmarked damage box
friendly attack or as a result of transferring damage to the warbeast.
remaining is hit by an enemy attack and would suffer
Some special rules enable a model that does not control 10 damage points. The warlock spends 1 fury point and
a warbeast to reave its fury points. The fury points of a transfers the damage to a warbeast in his battlegroup. Unless
warbeast that was destroyed or removed from play can only the warbeast has at least ten unmarked damage boxes, the
ever be reaved by a single model, however. remaining damage will be suffered by the warlock.

A model cannot exceed its FURY in fury points as a result of


reaving. Excess fury points gained from reaving are lost.
Healing
At any time during its activation, this model can heal by spending
fury points to remove damage it has suffered. This model can
Fury: Additional Attack also spend fury points to remove damage suffered by warbeasts
A model with the Fury Manipulation special rule can spend fury
in its battlegroup that are in its control range. For each fury point
points to make additional melee attacks as part of its Combat
spent this way, this model can remove 1 damage point.
Action (p. 50). It can make one additional attack for each fury
point spent. Some models have special rules that enable them to
also spend fury points to make additional ranged attacks. Spellcaster
This model can cast spells by paying the COST of the spells
Fury: Boost in fury points. In addition to the spells listed on its card, a
battlegroup commander can also cast the animi (p. 88) of
A model with the Fury Manipulation special rule can spend 1
the warbeasts in its battlegroup that are in its control range.
fury point to boost any of its attack or damage rolls during its
activation. Add an extra die to the boosted roll. Boosting must
be declared before rolling any dice for the roll. Remember,
a particular roll can be boosted only once, but a model can
Warlock Units
Some warlocks are part of a unit rather than being independent
boost as many different rolls as you choose and can afford.
models. The warlock is the unit commander and activates as
part of the unit. The warlock is the model in the unit with the
Fury: Shake Effect Officer  advantage and is the only model in the unit that has
During your Control Phase after leeching fury, a model with the special rules of a warlock. The warlock controls a battlegroup,
the Fury Manipulation special rule can spend fury points for has a feat, can spend fury, and so on. If the warlock is destroyed,
the following: its upkeep spells expire and its warbeasts become wild as normal.
• If the model is knocked down (p. 75), it can spend 1 The models in a warlock’s unit are part of its battlegroup.
fury point to stand up.
Warlock units cannot have command or weapon attachments
• If the model is stationary (p. 75), it can spend 1 fury
added to them. However, a warlock that is part of a warlock unit
point to cause the stationary status to expire.
can still have solos with the Attached special rule attached to it.
• If the model is suffering an effect like Blind or Shadow If a solo with the Attached special rule is attached to a warlock
Bind that can be shaken, it can spend 1 fury point to cause who is part of a warlock unit, the solo remains an independent
the effect to expire. model and does not become part of the warlock unit.

86 WARLOCKS & FURY


SPELLS,
SPELLCASTING.
& ANIMI
RULES FOR CASTING SPELLS & ANIMI

Some models have the ability to cast spells during their


activations. Non-warbeast models with the FURY stat, like
Spell Targeting
warlocks, cast spells by paying the spell’s COST in fury When a spell is cast, declare its target. A spell can target any
points. Warbeasts can be forced to cast their animi. Models model in the spellcaster’s line of sight. Non-offensive spells
with Magic Ability (p. 88) cast spells by making a special with a numeric RNG can also target the spell’s point of origin.
action or special attack. Many spells can target only certain types of models, such as
Animi are spells. A model that casts an animus, whether it is warbeasts or enemy troopers. Such restrictions are noted in the
a warlock or a warbeast, is considered to be casting a spell. spell’s description. To abbreviate these targeting restrictions,
when a spell’s description mentions an effect against a “target
A spell’s point of origin (p. 54) is the model casting the X,” the spell can be cast only on that type of model.
spell or the model through which the spell is channeled
EXAMPLE 1: Kromac the Ravenous’ spell Wild Aggression
(p. 91). Unlike ranged attacks, being in melee does not
states, “Target friendly living warbeast in the spellcaster’s
prevent a model from casting a spell.
battlegroup can run, charge, or make slam or trample power
attacks without being forced and gains boosted melee attack
rolls.” Therefore, when Kromac casts this spell it can target
only a warbeast in his battlegroup.
EXAMPLE 2: The Troll Axer’s Rush animus states,“Target
friendly Faction warbeast gains +2˝ movement when
advancing as part of its Normal Movement and Pathfinder  .
Rush lasts for one turn.” Therefore, when the Axer or its
controlling warlock casts this animus it can target only a
friendly Faction warbeast.
EXAMPLE 3: Helga the Conqueror’s spell Muzzle states,
TROLLKIN RUNESHAPERS “An enemy warbeast damaged by Muzzle cannot advance
toward the spellcaster for one round.” The spell can target
non-warbeast models, but only enemy warbeasts damaged
SPELLCASTERS by Muzzle are prohibited from moving toward Helga.
When a spell’s description references “the spellcaster,” it
refers to the model that cast the spell.

SPELLS, SPELLCASTING & ANIMI 87


Measuring the Range Casting a Spell with
of a Spell Magic Ability
Measure the range (RNG) of a spell from the edge of the The spells a model with the Magic Ability special rule can cast
point of origin’s base to the target, up to the maximum range are listed in its entry under Magic Ability. Magic Ability special
of the spell. If the nearest edge of the target model’s base is attacks are magic attacks (p. 69) that are resolved using the
within the maximum range of the spell, the target is in range. model’s Magic Ability score. A model’s Magic Ability score
appears in brackets next to “Magic Ability”; for example, a
If the target is in range and the spell is not a magic attack,
Trollkin Runeshaper model has “Magic Ability [7].”
apply the spell’s effects. If the target is beyond maximum
range, the spell does not take effect.

If the target is in range and the spell is an attack, make a Animi


magic attack roll. If the target is beyond maximum range, Warbeasts have dormant arcane spells called animi that can
the spell automatically misses. If a magic attack has an AOE be tapped by the warlocks who control them. A warbeast can
and the target is out of range, it automatically misses, and its be forced to cast its animus, or the warlock whose battlegroup
point of impact will deviate from the point on the line to its the warbeast is part of can treat the animus as if it were one
declared target at a distance equal to its RNG. See “Area-of- of its own spells while the warbeast is in its control range.
Effect (AOE) Attacks” on p.  66 for details on these attacks
A warbeast can be forced to cast its animus only once per
and deviation.
activation, at any time. Remember, a model cannot use its
Normal Movement to run after casting a spell, including
an animus, and it cannot cast a spell after using its Normal
Movement to run, because its activation ends as soon as
it completes its run movement. Additionally, because a
warbeast can be forced to cast its animus at any time, it can

88 SPELLS, SPELLCASTING & ANIMI


be forced to cast its animus before moving, after moving,
before making an attack, or after resolving an attack but not
Spell & Animus Statistics
while moving or attacking (see “Use of ‘Any Time’ Special Animi and spells cast using fury points are defined by the
Rules,” p. 25). following six statistics. If a stat is listed as “*,” the spell or
animus does not use the stat in a normal way and contains
Instead of gaining only 1 fury point when it is forced to special rules relating to that aspect of the spell. For example,
cast its animus, the warbeast gains a number of fury points a spell that has an AOE but does not use one of the standard
equal to the COST of the animus. A warbeast cannot exceed 3˝, 4˝, or 5˝ templates would have “*” as its AOE stat and
its FURY in fury points as a result of casting its animus. If include rules explaining how its AOE is measured.
the fury points gained by casting its animus would cause a
warbeast’s fury point total to exceed its FURY, it cannot cast COST – The number of fury points that must be spent to cast a
the animus. spell or the number of fury points a warbeast gains by being
forced to cast its animus.
Remember that a model that casts an animus, whether it is a
warbeast or a warlock, is considered to be casting a spell, so RNG, Range – The maximum distance in inches from the
if a rule prohibits a model from casting a spell, that model spell’s point of origin to its target in order for a non-offensive
also cannot be forced to cast an animus. spell to take effect (see “Measuring the Range of a Spell,” on
p. 88). A RNG of “SELF” indicates the spell can target only
A model or unit can have only one friendly animus in play the model casting it. A RNG of “CTRL” indicates the spell can
on it at any time. If another friendly animus is cast on the target any model in the spellcaster’s control range. Remember,
same model or unit, the older friendly animus expires and is the spellcaster needs line of sight to a model to target it.
replaced by the new one when the affected model is affected
by the animus. The older friendly animus expires even if only a POW, Power – The POW forms the basis of the spell’s damage
single model in the unit is affected by the new friendly animus. roll. This damage is magical . A spell with POW “—” does
not inflict damage.
If an animus affecting a unit expires on one model in the unit,
it expires on all models in the unit. AOE, Area of Effect – The diameter in inches of the template an
AOE spell uses. A model with any part of its base covered by
the template potentially suffers the spell’s effects. Templates
Casting a Spell with FURY for AOEs appear in the tutorial guide.
A model with the FURY stat can cast any number of spells A spell with an AOE of “CTRL” is centered on the spellcaster
during its activation for which it can pay the COST. A spell can and affects models in its control range. See “Area-of-Effect
be cast multiple times per activation if the COST can be paid. (AOE) Attacks” on p.  66 when resolving an offensive spell
A model can cast spells by spending fury at any time during with an AOE.
its activation. Remember that a model cannot use its Normal DUR, Duration – Determines how long the spell effect
Movement to run after casting a spell and cannot cast a remains in play. Spells generally have a duration of one turn
spell after using its Normal Movement to run because its (TURN) or one round (RND), are upkeep spells (UP), or have
activation ends as soon as it completes its run movement. no duration past the resolution of their effect. Spells with a
Additionally, because a model can cast a spell at any time, it duration of “—” remain in play only long enough to resolve
can cast a spell before moving, after moving, before making their effects. An upkeep spell remains in play if its spellcaster
an attack, or after resolving an attack but not while moving spends 1 fury point to maintain it during its controller’s
or attacking (see “Use of ‘Any Time’ Special Rules,” p. 25). Control Phase.
EXAMPLE: A warlock could cast a spell, move, use its
OFF, Offensive (Yes/No) – Determines whether the spell is a
Combat Action to make a melee attack, cast two more
magic attack (p. 69).
spells, and then spend another fury point to make an
additional melee attack.
A model with the FURY stat uses it to resolve its magic
attacks (p. 69).
CASTING SPELLS ON .
OUT-OF-FORMATION TROOPERS
Remember, a model cannot target friendly trooper models that
are out of formation with spells. This includes offensive spells
and spells cast using Magic Ability. See “Out of Formation” on
p. 78 for details.

SPELLS, SPELLCASTING & ANIMI 89


Pay particular attention to this restriction when casting
Upkeep Spells upkeep spells with a target of “SELF.”
Upkeep spells are spells that can be maintained from round to
round. During your Control Phase, your models can spend EXAMPLE: If Dr. Arkadius has Aggravator in play on
fury to keep their upkeep spells in play. Each upkeep spell himself, casting Guardian Beast on himself would cause
requires 1 fury point for its upkeep every round. A model Aggravator to expire.
can maintain an upkeep spell even if the spell’s effects are EXAMPLE: A unit of Skorne Praetorian Swordsmen
outside that model’s control range. If fury is not spent to currently has the Death March spell in play on it. The
maintain one of your upkeep spells during your Control Skorne player decides it would be more beneficial to have
Phase, the spell expires. the Defender’s Ward spell affecting the unit instead and
casts it, and the Death March spell is removed when he pays
Remember, a model can have only one instance of each Defender’s Ward’s COST. During the Trollblood player’s
specific upkeep spell in play at a time, but it can maintain turn, Grissel Bloodsong, Fell Caller casts Calamity on the
any number of different upkeep spells simultaneously if it unit. This does not remove the Defender’s Ward spell because
spends enough fury points to do so. A model or unit can have an enemy upkeep spell does not replace a friendly one.
only one friendly and one enemy upkeep spell in play on it at
A model can recast any of its upkeep spells already in play.
a time. If another upkeep spell is cast on a model or unit that
If this happens, the spell’s previous casting expires when the
already has one from the same side—friendly or enemy—the
COST of the new casting is paid.
older upkeep spell expires and is replaced by the newer one
when the affected model is hit by the spell. For a unit, the If an upkeep spell affecting a unit expires on one model in the
older upkeep spell expires even if only a single model in the unit, it expires on all models in the unit. However, upkeep
unit is affected by the new upkeep spell. Likewise, an upkeep spells on a unit will not expire as a result of a model being
spell on one model expires if any model in its unit is affected removed from the table until the last model in the unit is
by a new upkeep spell from the same side. removed from the table.

When a spellcaster is destroyed or removed from play, its


upkeep spells expire.

90 SPELLS, SPELLCASTING & ANIMI


Channeling
Some models, known as channelers, can act as passive relays
CONTROL RANGE & .
for spells and extend their effective range. A spellcaster can CHANNELING
cast spells through any channeler in its battlegroup that is Kaya the Moonhunter has FURY 6, so her control range
also within its control range. The spellcaster is still the model (represented by the glowing blue area) measures 12˝ from her
casting the spell and, if the spell is offensive, the attacker, but base. Kaya can channel spells through Laris as long as Laris is
the channeler becomes the spell’s point of origin (p. 54). within her control range.
This means that eligible targets and the spell’s range are A channeler must have line of sight to the target of the spell.
measured from the channeler and that the channeling model Therefore Kaya can use Laris to channel spells at the Troll Axer,
must have line of sight to the spell’s target. Channeling a spell but she cannot use him to channel spells at the Troll Impaler
does not require the spellcaster to have line of sight to either even though Kaya herself has line of sight to it.
the channeler or the spell’s target. There is no additional fury
cost for channeling a spell. Troll Axer

A channeler that is stationary, knocked down, or engaged by


an enemy model cannot channel spells. A channeler can be
the target of a non-offensive spell it channels, but a spell with
a RNG of “SELF” cannot be channeled. A channeler cannot Laris
be the target of an offensive spell channeled through it.

Make a magic attack for a channeled offensive spell normally.


The spellcaster can spend fury to boost die rolls.

Remember, the channeler is just a relay. Being used to


channel a spell is a passive effect that occurs during a
spellcaster’s activation and has no impact on the channeler’s
own activation. A channeling warbeast cannot be forced to
pay the spell’s COST or boost its rolls, for example.
Troll Impaler

Multiple Spell Effects Kaya the


Moonhunter
Although it is not possible to have more than one friendly
upkeep spell and one enemy upkeep spell on a model or
unit at a time, it is possible for a model or unit to be affected
by more than one spell or animus at a time. Regardless of
how many upkeep spells are affecting a model or unit, it
can be affected by any number of non-upkeep spells and
up to one friendly animus at the same time. See “Animi” on
p. 88 for details.

EXAMPLE: A Troll Axer targets a Dire Troll Blitzer already


under the effects of Sure Foot with its Rush animus. Sure
Foot does not expire when the Dire Troll is affected by Rush
because Rush is not an upkeep spell.

SPELLS, SPELLCASTING & ANIMI 91


ADDITIONAL
MODEL RULES
BATTLE ENGINES, CAVALRY & MORE

Battle Engines Massive


A battle engine cannot be pushed, knocked down, or made
Battle engines are powerful weapons of war. These giant
machines require neither sorcerous control from an army’s stationary. A battle engine cannot be moved by a slam or throw.
warlock nor battlefield guidance from its officers. Instead, A battle engine cannot be affected by Grievous Wounds.
a battle engine’s own commander, crew, or consciousness
guides it to rain down destruction upon enemies bold or
foolish enough to stand in its path.

A battle engine is a huge-based (120 mm) independent model.

WAR WAGON
Trollblood Battle Engine

92 ADDITIONAL MODEL RULES


Cavalry  CAVALRY CHARGE EXAMPLE
Cavalry are models with the Cavalry  advantage. In addition
to all the standard rules for models of their types, cavalry The Praetorian Ferox declares a charge targeting Wolf of
Orboros A. The Praetorian Ferox then moves in a straight line
models have the following additional rules in common.
toward its target. After moving 4˝, it stops short when it moves
into base-to-base contact with Wolf of Orboros B. The Praetorian
Mount Attacks Ferox then makes impact attacks targeting Wolves of Orboros B
A cavalry model’s Mount not only provides transportation and C since both models are in its Mount’s melee range.
but also is a weapon in its own right. Mount attacks are
After hitting and destroying Wolves of Orboros B and C, the
melee attacks with a 0.5˝ melee range. A cavalry model using
Praetorian Ferox continues its charge movement to Wolf of
its Combat Action to make melee attacks can make one initial
Orboros A.
attack with its Mount just as with any other melee weapon.
If Wolf of Orboros C had not been destroyed, the Praetorian
Mount attacks are resolved normally except that the STR of Ferox could have continued the charge anyway, although it
the cavalry model is not added to Mount damage. The damage would have suffered a free strike. If Wolf of Orboros B had
roll for a Mount attack is 2d6 plus only the POW of the Mount. not been destroyed, the Praetorian Ferox’s charge would have
Mount Melee Attack Damage Roll = 2d6 + POW of Mount been unable to continue and the charge would have failed.

If Wolf of Orboros B were not there, the Praetorian Ferox


Mounts are indicated by a horseshoe icon  in their stat bars.
would have charged past Wolf of Orboros C, incurred a free
strike from it, and then made first an impact attack and then a
Cavalry Charge charge attack against Wolf of Orboros A.
Cavalry models gain boosted charge attack rolls.

Impact Attacks Wolf A


A cavalry model cannot make an initial melee attack with its
Mount during an activation it charged. Instead, a charging
cavalry model uses its Mount to make impact attacks. If a
charging cavalry model contacts another model during its
charge movement and has moved at least 3˝, it can stop and
make impact attacks with its Mount (see “Mount,” previous)
against all models in the Mount’s melee range. The cavalry
model makes these attacks even if it is out of formation. Impact
attack and damage rolls cannot be boosted. Impact attacks
are simultaneous (see “Simultaneous Effects,” p.  57). After
resolving the impact attacks, the charging cavalry model
Wolf B
resumes its charge movement. The charging model does not
Wolf C
resume its movement if it is pushed, slammed, thrown, or
placed while it was stopped. It cannot make further impact
attacks during this charge. If the charging cavalry model did
not move at least 3˝ before contacting the other model, it does
not make any impact attacks and must stop its movement at
that point.

If the cavalry model chooses to make an impact attack against


its charge target, before making any impact attacks the model
turns to face the charge target and its charge movement ends.
If the impact attack destroys the charge target, it does not
result in a failed charge.

Praetorian Ferox

ADDITIONAL MODEL RULES 93


TYRANT RHADEIM (DISMOUNTED)
Skorne Dragoon

TYRANT RHADEIM (MOUNTED)


Skorne Dragoon

Dragoons
Dragoons are cavalry models that begin the game mounted
but can become dismounted during play.

While mounted, a dragoon is subject to all the normal cavalry


rules. Once the dragoon has become dismounted, it is no
longer a cavalry model and loses all cavalry special rules,
including its Mount weapon. A model’s Dragoon rule might
list special rules and additional weapons the model loses
when it becomes dismounted. Dragoons have stats with two
different base values. Use the first value while the dragoon is
mounted and the second while the dragoon is dismounted.

When a mounted dragoon suffers damage, apply that damage


to its mounted dragoon damage boxes. When all these
damage boxes are marked, the dragoon becomes dismounted
instead of disabled. Damage points in excess of the mounted
dragoon’s remaining unmarked damage boxes are not applied
to its dismounted damage boxes. If a dragoon is dismounted
while advancing, it cannot continue to advance; if a dragoon
becomes dismounted during its activation, its activation
ends. Remove the mounted dragoon and replace it with
the dismounted dragoon model (see “Replacing Models,”
p.  50). Apply effects that were on the mounted dragoon to
the dismounted dragoon. When the dismounted form replaces
the mounted form, the dismounted form is not considered to
have entered an area and does not trigger effects triggered
by entering that area. Once this replacement is complete,
any further damage the dragoon suffers will be applied to its
dismounted dragoon damage boxes. The dragoon is disabled
when all its dismounted damage boxes have been marked.

Elite Cadres
Some models confer special rules to other models of a certain
type in an army. Models that gain special rules from an Elite
Cadre rule retain them even if the model that granted those
special rules is destroyed or removed from play.

94 ADDITIONAL MODEL RULES


TERRAIN THE BATTLEFIELD,
TERRAIN FEATURES,
& HAZARDS

The lay of the land has a tremendous impact on an army’s ability to


maneuver. The most cunning commanders use terrain conditions
Terrain Features
to their best advantage. These terrain rules provide guidelines Any natural or man-made object on the battlefield is a
for establishing the effects and restrictions a battlefield’s objects terrain feature. Terrain features may limit visibility, restrict
and environment can exert on a game. Covering the rules for movement, grant a degree of protection, or even adversely
every possible terrain type would be an endless task, so players affect models moving through it. When placing terrain for
themselves need to determine the exact nature of each terrain a battle, players can choose to use standard terrain with a
feature on the battlefield before the game begins. defined set of qualities, custom terrain whose qualities are
established by the players before the battle, or a combination
of both. Standard terrain features include forests, patches
Placing Terrain of dense fog, piles of rubble, shallow water, sloped hills,
When placing terrain, players should strive for a visually trenches, and other hazards; these are described at the end
appealing and tactically challenging battlefield. Discuss the of this section.
terrain setup and agree on the characteristics for different
terrain features prior to deploying the armies. Decide which
terrain features grant cover or concealment, which provide
elevation, which are impassable, and so on. It is vital to
understand the rules for all terrain features in play before
the start of the game; developing the habit of discussing
terrain before the game will help you avoid unnecessary
disagreements and misunderstandings during play.

Terrain placement is a non-competitive portion of the game.


While a good player will take advantage of the terrain,
players should not strategically place terrain features in a
manner that unfairly aids or penalizes a specific army.

Use the amount of terrain that suits the type of game you
wish to play. A table with few terrain features favors ranged
attacks and swift movement, while using more terrain
features shifts the emphasis toward melee combat.

TERRAIN 95
Custom Terrain 2) Does the Terrain Grant .
Custom terrain features enable players to tailor terrain Elevation?
for their games, allowing them to use any terrain in their Some terrain features provide elevation to models completely
collections. Because the terrain features in each player’s within their perimeters. Elevation can both influence what a
collection are unique and varied, the players decide the model can see and provide it with a defensive bonus against
specific qualities of each feature before starting the game. ranged and magical attacks made by models at lower elevations.
Terrain features are virtually limitless in their variety, but
Elevation is relative. When determining which terrain
you can quantify each by how it affects movement, the type
features grant elevation, players should also decide if any
of protection it affords, and how it affects visibility.
terrain features grant higher elevations than others.
If players decide to use custom terrain, discuss the terrain
prior to the start of the game and answer the following four Elevation & Line of Sight
questions for each piece of custom terrain. When determining if a model on an elevated terrain feature
has line of sight to a model on a lower elevation, ignore
1) What Type of Terrain Is It? intervening models on lower elevations except those within
A model’s movement can be affected by the type of ground 1˝ of the model the elevated model is drawing line of sight to.
it covers. A terrain feature’s type determines how the feature
When determining if a model at a lower elevation has line of
affects the movement of models moving over it.
sight to a model on a higher elevation, the model at the lower
elevation ignores intervening models on lower elevations
Open Terrain than the model it is drawing line of sight to.
A model in open terrain moves without restriction. Generally,
most of the battlefield will be open terrain. Examples include Melee Range & Elevation
grassy plains, barren fields, flat rooftops, dirt roads, sloped
When a model makes a melee attack targeting a model on a
hillsides, elevated walkways, and paved surfaces.
different elevation, use the models’ volumes when determining
melee range instead of measuring from base to base.
Rough Terrain
Rough terrain can be traversed, though at a significantly Elevation Bonus
slower pace than open terrain. As long as any part of its base
An elevated model gains +2 DEF against ranged and magic
is in rough terrain, a model moves at half rate. Examples
attack rolls made by models on lower elevations. Huge-based
include thick brush, rocky areas, murky bogs, forests, shallow
models never gain the DEF bonus from elevation.
water, and deep snow.

Difficult Terrain 3) Does the Terrain Grant Cover .


Difficult terrain is ground that cannot be crossed by most
or Concealment?
models. Unlike truly impassable terrain (next), difficult Some types of terrain can obscure or protect a model within
terrain is not intended to be off limits from play. or behind it by granting cover or concealment (p. 64).
Decide if the terrain feature provides cover, concealment, or
When using difficult terrain, take care to make sure no neither. Objects that represent solid barriers on the battlefield
areas of the table are accessible only to models with certain like stone walls, giant boulders, and buildings provide cover,
advantages or special rules. Such locations can give an unfair features that obscure vision like thick undergrowth, hedges,
advantage to one player or, worse yet, stalemate the game. and tall grass provide concealment, and terrain like uneven
ground provide neither.
Impassable Terrain
Impassable terrain is terrain that is out of bounds and not 4) Does the Terrain Block Line .
intended for models to enter or be placed on, often because
doing so would effectively put models out of the game or
of Sight?
Some types of terrain block line of sight to models behind it.
could cause a stalemate or otherwise make play impossible.
While most obstacles operate according to the standard line
Examples of impassable terrain include decorative elements
of sight rules (p. 50), others may be slightly more nuanced.
such as mountain peaks, the sheer cliff faces of a ravine,
For example, players playing with a custom piece of terrain
or tall castle walls without any means of entry or egress. A
modeling tall grass and heavy undergrowth may decide that
model cannot enter impassable terrain for any reason.
models can see up to 3˝ into the terrain feature but not beyond.
Other types of terrain may appear mostly solid but have large
gaps that would enable models to see through them. For
example, players may decide that the ruins of blasted wall do
not block line of sight at all regardless of their apparent height.
(See the “LOS & Terrain” diagram on p. 38.)
96 TERRAIN
When drawing line of sight to or from a point within a forest,
Standard Terrain the line of sight can pass through up to 3˝ of forest without
being blocked; anything more blocks it. When a model outside
Features a forest attempts to draw line of sight to another point also
Standard terrain represents common terrain features players outside that forest, the forest blocks line of sight to anything
can use in their games. Instead of discussing the specific beyond it. Thus, a model can see 3˝ into or out of a forest but
qualities of each piece of standard terrain, players simply not completely through one regardless of how thick it is.
declare the feature is of a common type described below.
Forests do not block line of sight to huge-based models.

Dense Fog Rubble


Patches of dense fog or thick smoke limit visibility on the
Rubble represents large areas of ruined ground that provide
battlefield. Dense fog is represented by clusters of 3˝, 4˝, or 5˝
ample opportunities for cover but are challenging to traverse,
AOE templates. These templates are cloud effects (p. 73).
such as collapsed structures and impact craters. Rubble
Fog may lift unpredictably from the battlefield at any time. is rough terrain and provides cover (p. 64) to a model
At the end of each player’s turn, starting with the end of the completely inside its perimeter.
second player’s first turn, roll a d6 for each dense fog template
in play. On a roll of 1 or 2, remove that template from the table.
Hill
A hill is a terrain feature with a gentle rise or drop in
Forests elevation. A hill is open terrain, and models move up and
A forest is generally considered to be a wooded area that is down it normally. A hill provides elevation to models that are
not so dense that models cannot move through it, but these completely within its perimeter. Hills do not provide cover
rules can be applied to any terrain feature that hinders or concealment, but tall hills can block line of sight. A model
movement and makes a model inside it difficult to see. moving off of a hill does not fall or suffer falling damage.
A forest is rough terrain and provides concealment (p. 64)
to a model completely inside its perimeter. Shallow Water
Shallow water is rough terrain.

TERRAIN 97
Trenches
Trenches are earthwork fortifications represented by 3˝ × 5˝ TRENCHES
templates. Trench templates are designed to be placed in Strider Scouts A, B, and C are completely within the area of
contact with each other to create networks of trenches on one or more trench templates, so they have cover and do not
the table. suffer blast damage unless the origin of the damage is in a
trench template they are touching.
A model completely within one or more trench templates has
cover from attacks made by models that are not touching any Strider Scouts D and E are not completely within the area of
of the trench templates the model is in. Models completely at least one trench template, so they do not gain the benefits
within one or more trench templates do not suffer blast of being within the trench.
damage unless the origin of damage is in a trench template
they are touching. When drawing line of sight to a model not
completely within one or more trench templates, ignore models
that are completely within one or more trench templates.

Obstacles
An obstacle is a physical barrier on the table up to 1˝ tall, such
as a wall, hedge, or standing ruin. A non-charging advancing B
A
model can cross an obstacle if it has enough movement to
move completely past the obstacle. Otherwise, the model C
must stop short of the obstacle. A charging model stops its
movement if it contacts an obstacle. A model cannot partially
cross, climb on, or stand atop an obstacle. E
D
A model with any portion of its base obscured from its
attacker by an obstacle gains +2 DEF against melee attack
rolls and may gain a DEF bonus against ranged or magical
attacks for concealment or cover depending on the nature of
the terrain (p. 96).

When resolving a slam or throw, remember to add an


additional die to the damage roll when the slammed (p. 48)
or thrown (p. 49) model contacts an obstacle.

Obstruction

Obstacle Hill
Forest

Rubble
Dense Fog
Shallow Water

Trench

98
Acid Bath Burning Earth

Obstructions An acid bath is shallow water. A model without Flight 


entering or ending its activation within an acid bath suffers
An obstruction is a terrain feature 1˝ tall or greater—such as
the Corrosion continuous effect  (p. 74). A model with
a high wall or a gigantic boulder—that cannot be climbed
Flight  that is knocked down within the acid bath also
upon. Obstructions are difficult terrain. Only models with
suffers the Corrosion continuous effect  .
Flight  or Incorporeal  can move through obstructions.

A model with any portion of its base obscured from its Burning Earth
attacker by an obstruction gains +2 DEF against melee attack Burning earth represents fires raging on the tabletop. Flames
rolls and may gain a DEF bonus against ranged and magical can be represented by one or more 3˝ AOE templates or can
attacks for concealment or cover depending on the nature of affect another terrain feature, such as the area of a forest
the terrain (p. 96). or structure. For example, a burning oil slick could be
When resolving a slam or throw, remember to add an represented by burning shallow water (p. 97).
additional die to the damage roll when the slammed (p. 48) A model without Flight  entering or ending its activation
or thrown (p. 49) model contacts an obstruction. within a burning earth terrain feature suffers the Fire
continuous effect  (p. 74). A model with Flight  that
Terraced Obstructions is knocked down within the area of a burning earth terrain
Players may decide that an obstruction is wide and accessible feature also suffers the Fire continuous effect  . Burning
enough that models can climb on it, allowing models to move earth terrain features are cloud effects (p. 73).
up and down it normally. A terraced obstruction provides
Flames can go out unpredictably at any time. At the end
elevation to models that are completely within its perimeter.
of each player’s turn, starting with the end of the second
Terraced obstructions provide cover to models behind them
player’s first turn, roll a d6 for each burning template in
but not to models on top of them.
play. On a 1 or 2, the flames go out and the area is no longer
A model’s base size can limit which terraced obstructions it considered to be on fire. If the burning earth terrain feature
can climb. A model cannot climb onto a terraced obstruction if was represented by a 3˝ AOE template, that template is
its base would hang off the terrain feature by more than 1˝. For removed from the table.
example, a huge-based model cannot climb onto a terraced
obstruction that is only 1˝ wide because doing so would result
in its base overhanging the edge by more than 1˝. Variably Sized Terrain
Hazards Features
Terrain features can have some parts that are greater than 1˝ tall
Hazards are dangerous terrain features that wreak havoc with and some parts that are less, such as a crumbling wall. In such
models entering or ending their activations within them. cases players decide before the start of the game whether they
are treating the terrain feature as an obstacle, an obstruction,
Acid Bath or both. If they are treating it as both, the parts up to 1˝ tall are
An acid bath is a caustic pool of industrial waste, alchemical obstacles and the parts over 1˝ tall are obstructions.
sludge, or corrosive acid. An acid bath can be represented by
3˝, 4˝, or 5˝ AOE templates or by another piece of terrain that
simulates a pool.
TERRAIN 99
SCENARIOS
VARIATIONS OF GAMEPLAY

There are as many reasons for war as there are wars


themselves. Sides seldom clash only to eliminate one another.
A battle could be a skirmish over boundaries, a fight over
resources, or an attempt to hold important strategic ground,
but establishing a context for your conflicts can greatly
enhance your HORDES gaming experiences.

Here you will find nine ready-to-play scenarios. Each occurs


on a balanced playing field, one that does not grant any specific
advantage to a particular side. You and your opponent can
either agree on a scenario to play or determine one randomly
by rolling on the table below. Decide what scenario you will
play before building your armies or placing terrain. Some
scenarios restrict terrain placement in various ways.

Each scenario provides special rules that describe how to


handle its unique circumstances. The following scenarios can
be played at any encounter level (p. 36) and are intended
to be played on a 4´ × 4´ table with a fair amount of terrain.

Determine deployment and turn order with a starting roll as


normal (p. 40) unless otherwise noted.

100 SCENARIOS
Flags Annihilation
Some scenarios use flags to mark key positions on the
Annihilation is a brutal battle of attrition in which victory
battlefield. Flags are represented on the table with 40  mm
is determined by the number of casualties inflicted upon
flag markers. The flag is not considered a model or terrain.
the enemy.
A model can move through a flag normally as long as it has
enough movement to move completely past it; otherwise, the
model must stop short of the flag.
Special Rules
Players deploy normally. The game ends after six rounds.
A player who has one or more of his models in base contact Throughout the game, players score points equal to the army
with a flag that is not contested controls that flag. A flag is point value of their opponent’s models that are destroyed
contested if an opponent controls a model within 4˝ of it. A or removed from play. Points are scored even if a destroyed
model that is wild, inert, or out of formation cannot contest model is later returned to play. For units, points are scored
or control a flag. only when all the models in the unit are destroyed or
removed from play.
Zones
Some scenarios use zones to mark key areas on the battlefield. Victory Conditions
A player controls a zone if one or more of his models are The player controlling the last warcaster(s)/warlock(s)
within a zone that is not contested. A zone is contested if remaining in play wins the game.
your opponent controls one or more models within it. A
At the end of six rounds, if both players still have one or
model that is wild, inert, or out of formation cannot contest
more warcasters/warlocks in play, the player who scored the
or control a zone.
most points during the game wins.

RANDOM SCENARIO
DETERMINATION
If both players agree, instead of choosing a scenario for your
battle, you can roll 2d6 and play the scenario indicated here.

ROLL RESULT

2–3 Incoming

4 Annihilation

5 Seek and Destroy

6 Throw Down
10˝ Player 2
7 Mosh Pit Deployment

8 Close Quarters

9 Hold the Line

10 Outflank

11–12 Reinforcements

Player 1
7˝ Deployment

SCENARIOS 101
Close Quarters Hold the Line
Close Quarters is a brutal struggle for control over the Hold the Line is a desperate struggle between two armies
battlefield in which only a decisive victory can carry the day. to seize control of the battlefield, either by entrenching
themselves on the centerline or by inflicting crippling losses
Special Rules on the enemy.
Before the start of the game, place two flags on the table. The
first flag is centered 21˝ forward from the first player’s table Special Rules
edge and 18˝ from the table edge to that player’s right. The Before the start of the game, place three flags in the middle
second flag is centered 21˝ forward from the second player’s of the table: one at the center and one 12˝ from the right and
table edge and 18˝ from the table edge to that player’s right. left table edges. Do not place any terrain features within 5˝ of
Do not place any terrain features within 5˝ of a flag that a flag that would prevent a model from being in base contact
would prevent a model from being in base contact with the with the flag. Starting on the second player’s second turn, a
flag. Starting on the second player’s second turn, a player player scores 1 control point for each flag he controls at the
scores 1 control point for each flag he controls at the end of end of his turn.
his turn.
Players deploy normally.
Players deploy normally.
Victory Conditions
Victory Conditions The player controlling the last warcaster(s)/warlock(s)
The player controlling the last warcaster(s)/warlock(s) remaining in play wins the game. A player also wins upon
remaining in play wins the game. A player also wins upon scoring 5 or more control points.
scoring 4 or more control points.

10˝ Player 2 10˝ Player 2


Deployment Deployment

21˝

18˝
12˝ 12˝
18˝

21˝

Player 1 Player 1
7˝ Deployment 7˝ Deployment

102 SCENARIOS
Incoming Mosh Pit
The key to victory in this pitched battle, with artillery raining The rhythm of warfare often leads to decisive moments as
down on all sides, is to hold the field. enemy lines are crossed or territories lost. Mosh Pit is a bitter,
disorganized brawl in the center of the battlefield in which
Special Rules the only way to victory is to seize the initiative and never
Before the start of the game, mark one 12˝-diameter control back down.
zone centered in the middle of the table. When placing terrain,
do not place any obstructions within this area. Starting on the Special Rules
second player’s second turn, a player scores 1 control point if Before the start of the game, mark a 12˝-diameter control zone
he controls the zone at the end of his turn. centered in the middle of the table. When placing terrain, do
not place any obstructions within the control zone. Starting
Players deploy normally.
on the second player’s second turn, a player scores 1 control
Starting at the beginning of round 2, the battlefield will be point if he controls the zone at the end of his turn.
continuously bombarded with artillery fire. At the start of
Players deploy normally.
each turn from then on, each player will choose a point on
the table outside the control zone for a bombardment blast
to deviate from. The bombardments then deviate 2d6˝ from
Victory Conditions
these points in a direction determined by the deviation The player controlling the last warcaster(s)/warlock(s)
template. Direction 4 on the deviation template should remaining in play wins the game. A player also wins upon
be pointed toward the rear edge of the rolling player’s scoring 3 control points.
deployment zone. Center a 4˝ AOE on the point of impact.
Models hit suffer a POW 10 ranged attack blast damage roll.

Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 3 control points.

10˝ Player 2 10˝ Player 2


Deployment Deployment

12˝ 12˝
Control Control
Zone Zone

Player 1 Player 1
7˝ Deployment 7˝ Deployment

SCENARIOS 103
Outflank Reinforcements
With each force seeking advantage over the other, two great Sometimes the battle turns on the actions of the warlock and
armies wheel about each other at the start of battle. his battlegroup, at least until reinforcements can arrive.

Special Rules Special Rules


Before the start of the game, place two flags on the table. Before the start of the game, mark one 12˝-diameter control
Center the first 21˝ forward from the first player’s table edge zone centered in the middle of the table. When placing terrain,
and 18˝ from the table edge to that player’s right. Center the do not place any obstructions within the control zone. Starting
second 21˝ forward from the second player’s table edge and on the second player’s second turn, a player scores 1 control
18˝ from the table edge to that player’s right. Do not place point if he controls the zone at the end of his turn.
any terrain features within 5˝ of a flag that would prevent
Players deploy normally; however, at the start of the game
a model from being in base contact with the flag. Starting
each player must nominate two non-warcaster models or
on the second player’s second turn, a player scores 1 control
units to act as reinforcements. Reinforcement models/units
point for each flag he controls at the end of his turn.
must have a point cost of at least 5. At the start of each of his
Each player has two deployment zones: a 10˝ x 24˝ primary turns after the first, a player has the option to put up to one
deployment zone centered on the rear edge of that player’s side of his reinforcement models/units into play. Reinforcement
of the table and a 4˝ x 12˝ secondary deployment zone centered models must be placed completely with 8˝ of the rear table
along the table edge to that player’s right. Each player must edge of his deployment zone. Reinforcement models lose
deploy a single non-warcaster, non-huge-based model or unit in Advance Deployment and Ambush.
their secondary deployment zone. Models and units deployed
in a secondary deployment zone lose Advance Deployment. Victory Conditions
Models and units lose Ambush when playing this scenario. The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
Victory Conditions scoring 3 control points.

The player controlling the last warcaster(s)/warlock(s)


remaining in play wins the game. A player also wins upon
Note
scoring 4 or more control points. This scenario is not appropriate for very small-scale games
with only a handful of models in each player’s army. If you
Note decide to play this scenario, plan accordingly.

This scenario is not appropriate for very small-scale games


with only a handful of models in each player’s army. If you
decide to play this scenario, plan accordingly.

Player 2
10˝ Player 2
Deployment Deployment
10˝ × 24˝

21˝

18˝ Secondary
Deployment
Secondary 4˝ × 12˝ 12˝
Deployment Control
4˝ × 12˝ 18˝ Zone

21˝

Player 1
Deployment Player 1
10˝ × 24˝ 7˝ Deployment

104 SCENARIOS
Seek & Destroy Throw Down
Two opposed armies clash over control of the battlefield. Armies desperately clash across the muddy, blood-drenched
field to secure two points of vital strategic importance. Each
Special Rules side strives to gain supremacy while trying to manage their
Place five flags on the table: one centered in the middle of the divided forces.
table and each of the remaining four centered 18˝ from the
middle of the table toward a different table corner. Do not place Special Rules
any terrain features within 5˝ of a flag that would prevent a Before the start of the game, mark two 12˝-diameter control
model from being in base contact with the flag. Starting on the zones on the centerline of the table, one centered 14˝ from the
first player’s second turn, a player scores 1 control point for each left table edge and one centered 14˝ from the right table edge.
flag he controls at the end of his turn. A player can score a control When placing terrain, do not place any obstructions within
point for each flag only once. these areas. Starting on the second player’s second turn, a
player scores 1 control point for each zone he controls at the
Players deploy normally.
end of his turn.

Victory Conditions Players deploy normally.


The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon Victory Conditions
scoring a control point from all five flags. The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 5 or more control points.

10˝ Player 2 10˝ Player 2


Deployment Deployment

14˝ 14˝

18˝ 18˝

12˝ 12˝
Control Control
Zone Zone
18˝ 18˝

Player 1 Player 1
7˝ Deployment 7˝ Deployment

SCENARIOS 105
WARMACHINE
REMOVED FROM THE WILDS OF IMMOREN,
MONSTERS OF METAL AND STEAM REIGN SUPREME.
HORDES is fully compatible with WARMACHINE, a In game terms, warcasters differ from warlocks in many
32 mm tabletop miniatures game set in the Iron Kingdoms ways. Instead of leeching fury from warbeasts to fuel their
and focused on the nations that shaped western Immoren. magic, warcasters draw on their own innate reserve of arcane
WARMACHINE features powerful soldier-sorcerers known power called focus. Warcasters cannot transfer damage from
as warcasters who possess formidable arcane talents, themselves to members of their battlegroup, but they take to
including the ability to mentally control the massive steam- the field wearing steam-powered, arcantrikally tuned armor.
powered machines of war known as warjacks. An impressive fusion of magic and technology, warcaster armor
can be charged with the warcaster’s own power to absorb
The gameplay is similar to HORDES, but there are some
incoming damage. Finally, warcasters can use their focus for
key differences. In WARMACHINE, warcasters rather than
more than just casting spells or absorbing damage. They can
warlocks lead armies, and a warcaster’s battlegroup is made
also use it to enhance the combat efficiency and effectiveness of
up of warjacks rather than warbeasts. Masters of martial
their warjacks, making focus a flexible and vital resource.
combat as well as spellcraft, warcasters can channel their
arcane abilities into the warjacks they control to make the Warbeasts battle warjacks, and warlocks clash with
machines nearly unstoppable. In addition, a warcaster’s warcasters, but HORDES and WARMACHINE are two sides
army often includes supporting units of soldiers and other of the same coin. All official Privateer Press organized play
combatants, their combined might a match for any army in and events are open to armies of either game. So when you’re
western Immoren. ready to feel the power of technology fused with magic
and the might of hulking mechanikal constructs, check out
WARMACHINE and gear up for action!

IRONCLAD
Heavy Warjack

MAJOR BETH MADDOX


Warcaster

CASTIGATOR
Heavy Warjack
MALEKUS,
THE BURNING TRUTH
Warcaster

106 WARMACHINE
LORD KOZLOV, JUGGERNAUT
VISCOUNT OF SCARSGRAD Heavy Warjack
Warcaster

BANE WITCH AGATHIA


Warcaster

SLAYER
Heavy Warjack

MANTICORE
Heavy Warjack

MAGISTER HELYNNA
Warcaster

WARMACHINE 107
108
TROLLBLOODS
The trollbloods represent an alliance of formerly scattered The most affected trollkin put aside former differences to
tribes that have banded together to survive external threats. form a well-armed and cohesive coalition known as the
Leading them and making up their majority are the trollkin, United Kriels. Together, they fought to secure a place for
whose tribes, called kriels, have deep roots in the wilds of themselves and to protect what was theirs from myriad
western Immoren. Though some trollkin live in human enemies. Each challenge they faced only strengthened their
cities, the majority live outside of civilization. They have resolve and encouraged their warrior spirit.
retained a rich and distinct culture and are willing to fight
The need to find a secure refuge has prompted many members
to preserve it, and they are wary of humanity after a long
of the United Kriels to follow Chief Madrak Ironhide on an
history of broken promises and bloodshed. In recent years,
exodus to the southeast into untamed lands far from their
trollkin society has undergone great upheaval and seen the
traditional foes. Others have elected to stay behind to defend
rise of strong leaders who have rallied their people to stand
their ancestral lands. While the distance between these
against their enemies.
groups widens, the bond they share holds firm.
According to their myths, trollkin were born from the union
The trollkin are not alone in their struggles. The bonds of
of the mother-goddess Dhunia and the Devourer Wurm
blood they have with their own kind also extend, to a lesser
when the world was young, so they regard themselves as the
extent, to other trolls. Pygmy trolls, a smaller species with a
first intelligent race to walk Caen. From these primal gods
simpler culture yet with individuals as cunning as trollkin,
the trollkin claim to possess both their mother’s vitality and
have joined the trollkin to aid in mutual protection. Trollkin
capacity for reason and their father’s appetite for bloodshed
can also call on full-blood trolls. Humanity sees these massive
and carnage. Trollkin society has evolved under the pressure
creatures as monsters, yet to the trollkin they are distant
of these conflicting desires. Blood ties between related trollkin
cousins who live, work, and fight alongside other members
create powerful bonds and encourage individuals to put the
of a kriel. The great strength and regenerative capabilities of
common good ahead of individual goals. The solidarity of
trolls enable them to endure tremendous punishment, but this
trollkin within the same kriel allows them to endure and
resilience comes with a cost—full-blood trolls are plagued by
even prevail against tremendous adversity.
endless hunger. This need to feast makes them difficult to
Kriels can be found from the Scarsfell Forest of northern control but also fearsome adversaries. More recently, trollkin
Khador to the southern Wyrmwall and beyond. Brutal wars warlocks have learned to communicate with and control the
between the industrialized nations of the Iron Kingdoms even larger and more formidable dire trolls and troll kings,
have disrupted many of these kriels, displacing trollkin who can tear apart and eat anything walking Caen.
caught between clashing armies from their ancestral lands.

109
LEGACY SCRIBED .
IN STONE
THE TIES THAT BIND

The following are the transcribed words of Elder Gosarn of the displaced Klamat Kriel,
formerly of the Thornwood.

Since the earliest days of our people, we have suffered endless


hardships. We have seen our supposed allies turn a blind eye
Our Primal Beginnings
It is said that in the beginning there was nothing but a vast
to our plight. We have endured the loss of kith and kin and
emptiness, and from the endless chaos of nothing emerged
the splintering of our kriels. And we have lost one home
Dhunia. Her body became the world, and in her sadness
after another despite our best efforts to hold them by axe or
at her isolation she cried rivers of tears and brought into
diplomacy. The time has come to turn our gaze beyond those
existence plants and animals. To maintain balance in the
scraps of land left unwanted by the nations of man. There is a
world she created the Devourer Wurm, the great predator
wider world beyond.
from which all other predators were spawned. Not content
We had long been a scattered people when Chief Madrak to hunt the wilds of Caen, the Wurm turned on Dhunia and
Ironhide first brought our people together into what would ravaged its creator. From this betrayal were born the first of
be called the United Kriels to stand resolute against all foes. our ancestors, the gargantuan troll kings.
Ironhide was the rallying point that ended our isolation, and
Driven by a thirst for violence and an insatiable hunger, the
under his guidance we held our ground together, leaning on
troll kings held more in common with their father the Wurm
one another for strength as we had in the days of old.
than with Dhunia, though their bodies held the regenerative
For years we battled under the command of Chief Ironhide, vitality of their mother. They were fonts of generative power,
fighting with such resolve as to give our myriad foes pause. their tissues so teeming with life that lesser trolls formed
Many great tales arose from these struggles, but in the end within their flesh and were shed behind them as they moved,
our efforts were not enough. Countless warriors were laid to bringing the rest of troll kind into existence.
rest clasping shields and swords. This is why Ironhide has
When trollkin emerged on Caen they were smaller and
done what none before him dared. He has conceded western
weaker than some trolls but also much smarter. They owed
Immoren to the evil heart of humanity and turned his back
less of their nature to the Wurm and were favored of Dhunia.
on the forests and mountains over which our kind has long
Our people spread across the face of Caen, utilizing our
spilled blood. Ironhide left in search of peace in distant lands,
intelligence to band together and craft weapons to wield
and many of the United Kriels followed him on his exodus to
against the many threats the world held for us. Fearing the
the southeast, away from the sorrows of the past. While the
troll kings that threatened to consume the world, we sealed
journey carries no guarantees, the possibility of a fresh start
them away beneath the mountains and left monuments to
has instilled hope in our people not felt in an age.
warn any who might disturb their slumber. Eventually these
There are those of us, like myself, who have not found it easy massive progenitors passed into the realm of myth, the
to abandon our homes despite our dire situation, and it is we only sign of their continued existence the earthquakes and
few who have remained behind to continue to the fight for the landslides from their restless slumber.
sacred sites of our ancestors. Ironhide may have moved on,
In those early days trollkin still looked to their divine father
but faces new and old have stepped forward to fill his place.
for strength and the ability to hunt and kill. It was through
As we look toward our future in western Immoren and abroad, shared belief in the Devourer that the trollkin joined with
we must also remember to look back, for to understand our other early races of Caen—other children of Dhunia and the
history is to avoid repeating past mistakes. Our krielstones Wurm—in a loose affiliation of peoples known as the Molgur.
and the tales of our chroniclers remind us we are part of a chain With their combined might, the ancient Molgur terrorized
that stretches back beyond memory, and it is this heritage that and raided the isolated villages and early settlements of
binds us together in our struggle. Immoren thousands of years ago.

110 TROLLBLOODS HISTORY


The Molgur were made up of humans, ogrun, goblins, and clash ended in the time of the greatest Molgur chieftain, the
trollkin. These tribes covered a vast territory, and though the trollkin Horfar Grimmr, who led a massive, doomed attack
Molgur clashed as often with one another as with outsiders, against the humans who hid behind a great wall called the
strong chieftains sometimes brought them together in Shield of Thrace near the Murkham River. Tens of thousands
common cause. There had never been anything like the of Molgur crashed against the wall like waves breaking on
Molgur, and there never will be again. Some speak fondly a cliff. The Murkham River bled for weeks after the battle,
of those days, forgetting how violent and cruel the Molgur which saw the Molgur shattered and Grimmr captured. The
were, not just to their enemies but to their own. They feasted Menites wracked Horfar for a month, hoping to break him
in the darkness under the stars while sacrificing the blood and weaken the memory of his deeds among our people.
of enemies to the Devourer Wurm. They had no laws. Their They could not force him to capitulate, and the only words
leadership was a matter of domination and fear. Theirs was he uttered were curses. Despite his defiance, his death was
a time of savagery we are well past but we should not forget. the beginning of the end for the Molgur.

The Molgur absorbed the lesser tribes and seized all they The followers of Menoth hounded and hunted the remnants
could grasp until they were challenged by human tribes of the Molgur. Many fled north but were set upon by new
that remembered their creator, a stern god called Menoth. priest-kings arisen in those lands, and others settled in the
Forgotten for a time, Menoth was a masked giant with great islands to the west. The races that had once called themselves
hatred of anything untamed who had been created by Dhunia Molgur turned inward, breaking apart and gathering with
to hunt the Devourer Wurm. The humans who worshiped their own kind. As mankind settled the open plains, other
Menoth soon adopted a similar hatred of the wilderness, and races hid in the wilderness. Most of our people settled in the
set their minds toward taming and settling the wild places. dense forests, but some spread to the mountains, islands, and
marshes—any land the humans found difficult to tame. Over
The Menite priest-kings brought the sword and the flame to
time, our people thrived and the Gnarls, the Thornwood, and
slaughter our kind. They built their first cities and began a
the Scarsfell became our greatest homelands.
centuries-long struggle against the Molgur. Eventually this

TROLLBLOODS HISTORY 111


Although the Molgur were ultimately destroyed and their In isolated villages far from humans and their cruelty, we
many tribes scattered, this time had a lasting impact for our brought our people back from the brink and grew a culture
people, instilling us with a sense of unity and setting us of which we could be proud. Family became an important
on the path to revive the Dhunian faith. Gobbers, ogrun, part of life again. Within the kriels a tradition of shared
and our own kin all returned to the worship of the Great leadership developed, with the greatest respect paid to
Mother. We learned much during those dark days that the elders, who arbitrated disputes and made decisions
continues to shape our people, and we owe much to lessons affecting the entire community. Each kriel still looked to a
learned then. chieftain to lead able-bodied kin in times of war or defense,
but with their power checked by the elders, that leader
The Molgur left us our shared tongue, Molgur-Trul. We
no longer had absolute sway. Shamans of Dhunia became
record only its core meaning in runes, which are not
central members of each community, with shrines to the
intended for record-keeping but for immortalizing heroes.
goddess surrounded by krielstones upon which we carved
Learning the speech of mankind was inevitable for trade,
the stories of our people.
but Molgur-Trul is our true tongue and is rich with words
that define our people. All of us are distant kin, but the Each kriel was left to govern itself, and occasional battles
word kith describes family, the closest of related blood-kin, or raids between neighbors were common. But such fights
and also means “home.” Kriel describes an entire tribe of were small in scope and could be settled without great loss of
gathered people and can also mean the place where a tribe life. Within a kriel, disputes could be resolved atop the kuar
builds its villages. Quitari describes the patterns in woven dueling platform, sometimes using pointed words rather
cloth that identify a collective people. The Tohmaak than weapons. Strife strengthened our people, for we have
Mahkeiri, or “Glimpse of the Mind,” is a unique gift that ever loved battle and been willing to stand up for our beliefs.
allows us to peer deeply into the thoughts of another kin.
After the fall of the Molgur, our shamans explored our
Only our language holds the deeper meaning of these
connection with full-blood trolls. Many kin had previously
words. Others of the wilderness races also speak tongues
attempted to deny the bond we share with our primal
descended from the Molgur, and we can often make
cousins. The truth of our connection eventually became
ourselves understood to them.
widely accepted among Dhunian shamans. The stronger
trolls came to live alongside us in our kriels, helping carry
Dhunian Revival the stones to build our homes and wielding axe and spear to
If there was ever a time our people faced extinction, it fight our foes. Their thoughts might be simple, but they offer
was after the fall of the Molgur. During the time of the strength, courage, and loyalty. They also learned to speak
long crusades, the Menite priest-kings were determined to our language, although their minds cannot hold many words
exterminate us and renewed their vicious attacks. Human at once. The support of full-bloods was vital to our survival
Molgur were allowed to convert, but not so the other races. in the wild places, for we contended with savage beasts as
Provoked by their hatred of trolls, humanity struck against well as others who competed for the same territory.
us with singular persistence. Menoth and the Wurm are
bitter foes, and they believed our kind inextricably linked to By our renewed solidarity and the fertility blessings of
the Wurm. Mass graves were deemed unnecessary for our Dhunia, our numbers slowly recovered. Kriels regained
people; instead, our dead were burned in great bonfires or pride and strength, though we understood that we would
dumped into the sea. Entire tribes were enslaved and worked never walk the surface of Caen as we once did before the rise
to death or killed at the conclusion of their labors. Our homes of mankind. The dominance of trollkin ended long ago and
were burned, our livelihoods destroyed, and in the end we humanity will never surrender its stranglehold over the most
fled. It was only by retreating deep into the wilderness of the fertile and abundant parts of Immoren.
mountains and forests that any of us endured.

Separated by distance and the barriers crafted by human


Humanity’s Dark Shadow
While our people experienced the revival of the Dhunian faith
hands, our people looked inward for strength and returned
and carved out new homes, human civilization advanced and
to the lessons of Dhunia, abandoning our misguided
spread with startling speed. Even as these human kingdoms
worship of the Devourer. In various regions our scattered
proliferated and fought among themselves, their desire to
people formed what would become the kriels of today, and
conquer and subdue new lands infringed upon our territories
a sense of kinship extended beyond these individual groups
with increasing regularity. They harvested forests with a
to encapsulate the whole of our surviving race. Crucial to
voracious hunger for wood and intruded into the mountains in
preserving this shared connection even across the miles
search of ore deposits to mine. Worse yet, these new kingdoms
were the fell callers, trollkin who traveled from village
sought to conscript our kin to fight in their wars. Some of our
to village delivering news and keeping open the lines of
people were even lured into giving up our ways and moving
communication.
into the very cities that threatened our way of life.

112 TROLLBLOODS HISTORY


It was with these transgressions in mind that the sight of the
first Orgoth ships filled the kriels with hope. Humans speak of
Post-Rebellion & Broken
their history in terms of before and after the Orgoth invasion, Promises
so great was its impact on their lives. From the blackships When humans sent soldiers to cow us, we remembered our
poured armies far greater and more unified than the warring brutish cousins. Across the Gnarls and the Thornwood, trolls
nations of the humans. With their dark magic and depraved were once again welcome in every kriel. Warriors and full-
tactics the Orgoth took control of human settlements and blood trolls from kriels of the Thornwood and the Gnarls
cities. The people who had recently sought our destruction in Cygnar and the Olgunholt in Ord soon set upon nearby
were themselves clasped in irons or killed outright. For a time human military garrisons to demonstrate our resolve. Battles
many trollkin welcomed these invaders for that reason, but it raged across Cygnar and Ord, engulfing Armandor, Tarna,
was not long before we also suffered by their hand. Fellig, and Point Bourne and isolating Ceryl and Corvis. The
uprising counted upon no single leader, but rather many
Our preference for isolated and remote lands afforded us
strong chieftains.
some protection, and the invaders felt little need to tame
the wilds. We fought them, however, when they paved Eventually our foes unleashed their colossals, the tales
roads through our lands to connect their empire or when of which survive the generations. Humans made the first
they befouled our sacred sites with their death magic. We colossals to fight the Orgoth, and a coal-fed inferno roared
made them pay dearly for every inch they gained. Full-blood inside the belly of each metal behemoth as it belched steam
trolls were vital in these battles, and it was only with their and smoke into the sky and crushed anything in its path.
assistance that we discouraged the Orgoth from pushing They were slow and clumsy but unstoppable. Axes and
deeper into our lands. We did not entirely escape the Orgoth blades bounced off their armor, and even the strength of
lash, however. Recognizing our stamina and our mastery trolls was not enough to stand against them. In the end our
over stone, they seized and enslaved many of our people elders withdrew our forces from the fight and sued for peace.
and put them to work erecting their greatest fortresses and
Once the conflict between us and the Cygnarans ended,
stone temples. Most of these workers starved and died of
a new war began between the nations of Cygnar, Khador,
exhaustion during these labors.
and Ord. Cygnar and Khador sent forth their colossals to
Knowing a future under Orgoth rule would be grim indeed, a crash into one another, with rifle-bearing soldiers fighting
number of kriels eventually joined the human rebellion to help among them. Despite pleas for peace the kriels were caught
cast out the invaders. Certain heroes of our blood rose to such in the crossfire. Armies crossed our territories without
greatness that even humanity remembers their deeds. Consider a second thought and stripped our lands of resources to
Grindar of the Tolok Kriel, who became a general among the keep their soldiers fed. We were weakened from our recent
Rebellion armies in the last battles against the Orgoth and battles and nursed our wounds as our anger simmered.
earned a seat on the Council of Ten at the Corvis Treaties. His
When the war between the three nations settled and
name appears on the document that birthed the Iron Kingdoms,
humanity had grown weary of conflict, we gathered
and his image is included in the paintings of that gathering.
again to resist the terms imposed upon us at the end of
With our joint victory against the Orgoth, we had high the last of our battles with the Cygnarans. They called
hopes for an age of peace with the humans we had fought this the Second Trollkin War, but for us it was the same
alongside. Sadly, we did not know the fickle nature of fight as before. We brought the might of the kriels against
humanity and thought they shared our sense of honor and the armies of Cygnar and Ord once more. Both kingdoms
solidarity through battle. At first the new kingdoms agreed were weakened from recent battles, and we came at them
to give our people the lands they had long held or earned by hard using knowledge we had gained in our earlier battles
bloody strife against the Orgoth, but few of those promises against them.
withstood the test of time.
Chief Modr rose to lead the kin and proved the power and
Whenever they choose, human rulers will deny the oaths of the strength of trolls. He did not let the humans pick the
their forefathers. They honored us with one breath and took battlefields; instead, he led Cygnar’s colossals into traps and
from us with another. They rewrote their borders whenever ambushes, demonstrating that these giants could be crushed
it pleased them, expanding them to encompass our lands and by their own weight. We led them into dangerous terrain
insisting we retained our homes only by their sufferance. They and tore them apart piece by piece. Trollkin and troll alike
told our elders we should thank them for not demanding taxes swarmed and hammered them with a hundred blows. After
or other tribute. All this happened while Grindar watched from the first colossal fell, our people forgot their fear and tackled
their walls. War is the only language humanity understands, the second and then the third.
and we answered them in kind: forty years after the Corvis
Treaties, our ancestors had endured enough.

TROLLBLOODS HISTORY 113


The colossals soon passed into the dust of history, humbled This mistaken thinking gave us hope that the ties between
by trollkin ingenuity. The human nations created the smaller Cygnar’s former King Leto and Madrak Ironhide would
warjacks to fight us better, but they are not equal to the task. provide the answer. Prince Leto befriended Ironhide decades
A full-blood troll is more cunning, more ruthless, and just before seizing the Cygnaran crown, and the pair swore oaths
as fearless. Warjacks are heavy and slow and rely on coal of brotherhood. Ironhide welcomed Leto as a member of his
and water. Can a warjack swim across a river and attack in kriel, not realizing this gesture meant little to one who is not
silence in the dead of night? Can a warjack return from the of our blood. In times of peace they shared kind words and
brink of death by feasting on the bodies of the slain? Do not gifts. But when darkness rose in the Thornwood to strangle
fear human innovations. We borrow from them that which Ironhide’s people, Leto did not help.
is useful, but we can defeat all their tricks with our strength
When war broke out anew between Khador and Cygnar,
and cunning. By the end of Modr’s war, Cygnar and Ord
the northerners again sought to strike at their foe by cutting
accepted our demands, and the promises sworn at the Corvis
a path through the Thornwood. The abominations of Cryx
Treaties were renewed. Rights to lands were restored to us, as
were drawn to this war like vultures and pillaged corpses
were the rights to waterways along with promises of fair pay
from both sides. Even the southern zealots of the Protectorate
for their use. Of course, the promises did not last.
became involved in these clashes and brought the fire of their
We thought death and toil had won a lasting respect, but god into our forest. Our lands were caught in the middle; the
time has proven that human memories are short and subject survivors of the once-proud kriels of the Thornwood were
to change. In the end they still defined our lands as part of forced to leave their home, never to return.
theirs, and to their minds they allowed us to stay—as if it
Ironhide went to King Leto for aid, thinking that his blood-
were a gift rather than our inherent right earned by honor
brother and ally would honor his oath. Leto promised
and blood. That which is given by one king is easily taken
to find lands for the kriels deeper inside Cygnar’s safer
by another, and they did not see us as equals. Some of our
interior, though the efforts would take time. Meanwhile
communities learned this lesson sooner than others. The
Leto asked Ironhide to settle his kriels just beyond Cygnar’s
trollkin of the Gnarls have long mistrusted humans and
eastern border near the Glimmerwoods, on the edge of the
remained aloof, but we of the Thornwood sought to live
Bloodstone Marches. We were told to expect nothing more
peaceably alongside humans.

114 TROLLBLOODS HISTORY


than a trickle of crusaders from the Protectorate of Menoth, Ironhide and Doomshaper became our chosen war leaders,
and in return Leto gave the kriels blasting powder, firearms, the two great pillars of the United Kriels. The elders fully
raw metal, and lumber—remarkable gifts in a time of war. support their efforts to protect us and destroy our foes. In
And so we went where they sent us. Once more we were time Ironhide discovered new allies in the far north, with
betrayed, because the peril was far graver than Leto said. legendary heroes such as Borka Kegslayer adding the
voice of the Scarsfell Forest to our alliance. With our newly
Rather than facing small bands of Menites, we met an entirely
gathered strength we struck back against the Cygnarans who
different foe. An army of skorne with numbers far greater
had denied us our due and worked to suppress our people.
than our own emerged from the desert to the east to destroy
all in its path. Leto must have known this would be our fate Since the kriels united our life has held constant strife, and
and used us as a shield against the invading army, blunting not just with humanity. The blood of our fallen kin stoked a
its force at the cost of many lives. True to our word, we held fire in us to build but also to destroy. Many of our displaced
our ground and defended our new home as long as we could, kriels resolved to begin anew in the Bloodstone Desert,
but were left battered and depleted. driving the skorne back to establish a greater hold in that
land. Others retreated to the Gnarls or the Scarsfell Forest
Having upheld his end of the bargain, Madrak returned to
where they could more easily defend themselves.
the Cygnaran king to demand the lands promised us. King
Leto refused to honor his promises, pointing to the threat of As he had done with the dire trolls, Doomshaper delved
insurrection by his greedy noblemen. He betrayed Ironhide. into our history in search of weapons to turn the tide. It was
We were homeless. then that the notion of awakening the legendary troll kings
entered his mind. The mountain kings had not been seen for
The United Kriels hundreds of years, yet Doomshaper found them and brought
One betrayal soon followed another as one of Madrak’s own them to heel. Though some among the kriels question the
champions led a number of other trollkin against him and wisdom of waking the towering trolls of old, their strength
attempted to take his life. This assassination attempt was has served us well in battle. Doomshaper also found others
later revealed to be orchestrated by blackclad druids, who of their ilk, the glacier kings, in the far north. Elsewhere,
desired to replace Madrak with a chieftain they could more there may be other ancient allies awaiting our call.
easily manipulate. Yet amid this internal strife, a new and After a particularly bloody and difficult clash in the northern
unexpected ally revealed himself. Bloodstone Marches, some of the kin, especially those loyal
Hoarluk Doomshaper, a powerful shaman of the Gnarls, set to Madrak Ironhide, had seen too much killing and death.
aside his past animosity with Madrak after learning that some They set out on an exodus southeast, heading into the great
among his own tribes were ready to betray the Thornwood unknown and leaving behind the war-torn world of humanity.
chieftain. Doomshaper strongly felt the kinship of the trollkin They have settled new lands where they hope to thrive.
and would not see the kin betray one another to please The thread of my fate is still woven with that of the United
blackclads. Doomshaper had found strength in forgotten places Kriels. I do not begrudge Madrak or any of the others who
through his extensive study of our people’s history and the sought a better future in this new land. Yet I am not willing
nature of our shared blood. He was the first of our kind to learn up to give up hope for my old one. We can triumph over this
how to speak to the dire trolls, which were greater and more accursed moment in time, which we will someday remember
savage than even full-blood trolls. We had always believed as but a brief delay on our way to a greater destiny. This
dire trolls too wild and dangerous to join us, but Doomshaper dream is not impossible. We can bestow it upon generations
earned their respect. He marched to Madrak’s aid, bringing dire to come if we hold fast, raise our weapons, and scream
trolls with him for the first time. Not only did Hoarluk save defiance in the face of any foolish enough to believe they can
Ironhide from assassination, but the two leaders annihilated outlast us. By Dhunia’s grace, let us show them the strength
one of the highest-ranking leaders of the blackclads. that flows in the blood of trolls!
In the aftermath of this event, Ironhide and Doomshaper
formed lasting ties, giving rise to what would become the
United Kriels. Thus began the most significant unification
of our people since the Molgur. With Madrak no longer
advocating for peaceful relations with humanity and enemies
closing in on all sides, the Gnarls and Thornwood kriels joined
forces. The Gnarls persisted as a powerful bastion of the kin
where enemies feared to tread and trollkin traditions remained
strong. From the Thornwood kriels came hardened veterans
armed with advanced weapons taken from humanity.

TROLLBLOODS HISTORY 115


GRISSEL BLOODSONG, FELL CALLER
TROLLBLOOD TROLLKIN WARLOCK
Fell callers are powerful trollkin warriors boasting voices capable of shattering
FURY: 6
stone and shaking the sky. Female fell callers are rare, but Grissel Bloodsong has
GRISSEL 1
SPD STR MAT RAT DEF ARM CMD
6 7 6 6 15 16 9 gained singular power through her mastery of this ability. Her mate’s death left
a hole in her heart that she filled with a new cause—fighting to save her people.
SONIC BLAST
RNG ROF AOE POW
SP 8 1 — 12
Bloodsong was born in the far north near Ohk, but her wanderlust compelled her
to travel. She sailed the length of the western coast and spent several years in
RESOUNDER human port cities defending merchant ships against pirates and Cryxian invaders.
RNG POW P+S
1 7 14 She enjoyed her mercenary life at sea but found the return to city living after every
voyage stifling. Eventually she lost her patience for humanity entirely and left the
DAMAGE:17
coast for the banks of the Black River, along whose length she battled river bandits
WB FA for a time.
BASE:MEDIUM
+29 C
After visiting Ternon Crag, Grissel found an unexpected challenge: the relentless
GRISSEL 1 advances of a fierce and proud trollkin named Turgol Redeye. She initially turned
TOUGH
FELL CALLS – This model can make one of the
aside his interest, but he continued to pursue her in hopes of taming her fiery
following calls at any time during its activation. A heart. They eventually got into a drunken brawl that tore a tavern down to its
friendly Faction model/unit can be affected by only one
call each turn. foundations. Not dissuaded, he approached her the next day bearing a smile and a
• CACOPHONY – While in this model’s command range, quip. He slowly earned her affection through quiet humor, irrepressible optimism,
enemy models/units cannot cast spells or be used to
channel spells. Cacophony lasts for one round.
and his skill with a blade. For the first time Grissel considered settling down, and
• HEROIC BALLAD – RNG CMD. Target friendly non- the two of them journeyed to Scarleforth Lake, where several trollkin kriels had
warlock Faction model/unit. If the model/unit is
in range, affected models can make one additional
villages near the Claysoil Wash River.
melee attack during their Combat Actions. Heroic
Ballad lasts for one round. One day a contingent of skorne raiders attacked from the east. Turgol left Grissel’s
• HOOF IT – RNG CMD. Target friendly non-warlock side to thrust himself heroically between three cyclopes and a trollkin mother with
Faction model/unit. If the model/unit is in range,
affected models can make a full advance at the end two small infants. Turgol fought bravely and brought down one of the attackers,
of this turn after all friendly models have ended but his hide was not as impenetrable as his resolve. Before Grissel could come to
their activations. During this movement, affected
models cannot be targeted by free strikes. his aid, one of the remaining cyclopes struck him down. Flying into a blood rage,
SONIC BLAST Grissel unleashed her calls in pulverizing blasts of sonic vengeance.
DAMAGE TYPE: MAGICAL
DEAFEN – A model hit by this weapon suffers –2 DEF Turgol’s death changed Grissel Bloodsong. She began a personal war against the
and cannot give or receive orders for one round.
skorne and became an icon among the war-ravaged trollkin of the Scarleforth
RESOUNDER
DAMAGE TYPE: MAGICAL
region. She has remained on the battlefront, where her presence emboldens the
DEAFEN – See above. trollkin who follow her into battle.
FEAT: FELL CHORUS Contact with Chief Madrak Ironhide renewed Grissel’s hopes for a trollkin victory.
Boasting an utter mastery of fell calling, Grissel is able to She persuaded her people to join Ironhide’s displaced Thornwood kriels, knowing
layer her calls one atop another, bellowing a sustained chant
resounding like three voices engaged in song. The powerful their only chance to survive would come from cooperating against the various
sonic onslaught leaves foes faltering, almost deafened and
unable to heed their leaders, while even the weariest allies
threats they face. She feels a part of a larger community as she walks among the
surge forward with renewed hope and energy. rugged and courageous volunteers serving in Madrak’s ragtag army. She fights not
Grissel can use all three of her fell calls this activation. for empty coin, as when she was a mercenary, but to preserve her trollkin brethren.
Friendly Faction models/units can be affected by more
than one fell call this turn. This purpose has given her the strength to endure the lasting grief of losing her
mate, which she feels keenly in the calm aftermath of every battle.
SPELLS COST RNG AOE POW DUR OFF
BOUNDLESS CHARGE 2 6 – – TURN NO
During its activation, target friendly Faction model TACTICAL TIPS
can charge without spending focus or being forced and
gains +2˝ movement and Pathfinder  when it charges. Guardian Protector – An affected model moves after continuous effects have been resolved during your
Boundless Charge lasts for one turn. Maintenance Phase.
CALAMITY 3 10 – – UP YES
Target model/unit suffers –2 DEF and ARM.
GUARDIAN PROTECTOR 2 6 – – UP NO
Target friendly warbeast gains Righteous Vengeance.
(If one or more friendly Faction warrior models were
destroyed or removed from play by enemy attacks while
within 5˝ of a model with Righteous Vengeance during
the last round, during your Maintenance Phase the
model with Righteous Vengeance can advance up to 3˝
and make one basic melee attack.)
RIFT 3 8 4 13 RND YES
The AOE is rough terrain and remains in play for one
round.

116
117
HOARLUK DOOMSHAPER, SHAMAN OF THE GNARLS
TROLLBLOOD TROLLKIN WARLOCK
The legendary Dhunian shaman Hoarluk Doomshaper has explored the face
FURY: 7
of Caen for more than one hundred years. Few elders are as vigorous and
DOOMSHAPER 1
SPD STR MAT RAT DEF ARM CMD
5 6 5 4 13 15 7 irrepressible. Hoarluk is obsessively fascinated with the mystical power of the
blood that connects all troll breeds, and he believes troll blood to be superior to
GNARLROOT
RNG POW P+S the diluted substance flowing through the veins of other races. This scorn and the
2 6 12 increasing reality of his species’ decline fuel his resentment of humanity. Even in
DAMAGE:16
the otherwise secure Gnarls, outsiders have encroached on trollkin lands. Hoarluk
has spent his life emboldening the trollkin of the Gnarls against these interlopers,
WB FA
BASE:MEDIUM and he intends to strike back with a vengeance. The time for war is overdue.
+29 C
Few are willing to speak against Doomshaper. The mighty shaman is prone to
DOOMSHAPER 1
TOUGH
temperamental outbursts and scathing indictments of those he considers foolish.
GOAD – When a warbeast in this model’s battlegroup destroys Hoarluk has challenged countless elders to duels and has yet to be defeated, cruelly
one or more enemy models with a melee attack during its
Combat Action, immediately after the attack is resolved this
humiliating those who fall to his staff. Many consider him insane, yet even his
model can force the warbeast to advance up to 2˝. detractors agree Dhunia chose him and so they seek to avoid drawing his wrath.
GREAT POWER – During your Control Phase, this model
can upkeep one spell without spending focus or fury. By effort and force of will, Doomshaper has gained unequalled power over full-
SCROLL OF THE WILL OF BALASAR – This model can
use Scroll of the Will of Balasar once per game when blood trolls. He has strong ties with all troll breeds, and they listen to him as if he
a warbeast frenzies in its control range. This model’s were kin. Bearing bloodstones the trolls consider sacred, he has reinforced ancient
controller chooses the warbeast’s frenzy target.
pacts between species. Hoarluk earned immortality in his people’s legends when
GNARLROOT
DAMAGE TYPE: MAGICAL he strode unarmed into the forest and returned with several dire trolls at his side.
ACCURSE – Remove all focus and fury points from Those beasts had not heeded the commands of their cousins since the time of the
enemy models hit by this weapon.
Molgur, and word of Hoarluk’s deed spread to every tribe. The dire trolls are now
FEAT: DHUNIA’S WRATH among the greatest weapons of the desperate trollkin.
One of Dhunia’s eldest war shamans, Doomshaper can
invoke the raw rage of the Ravaged Mother to bring a dread Doomshaper has long traveled from kriel to kriel gathering recruits and leading
reckoning on the enemies of the trollbloods. At his call, enemy
beasts and warlocks are stricken with excruciating pain fueled strikes against any humans or other species foolish enough to plunder the Gnarls.
by lingering primal energies that tear them apart from within. He has obliterated at least two logging camps that began to poach beyond the
Enemy models suffer d6 damage points for each focus or marked trees and slaughtered no fewer than three bogrin tribes that attempted
fury point they spend while in Doomshaper’s control range.
Enemy warbeasts suffer d6 damage points for each fury point to settle near his home—acts that put him at odds with more temperate trollkin
they receive as a result of being forced while in Doomshaper’s
control range. If a model is destroyed as a result of this
like Chief Ironhide of the Thornwood. Though Hoarluk is not a chief, he wields
damage while casting a spell, the spell does not take effect. If tremendous influence over the tribes of the Gnarls, the mightiest surviving bastion
a model is destroyed as a result of this damage while making
an attack, the target model suffers no further damage or of trollkin tradition. No Gnarls chief dares to ignore his words.
effects from the attack. Dhunia’s Wrath lasts for one round.
Doomshaper has spent decades recovering lost krielstones and deciphering ancient
runes. He bears the weight of his ancestors on his shoulders, where he keeps
SPELLS COST RNG AOE POW DUR OFF
DISSOLUTION 4 SELF
CTRL – – NO
Enemy upkeep spells in the spellcaster’s control range numerous scrolls of the transcribed lore of his people. The knowledge the shaman
immediately expire. When an upkeep spell expires as a has gained has allowed him to access previously untapped abilities within himself.
result of Dissolution, the model maintaining the spell
suffers d3 damage points.
Trolls are the wrathful instrument chosen by Dhunia. Every battle is Doomshaper’s
FORTUNE 2 6 – – UP NO
Target friendly Faction model/unit can reroll its missed apocalypse, as if the salvation of all trollkind hinges on its outcome. Whatever
attack rolls. Each attack roll can be rerolled only once drives him, Doomshaper’s emergence from the forests of the Gnarls is a dire omen
as a result of Fortune.
GUARDIAN BEAST 3 SELF – – UP NO
for all who have earned the wrath of the trollkin.
Once per turn when an enemy model advances and
ends its movement within 6˝ of the spellcaster, choose a
warbeast in the spellcaster’s battlegroup that is in its control TACTICAL TIPS
range. That warbeast can immediately make a full advance Goad – Because the warbeast is forced, it gains 1 fury point.
toward the enemy model and then can make one basic
melee or ranged attack targeting the enemy model. The
attack and damage rolls against that model are boosted.
RAMPAGER 4 10 – – – YES
Take control of target enemy warbeast. You can make
one full advance with the warbeast and can then make
one basic attack with it, then Rampager expires. The
enemy warbeast cannot be targeted by free strikes
during this movement. While the warbeast is affected
by Rampager, it cannot be forced and you cannot use its
animus. Rampager can be cast only once per activation. A
warbeast can be affected by Rampager only once per turn.
STRANGLEHOLD 2 10 – 11 YES
*
A model damaged by Stranglehold forfeits either its
Normal Movement or its Combat Action during its next
activation, as its controller chooses.

118
119
MADRAK IRONHIDE, THORNWOOD CHIEFTAIN
TROLLBLOOD TROLLKIN WARLOCK
Madrak Ironhide has proven himself a truly great leader of his people. Leadership
FURY: 5
in times of peace is easy, but Madrak has overcome many recent trials and
MADRAK 1
SPD STR MAT RAT DEF ARM CMD
6 8 7 6 14 17 9 tribulations. His life has been darkened by ill omens and setbacks that would crush
the spirit of a lesser chief. Madrak fights on and retains the hope of leading his
THROWN RATHROK
RNG ROF AOE POW people to a better life.
8 1 — 15
Despite being born an albino sorcerer, as a youth Madrak earned renown by
RATHROK outfighting his peers atop the kuor dueling platform. The adventurous young
RNG POW P+S
2 7 15 trollkin also pushed his limits exploring the ominous Thornwood Forest, until
one day a band of Tharn ambushed him. Hopelessly outnumbered, he drew his
DAMAGE:18
weapon and screamed the battle cry of his kriel. In this moment of doom, the air
WB FA was split by a flash of lightning and the crackle of thunder. Madrak’s unlikely
BASE:MEDIUM
+29 C saviors were humans led by a young man wearing the Cygnus. Back at his kriel,
MADRAK 1 Madrak feasted the youth and evoked the tradition of the kulgat ceremony, which
TOUGH made them blood brothers for life. Decades later this youth became King Leto, the
SCROLL OF GRINDAR’S PERSEVERANCE – This model ruler of Cygnar, even as Madrak himself became chief of his tribe.
can use Scroll of Grindar’s Perseverance once per game
when directly hit by an attack. This model suffers no
damage roll from the attack. Declare use of the scroll Eventually human warfare spread across the Thornwood and other remote places
after this model is hit but before the damage roll is inhabited by the kriels. Madrak could not turn away the refugees who came to
made.
him for aid and soon found himself responsible for a staggering number of kriels.
THROWN RATHROK
DAMAGE TYPE: MAGICAL When an army of the Cryxian dead brazenly swept through the region, killing
BLOOD BOON – Once per activation, immediately after everything in their path, he was forced to embrace a desperate solution.
resolving an attack in which it destroyed an enemy
model with this weapon, this model can cast a spell Madrak undertook a pilgrimage to a special kuor serving as the resting place for
with COST 3 or less without spending fury points.
RICOCHET – When this model directly hits an enemy an ancient weapon: the axe Rathrok, or “World Ender,” once wielded by Horfar
model with an attack with this weapon, immediately Grimmr of the Molgur. Legends proclaimed that this weapon was so mighty that
after the attack is resolved this model can make another
ranged attack with this weapon targeting another model wielding it would bring a dire curse upon the world to herald the end of days
within 4˝ of the model originally hit, ignoring LOS
and this weapon’s RNG. Attacks gained from Ricochet
and unleash the Devourer Wurm. Knowing his people faced annihilation by the
cannot generate additional attacks from Ricochet. unrelenting horrors of the Nightmare Empire, Ironhide brought the weapon forth
THROWN – Apply any modifiers to this model’s STR to
to wield against the invading darkness.
the POW of this weapon.
RATHROK Even with Rathrok’s power, Madrak slowly lost ground to the inexhaustible
DAMAGE TYPE: MAGICAL
BLOOD BOON – See above.
enemy. Desperate, the chief sought audience with his Cygnaran blood brother and
negotiated what he thought would be the salvation of his people. Although the
FEAT: CRUSHER
kriels gained a temporary home in unused lands, their migration eventually put
The greatest chieftain ever to rise to dominance from
the Thornwood Forest, Madrak Ironhide eagerly fights them in the path of the invading skorne.
alongside his kin in battle. His mere presence inspires allies
to tremendous feats of ferocity as they crush one enemy When Madrak returned to King Leto to demand the safer lands promised, Leto
after another in a frenzied succession of blows.
claimed to be beholden to his own nobles and offered only excuses. Returning empty-
Friendly Faction models currently in Madrak’s control
range can immediately make one basic melee or ranged handed to his people, Madrak barely survived a vicious assassination attempt by
attack. his longtime allies, the blackclad druids, aided by a traitor among his own trusted
SPELLS COST RNG AOE POW DUR OFF kin. Only the intervention of Hoarluk Doomshaper saved his life. After the attack
GUIDED HAND 2 6 – – TURN NO Madrak swore to join Doomshaper in carving out a safe place for the kriels even if it
Target friendly Faction model/unit gains an additional
die on each model’s first melee attack roll this turn. unleashed a river of blood and invited the doom of World Ender.
STONE FALL 3 8 4 13 – YES
On a critical hit, models hit lose their initial attacks and
cannot make power attacks or special attacks for one
TACTICAL TIPS
round. Crusher – Additional Crusher attacks are made without spending fury or being forced.
SURE FOOT 2 6 – – UP NO Sure Foot – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal
Target friendly Faction model/unit gains +2 DEF and Movement or Combat Action if it activates later in a turn it was thrown.
cannot become knocked down. Models are not affected
while out of formation.

120
121
RAGNOR SKYSPLITTER, THE RUNEMASTER
TROLLBLOOD TROLLKIN RUNESHAPER WARLOCK
A reclusive scholar of the mystical lore of his people, Ragnor Skysplitter has long
FURY: 6
secluded himself amid the peaks and valleys of the Wyrmwall Mountains. It is
RAGNOR 1
SPD STR MAT RAT DEF ARM CMD
5 7 6 4 14 16 9 only there, surrounded by the stillness of these towering geological wonders, that
the warlock finds peace of mind. Since the early days of youth, Ragnor has delved
RUMBLER
RNG POW P+S into the ancient truths that bind the trollkin to the soil and stone of their ancestral
1 7 14 lands. His communion with the earth remains as strong as ever.
DAMAGE:16 Ragnor has traveled far and wide, seeking the primal histories of trollkin origins
in the darkest and most remote corners of the continent. Searching caverns and
WB FA
BASE:MEDIUM
+30 C crevasses alike, he has left no stone unturned, and over the course of his life has
uncovered and archived much of what was once lost to the ages. In the past Ragnor
RAGNOR 1
TOUGH
considered himself a rival of Hoarluk Doomshaper, as the two of them seek similar
STEADY – This model cannot become knocked down. lost lore but have vehemently disagreed about certain fundamental truths as well
RUMBLER as how best to harness the power they bring. Doomshaper searches for knowledge
DAMAGE TYPE: MAGICAL
to unearth weapons for the kin to wield against their enemies, such as humanity.
WARHEAD – When this model directly hits a model
with this weapon, you can center a 4˝ AOE on the Ragnor has always seen the preservation of such lore as vital for its own sake,
model directly hit. Models in the AOE are hit and
suffer a POW 10 blast damage roll. This damage is
seeking to safeguard the writing of ancient krielstones that might otherwise be
not considered to have been caused by an attack. On a lost amid upheaval and conflict. Recent years have brought with them change,
critical hit, models in the AOE become knocked down.
This model is not affected by Warhead. however, as Ragnor and Doomshaper have reluctantly allied and now share the
knowledge they have so painstakingly gathered to help shield the United Kriels
FEAT: STONE’S FORTITUDE
against their enemies. Whenever they meet, there is a begrudging respect between
Caen is the body of Dhunia, and earth sorcery comes easy
to trollkin like Ragnor Skysplitter, who feels its essence in them, even as their exchanges are colored by insults and complaints.
his bones. By his power he imparts the toughness of stone
to the flesh of his people, letting them shrug off blows that Preoccupied with his pursuit of artifacts and the study of legendary events, Ragnor
moments before would have proven lethal.
still prefers to live in isolation, shunning the complications of trollkin society. Even
When an enemy model makes a damage roll against a
friendly Faction model in Ragnor’s control range, the to his own people it appears that he values the lore and cultural heritage of the
enemy model rolls one less die. Stone’s Fortitude lasts trollkin more than he values his people themselves—an impression rooted in truth.
for one round.
His close kinship with the slag trolls and earthborn dire trolls that inhabit the lofty
reaches of the mountains also makes his people uneasy. Despite all of this, many of
SPELLS COST RNG AOE POW DUR OFF
EARTH’S SANCTUARY 1 6 – –
* NO the kriels inhabiting the Wyrmwall have taken to asking for the hermit’s advice or
Target friendly Faction model becomes dug in. (While
dug in, a model gains cover, does not suffer blast might in times of need—though only as a last resort.
damage, and does not block LOS. The model remains
dug in until it moves, is placed, or is engaged.)
In combat Ragnor’s calm and measured demeanor often gives way to fierce
HEX BLAST 3 10 3 13 – YES
Enemy upkeep spells and animi on the model/unit determination, particularly when sacred sites or lands long held by the kriels are
directly hit by Hex Blast immediately expire. threatened with destruction. Wide sweeps of his massive rune-covered hammer
PULVERIZER 3 6 – – UP NO
Target friendly model gains +2 STR and its melee
unleash tremors of explosive force on contact with foes, harnessing the power of
weapons gain Beat Back. (Immediately after a basic the earth itself to hurl their broken bodies to the ground. Clashes with invaders
attack with a weapon with Beat Back is resolved during
this model’s Combat Action, the enemy model hit can have made Ragnor a legend in his own right among the trollkin of the Wyrmwall,
be pushed 1˝ directly away from the attacking model. a wrathful lore keeper who stalks the shadowy mists of those mountains. Time
After the enemy model is pushed, the attacking model
can advance up to 1˝ directly toward it˝.) and again he has proven as uncompromising as stone when challenged by those
SHOCKWAVE 3 10 14 – YES
*
who would trespass within those regions he considers under his protection. None
Center a 4˝ AOE on the model directly hit. Models in
the AOE become knocked down.
who do so are permitted to live. This same stern tenacity has been set loose upon
any enemies of the trollkin as they fight to retain their place in western Immoren
despite the odds against them.

TACTICAL TIPS
Beat Back – You cannot move toward a model you destroyed.
Hex Blast – Because they expire immediately, upkeep spells and animi that had an effect when the model/
unit was hit or damaged will have no effect.
Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal
Movement or Combat Action if it activates later in a turn it was thrown.

122
123
DIRE TROLL BLITZER
TROLLBLOOD HEAVY WARBEAST
Dire troll blitzers—impossible creations plucked from desperate trollkin
imagination—strain credulity. When King Leto granted surplus Cygnaran weapons
BLITZER
SPD STR MAT RAT DEF ARM CMD
5 12 6 5 12 18 4 to Chief Ironhide, the king could have never anticipated their ultimate application
atop live siege engines.
SLUGGER
RNG ROF AOE POW
10 d3 — 13
In what was undoubtedly an episode of drunken bravado among trollkin warriors,
a rapid-fire slugger cannon was strapped to the back of a slumbering dire troll.
CLAW The combination of firearms and dire trolls held obvious merit as a siege engine
RNG POW P+S
1 3 15 able to bound across the field toward its enemy. The final obstacle was overcome
by chaining the troll’s arms to keep it from reaching over its head to grab the
2
pygmy troll ace operating the cannon and gobble it up. Pygs have embraced this
1 configuration with surprising enthusiasm and consider their aces enviable heroes.
3
MIND

Pygs have always enjoyed an unusual affinity with dire trolls—insofar as any
BOD
Y

4 creature can endure the towering creatures—and the trolls appear to return the
I
regard. That is, dire trolls genuinely seem to enjoy the company of their diminutive
T

IR

6
SP
cousins and generally will not eat them unless there is no other food available.
5
TACTICAL TIPS
FURY: 4 THRESHOLD: 9 Snacking – Because the boxed model is removed from play before being destroyed, it does not generate a
soul or corpse token.
PC FA
BASE:LARGE
16 U

BLITZER
DUAL ATTACK – This model can make melee and ranged
attacks in the same activation. When this model makes
its initial melee attacks or a power attack, it can also
make its initial ranged attacks. This model can make
ranged attacks even while in melee.
REGENERATION [d3] – This model can be forced to
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation in
which it runs.
SNACKING – When this model boxes a living model
with a melee attack, it can choose to remove the boxed
model from play. When it does, this model can remove
d3 damage points.
CLAW
OPEN FIST

ANIMUS COST RNG AOE POW DUR OFF


IRRESISTIBLE FORCE 1 SELF – – TURN NO
The spellcaster gains Bulldoze. Irresistible Force lasts
for one turn. (When a model with Bulldoze is B2B with
an enemy model during its Normal Movement, it can
push that model up to 2˝ directly away from it. A model
can be pushed by Bulldoze only once per activation.
Bulldoze has no effect when a model makes a trample
power attack.)

124
DIRE TROLL BOMBER
TROLLBLOOD HEAVY WARBEAST
Beleaguered trollkin kiths have had to draw upon their inherent cleverness and
versatility in the face of enemies pressing in on all sides. One of their most effective
BOMBER
SPD STR MAT RAT DEF ARM CMD
adaptations was bolstering their armies with heavily armed dire trolls, resilient 5 12 6 5 12 18 4
and fearless cousins able to carry an absurd amount of lethal ordnance. Among the
POWDER BOMB
more extreme of these additions is the dire troll bomber, which is armed with kegs RNG ROF AOE POW
of volatile explosives. 8 1 4 16

The powder used in firearms is a combination of two separate alchemical reagents CLAW
RNG POW P+S
that must be carefully weighed and mixed for useful detonation. Other explosives 1 3 15
do exist, however, such as the blends favored by miners and loggers who work in
the most remote areas. These powders are unsuitable for firearms, as their volatility 2
would destroy gun and cannon barrels, but they make for ordnance lethal to those 1
3
caught in their blasts. The trollkin stuff barrels with these dangerous substances to

MIND
BOD
Y
create crude but powerful bombs.
4

Some kriels have successfully taught dire trolls to hurl these explosive kegs. I

T
IR
Though dire trolls cannot be reasonably trained to do any one thing with regularity, 6
SP

they seem to enjoy the fiery eruptions and throw the exploding kegs at the enemy 5
with almost cheerful enthusiasm. Foolishly brave pygmy trolls accompany the
enormous bombardiers to light the fuses of their dangerous payloads. FURY: 4 THRESHOLD: 8

PC FA
BASE:LARGE
TACTICAL TIPS 19 U
Snacking – Because the boxed model is removed from play before being destroyed, it does not generate a
soul or corpse token. BOMBER
REGENERATION [d3] – This model can be forced to
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation
it runs.
SNACKING – When this model boxes a living model
with a melee attack, it can choose to remove the boxed
model from play. When it does, this model can remove
d3 damage points.
POWDER BOMB
RELOAD [1] – This model can be forced once during its
activation to make one additional ranged attack with
this weapon during its Combat Action.
CLAW
OPEN FIST

ANIMUS COST RNG AOE POW DUR OFF


FAR STRIKE 1 SELF – – TURN NO
The spellcaster’s ranged weapons gain Snipe. Far Strike
lasts for one turn. (An attack with a weapon with Snipe
gains +4 RNG.)

125
DIRE TROLL MAULER
TROLLBLOOD HEAVY WARBEAST
Almost eighteen feet tall with a body of impenetrable muscle and clawed hands
the size of a man, the awesome dire troll has few equals. In ancient days these
MAULER
SPD STR MAT RAT DEF ARM CMD
5 12 6 3 12 18 3 monsters emerged from the forests to fill their maws with screaming victims—
proof to primitive man that primordial dread possessed flesh and an appetite. The
BIG MEATY FIST
RNG POW P+S modern day has brought no respite; indeed, the only real defense is to flee and
1 4 16 hope the trolls glut themselves on slower victims.

Magnifying tenfold every unpleasant attribute of regular trolls, dire trolls are
2
1 nothing less than a menace to all life. Epic stories refer to them as deathless and
3 tireless, able to rend metal or effortlessly splinter bone. Whether dire trolls speak a
MIND

BOD
Y
language is debatable, but they do possess a small range of verbal utterances and
4
can learn to obey Molgur-Trul.
I
It was Hoarluk Doomshaper who had the power, will, and courage to add these
T

IR
SP
6
terrifying trolls to trollkin battle lines. Dire troll maulers are among the largest and
5
most brutal of the species—too fierce and savage to be trusted with weapons other
FURY: 5 THRESHOLD: 8 than their own teeth and claws. They speak a word reserved only for Doomshaper:
krol, which might represent worship or deification. Many chiefs believe Hoarluk’s
PC FA
15 U
BASE:LARGE decision to summon the creatures to battle was reckless, but they cannot deny the
maulers bring tremendous raw power to the allied kriels. As long as the dire trolls
MAULER can be managed, they offer the trollkin a great edge in battle.
REGENERATION [d3] – This model can be forced to
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation TACTICAL TIPS
it runs.
SNACKING – When this model boxes a living model Snacking – Because the boxed model is removed from play before being destroyed, it does not generate a
with a melee attack, it can choose to remove the boxed soul or corpse token.
model from play. When it does, this model can remove
d3 damage points.
BIG MEATY FIST
OPEN FIST
CHAIN ATTACK: GRAB & SMASH – If this model hits
the same model with both its initial attacks with this
weapon, after resolving the attacks it can immediately
make a head-butt or throw power attack against that
target.

ANIMUS COST RNG AOE POW DUR OFF


RAGE 2 6 – – TURN NO
Target friendly Faction warbeast gains +3 STR. Rage
lasts for one turn.

126
TROLL AXER
TROLLBLOOD LIGHT WARBEAST
A troll axer is a monster of corded muscle capable of cleaving through a wall of
men with a single blow of its massive axe. It is not unknown for one of these
TROLL AXER
SPD STR MAT RAT DEF ARM CMD
trolls to savor the taste of an enemy’s arm or leg in the midst of battle, even as the 5 9 6 4 12 17 5
horrified victim bleeds out on the ground.
GREAT AXE
RNG POW P+S
Trolls are carnivorous humanoids that tower over the mightiest trollkin. They are 2 5 14
smarter than most people realize and have a simple language that allows them
to work effectively in groups. The cooperative arrangement between full-blood
2
trolls and trollkin dates back to just after the time of the Molgur, when the trollkin 1
made pacts with the trolls in an effort to harness their barely controlled destructive 3

MIND
BOD
Y
urges. In today’s difficult times, chiefs and shamans throughout the Scarsfell, the
4
Gnarls, and the Thornwood rely heavily upon those old agreements to buttress
their war effort. I

T
IR
SP
6
Though wild trolls can fashion crude improvised weapons from a variety of
5
materials, those trained to serve the trollkin as axers are armed with hefty oversized
iron axes of tremendous destructive potential. The many trollkin leaders who call FURY: 3 THRESHOLD: 8
upon troll axers to bolster their battle lines have found that the presence of just a
PC FA
few axers can make all the difference to a trollkin army, as these hulking brutes are 10 U
BASE:MEDIUM
surprisingly efficient in sowing panic and scattering enemy formations.
TROLL AXER
REGENERATION [d3] – This model can be forced to
TACTICAL TIPS remove d3 damage points once per activation. This
Thresher – These attacks are not optional. model cannot use Regeneration during an activation
it runs.
GREAT AXE
THRESHER (HATTACK) – This model makes one melee
attack with this weapon against each model in its LOS
that is in this weapon’s melee range. Thresher attacks
are simultaneous.

ANIMUS COST RNG AOE POW DUR OFF


RUSH 2 6 – – TURN NO
Target friendly Faction warbeast gains +2˝ movement
when advancing as part of its Normal Movement and
gains Pathfinder  . Rush lasts for one turn.

127
TROLL BOUNCER
TROLLBLOOD LIGHT WARBEAST
Many warlocks favor the powerful and reliable troll bouncers for their fierce
instinct to intercept enemies threatening any they consider kin. It is this trait
TROLL BOUNCER
SPD STR MAT RAT DEF ARM CMD
5 9 6 4 12 17 4 above all others that has allowed the bouncers to fight their way to well-deserved
prominence among the forces of the United Kriels.
SHIELD
RNG POW P+S
0.5 2 11
Strapped into thick, heavy armor and holding a stout shield in front, a bouncer
whirls a deadly spiked ball overhead, the whistling oversized chain heralding
BALL & CHAIN bone-shattering brutality. Heedless of their own survival, troll bouncers eagerly
RNG POW P+S
2 3 12 wade into battle among armored enemies, sending their signature weapons
careening over the tops of their foes’ shields to slam down with a sickening crunch.
2 These solid warrior trolls are part of a long and valued tradition. For generations,
1
3 full-blood trolls have formed strong attachments to the trollkin who feed and fight
MIND

alongside them. Some have demonstrated a particular loyalty and protectiveness


BOD
Y

4 otherwise unusual in their species, prompting a number of kriels to select them for
I
training in the use of weapon and shield. Trained, troll bouncers gladly charge into
T

IR

6
SP
harm’s way, sometimes shouldering allies aside to take attacks upon themselves.
5 Trollkin kriels have long singled out such trolls to guard chieftains, shamans,
and other important elders. With enemies of the kriels now closing in from every
FURY: 3 THRESHOLD: 9
direction, the bouncers find their services in ever-higher demand.
PC FA
BASE:MEDIUM
9 U
TACTICAL TIPS
TROLL BOUNCER Earth’s Blessing – Remember, even if a thrown model cannot be knocked down, it must still forfeit its
REGENERATION [d3] – This model can be forced to Normal Movement or Combat Action if it activates later in a turn it was thrown.
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation
it runs.
SHIELD GUARD – Once per round, when a friendly
model is directly hit by a non-spray ranged attack
during your opponent’s turn while within 3˝ of this
model, you can choose to have this model directly hit
instead. This model is automatically hit and suffers
all damage and effects. This model cannot use Shield
Guard while it is incorporeal, knocked down, or
stationary.
SHIELD
SHIELD
BALL & CHAIN
CHAIN WEAPON

ANIMUS COST RNG AOE POW DUR OFF


EARTH’S BLESSING 1 SELF – – RND NO
The spellcaster cannot be pushed, knocked down, made
stationary, or moved by a slam. Earth’s Blessing lasts
for one round.

128
TROLL IMPALER
TROLLBLOOD LIGHT WARBEAST
Pitching enormous spears with bone-crushing force, impalers are the living
ballistae of the trolls. Each carries a quiver of massive wood-and-iron projectiles
TROLL IMPALER
SPD STR MAT RAT DEF ARM CMD
bearing only functional similarity to the puny twigs smaller races call spears. These 5 9 5 5 12 17 4
savage missiles impact their targets with the force of a battering ram, obliterating
THROWN SPEAR
men and knocking even the greatest beasts off their feet. RNG ROF AOE POW
8 1 — 13
Of the same troll species as their axe-wielding kin, impalers are distinguished primarily
by their training and armament. Since ancient times some trolls had a predilection for BATTLE SPEAR
RNG POW P+S
ripping small trees from the ground to hurl at their enemies. Trollkin have learned 2 4 13
to capitalize on this tendency, selecting trolls with keen eyes and above-average
coordination for training as impalers. As they fight alongside their trollkin cousins, 2
the powerful impalers are equally deadly in close melee as they are at range. 1
3

MIND
Impalers enjoy the same powers of regeneration and ravenous appetites as other full-
BOD
Y

blood trolls. The trollkin who tend these beasts have learned to keep them well fed, both 4

to discourage them from turning on their allies in the chaos of battle and to maintain I

T
IR
the integrity of their exacting funeral rites for slain kin. These efforts do not always 6
SP

succeed, however, particularly with regard to trolls battered within an inch of death at 5
a warlock’s command. Some kriels have reluctantly decided that a few missing bodies
at the end of battle are an unfortunate but acceptable price to pay for calling upon the FURY: 3 THRESHOLD: 9
power of trolls to safeguard their species.
PC FA
BASE:MEDIUM
11 U

TROLL IMPALER
REGENERATION [d3] – This model can be forced to
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation
it runs.
SET DEFENSE – A model in this model’s front arc suffers
–2 on charge, slam power attack, and impact attack rolls
against this model.
THROWN SPEAR
CRITICAL SMITE – On a critical hit, the model hit can
be slammed d6˝ directly away from this model. If the
model hit has a larger base than the attacking model,
it is moved only half the distance rolled. The POW of
collateral damage is equal to the STR of this model.
THROWN – Apply any modifiers to this model’s STR to
the POW of this weapon.

ANIMUS COST RNG AOE POW DUR OFF


FAR STRIKE 1 SELF – – TURN NO
The spellcaster’s ranged weapons gain Snipe. Far Strike
lasts for one turn. (An attack with a weapon with Snipe
gains +4 RNG.)

129
MOUNTAIN KING
TROLLBLOOD GARGANTUAN WARBEAST
To look upon a mountain king is to see the primal essence of the troll: hunger,
rage, and the strength of nature. Seeking to satisfy an incomprehensible appetite,
MOUNTAIN KING
SPD STR MAT RAT DEF ARM CMD
5 15 6 5 9 19 4 mountain kings walk Caen again after millennia of quiescence, shaking the ground
with their tread and sundering granite with their roars.
DEATHLY ROAR
RNG ROF AOE POW
— SP 10 1 — 16
Trollkin legend describes mountain kings with fearful reverence. The tales speak of a
time of plenty for the trollkin throughout Caen. Those trollkin respected and feared
BIG MEATY FIST their full-blood troll cousins and kept their distance from the greatest among them,
RNG POW P+S
L 2 4 19 the mountain kings, which were already ancient in those nearly forgotten days.

BIG MEATY FIST The stories say the mountain kings were the first trolls to emerge from the stony
RNG POW P+S ground, given life by the harsh joining of Dhunia and the Devourer Wurm. They
R 2 4 19
kept largely to the remote mountains, far from where the first trollkin appeared.
In time, however, trollkin populations began to spread and intrude upon the
2
mountain kings’ territory.
1
The encroaching trollkin enraged the mountain kings beyond all measure. The
primal brutes incited one another with howls that echoed across the mountain
MIND

chains, and even those in remote regions came forth to slaughter. Like emissaries
BOD
Y

3 of the Wurm, the mountain kings smashed and devoured all in their path, their
6 blinding hunger overcoming any sense of kinship with other troll species.
IT

IR
SP 4
The trollkin saw that in time the great trolls would devour not only their people
5
but the entirety of the world. An ancient epic describes a gathering of trollkin
chieftains, warriors, and shamans who sought to subdue the mountain kings. They
ultimately succeeded, though the means they employed are poorly recorded and
FURY: 5 THRESHOLD: 6 even less understood. Somehow the shamans discovered a way to forge chains
infused with spiritual energies that could restrain the great beasts, and the trollkin
PC FA
36 2
BASE:HUGE
entombed their enormous cousins within the mountain peaks. Many trollkin died
to bring the mountain kings to those rage-filled barrows, which were marked with
MOUNTAIN KING
ASSAULT
great rune-inscribed stones warning against future disturbance.
PATHFINDER
BULLDOZE – When this model is B2B with an enemy At first, the mountain kings stormed beneath the earth, consuming stones in their
model during its Normal Movement, it can push that hunger and causing the earth to quake. Eventually they fell into a restless torpor,
model up to 2˝ directly away from it. A model can be
pushed by Bulldoze only once per activation. Bulldoze their turbulent dreams filled with images of hunting and feeding. When they
has no effect when this model makes a trample power stirred in their sleep, avalanches and mudslides plagued the slopes above them.
attack.
KILL SHOT – Once per activation, when an enemy
model is destroyed or removed from play as a result of
As ages passed, the mountain kings slowly faded into myth; few trollkin even
a melee attack made by this model during its activation, dreamed they still lay chained underground. Their existence was unproven until
immediately after that attack is resolved this model can
make one basic ranged attack. Madrak Ironhide and Hoarluk Doomshaper, pressed to desperation, set out to
SNACKING – When this model boxes a living model harness their tremendous might. At no small cost, the two succeeded in their nearly
with a melee attack, it can choose to remove the boxed
model from play. When it does, this model can remove unthinkable quest, bringing the first reawakened mountain kings down from the
d3 damage points. Wyrmwall Mountains.
WHELP SHEDDING – When this model suffers damage
from an enemy attack at any time except during its The trollkin strive to control these immense and ravenous beasts, which make
activation, immediately after the attack is resolved you
can place a Troll Whelp model into play B2B with this little distinction between friend and foe. Even the greatest shamans must take care
model.
in their presence, using the enchanted chains that still dangle from the creatures’
DEATHLY ROAR
hulking bodies to forestall their hunger between battles. The mountain kings are
DEAFEN – A model hit by this weapon suffers –2 DEF
and cannot give or receive orders for one round. truly primeval beings, so closely connected to the essence of creation that their
BIG MEATY FIST tissue continually spawns small whelps, which they ignore until hunger calls.
OPEN FIST
A mountain king evokes terror in all who behold it. It lopes forward to fill its
ANIMUS COST RNG AOE POW DUR OFF
fathomless belly—an urge that grows even stronger when the creature is injured.
RAGE 2 6 – – TURN NO
Target friendly Faction warbeast gains +3 STR. Rage Uneasy trollkin watching such staggering rampages must wonder at the price paid
lasts for one turn.
to ensure the survival of their people.

TACTICAL TIPS
Snacking – Because the boxed model is removed from play before being destroyed, it does not generate a
soul or corpse token.

130
131
WAR WAGON
TROLLBLOOD BATTLE ENGINE
The crashing sound of hooves, iron, and wood is painfully loud as a War Wagon
roars across the battlefield. Its crew shout grimly back and forth as they clear their
WAR WAGON
SPD STR MAT RAT DEF ARM CMD
7 14 6 5 9 19 10 guns and exhort the enormous bison that haul them into position. The creatures
thunder forward, lending the wagon formidable momentum. Any foe foolish
POUNDER
RNG ROF AOE POW enough to stand his ground is crushed beneath the wagon’s bulk, his armor
— 12 1 5 16 crumpled and his body ground into the earth. The cacophony of the wagon’s
SCATTERGUN passage is finally exceeded by the monstrous report of its main gun, which can
RNG ROF AOE POW blast enemies apart in a shocking display of raw firepower.
— SP 8 1 — 12
For centuries, the trollkin of the northern kriels have made war from massive,
MOUNT
RNG POW
heavily armored carts drawn by stout bison. Such wagons once crossed the
— 0.5 14 southern Khadoran plains with greater frequency than in recent decades, when
the kriels found themselves pushed to the fringes. Renewed relations between far-
DAMAGE:24
flung kriels separated by hostile territory have revived the use of these wagons.
PC FA
BASE:HUGE
The trollkin augment the wagons with the finest weaponry they can scavenge or
18 2
fabricate in their village smithies, the largest of which have been converted into
WAR WAGON impressive armories.
CAVALRY
CONSTRUCT Driven and operated by a mixed crew, these powerful wagons often escort armed
PATHFINDER bands of trollkin traveling great distances to reinforce the United Kriels. Because
DUAL ATTACK – This model can make melee and ranged
attacks in the same activation. When this model makes much of the armored wagon’s interior is taken up by its powerful turret cannon—
its initial melee attacks or a power attack, it can also whose design was pilfered from the turrets that defend Khadoran military
make its initial ranged attacks. This model can make
ranged attacks even while in melee. trains—there is little room for a traditional crew beyond driver and gunner. This
LINE BREAKER – This model gains an additional die on limitation has prompted reliance on the small but dexterous pygs, who are adept at
impact attack rolls.
POWER ATTACK TRAMPLE – This model can make scrambling for ammunition and expediting reloading while taking care not to get
trample power attacks. burned by a barrel that has become scorching hot from constant firing. These pygs
REPOSITION [3˝] – At the end of an activation in which
it did not run or fail a charge, this model can advance are also tasked with keeping boarders off the vehicle so the driver and gunner can
up to 3˝, then its activation ends. concentrate on aiming both bison and cannon in the appropriate direction.
POUNDER
ARCING FIRE – When attacking with this weapon, this The tremendous strength of their harnessed bison teams allows the trollkin to
model can ignore intervening models except those build their War Wagons with little concern for weight. Between the yoked bison
within 1˝ of the target.
QUAKE – On a direct hit against an enemy model, all hang hundreds of pounds of reinforced armor that transforms the wagon into a
models hit become knocked down. battering ram of astounding power. A team of bison impelled forward at full speed
MOUNT generates a veritable avalanche of force, capable of smashing even the most heavily
MOMENTUM – A small- or medium-based model directly
hit by this attack is slammed d3˝ directly away from this armored phalanxes beneath the pulverizing hooves and wheels.
model. The POW of collateral damage is equal to the
POW of this weapon. In addition to suffering a normal The most significant aspect of the wagon’s armament and weight is its main
damage roll, large-based models hit by this attack
become knocked down.
weapon, the massive pounder. The driver calls the gunner’s targets while a
TRAMPLING HOOVES – This model can make charge scattergun-wielding pyg clears the path of enemy troops. Once he locks his sights,
attacks with this weapon in addition to making impact
attacks.
the gunner fires, confident his shot will hit its mark even with the motion of the
wagon. The shell’s weight means the occasional miss still results in enormous
destruction from the staggering explosive blast.

132
133
KRIEL WARRIORS
TROLLBLOOD TROLLKIN UNIT
Kriel warriors are bands of irregulars drawn from among the trollkin kriels.
Though few of them would claim to be professional soldiers, the hardships
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
5 6 5 4 12 15 8 endured by these brave trollkin have accustomed them to the reality of the
constant warfare facing their scattered people. Because life in a wilderness kriel
HAND WEAPON
RNG POW P+S is inherently difficult, most trollkin learn basic fighting skills at an early age; all
1 4 10 able-bodied trollkin must know how to fight, hunt, and protect their people.

PC
Leader & 5 Grunts 7 FA Bands of kriel warriors receive only minimal additional training before being sent
Leader & 9 Grunts 11 U
out into the field, where they gain their true education in the art of war. A chief
BASE:MEDIUM
component of this limited training is learning to fight alongside full-blood trolls. A
LEADER & GRUNTS trollkin quickly learns to be vigilant around his thick-skulled “allies,” particularly
COMBINED MELEE ATTACK
TOUGH
when the trolls are wounded and hungry.
UNYIELDING – While engaging an enemy model, this
model gains +2 ARM. Most of these warriors have already seen time in battle, serving on the front lines
against the myriad enemies faced by trollkin kriels. They are led by the trusted
Dhunian shamans who serve their communities. These feral priests lead by
example, charging into the fray to show their enemies the power of Dhunia’s wrath.

134
KRIEL WARRIOR CABER THROWER
TROLLBLOOD TROLLKIN WEAPON ATTACHMENT
What passes for trollkin entertainment would amaze and horrify most humans.
Many of these customs evolved from ritualized games intended to ready able-
THROWER
SPD STR MAT RAT DEF ARM CMD
bodied warriors of a kriel for battle. Feats of strength, stamina, and endurance are 5 6 5 4 12 15 8
all commonplace among the wild kriels, and many draw from practices that also
CABER
have applications in battle. Hurling cabers has proven a surprisingly devastating, RNG POW P+S
if crude, form of attack throughout the centuries. Such demonstrated effectiveness 2 7 13

prompted some kriels to add this sport to their winter entertainment, both to keep
PC FA
the warriors in fighting form and to determine which trollkin would wield the 2 U
BASE:MEDIUM

cabers in actual combat.


ATTACHMENT [KRIEL WARRIORS] – This attachment can
be added to a Kriel Warrior unit.
Cabers were originally made from great wooden poles, but kriels in the Gnarls
THROWER
took this weapon to the extreme by using stone columns of a size that would seem TOUGH
impossible to lift, let alone throw. These stone cabers continue to prove well worth TAKE UP – If this model is destroyed, you can choose
a Grunt in this unit within 1˝ of it to be destroyed
the backbreaking effort of carrying them to the battlefield as the trollkin send them instead. Effects on this model expire, and it gains
tumbling forward with bone-pulping power. Anything caught in the caber’s path the effects on the chosen Grunt. Remove the Grunt
from the table instead of this model. This model has
is usually reduced to paste, and even those few beasts hardy enough to endure the same number of unmarked damage boxes as the
such a blow will generally be knocked off their feet by the pitching column. chosen Grunt.
UNYIELDING – While engaging an enemy model, this
Only particularly strong and stout trollkin, who boast endurance considered model gains +2 ARM.

extraordinary even among their kith, can regularly carry these massive weapons
CABER
MOMENTUM – A small- or medium-based model directly
across long distances. hit by this attack is slammed d3˝ directly away from this
model. The POW of collateral damage is equal to the
POW of this weapon. In addition to suffering a normal
TACTICAL TIPS damage roll, large-based models hit by this attack
become knocked down.
Take Up – Effects include spells and animi. Remember, if this model remains in play as a result of Take
SINGLE SHOT – After an attack with this weapon is
Up, it is the same model.
resolved, this model cannot make another attack with it
for one round.

135
KRIELSTONE BEARER & STONE SCRIBES
TROLLBLOOD TROLLKIN UNIT
Krielstones are sacred monuments of the trollkin, great carved rocks etched
with runes immortalizing the race’s most heroic acts. Creating these reliquaries
LEADER
SPD STR MAT RAT DEF ARM CMD
5 6 5 4 12 13 6 is the responsibility of the most-respected trollkin artisans: stone scribes. These
craftsmen approach their work with a religious dedication, carefully selecting and
GRUNTS
SPD STR MAT RAT DEF ARM CMD inscribing each stone with great ceremony.
5 6 5 4 12 13 6
Often the largest krielstones are placed at important Dhunian sites or noted ancient
HAND WEAPON battlegrounds near shrines to the Ravaged Mother. Generations of prayers have
RNG POW P+S
1 4 10 infused many stones with spiritual power, and miracles are often attributed to
them. Most are great monoliths too heavy to move, but some trollkin now carry
PC
Leader & 3 Grunts
Leader & 5 Grunts
6
9
FA
1
smaller versions into battle. These portable reservoirs of spiritual energy are
BASE:MEDIUM
capable of radiating an aura that protects the brave warriors who fight within it.

LEADER Customarily, the strongest trollkin of a kith pit themselves against the larger
TOUGH stones, working throughout adolescence to acquire the raw strength necessary
FURY VAULT – While this model is in a friendly Faction
to lift one and carry it into battle. Although these trollkin possess unmatched
warlock’s control range during the warlock’s activation,
the warlock can move fury points from himself to it at strength, they insist carrying a krielstone is as much a feat of will as of muscle.
any time. If this model is in a friendly Faction warlock’s
control range, the warlock can leech fury points from
Some gain reputations across the kriels as they strive to carry successively heavier
it during your Control Phase. This model can have up and more powerful stones.
to 1 fury point on it for each model currently in this
unit. When a model in this unit is destroyed or removed Stone scribes accompany these bearers to witness the brave deeds of the kin in
from play, remove fury points from this model in excess
of the number of models remaining in the unit. If this battle, which they carve into krielstones for future generations. Scribes also train
model is destroyed and replaced by a Grunt in its unit,
place its fury points on the new Leader.
in the art of capturing the sacred power of krielstones onto ceremonially prepared
PROTECTIVE AURA – This model can spend 1 fury point scrolls created from rubbings of their surfaces. Scribes cherish the stones and their
to use Protective Aura at any time during its unit’s
activation. When it does, friendly Faction models gain
bearers and will gladly sacrifice their lives to defend them.
+2 ARM while within 4˝ of this model +1˝ for each
fury point on this model. Protective Aura lasts for one
round. TACTICAL TIPS
SELF-SACRIFICE – If this model is disabled by an enemy Protective Aura – This model is affected by Protective Aura. If the Leader is destroyed Protective Aura expires.
attack, you can choose a non-disabled model in this
Self-Sacrifice – Remember, if a damage point is removed from a disabled model, the model is no longer
unit within 3˝ of this model to be destroyed and this
model removes 1 damage point. disabled.
GRUNTS
TOUGH

136
PUMMELER CREW
TROLLBLOOD TROLLKIN WEAPON CREW UNIT
Artillery is a relatively new acquisition for the armies of the United Kriels, but
enterprising commanders have adopted it quickly and enthusiastically. After seeing
GUNNER
SPD STR MAT RAT DEF ARM CMD
the devastating power of the cannonades, or “thumpers,” that were gifted to the 2 6 5 5 12 14 5
trollkin by King Leto, their own engineers turned to creating a weapon of trollkin
PUMMELER
design. The resulting pummeler is used for breaking troop formations from a distance RNG ROF AOE POW
and is ideal for thinning enemy lines and laying flat anything in its firing arc. 16 1 3 14

Built to fit on a carriage reverse-engineered from those supporting the thumpers, AXE
RNG POW P+S
the pummeler is a double-barreled cannon ignited by a single braided fuse. Each 0.5 4 10
barrel is primed with blasting powder before the entire apparatus is loaded with
chain shot—two heavy cannon balls linked together by an arm’s length of thick
GRUNTS
SPD STR MAT RAT DEF ARM CMD
chain. The fuse is timed to fire the top barrel just before the bottom, sending the 4 6 5 5 12 14 5
weapon’s payload careening forward as a spinning concussive mass. The brilliance
AXE
of this design is that after the first cannonball makes impact, the momentum of the RNG POW P+S
second continues forward, impacting deeper into enemy lines. Victims are strewn 0.5 4 10

across the battlefield in unrecognizable lumps of flesh and shattered armor.


FA
PC Gunner & 2 Grunts 6
2
Compact in size and easy to deploy quickly, the pummeler has become a preferred
BASE (GUNNER): LARGE
support weapon in large-scale engagements. Enemies of the trollkin have learned a BASE (GRUNT): MEDIUM
healthy respect for this new weapon, which reduces entire lines of men into fodder
for trolls. GUNNER
OFFICER
TOUGH
TACTICAL TIPS MOBILE ARTILLERY – When this model advances as
part of its Normal Movement, it gains +1˝ movement
Take Up – Effects include spells and animi. Remember, if this model remains in play as a result of Take for each Grunt in this unit within 2˝ of it at the start
Up, it is the same model. of its advance.
TAKE UP – If this model is destroyed, you can choose a
Grunt in this unit within 1˝ of it to be destroyed instead.
Effects on this model expire, and it gains the effects on
the chosen Grunt. Remove the Grunt from the table
instead of this model. This model has the same number
of unmarked damage boxes as the chosen Grunt.
GRUNTS
TOUGH
PUMMELER
ARCING FIRE – When attacking with this weapon, this
model can ignore intervening models except those
within 1˝ of the target.
BOUNCE – After determining the point of impact, roll
deviation for one additional 3˝ AOE from that point.
On a roll of 1 or 2, the additional AOE deviates in
direction 1. On a roll of 3 or 4, it deviates in direction
2. On a roll of 5 or 6, it deviates in direction 6. A model
hit by the additional AOE suffers a POW 10 blast
damage roll.
HIGH-EXPLOSIVE – Blast damage caused by this weapon
is POW 10.
INACCURATE – This model suffers –4 to attack rolls with
this weapon.
MINIMUM RANGE [8˝] – Attacks made with this weapon
cannot target models within 8˝ of this model.

137
138
PYG BUSHWHACKERS
TROLLBLOOD UNIT
Pyg bushwhackers can be found moving strategically ahead of trollblood forces
in many battles involving trollkin. Armed with modified rifles and using stolen
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
spyglasses, these pygs scout the terrain and identify the best spots to set up 6 5 4 4 13 12 7
calculated offenses.
RIFLE
RNG ROF AOE POW
While tolerant of their smaller cousins, the kriels have traditionally considered 14 1 — 10
pygs frivolous and incapable of the valor that trollkin idealize. The trollkin allowed
them to live on the outskirts of their villages, an arrangement that suited the pygs HAND WEAPON
RNG POW P+S
well, as it kept them safe from the reach of hungry full-blood trolls. As the kriels 0.5 3 8
have been displaced and beset on all sides, however, the relationship between
trollkin and pygs has evolved. PC
Leader & 5 Grunts
Leader & 9 Grunts
9
15
FA
2

Pygs are naturally quite intelligent and nimble, though they are not noted for BASE:SMALL

their sophisticated culture or aptitude for craft. They frequently use their innate LEADER & GRUNTS
cunning to lay complex ambushes and work together to bring down larger prey. ADVANCE DEPLOYMENT
COMBINED RANGED ATTACK
After seeing them in action, trollkin leaders recognized the pygs’ potential and PATHFINDER
TOUGH
decided to organize them as part of their fighting forces. The trollkin armed BUSHWHACK (ORDER) – During this unit’s activation,
them with rifles and powder given to the kriels by Cygnar, slightly altering the affected models make their Combat Actions before their
Normal Movement. Affected models must make a full
weapons’ stock and trigger mechanisms to suit the diminutive pygs. What pygs advance as their Normal Movement this activation.
lack in discipline, they more than make up in tenacity, enthusiasm, and ingenuity;
they have even adopted improvised calls and hand signals to coordinate more
effectively in the dense undergrowth. As the pygs have become more a part of
trollkin society, they have increasingly begun to emulate the trollkin sheltering
them, including wearing similar garments and taking advantage of acquired
firearms to become surprising crack shots.

139
SCATTERGUNNERS
TROLLBLOOD TROLLKIN UNIT
Tough as boiled leather, dedicated trollkin scattergunners are the equal of any
soldier fielded by the kingdoms of men and twice as hardy. Trollkin are increasingly
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
6 6 5 5 12 14 8 turning to modern weapons to help offset their declining numbers, and many have
taken to firearms with enthusiasm.
SCATTERGUN
RNG ROF AOE POW
SP 8 1 — 12
While the weapons are of human invention, trollkin are no strangers to firearms;
their problem has always lain in acquiring blasting power. Following Chief
GUN BLADE Ironhide’s initial negotiations with King Leto, Thornwood trollkin received a
RNG POW P+S
0.5 3 9 massive infusion of low-grade powder as well as a number of deck guns. Instead
of using these cannons for fixed-position defense as intended, the trollkin strapped
PC
Leader & 5 Grunts
Leader & 9 Grunts
8
14
FA
3
stocks on them and stuffed them with powder and scrap metal to transform them
BASE:MEDIUM
into enormous scatterguns. These short-range weapons are well suited to trollkin
because of the combination of strength, stamina, and courage required to wield
LEADER & GRUNTS them: the resilient scattergunners do not fear charging the enemy while firing a
TOUGH
spray of explosive shrapnel that flays flesh from bone.

Every shot from one of these tremendous guns consumes an obscene quantity of
blasting powder, a fact that has motivated ongoing raids to gather more. Often
the scatterguns are loaded with an assortment of metallic scrap, chain links, or
iron nails that enhances the carnage quotient. Enemies that foolishly stand too
close together are ripped to shreds with a single blast. Scattergunners are just as
ruthlessly proficient in close combat, using the hefty axe blades attached to their
guns to decimate any enemy that survives their vicious ranged assault.

140
SCATTERGUNNER OFFICER & STANDARD
TROLLBLOOD TROLLKIN COMMAND ATTACHMENT
Though scattergunner sergeants lead their kith with the same bravery and resolve
as any kithkar, these stalwart officers channel their formidable courage into military
OFFICER
SPD STR MAT RAT DEF ARM CMD
discipline unheard of within the kriels only a decade ago. Their veteran forces 6 6 6 6 12 14 8
follow them and their standards into the bloodiest fights, storming trench lines and
SCATTERGUN
fortified positions with orchestrated brutality. Communicating through a mixture RNG ROF AOE POW
of bellowed orders and purposeful hand gestures, they unleash a punishing hail of SP 8 1 — 12

gunfire before closing with their gun blades. GUN BLADE


RNG POW P+S
Scattergunner sergeants customarily recover any medals and other accolades 0.5 3 9
pinned to the breasts of their enemies and keep them as trophies. Few sights
unnerve a Khadoran officer more than seeing a seasoned trollkin wearing several
STANDARD BEARER
SPD STR MAT RAT DEF ARM CMD
Sabers of Service and Anvils of Conquest from previous engagements against his 6 6 5 5 12 14 8
countrymen.
OFFICER’S DAMAGE: 5
Highly trained scattergunner officers and their units are a rousing success in the
FA
efforts of the tradition-bound trollkin to modernize. Fighting and firing shoulder- PC Officer & Standard 4
3
to-shoulder, these veterans can shrug off trivial friendly fire that would incapacitate BASE:MEDIUM
human soldiers. Scattergunners led by their decorated sergeants have become
ATTACHMENT [SCATTERGUNNERS] – This attachment
some of the most effective assault forces available to the United Kriels. can be added to a Scattergunner unit.
OFFICER
OFFICER
TACTICAL TIPS TOUGH
Granted: Quick Work – This model cannot make the additional attack if it is still in melee. GRANTED: QUICK WORK – While this model is in
Officer – Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. formation, models in its unit gain Quick Work (When
Instead the Leader becomes the unit commander. a model with Quick Work destroys one or more enemy
models with a melee attack during its Combat Action,
Take Up – Effects include spells and animi. Remember, if this model remains in play as a result of Take immediately after the attack is resolved the model with
Up, it is the same model. Quick Work can make one basic ranged attack.)
TACTICS: CLEAR! – Models in this unit gain Clear!
(Ranged attacks against friendly models made by a
model with Clear! automatically miss.)
STANDARD BEARER
TOUGH
STANDARD BEARER – While this model is within 5˝
of its unit commander, the unit commander gains
+2 CMD.
TAKE UP – If this model is destroyed, you can choose
a Grunt in this unit within 1˝ of it to be destroyed
instead. Effects on this model expire, and it gains
the effects on the chosen Grunt. Remove the Grunt
from the table instead of this model. This model has
the same number of unmarked damage boxes as the
chosen Grunt.

141
TROLLKIN
TROLLBLOOD UNIT
CHAMPIONS
Trollkin champions are hardened and experienced veterans who have risen to
become the celebrated heroes of their kriels. They are bound by a shared awareness
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
5 7 7 4 12 16 7 of a greater destiny and formalize their fraternity using the kulgat blood oath.
Drawing strength from one another, they fight for the survival of their people with
HAND WEAPON
RNG POW P+S seamless, coordinated precision. Many of their stories will end in death, but before
1 4 11 falling they claim glory by cutting down their enemies with a weapon in each hand.
DAMAGE: 5 EACH Only the strongest and most skilled trollkin warriors rise to become champions.
These masters of all weapons are equally at ease with axes, blades, clubs, and other
Leader & 2 Grunts 10 FA
PC
Leader & 4 Grunts 17 2 implements of war. Their bonds go beyond a normal kulgat, allowing them to
BASE:MEDIUM anticipate the moves of their brothers perfectly and exploit miniscule opportunities
LEADER & GRUNTS
presented by their enemies’ defenses. Champion leaders take the title kithkar,
TOUGH which means “first born” among trollkin siblings. These are the eldest and most
DEFENSIVE LINE – While this model is B2B with one or skilled of their groups, and many of them were once chieftains of lesser kriels who
more models in its unit, it gains +2 DEF against melee
attacks and cannot become knocked down. gave up their status to heed this unique call to arms.
HAND WEAPON
WEAPON MASTER
Most champions, particularly those from the Thornwood, share similar tales of
woe—lost mates, children, and parents—and they find life between battles a solemn
reminder that they are the last of proud bloodlines. As champions ready for their
next conflict, they draw upon the strength of their brothers in arms, inspire hope
in all their kin, and stride fearlessly to embrace their fates. Each champion knows
he will die amid bloodshed, but until then, he will send as many enemies ahead of
him as his weapons can reach.

TACTICAL TIPS
Defensive Line – Remember, even if a thrown model cannot be knocked down, it must still forfeit its
Normal Movement or Combat Action if it activates later in a turn it was thrown.

142
TROLLKIN LONG RIDERS
TROLLBLOOD UNIT
The resolute long riders gallop into battle as inexorably as the tide, riding thick-
framed and powerfully muscled bison. Few forces of nature are able to match the
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
raw power and unparalleled impact of their momentum as they pound the earth 7 7 7 4 12 17 9
into submission beneath the hooves of these great mounts. Mounted long riders
CAVALRY AXE
easily shatter enemy lines, sending even titans tumbling into the mud, while their RNG POW P+S
long-handled axes lay down deadly blows. 1 5 12

Southern trollkin kriels do not have a long cavalry tradition, having lived generations MOUNT
RNG POW
among the wooded confines of the Thornwood or the Gnarls. The trollkin of regions 0.5 14
such as the large, open areas of Khador, however, have lived quite different lives.
DAMAGE: 8 EACH
Though these regions boast horses strong enough to bear armored trollkin warriors,
such steeds are unsettled by the smell of full-blood trolls, and the kriels found a Leader & 2 Grunts 12 FA
PC
better match in the temperament of bison. Innumerable herds of bison once roamed Leader & 4 Grunts 20 2

many of Khador’s open expanses, including the stretch of territory south of Bitterock BASE:LARGE

River. The best warriors of those kriels soon mastered riding the mighty creatures, LEADER & GRUNTS
delighting in the undeniable appeal of their raw mass and speed. CAVALRY
TOUGH
The most famed of trollkin battle riders, long riders are noted for their endurance. BULL RUSH (ORDER) – Affected models must run,
charge, or make a slam power attack this activation. If
On long journeys they sleep and eat in the saddle, dismounting only when an affected model makes a slam power attack, instead
absolutely necessary. Those who spend time with them insist that the moods and of resolving damage rolls using the model’s STR, use
the current POW of its Mount  . After resolving a
attitudes of the mount and rider eventually become linked, such that when one is slam power attack, this model can make one basic
angry or agitated, so is the other. melee attack.
FOLLOW UP – When this model slams an enemy model,
immediately after the slam is resolved this model can
advance directly toward the slammed model, up to the
TACTICAL TIPS distance the slammed model was moved.
Follow Up – This model stops moving if it contacts another model. This model does not advance if the REPOSITION [3˝] – At the end of an activation in which
model slammed is destroyed by the attack. it did not run or fail a charge, this model can advance
Reposition – If a model is part of a unit, its activation does not end until all models in its unit have up to 3˝, then its activation ends.
completed their activations. CAVALRY AXE
BRUTAL CHARGE – This model gains +2 to charge attack
damage rolls with this weapon.
MOUNT
CRITICAL KNOCKDOWN – On a critical hit, the model hit
becomes knocked down.

143
TROLLKIN
TROLLBLOOD UNIT
RUNESHAPERS
Runeshapers are among the most formidable trollkin sorcerers, having learned
to manipulate stone itself with their minds. At a runeshaper’s call, rocks rise
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
5 6 6 4 12 15 6 in response to their will. Sorcerers born among the trollkin kriels have one
significant advantage over their human counterparts: whereas humans usually
HAND WEAPON
RNG POW P+S discover their gifts later in life, sorcerous trollkin are immediately recognizable
1 4 10 as albinos. They soon separate from their peers and begin to learn how to master
DAMAGE: 5 EACH
their inborn potential. Among larger collections of kriels, elders sort such youth
by aptitude and direct each to a path suiting his inclinations. The more aggressive
PC Leader & 2 Grunts 9
FA sorcerers become tremendous assets on the battlefield, using their arcane strength
3
to batter the enemy.
BASE:MEDIUM

LEADER & GRUNTS


Though their evocations sometimes resemble druidic power, runeshapers feel
PATHFINDER no affinity for human blackclads. The religious among them believe trollkin
TOUGH sorcery is a gift from Dhunia, not the Devourer Wurm, linked to the seasons that
MAGIC ABILITY [7]
• DIG IN (HACTION) – This model gains cover, does
represent the goddess’ manifestations on Caen: earth power belongs to spring,
not suffer blast damage, and does not block LOS. fire to summer, ice and water to winter, and storms to autumn. Runeshapers are
The model remains dug in until it moves, is placed,
or is engaged. It can begin the game dug in. not priests, but many believe their power is a sign they are destined to deliver
• ROCK HAMMER (HATTACK) – Rock Hammer is Dhunia’s wrath. Others ignore such spiritualism to focus on the raw arcane
a RNG 8, AOE 3, POW 14 magic attack. On a
critical hit, models hit become knocked down. power of the runes themselves.
• TREMBLER (HACTION) – Center a 4˝ AOE on this
model. Other models in the AOE become knocked
down. TACTICAL TIPS
STEADY – This model cannot become knocked down. Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.
HAND WEAPON Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal
DAMAGE TYPE: MAGICAL Movement or Combat Action if it activates later in a turn it was thrown.

144
FELLTROLLBLOOD
CALLERTROLLKIN
HERO SOLO
The sons and daughters of Bragg—the legendary father of the fell caller bloodline—
are paragons of trollkin culture and pride. Their powerful, booming voices raised
FELL CALLER
SPD STR MAT RAT DEF ARM CMD
in song can rally nearby trollkin to heroic efforts or shatter bone and flesh through 5 7 6 6 12 15 9
a singular sonic attack. Between battles this hardy bunch finds joy in living the
SONIC BLAST
good life, even in difficult and troublesome times. RNG ROF AOE POW
SP 8 1 — 12
These wild and inspirational crooners are not without their unique challenges,
however. Fell callers are an arrogant, self-assured type who sometimes have SWORD
RNG POW P+S
difficulty following orders. They are prone to excessive drinking—even by trollkin 1 3 10
standards—and inciting wild revelries at inappropriate times. Traveling fell callers
DAMAGE:8
can be a source of friction to the kriels they visit, particularly when they begin
seducing a chief’s mate or daughter. Most sons of Bragg feel an almost irresistible PC FA
BASE:MEDIUM
urge to spread their seed far and wide in order to pass their legacy to the next 5 2

generation. This compulsion is also found among the rare female fell callers, who FELL CALLER
are just as ardent as their male counterparts. TOUGH
FELL CALLS – This model can make one of the
Despite these disruptive qualities, fell callers are a welcome presence among trollkin following calls at any time during its activation. A
friendly Faction model/unit can be affected by only one
forces. As powerful as their fell calls are, each is also a tremendous warrior of proven call each turn.
ability. They lead by both bellow and deed, and few trollkin can resist the urge to • MARCH – RNG 5. Target friendly Faction warrior
model/unit. If the model/unit is in range, it gains
follow when a fell caller hero drives deep into enemy lines, heedless of the odds. Pathfinder  for one turn.
• REVEILLE – Knocked down friendly Faction models
in this model’s command range immediately stand
TACTICAL TIPS up. Models that became knocked down this turn are
Reveille – Remember, a model cannot stand up during a turn it was knocked down. Models affected by not affected by Reveille.
Reveille and units including models affected by Reveille have been affected by a Fell Call and cannot • WAR CRY – RNG 5. Target friendly Faction warrior
receive the benefits of another Fell Call this turn. model/unit. If the model/unit is in range, it gains
+2 MAT. War Cry lasts for one turn.
SWORD
WEAPON MASTER

145
NORTHKIN SHAMAN
TROLLBLOOD TROLLKIN SOLO
The trollkin of the northern kriels have always been a hardy folk, able to withstand
the unforgiving cold and biting winds of everlasting winter and emboldened by a
SHAMAN
SPD STR MAT RAT DEF ARM CMD
5 6 6 4 12 15 7 steady flow of ale and a brawler’s spirit. The same can be said for even the eldest
among them, and the wizened shamans of the northkin are no exception.
AXE
RNG POW P+S
0.5 4 10
A lifetime of exposure to the elements and endless study of ancient rites has granted
these grizzled mystics power over the very elements that make day-to-day life in
DAMAGE:5 Immoren’s frozen north a challenge. Frost clings to their many layers of clothing
like a second skin, and frigid air follows in their passing as though winter itself
PC FA
BASE:MEDIUM
4 2 radiates from their hunched, icebound forms. Their incantations chill the hearts of
men and beasts that would threaten the kriels, turning flesh black with frostbite
SHAMAN
IMMUNITY: COLD
more potent than even what the Rimeshaws can offer.
PATHFINDER
TOUGH Sudden storms often accompany the Northkin shamans, who seem to vanish in the
BATTLE WIZARD – Once per turn, when this model whiteout conditions only to reappear elsewhere as though aided by the blinding
destroys one or more enemy models with a melee attack
during its activation, immediately after the attack is snow. More than a few foolhardy Khadorans have ventured into such drifts only
resolved it can make one Magic Ability special attack or to be met with the swift stroke of an axe or to feel the blood in their veins stilled
special action.
MAGIC ABILITY [6] by a blast of cold. As the enemies of the trollkin have grown more numerous, more
• COLD SNAP (HACTION) – This model gains Chiller and more of the shamans of the northlands have found their way south to aid in
for one turn. (While within 2˝ of a model with
Chiller, enemy models suffer –2 DEF unless they the fight for the continued existence of their kin, bringing the vengeful cold of
have Immunity: Cold .) snowcapped peaks and tundra with them.
• FREAK STORM (HACTION) – Center a 3˝ AOE
cloud effect on this model. Then place this model
anywhere completely within 5˝ of its current TACTICAL TIPS
location. The AOE remains in play for one round.
• FROSTBITE (HATTACK) – Frostbite is a RNG SP 8 Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.
magic attack. Models hit suffer a POW 12 cold
damage roll .
AXE
DAMAGE TYPE: MAGICAL

146
TROLLTROLLBLOOD
WHELPS SOLO
Whelps, short-lived and degenerate creatures arising from severed limbs or other
substantial pieces of disconnected tissue, are one of the inevitable consequences of the
WHELPS
SPD STR MAT RAT DEF ARM CMD
tremendous regenerative powers of trolls. Their existence is difficult for humans to 5 2 2 2 12 11 1
even comprehend, for when a person loses a foot, hand, or leg, that flesh becomes dead
FA
meat—no more than a rotting reminder of what is missing. The tenacious resilience PC 5 Whelps 4
3
of full-blood trolls, however, is so strong that severed limbs can take on a life of their BASE:SMALL
own. A hand cut from a troll will soon regenerate its own head, torso, and limbs,
WHELPS
matching the troll from which it arose and following its progenitor by blood instinct.
ALTERNATE FOOD SOURCE – If this model is within 1˝
of a friendly Faction warbeast during the warbeast’s
Though the rapid growth of a whelp is amazing, the process does not produce a full- activation, the warbeast can remove d3 damage points.
fledged troll. The creatures are much smaller, without the mental faculties of a true If the warbeast removes damage as a result of Alternate
Food Source, remove this model from play.
troll and with disproportionate limbs matching the appendage from which they are ANNOYANCE – Living enemy models within 1˝ of this
spawned. Troll whelps are not particularly dangerous, and they rarely live longer model suffer –1 to attack rolls.
COMFORT FOOD – If this model is within 1˝ of a friendly
than a few years. Faction warbeast at the beginning of your Control
Phase, before leeching you can remove this model from
Particularly dim-witted dire trolls occasionally mistake a whelp for real offspring, but play to remove any number of fury points from the
such misconceptions are rare and last only until it becomes obvious the whelp will warbeast.
SPAWN WHELPS – This model does not have to be put
never grow past a certain size. Though their “creators” are tolerant of them and often into play at the start of the game. When a friendly
allow whelps to do as they please, these hapless creatures rarely live out their generally Faction warbeast is damaged by an enemy attack,
immediately after the attack is resolved you can put one
abbreviated lifespan. If no other food source is handy, trolls will eat their whelps with Troll Whelp that did not begin the game in play into
play. You can place this model anywhere completely
no more regard for them than they would have for any other chunk of meat. Indeed, within 2˝ of the warbeast.
whelps make a ready source of emergency nourishment to fuel the trolls’ regenerative
powers. It is not at all uncommon to see a troll chuckling at the comical antics of a
whelp one moment and then devouring it as a tasty snack the next.

TACTICAL TIPS
Spawn Whelps – If the warbeast is destroyed or removed from play by the attack,
you cannot put Whelps in play.

147
GRISSEL BLOODSONG, MADRAK IRONHIDE,
FELL CALLER THORNWOOD CHIEFTAIN
Trollkin Warlock Trollkin Warlock

HOARLUK DOOMSHAPER,
SHAMAN OF THE GNARLS
Trollkin Warlock

DIRE TROLL BLITZER


Heavy Warbeast

RAGNOR SKYSPLITTER,
THE RUNEMASTER
Trollkin Runeshaper Warlock

DIRE TROLL BOMBER DIRE TROLL MAULER


Heavy Warbeast Heavy Warbeast

TROLL BOUNCER
Light Warbeast TROLL IMPALER
Light Warbeast

TROLL AXER
Light Warbeast

148 TROLLBLOODS GALLERY


MOUNTAIN KING
Gargantuan Warbeast

TROLLBLOODS GALLERY 149


WAR WAGON
Battle Engine

150 TROLLBLOODS GALLERY


KRIEL WARRIORS
Trollkin Unit

KRIEL WARRIOR CABER


KRIELSTONE BEARER THROWER
& STONE SCRIBES Trollkin Weapon Attachment
Trollkin Unit

PYG BUSHWHACKERS
Unit

TROLLBLOODS GALLERY 151


SCATTERGUNNERS
Trollkin Unit

SCATTERGUNNER
OFFICER & STANDARD
Trollkin Command Attachment

TROLLKIN
RUNESHAPERS
Unit

TROLLKIN CHAMPIONS
Unit

TROLLKIN LONG RIDERS


Unit

152 TROLLBLOODS GALLERY


TROLL WHELPS
Solos

FELL CALLER HERO


Trollkin Solo

TROLLBLOODS GALLERY 153


154
CIRCLE ORBOROS
The Circle Orboros is the most ancient human organization Druids are relatively few in number, but they wield potentially
that has existed in western Immoren without interruption. boundless power. Over the centuries these mystics have
For thousands of years this cabal of powerful mystics has fostered alliances and convinced others to join their cause.
gathered in secret to master the power of nature and wield Their allies include the Wolves of Orboros, a large group of
it as both a formidable weapon and a versatile tool. The loosely organized human warriors whose families have long
blackclads, as these druids have come to be known, refer to served the Circle, and the tribal and bloodthirsty Tharn,
this power as Orboros, and it is a force inextricably connected whose ancient worship of the Devourer Wurm has changed
to the primal gods Dhunia and the Devourer Wurm. them forever.

Neither chosen nor recruited, blackclads are born with the Many great beasts of the wilds are at the beck and call of
“wilding,” the ability to harness the raw power of nature. the druids and their allies: savage warpwolves, fierce satyrs,
The manifestation of this ability, most often in young enraged gorax, two-headed argus, and more. Some druids,
children, appears as a type of madness. The affected flee into like Baldur the Stonecleaver, specialize in the mastery of
the wilderness at night and howl incoherently or emulate the ancient rituals that enable them to bring stone-and-wood
beasts of the wilds. Such odd children are often shunned or constructs to life. These great wolds are shaped by chisel,
cast out by their families, but the druids have ways to find axe, and druidic power to become towering weapons of war,
them, and with tutelage the children learn to unleash and each in many respects the equal of the warjacks created by
control their inner power. The Circle Orboros prizes power, the armies of the civilized nations.
cunning, intelligence, and the ability to manipulate lesser
While their order is little understood, the goal of the Circle
creatures, and after years of training each child earns a place
Orboros is nothing less than the preservation of life on Caen.
in the ancient hierarchy.
They fight to restore balance in the natural world that has
Blackclads such as Krueger the Stormwrath, Mohsar the been lost with the rise of civilization and to keep the savage
Desertwalker, and Morvahna the Dawnshadow lead the Circle power of the Devourer Wurm from wreaking havoc across the
Orboros, which has stepped from the fringes to join battle physical realm. To do so, they must cull the growing throng of
against those enemies who would despoil their sacred circles civilization that chokes the world with soot-belching cities and
or whose mere existence defiles Orboros. Civilization is their binds it with iron railways. The tools are floods, earthquakes,
enemy, but so are the blighted dragons, the invading skorne, plagues, and ravenous beasts. The destruction they wreak is
and even the trollbloods who were once allied with them. devastating, but failure would be apocalyptic.

155
AN UNENDING .
CYCLE
LORE OF THE CIRCLE ORBOROS

The following words were penned by Omnipotent Lortus of the Wyrmwall, Watcher of Blighterghast.

Dhunians speak of the Devourer Wurm ravaging their


The Nature of Orboros goddess as a single act of procreation at the dawn of time. It
Some believe our order exists to sow chaos and reap
is ongoing: every season, every storm, and every drop of rain
destruction, but this is not true. We know the power of
link the Devourer to Dhunia, and Orboros encompasses both.
nature’s fury and the strength of storm and flood. It is not our
The seed of the Wurm gives rise to every predator, and its
mission to unleash these powers blindly upon the world to
shifting bones sunk deep into the rocks and mountains of the
the detriment of the natural order. We are the conscious and
world cause the ripples of earthquakes. Orboros’ pumping
enlightened caretakers of that order. We are not beholden to
heart-blood powers the ocean tide and the flooding river
these powers; we bend them to our will. To understand the
swollen by rain. Its tongue is lightning and fire, and its breath
Circle, one must grasp the nature of Orboros. Just as a man
is the hurricane wind. This is not allegory but literal truth.
may have several titles representing his myriad roles, so does
a god hold many names. Names have power; each title given Though the rest of humanity is obsessed with taming the
to a god describes one aspect of its nature, while its true wilds, planting fields, and building walls, since the earliest
name encompasses its entire essence. Orboros is not a god times there have been those few born with an innate
but something greater. It is the primal font of creation and its connection to the untamable chaos. We were born touched
destructive consciousness is the Devourer Wurm. by Orboros, and we draw strength from the wellspring of
creation. When this power awakens in us, others mistake
An ancient and unending rivalry rages between the Devourer
it for madness or possession by evil spirits. We call it the
and Menoth, the Creator of Man. From time immemorial the
wilding when a child hears voices on the wind or perceives
Devourer has embodied the wild and ravenous forces of
lines of power thrumming below the soil and along rivers.
nature while Menoth has represented order. It is said that
humanity emerged from Menoth’s shadow as it fell upon the Those lines of power are known to us as ley lines. They
still-forming waters of the world in its earliest days. Humans are the arteries of Orboros, and we must work constantly
instinctively huddled together around the warmth of fire, to keep them clear and strong. They can become choked
built lasting structures, and fought off the beasts that would by civilization: anything that disrupts the flow of rivers,
eat their flesh. In time Menoth retreated to Urcaen to build the integrity of the mountains and hills, or the growth
the city that would protect the souls devoted to him. The cycles of forests stifles Orboros and weakens the Devourer
Devourer chased after, and its consciousness in the living Wurm. Should the Devourer sense a disruption in the flow
world faded. of Orboros, it will return to the physical world to unleash
unparalleled devastation across Caen. To avoid this we must
Offering sacrifices to call on the Devourer’s power across
guide nature’s wrath.
that divide, the shamans continue to commune with the God
of Feasts. And though their sacrifices draw the attention of We swore pacts in those ancient days to limit the rise of cities.
the Beast of All Shapes, what they do not understand is that This duty has required culling populations, destroying dams,
Orboros is still present on Caen, for the world is its tangible toppling walls, and burning fields in the name of preserving
body. Orboros has no need for souls or worshipers. It the power of Orboros. It is a fine rope we walk, for our power
requires only the untamed wilderness: flowing rivers, storm relies not only on the strength of Orboros but also on the
clouds, and the raging ocean. Our order alone can access this distraction of the Devourer Wurm. While the Devourer is
strength unfettered. focused on its battles in Urcaen, it pays less attention to the
flow of its power on Caen, and by consequence we can more
easily tap into and control the energies of the wilds.

156 CIRCLE ORBOROS HISTORY


This fragile balance, however, is ultimately unsustainable. The potents maintain relationships with groups who serve
Despite our efforts civilization has long advanced at a us, from the Wolves of Orboros who owe us allegiance to the
quicker pace than we can hinder it. Our powers are great, savage Tharn who are eager to shed blood at our command.
but our numbers are small. Each of these groups is a carefully nurtured asset that is
expended only as required. While our enemies underestimate
At times the Devourer has stirred, returning its attention to
our true numbers and strength, we are still too few.
our world and wreaking devastation. At those times we work
to suppress the Wurm and to eliminate that which has drawn At the head of the order stand the omnipotents, always three
its notice. Imagine the totality of destruction that occurs in in number. Overseeing the frozen peaks and dark forests of
regions where we are not present. In the past such events the north is Dahlekov, the Scourging Wind. To the east is
have been mercifully rare, but with the increasing spread of Mohsar the Desertwalker, whose dominion encompasses
civilization they occur with ever-more alarming frequency. the vast Bloodstone Desert. Mine is the southern dominion,
In this decade we only narrowly averted what would have home to the tangled Thornwood Forest and snow-capped
been the worst instance of the Wurm’s manifestation in our Wyrmwall Mountains. We lead the Circle and understand
order’s long existence. Let these events serve as a reminder the inner secrets and the deepest enigmas of Orboros. There
of the apocalyptic nature of the threats we work against. are many ways Orboros expresses itself in the world, and
individual druids spend a lifetime seeking to carve paths
If ever the Devourer should turn its gaze fully upon the
of mastery. The shaping of stone, the control of beasts, the
physical world—whether due to the weakening of Orboros’
command of storm, the primal connection between life and
power or the defeat of Menoth and the end of the Wurm’s
death, the tapping of the natural energy flows beneath the
preoccupation with the lands of spirit—its consciousness
earth: no aspect of Orboros is inherently superior to another,
would return in full force from Urcaen to topple mountains,
and omnipotents understand the proper uses of all of them.
set loose tsunamis, and erase humanity entirely.
Only in this way can they command subordinates to strike
This is the magnitude of our task. And it becomes more where their talents will best serve our unending battle.
difficult every day.
The Rising Tide
Our Ancient Order Few understand our struggle, and they would not embrace
The Circle Orboros has worked in secret against the it if they did. The sons and daughters of Menoth mistakenly
corrupting spread of civilization for thousands of years. A believe their god can protect them. They believe the Devourer
foremost imperative of our order is to locate and retrieve Wurm to be a beast that can be slain or called to heel, not a
humans born with the spark of the wilding. We need to timeless, everlasting primal power. In the time of the Molgur
train them if we are to continue our greater task. Through there was no need for our efforts. Mankind was nomadic
our awareness of certain portents, we have learned how and had not yet taken up the Canon of the True Law. In that
to accurately predict both the time and the location of the age worship of the Devourer was open and widespread but
manifestation of these wilders, as they are known. We see our order was never devoted to the Wurm. Then, as now,
that a mentor is sent to bring them into their new life. By our Orboros was the font of our power. Though the minions of the
guidance these children find their place in the Circle, putting Devourer have long reveled in communion with the Beast of
their past behind them and learning to control primal energy. All Shapes, they have never comprehended its deeper nature
or their insignificance to it. Do not lower yourself to treat
Though our connection to Orboros is innate, mastery is a
them as equals. They can be useful—even powerful—allies,
lifelong pursuit. We afford great freedom to our members
but ours must always be the guiding hand.
once they are inculcated in the basic mysteries and have
come to grips with the nature of their calling. Each wilder Our order learned to hide its nature following the dissolution
must find their own way, learn to control what they can of the Molgur, and we began to implement subtle plans.
grasp, and become a power unto themselves. We used floods and earthquakes to slow the spread of
civilization. Despite the spread of Menoth’s word, the
Wilders who prove themselves competent in our ways
conflicts between the early cities were good to us. Humanity
become warders and are entrusted with more difficult tasks.
remained fractured as countless petty fiefdoms and city-
Most druids spend their lives as warders and advance in the
states vied for dominance. Where necessary we destroyed
order only by mastering our deeper mysteries. Those with
cities without repercussion. The city of Ceryl is such a place;
the capacity and the will to rise higher among us become
the bones of a dozen townships destroyed by our hand lie
overseers. Adept in our ways, these druids command large
hidden there below tons of mud and earth. Other ruins
territories and are responsible for watching over our sacred
spotted the landscape, their destruction blamed on floods,
sites. In time an overseer may be promoted to command vast
fire, earthquake, or plague—but all our work.
regions as a potent.

CIRCLE ORBOROS HISTORY 157


As civilization spread, a more insidious threat rose from There was a glimmer of hope in those dark days when
the minds of humanity. Technological developments gave mankind was bestowed with the Gift of magic. We
individuals the means to strip back the wilderness faster experienced a brief moment of hope when our order believed
than a hundred could before. Innovators and engineers that sorcery awakening within humanity was the path to a
dreamed up devices that propelled their cities to new heights better world, but as with all things civilization broke it and
of stability and growth. The scattered cities were poised for tamed it. They labored to harness magic as science before
an inexorable cascade toward the consumption of the natural despoiling it by blending it with engineering and their
world. In those days, we were given an early glimpse of the technical handicraft. They turned the Gift into yet another
world to come if our efforts failed. Had the Orgoth not come tool with which to carve into the wilderness and spread the
to Immoren, I believe we would have failed during that era. poison of their cities.

Though the occupying forces forestalled Immoren’s march The rise of the Iron Kingdoms has only accelerated the
of progress and culled its population, the arrival of the expansion of cities and the rise in populations. Following
Orgoth also heralded a dark time for the Circle. Many of our the Rebellion that drove off the Orgoth, the population grew
most sacred places were seized by the invading fiends and unfettered except by incidents of war and natural contagion.
transformed into sites of unmitigated slaughter. The Orgoth Developments in industry and trade created during the
understood the power of blood and fought to capture our relative peace of the past four centuries allowed the kingdoms
loci of nature’s power, particularly those linked to rituals to support their ever-soaring populations. Trade brought
of sacrifice. While it is true that many among us practice with it shipping and exploration that has led to the discovery
primal magic and rituals born of bloodshed, the atrocities of new lands and possibilities for inevitable expansion. The
committed by the Orgoth bore no connection to the rites of cancer that has claimed western Immoren will spread across
fertility, predation, or any of the natural cycles of life. Instead the face of Caen, all but ensuring the return of the Devourer
the Orgoth twisted this power with death magic to imprison Wurm. Though the new wars that have swept through the
and consume souls. region of late suit our ultimate ends, they come too late to
mitigate the damage already done.
Not all among us were equally convinced the invaders
must be destroyed, however. During the Orgoth era, the
growth of humanity was kept in check both as a result of the Shadows of the Past
poor conditions the inhabitants of western Immoren were Though there is nothing greater than Orboros, there are other
subjected to and by the invaders’ intentional culling. A few powers at work on Caen who we must be mindful of lest our
among our organization believed the invaders could buy work is undone. They are ancient forces that linger on the
us enough time to root out the most malignant cities. Many fringes of the world and pursue agendas that often conflict
saw preserving life under the barbarity of the Orgoth lash with our own.
as an affront to the natural order we sought to maintain. In
In the north is Zevanna Agha, the ancient crone of Khador.
the end, the majority of our number resolved to fight back
Known by some as the Old Witch of Khador, her existence
against them and reclaim our despoiled sites.
predates history. She has long protected the northern tribes,
We had victories against the Orgoth, predominantly by and her true purposes are indiscernible to us. In the dawn of
calling upon the powers of the earth to swallow places our order she walked in our midst as a welcome guest, for
tainted by their magic. Our greatest blow to them, though, her power echoed our own, yet she betrayed the Circle and
was the spread of riplung disease—a gift of Orboros. Few used what she had learned of our order to strike against us.
would credit the contagion with the destruction of the Her ability to draw on the vitality of the land is similar to
invader’s empire, but we know the plague followed their ours, yet she also draws on the vast strength of the people
supply routes back to their homeland and devastated their of the north. All attempts to unravel her power or even
population across the sea. It is true that many Immorese comprehend it have failed.
also died of this disease, but we can never place too much
We have clashed with Zevanna Agha many times in our
value on individual lives. Were every major city in western
effort to weaken the Khards and their subsequent empires,
Immoren to fall to plague and flood, there would still be
but she has vexed our efforts at every turn. Where her crows
too many humans leeching life from the body of Orboros.
fly, they leave nothing but the bones of those who have
Recovering from the blows dealt by the Orgoth has been a
tried to oppose her, so our most effective tactics against her
gradual process over the last four centuries. Our ability to
have involved misdirection. The rise of the formless dragon
recuperate from disasters is hindered by the slow rate at
Everblight forced us to send our order into the north to fight
which the wilding manifests.
the blighted threat, and the crone confronted us there.

158 CIRCLE ORBOROS HISTORY


Although she is linked to her land and its people and has While not as mighty as Toruk, each dragon is nearly as
chosen to shape its destiny as she sees fit, I hope she can be powerful as a minor god. No external means has been
convinced that we are not at odds on this matter, for the rise discovered to destroy them permanently. Some among our
of the blighted puts her domains at risk just as it threatens order have devoted their lives to monitoring these unnatural
ours. Dragons are a perverse mockery of true life and exist creatures, just as I stand watch over the dragon Blighterghast.
entirely outside the natural order. They share no commonality We know that one day either Toruk will consume them or
with any living thing on Caen nor any part of the power of they will rise up against their Dragonfather and the fate of
Orboros. Where dragons go, blight follows, bringing death the world will lie in the outcome of that final war. Delaying
and corruption. Blight is anathema to our power, as it saps this apocalypse is one of our greatest responsibilities. The
our connection to Orboros and interferes with our mastery of clash two years hence over the southern skies that scarred
the elements. Its effects are terrible and poorly understood, the land is but a precursor to the destruction this inevitable
but we recognize the power of dragons as a dire threat to our conflict will bring.
world. The veins of Orboros can be clogged with blight even
While dragons instilled fear in our order, they also fascinated
more rapidly than with civilization’s pollution, and this too
us because their destructive power rivals the natural wrath
could summon the Wurm to Caen.
of the Devourer yet arises from a tainted and unnatural
Our order’s vigil over the activities of the dragons began source. It is not uncommon for the ignorant to tie the dragons
even before Toruk’s exodus from the mainland to the to the Devourer Wurm, and some ancient myths name the
Scharde Islands. We spied upon his movements and Devourer as the progenitor of the dragons, but there is
those of his progeny as they raged across Immoren. Our no truth to these legends. My own flesh bears the scars of
agents watched as Toruk destroyed the dragon Gaulvang blight—my repayment for long years spent watching the
and consumed his athanc in 1387 BR, and an omnipotent dragon Blighterghast at his mountain perch. Civilization
witnessed firsthand the struggles between Toruk and his chokes the arteries of Orboros, but the blight is a poison that
progeny that rent the skies with fire and left a blizzard of both chokes and kills them. This taint can be scrubbed clean,
caustic ash that fell upon the earth. but only with a great deal of time and effort.

CIRCLE ORBOROS HISTORY 159


The Scharde Islands were not always a festering morass of Trials of the Present
rotting swamplands crawling with nightmare abominations
In recent decades we have seen a marked rise in those born
and the undead. Once they were a bastion for our order. Many
with the power to commune with Orboros. We do not see it
druids found the western islands amenable to their designs,
as a fortuitous change. The increase in those born with the
naturally laced as they were with latent power. We established
wilding is a natural response to Menoth turning his attention
strong ties on several islands, encouraged the mastery of
back to Caen. His followers have carved a nation devoted to
blood magic, and fostered the wilding among the scattered
the Creator of Man, assimilated the nomadic Idrian tribes,
descendants of the Molgur. Our plans were unraveled by the
and launched a crusade devoted to the conquest of Caen. The
arrival of Toruk and his all-pervading blight.
presence of Menoth’s Harbinger, the living prophet of the
The task before us would be dangerous enough if the ley god, is a dangerous portent.
lines were only choked by thoughtless men and plagued by
I fear the last battle is already upon us. Orboros stirs, and
blight, but there is another threat nearly as dire. The machine
we must draw on that power openly to bring every weapon
cults of the Convergence of Cyriss power their clockwork
to bear against our enemies. Warfare is ready to consume
creations by drawing on the power of the ley lines. The
the kingdoms once again, and the nations are distracted and
worshipers of the Clockwork Goddess may be brilliant
locked in mortal toil. This is the time to strike.
engineers, but they are fools who fail to realize the damage
they have caused. Worse still, the cult seeks to build their No current difficulty can compare to what may be the direst
vast foundries at the sites of the most powerful confluences event in recent history: the awakening of Everblight. Unlike
of ley line energy. Unless they are swept from these places the rest of its kind, this dragon is capable of bold moves and
and our own sites constructed, the Circle’s ability to harness unexpected imagination. We have known of its insidiousness
the weave of natural energy will be diminished, making our for millennia. Everblight allied with the Black Kingdom of
work that much harder. Morrdh at the height of that vile kingdom’s power, and they

160 CIRCLE ORBOROS HISTORY


used the dragon’s blood spawn as beasts of war. It has spread These acts are not alone in their effect upon the flows
its influence and blight in a fashion never before witnessed of natural power. The tree Wurmwood, an ancient and
from Toruk’s spawn; the blight itself seems to spread like powerful embodiment of the Devourer Wurm, hungered for
a virulent disease not rooted in the dragon’s body. It may the blood of immeasurable sacrifice and recently conspired
be that by refusing to take flesh, Everblight has managed to to release the Devourer Wurm into Caen. In the savagery of
exceed the potential of any of its siblings. the Wurm’s momentary freedom, the fury of Orboros caused
the earth to quake and diverted the flow of great rivers of
Minions of that dragon annihilated the Nyss homeland in
energy. We have often relied on Wurmwood, but we cannot
northern Khador. The vast majority of the Nyss are now
forget that its goals are not always our own.
corrupted and willingly serve the dragon. Their bodies are
strangely twisted and deformed in a more deliberate fashion Our order stands now on uncertain ground. By the barest
than we have ever seen before. It is as if the voracious and margin we have averted two apocalypses and prevented
impatient Everblight reshaped their natural forms according the annihilation of all. Yet the stirring of Orboros only
to its own narrow purpose: sowing death and destruction. increases with each passing day. We must be vigilant and
hold together, for the fate of the world is at stake. The ley
We attempted to stand in the way of Everblight and its legion
lines have shifted and ancient sites have become unstable.
at the Castle of the Keys, but events conspired against us
The cities of humanity are now linked with their own
and we witnessed the power and speed of a dragon host on
conduits of paving stones and iron. Along those pathways
the move. Although no one saw the dragon take form, we
the fires of industry spread civilization further across Caen
know now that Everblight consumed Pyromalfic’s essence
than ever before.
and destroyed its sibling. This cannibalism empowered
Everblight to an immeasurable degree. The Circle should In the days to come we must call on the strength and loyalty
stand as one at this dark moment, yet we are divided in both of all our order, from the least to the greatest, to hold the
mind and action. So great is the potential peril of Everblight apocalypse back another day. We are few, but we channel the
that we all agree we must intervene. It is imperative we find primal forces of nature as we enter a battle that may destroy
common ground regarding the proper course of action to us. This is the end of days. Let us show our enemies what it
stand in the dragon’s way. means to unleash the vengeance of the masters of Orboros.

Some among our order seek a solution to this dire problem


by courting forces beyond their reckoning. These are the
same contentious behaviors we faced during the time of
the Orgoth. Others choose to act against the wisdom of the
omnipotents and challenge our leadership, now when things
are bleakest. Refuting plans that have been in motion for
millennia, in their haste they believe our strategy has failed
and that their course of action will prevail. These individuals
attempt to manipulate powers they do not understand. Such
misguided actions are a dangerous affront to our traditions,
but we will put them right.

Such was the case when a member of our order ignored my


command and spoke directly with the dragon Blighterghast
to encourage a confrontation between Everblight and the
rest of Toruk’s progeny. This potent took bold yet misguided
action and entered into a pact with the dragons. Though the
goal was noble, he recklessly entreated Toruk’s progeny
to weave a net of blight along the currents of the ley lines.
Ultimately the effort failed, leaving several of the most vital
flows of energy corrupted by blight. The ploy was like a
farmer sowing poison in his fields to kill the rats consuming
his harvest. Had he succeeded, perhaps we would have
praised him for destroying Everblight. Perhaps the other
dragons would have been crippled as they squabbled over
their sibling’s athanc. However, it was not to be. Such is the
risk of meddling with immortal beings.

CIRCLE ORBOROS HISTORY 161


BALDUR THE STONECLEAVER
CIRCLE BLACKCLAD WARLOCK
A bastion of strength and resolve noted for his steadfast loyalty, Baldur the
FURY: 6
Stonecleaver is described among the Circle as the “Rock of Orboros.” Some jest
BALDUR 1
SPD STR MAT RAT DEF ARM CMD
5 7 7 4 14 16 8 he has spent too long communing with mountains, for he is a calm and serene
presence among his more passionate peers. When his battle temper is aroused,
TRITUS
RNG POW P+S however, he becomes an unstoppable juggernaut made flesh.
2 7 14
Baldur laughs off questions about his past, saying he was born in a bear cave near
DAMAGE:17 Boarsgate, but there is an undeniably Khardic flavor to his features and frame. He
moves with deceptive ease as strength flows into him from the earth. His massive
WB FA
BASE:SMALL
+31 C stone sword sings through the air and shatters anything it encounters. No other
man has ever been able to lift this weapon, let alone wield it in battle. Baldur insists
BALDUR 1
PATHFINDER
this has nothing to do with strength of limb but is because the sword is as much a
ELEMENTAL MASTERY – Construct warbeasts in this part of him as his arms.
model’s battlegroup beginning their activations in this
model’s control range can charge and make power Older than he appears, Baldur has overseen numerous territories in his tenure
attacks without being forced. This model can heal
friendly construct warbeasts in its battlegroup. with the Circle, has mentored powerful younger druids like Kaya the Wildborne,
FOREST WALK – While completely within a forest, this and has established unusual friendships with outsiders. He cares nothing for
model can forfeit its Normal Movement to use Forest
Walk. If it does, choose a location completely within druidic politics and reserves his philosophy for the shaping of stone; he has shared
this model’s control range that is completely within a lore with Rhulic stonemasons and even in less contentious times conducted terse
forest. Remove this model from the forest and place it
in the chosen location. This model cannot use Forest exchanges with the guardians of Ios. Once he was a welcome guest among kriels of
Walk while knocked down.
the Thornwood and Scarsfell and is disappointed by the rift with the trollkin, but
TRITUS
DAMAGE TYPE: MAGICAL
even so he will not shirk from his duty when called on to do battle with them. His
WEIGHT OF STONE – When a model is damaged by this logical and insightful appeals give him a powerful voice among the ranks of the
weapon it suffers –3 SPD and DEF for one round. Circle. His promotion to potent continued his gradual rise through the ranks, and
FEAT: BROKEN EARTH he has been entrusted with the deeper mysteries of druidic lore.
For Baldur earth and stone are living things—the skin and
bones of Orboros. Boulders spring from the ground, crevices The Stonecleaver is a paragon of the earth-shaping path of druidic magic: he
pull apart, and rumbling earth makes every footstep deeply understands stone, earth, and the forest; he has mastered the shaping of
perilous for the enemy while wide paths are carved for the
friends of Orboros. wolds and their ilk; and he can infuse primal power into stone runes. His thick
While in Baldur’s control range, friendly Faction fingers possess the skill and artistry of a sculptor, but his masterpieces spring to
models gain cover. While in Baldur’s control range,
enemy models never have Pathfinder  and treat open life and stride onto the battlefield to tear walls and beasts asunder. Baldur’s magic
terrain as rough terrain. Broken Earth lasts for one enlivens forests in even the most blighted places, and he uses these trees to cross
round.
enormous distances and pulverize the enemies of the Circle Orboros.
SPELLS COST RNG AOE POW DUR OFF
EARTH SPIKES 3 10 3 13 – YES Everblight’s menace has weighed heavily on Baldur’s mind. The dragon’s
When making this attack, ignore cover, concealment, unnatural blight warps all it touches, leaving scars that will never heal. Baldur
and elevation. On a critical hit, models hit become
knocked down. has spent considerable time patrolling the wilds where the Legion has passed,
RAPID GROWTH 2 CTRL 4 – UP NO smashing its forward elements whenever and wherever he can. Despite all these
Place the AOE completely within the spellcaster’s
control range. The AOE is a forest that remains in play dire omens, however, Baldur somehow remains optimistic about the future—a
as long as its upkeep is paid. beacon of energy and vitality who insists no defeat is final until all will is lost.
SOLID GROUND 2 SELF
CTRL – UP NO
While in the spellcaster’s control range, friendly Faction
models cannot become knocked down and do not suffer TACTICAL TIPS
blast damage.
Solid Ground – Remember, even if a thrown model cannot be knocked down, it must still forfeit its
STONE SKIN 2 6 – – UP NO Normal Movement or Combat Action if it activates later in a turn it was thrown.
Target friendly Faction model/unit gains +2 STR and
ARM but suffers –1 SPD and DEF.

162
163
KAYA THE WILDBORNE
CIRCLE BLACKCLAD WARLOCK
Kaya the Wildborne plunges herself into the minds of beasts with an abandon
FURY: 6
unequalled among her peers. While riding this tide she is a ruthless and savage
KAYA 1
SPD STR MAT RAT DEF ARM CMD
7 6 6 4 16 14 8 creature who tirelessly stalks her prey day or night. Within this battle trance there
is no future and no past, only the infinite present and the sweet promise of blood.
SPLINTER
RNG POW P+S
2 6 12
Her willingness to submerge herself so deeply into the consciousness of her pack
has worried her mentors, yet it seems inseparable from her nature. Older druids
DAMAGE:16 have tried to teach her patience, but she chafes at their inability to understand her
way. For Kaya the wilding was no struggle but an awakening of her true self. She
WB FA
BASE:SMALL
+32 C throws herself into battles with ardent courage without worrying about her own
preservation. This irrepressible spirit has led to victory after victory and provided
KAYA 1
PATHFINDER
unexpected windfalls to the Circle Orboros.
PACK HUNTERS – While in this model’s control range,
living warbeasts in its battlegroup gain +2 to melee Though she does not remember her early life, Kaya was born in eastern Ord within
attack rolls. sight of the Thornwood Forest. She felt the wilding as a toddler and distressed
SPLINTER
her parents in the middle of the night on Calder’s full moon by shrieking out her
DAMAGE TYPE: MAGICAL
CRITICAL KNOCKDOWN – On a critical hit, the model hit window. Even more alarming were the answering howls of wolves. Perhaps it
becomes knocked down. was with relief that they handed their peculiar daughter to the broad-shouldered
FEAT: WILD MASTERY blackclad stranger who came knocking on their door. Since that day, Baldur
The wilding removes a druid from the rest of humanity, has been the only father Kaya has ever known. Though her path has taken her
opens a primeval conduit to forgotten powers, and enables elsewhere, she always returns for advice, and he remains the only ranking druid
communion with beasts. Kaya the Wildborne endured a
wilding so intense it has left her with unrivaled mastery of she trusts implicitly.
her feral warbeasts. She can unleash a surge of rage in any
nearby warbeast and siphon this ferocity to lend the bestial Kaya believes other Circle leaders are needlessly manipulative, and she rarely
strength to her own power.
Place any number of fury points on each friendly
agrees with their decisions. She has no ability to govern her tongue and has
Faction warbeast in Kaya’s battlegroup currently in her insulted many of her peers without even knowing it. This directness may result
control range. She can immediately leech fury points
from warbeasts in her battlegroup that are in her control from so much time spent in the minds of beasts that do not dissemble, lie, or
range. understand tact.

For similar reasons, Kaya does not participate in the schemes and plots for which
SPELLS COST RNG AOE POW DUR OFF
OCCULTATION 2 6 – – UP NO
Target friendly Faction model/unit gains Stealth  . the druids are famed. She finds the motivations of beasts more to her liking, as they
Models are not affected while out of formation. require only food, shelter, and a strong will to lead them. Kaya prefers to let her
SOOTHING SONG 1 SELF
CTRL – – NO
actions speak for themselves as she strikes even harder against the enemies of the
Remove up to 1 fury point from each friendly living
Faction warbeast currently in the spellcaster’s control Circle, and her effectiveness in numerous engagements with Everblight’s legion
range. Soothing Song can be cast only once per
activation.
has won her some measure of respect.
SPIRIT DOOR 3 CTRL – –
Choose a model in the spellcaster’s battlegroup that
– NO
Though capable of sacrificing them if the need is great, Kaya has a tight bond with
is in its control range. Immediately place that model her beasts and is able to inspire them to remarkable efforts. Their loyalty to her
completely within 2˝ of the spellcaster. If the chosen
model is the spellcaster, immediately place it completely is genuine. Her piercing eyes contain the cold, hard stare of a battlefield veteran
within 2˝ of another model in its battlegroup that was twice her age, and with the merest glance she conveys that she has experienced her
in its control range at the time the spell was cast. A
model cannot advance or attack after being placed by share of horrors and intends to do her part to end them.
Spirit Door this turn.
SPIRIT FANG 2 10 – 12
* YES TACTICAL TIPS
A model damaged by this attack suffers –2 SPD and
DEF for one round. Wild Mastery – Because Kaya is leeching these fury points, her fury point total cannot exceed her current
FURY as a result of Wild Mastery.

164
165
KRUEGER THE STORMWRATH
CIRCLE BLACKCLAD WARLOCK

KRUEGER 1 FURY: 7 FEAT: STORM RAVAGER SPELLS COST RNG AOE POW DUR OFF
SPD STR MAT RAT DEF ARM CMD
6 5 5 6 15 14 8 This is the Stormwrath. All despair when the sky LIGHTNING
shouts its verdict of thunderous doom and death by TENDRILS 3 6 – – UP NO
lightning’s spear. Target friendly Faction model/unit gains
LIGHTNING Immunity: Electricity  . Affected models’ melee
RNG ROF AOE POW Place three 3˝ AOEs anywhere completely weapons become RNG 2 and gain Electro Leap.
10 1 — 13 within Krueger’s control range. These AOEs are Models are not affected while out of formation.
hazards. Enemy models in one or more of the (When a model is hit by a basic attack made
AOEs when they are placed suffer a boostable with a weapon with Electro Leap, you can have
LIGHTNING SPEAR POW 10 electrical damage roll  . An enemy
RNG POW P+S lightning arc to the nearest model within 4˝ of
model entering or ending its activation in one the model hit, ignoring the attacking model.
2 7 12 or more of the AOEs suffers an unboostable The model the lightning arcs to suffers an
POW 10 electrical damage roll . During each unboostable POW 10 electrical damage roll  .
DAMAGE:16 of your Maintenance Phases, remove one AOE. Lightning arc damage rolls are not considered to
have been caused by an attack. Resolve lightning
WB FA
SPELLS COST RNG AOE POW DUR OFF arc damage rolls simultaneously with the damage
BASE:SMALL
+28 C FORKED resulting from the attack that caused the leap.)
LIGHTNING 3 8 – 12 – YES
SKYBORNE 2 SELF – – RND NO
A model hit by Forked Lightning suffers a
KRUEGER 1 The spellcaster gains +2 SPD and DEF and
POW 12 electrical damage roll  , and lightning
IMMUNITY: ELECTRICITY Flight  for one round.
arcs from that model to d3 consecutive additional
PATHFINDER models. The lightning arcs to the nearest model TORNADO 4 10 – 13 – YES
LIGHTNING it has not already arced to within 4˝ of the last Instead of suffering a normal damage roll, a
DAMAGE TYPE: ELECTRICITY model it arced to, ignoring this model. Each non-incorporeal model hit by Tornado is thrown
DAMAGE TYPE: MAGICAL
model the lightning arcs to suffers a POW 10 d6˝ directly away from the spell’s point of origin
electrical damage roll  . Lightning arc damage and suffers a POW 13 damage roll. The model
ELECTRO LEAP – When a model is directly hit with
rolls are not considered to have been caused by thrown does not deviate. Collateral damage from
a basic attack made with this weapon, you can have an attack. Forked Lightning damage rolls are this throw is POW 13.
lightning arc to the nearest model within 4˝ of the simultaneous.
model hit, ignoring the attacking model. The model
the lightning arcs to suffers an unboostable POW 10 GALE WINDS 4 SELF CTRL – RND NO
electrical damage roll  . Lightning arc damage rolls are While in the spellcaster’s control range, friendly
not considered to have been caused by an attack. Resolve Faction models gain +3 DEF against ranged and
lightning arc damage rolls simultaneously with the magic attacks. Cloud effects in the spellcaster’s
damage resulting from the attack that caused the leap. control range expire when this spell is cast. Gale
Winds last lasts for one round.
LIGHTNING SPEAR
DAMAGE TYPE: MAGICAL
SUSTAINED ATTACK – During this model’s activation,
when it makes an attack with this weapon against the
last model hit by the weapon this activation, the attack
automatically hits.

Universally feared, respected, and disliked within the Circle Stormwrath holds a particular scorn for Menoth and hopes
hierarchy, Krueger the Stormwrath counts no one as friend to wipe all trace of the god’s despicable sycophants from the
and no druid his equal. He earned his name by performing face of Caen. Baptized in the blood of Menites, Krueger’s
deeds such as climbing atop the highest Watcher Peak and great spear contains the Tongue of the Wurm, an endless
calling down a storm powerful enough to raise the waters lightning storm held captive in the heart of its wooden shaft.
of Lake Rimmocksdale and nearly drown the city of Orven.
Krueger revels in the Devourer more than his peers. He has
Krueger believes the blackclads have become too soft and
attended the savage rites of the Tharn and other berserker
require his guidance to return to the days of plague and flood.
tribes on the fringes of humanity, offering human sacrifices
Born in a small village north of Sul, Krueger is among the few on druid stones and standing awash in blood to gnaw on the
to have survived a wilding in the Protectorate of Menoth. The hearts of the slain. Krueger fully embraces the destructive
firstborn of a Menite priest, Krueger was quickly condemned energies he has learned to unleash.
when he began manifesting his strange gift. Proclaiming
The Stormwrath rides a constant wave of barely restrained
him a spawn of the Devourer, Krueger’s father tied him to
fury visible to anyone brave enough to look into his eyes.
a stake and prepared to burn him alive. Druids of the Circle
His deep and unquenchable rage will be satisfied only when
intervened with bloody swiftness. They took the boy to a
every institution of civilized man lies crumbled, burned, or
hidden dwelling near the ruins of Acrennia to be tutored
drowned at his feet.
by Mohsar the Desertwalker, a harsh master renowned for
teaching the power of desert and ocean by cruel example.
TACTICAL TIPS
He once stripped Krueger and abandoned him in the desert
Electro Leap – Remember, lightning will not arc to a model with Immunity:
hills east of Acrennia, forcing him to return using his own Electricity.
strength and cunning. Forked Lightning – Remember, lightning will not arc to a model with
Immunity: Electricity. Damage from Forked Lightning is magical damage as
Krueger delights in bringing suffering to the cities of well as electrical damage.
humanity. He would shatter the walls of Sul and Caspia Tornado – Incorporeal models are not thrown; they just suffer a damage roll.
and drive the inhabitants out into the gulf to drown. The

166
167
TANITH THE FERAL SONG
CIRCLE BLACKCLAD WARLOCK
Fearless, strong, and unrelenting, Tanith the Feral Song has emerged as one of
FURY: 6
the most efficient enforcers belonging to the Circle Orboros. She excels at those
TANITH 1
SPD STR MAT RAT DEF ARM CMD
6 5 6 6 1 5 15 9 duties requiring extra muscle and a strong stomach, accepting tasks some young
blackclads are loath to do. Demanding the same absolute loyalty from her
JAWS OF THE EARTH
RNG ROF AOE POW subordinates that she gives to her superiors, Tanith never leaves an appointed task
10 1 * 12 unfinished, be it striking a settlement that threatens to encroach on the Circle’s
STAFF OF FATE borders or punishing former allies for acts of incompetence or outright rebellion.
RNG POW P+S Her powers stem from the divide between the forces of life and death, and she
2 6 1 1
walks this line with a confidence many within her order find unnerving.
DAMAGE:15
As a child undergoing the wilding, Tanith was ostracized and eventually driven
WB FA from her home by parents who did not understand the manifestation of her
BASE:SMALL
+31 C
connection to Orboros. Only when the druids of the Circle Orboros took her in did
TANITH 1 she come to see the purpose of her existence. Eventually she was placed under the
PATHFINDER tutelage of Verner the Nightbringer, one of the order’s more elusive and ruthless
PROWL – While this model has concealment, it gains
Stealth  .
potents, who shaped Tanith from a fearful child into an effective and dispassionate
JAWS OF THE EARTH killer. Verner had long been both feared and respected among his peers, taking care
DAMAGE TYPE: MAGICAL of unpleasant tasks others shied away from or could not trust to their subordinates,
FROM BENEATH – Attacks with this weapon ignore especially the punishment of druids who had strayed from their duties or betrayed
cover, concealment, and elevation.
ROOTS OF SHADOW – On a direct hit against an enemy the trust of the Circle.
model, center a 4˝ AOE on the model hit. Enemy
models in the AOE suffer Shadow Bind for one round. Tanith has taken up Verner’s cause and has earned a reputation for solving
(A model suffering Shadow Bind suffers –3 DEF, and
for one round when it advances it cannot move except difficult problems. Upon completion of her training, Verner presented her with the
to change facing. Shadow Bind can be shaken.) legendary Staff of Fate, a weapon crafted from a living branch of Wurmwood. Still
STAFF OF FATE connected to that powerful being, this weapon radiates an aura of unmistakable
DAMAGE TYPE: MAGICAL
CRITICAL SHADOW BIND – On a critical hit, the model
malice and hunger. There are those within the upper echelons of the Circle who
hit suffers Shadow Bind for one round. (A model believe the Staff of Fate to be less a gift and more a tool of transformation and
suffering Shadow Bind suffers –3 DEF, and for one
round when it advances it cannot move except to instruction, one that allows the Nightbringer to continue his pupil’s dark education
change facing. Shadow Bind can be shaken.) and evolution into a pure weapon of the Circle Orboros.
FEAT: RITES OF THE WURM
Unlike many blackclads, Tanith reveres the Devourer Wurm as more than the
Tanith the Feral Song does not fear the Devourer like many
blackclads but is willing to invoke old pacts made with this primal font of the power of Orboros. She delves deeply into the mysteries of the
primal god to channel primal energies through her beasts Beast of All Shapes, embracing the predatory spirit inherent in the darkest paths
and to unlock their essence to serve her needs.
of the wilds. From Verner she has learned of dark rites of the Wurm forgotten by
While warbeasts in Tanith’s battlegroup are in her
control range, she can channel spells through them. many among her order, and through this ancient well of knowledge she draws the
Additionally when Tanith or a warbeast in her
battlegroup casts a spell, reduce the COST of the spell
power to carry out her grim tasks.
by 1. The COST of a spell cannot be reduced to less
than 1. Rites of the Wurm lasts for one turn. While she has no quarrels with other blackclads, Tanith’s intensity and radical
SPELLS COST RNG AOE POW UP OFF
devotion to the Devourer has distanced her from her peers. She values the lives of
ADMONITION 2 6 – – UP NO
those warriors and beasts she commands in battle, but she is not above sacrificing
When an enemy model advances and ends its her forces to achieve her aims, if necessary. On more than one occasion she has
movement within 6˝ of target model in the spellcaster’s
battlegroup, the affected model can immediately returned from a mission a bloodied sole survivor, yet she is ever eager to carry out
advance up to 3˝, then Admonition expires. The her next mission.
affected model cannot be targeted by free strikes during
this movement.
AFFLICTION 2 8 – – UP YES TACTICAL TIPS
Target model/unit suffers –2 DEF. When a damage roll
resulting from a direct hit fails to exceed the ARM of Quick Work – This model cannot make the additional attack if it is still in melee.
an affected model, the model suffers 1 damage point.
BLEED 2 8 – 10 – YES
When Bleed damages a living enemy model, this model
can remove d3 damage points.
RIFT 3 8 4 13 RND YES
The AOE is rough terrain and remains in play for one
round.
SCYTHING TOUCH 2 6 – – UP NO
Target friendly Faction model gains Dark Shroud.
(While in the melee range of a model with Dark
Shroud, enemy models suffer –2 ARM.)

168
169
GORAX RAGER
CIRCLE LIGHT WARBEAST
Falling somewhere between beast and man, gorax are hulking primitives with
broad and massively muscular torsos that boast extremely long arms ending in
GORAX
SPD STR MAT RAT DEF ARM CMD
5 9 5 3 12 16 2 oversized claws. Their jaws protrude from ugly faces and are filled with hardened
fangs designed to tear the flesh and sinew that form the bulk of their carnivorous
CLAW
RNG POW P+S diet. Few creatures better embody the primal and uncontrollable wrath of a
0.5 3 12 warbeast than gorax ragers. But even these terrible attributes pale in the face of
their terrifying reaction to pain: rather than slow them down, injuries drive them
2 to lash out with ever-increasing savagery and strength.
1
3 For centuries gorax have been captured, enslaved, and trained for battle. Warlords
MIND

BOD
Y
of the Thousand Cities Era used them as frontline shock troops, throwing them into
4
frenzied melee by the hundreds. Once the creatures’ bloodlust became too great to
I control, they were simply killed. Gorax appreciate the taste of human flesh, and
T

IR
SP
6 some prefer it above all other food. Their tendency to attack friend and foe alike
5 quickly diminished their use in the wars of humanity, but the druids have again
pulled them from their wilderness lairs to terrorize western Immoren.
FURY: 3 THRESHOLD: 6
Despite their fearsome appearance, gorax are smarter than simple beasts. They
PC FA
7 U
BASE:MEDIUM have a guttural approximation of speech and can learn to follow instructions. They
are conditioned to accept training and do not require armament to fight effectively.
GORAX The Circle taps into the primal chaos seething deep within the maddened minds of
PAIN RESPONSE – While damaged, this model can
charge and make power attacks without being forced. gorax ragers and spreads that raw strength like a fever among other warbeasts—
CLAW transforming untapped aggression into bestial destruction.
OPEN FIST

ANIMUS COST RNG AOE POW DUR OFF TACTICAL TIPS


PRIMAL 2 6 – – NO Primal – The warbeast frenzies even if Primal was removed by a spell, special rule, or casting of a new
*
Target friendly living Faction warbeast gains +2 STR animus on it prior to the Control Phase.
and MAT for one round and automatically frenzies
during your next Control Phase.

170
PUREBLOOD WARPWOLF
CIRCLE HEAVY WARBEAST
Bestial guardians boasting singular power dwell amid towering columns of
rune-carved stone within the most sacred groves of Orboros. With fur as white
WARPWOLF
SPD STR MAT RAT DEF ARM CMD
as the light of the moon Calder, these pureblood warpwolves can call upon the 6 10 6 5 14 17 6
supernatural essence of their blood to become as insubstantial as fog, passing
DEATH HOWLER
through tree and rock to rend their foes. They can unleash this same primal power RNG ROF AOE POW
in a discordant howl that opens bleeding rents in flesh and can even shatter stone. SP 10 1 — 14

Generations of breeding among those born as warpwolves have resulted in these CLAW
RNG POW P+S
great beasts, which are proudly free of the taint of man. Unlike their warpwolf 1 4 14
parents, whose transformations are tied to the cycles of the moons, purebloods
perpetually exist in their “natural” state. The only indication of humanity inherited 2
from their parents lies in their intelligence; though they lack the restraints of 1
3
conscience, they possess cunning beyond any simple beast. Purebloods do not need

MIND
BOD
Y
a human form to speak, though their voices are rough and difficult to understand
4
by those not accustomed to them.
I

T
IR
Purebloods possess a natural magnetism that draws other warpwolves to them, 6
SP

and it is for this reason they often fulfill the leadership role within a pack. This 5
placement in the pack hierarchy makes them all the more valuable to those druids
who would see warpwolves used to support the aims of the Circle Orboros. Senior FURY: 4 THRESHOLD: 10
druids have found them capable of surprising insight, adaptive tactical brilliance,
PC FA
and bold, ruthless courage. 17 U
BASE:LARGE

WARPWOLF
TACTICAL TIPS ASSAULT
Spell Ward – This applies to friendly spells as well as enemy spells, including animi. CONTROLLED WARPING – At the beginning of this
model’s activation, choose one of the following warp
effects. Warp effects last for one round. If this model
frenzies it must choose Warp Strength at the start of its
activation.
• GHOSTLY – This model can advance through terrain
and obstacles without penalty and can advance
through obstructions if it has enough movement to
move completely past them. It cannot be targeted by
free strikes.
• SPELL WARD – This model cannot be targeted by
spells.
• WARP STRENGTH – This model gains +2 STR.
REGENERATION [d3] – This model can be forced to
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation
it runs.
DEATH HOWLER
DAMAGE TYPE: MAGICAL
CLAW
OPEN FIST

ANIMUS COST RNG AOE POW DUR OFF


WRAITHBANE 2 6 – – TURN NO
Target friendly Faction model’s weapons gain Blessed 
and Damage Type: Magical  . Wraithbane lasts for
one turn.

171
ROTTERHORN GRIFFON
CIRCLE LIGHT WARBEAST
Swooping down from the rocky peaks of the mountain from which it takes its
name, the elusive Rotterhorn griffon unleashes a shriek as deadly as its talons.
ROTTERHORN GRIFFON
SPD STR MAT RAT DEF ARM CMD
7 8 6 1 15 14 4 This piercing cry can be heard for miles, echoing across the parched earth that
surrounds the breed’s towering mountain home. The strike itself comes suddenly,
CLAW
RNG POW P+S as the beast screams down from the desert sky to leave its prey stunned and
0.5 3 11 bloodied. The griffon then shreds its helpless victim with hooked talons and lifts
the bloody carcass back to its remote roost to consume.
2
1 These griffons make their nests in the crags and crevices of the Rotterhorn, a
3 massive mountain that looms over the landscape of the Bloodstone Marches. In
MIND

BOD
Y
these stony upper reaches, Rotterhorn griffons have little to fear, as few creatures
4
can manage the arduous climb to their aeries. The adult griffons have little patience
I for intruders, which are summarily grabbed by powerful talons, hoisted aloft, and
T

IR
SP
6 tossed into thin air to plummet to their death. Broken and gnawed carcasses litter
5 the slopes of the Rotterhorn, testament to the dangers that lie hidden near its peak.

FURY: 3 THRESHOLD: 8 Despite such challenges, the druids of the Circle Orboros have long observed
and exploited the Rotterhorn griffons to their own ends, choosing especially
PC FA
7 U
BASE:MEDIUM aggressive specimens for use as warbeasts. Like all griffons, the Rotterhorn breed
is temperamental. Angering a griffon during training usually drives it to loose its
ROTTERHORN GRIFFON deafening shriek, and the druids must take great pains to teach these creatures to
FLIGHT
KILLING SCREECH – Once per activation, immediately
withhold their lethal scream until they enter battle. Once engaged with the enemy,
after resolving a melee attack in which it destroyed an a griffon is allowed full expression of its rage, and its slashing talons leave a bloody
enemy model, this model can cast its animus without
being forced. trail of men and beasts.
CLAW
OPEN FIST TACTICAL TIPS
ANIMUS COST RNG AOE POW DUR OFF Killing Screech – Killing Screech does not enable this model to cast its animus more than once per activation.
DEATH SHRIEK 2 SELF – – NO
*
Enemy models currently within 2˝ of the spellcaster
suffer an unboostable POW 8 damage roll.

172
WARPWOLFCIRCLE
STALKER
HEAVY WARBEAST
Warpwolf stalkers are created from the same fell rites used to spawn feral
warpwolves. For reasons not entirely understood, however, these creatures react
WARPWOLF
SPD STR MAT RAT DEF ARM CMD
differently to the elixir that triggers their transformation. Though unquestionably 6 10 6 3 14 17 5
warped by the savage power of the Devourer and bloodthirsty in the extreme,
CLAW
stalkers retain a portion of their human intellect and are able to wield weapons RNG POW P+S
even after warping into their bestial forms. With this combination of animal 1 4 14

instinct and human faculty, they are particularly effective killers. GREAT SWORD
RNG POW P+S
Some arcanists of the Circle have speculated that those who become warpwolf 2 6 16
stalkers were individuals touched by the shadow of the wilding. Though such
individuals lack the spark that would have enabled them to become true blackclads, 2
their transformation gives them access to a font of primal power. 1
3

MIND
Rigorously conditioned to suppress a portion of their unnatural fury, warpwolf
BOD
Y

stalkers are shaped as much by their training as they are by their bestial 4

transformations. Only warpwolves whose minds remain mostly intact when I

T
IR
transformed can undergo such training; as a result, their numbers are few. These 6
SP

stealthy killers, taught to fight with the great sword, accompany the vanguard 5
of the Circle’s armies and are suited to prowl the forests of Immoren. They stalk
their quarry quietly from the dense foliage even as their rage builds and threatens FURY: 4 THRESHOLD: 9
to grow out of control. At the last possible moment, the stalkers leap out and
PC FA
slaughter their unsuspecting prey in a berserk rush of liberated frenzy. 19 U
BASE:LARGE

WARPWOLF
PATHFINDER
CONTROLLED WARPING – At the beginning of this
model’s activation, choose one of the following warp
effects. Warp effects last for one round. If this model
frenzies it must choose Warp Strength at the start of its
activation.
• BERSERK – When this model destroys one or more
models with a melee attack during its Combat
Action, immediately after the attack is resolved
it must make one additional melee attack against
another model in its melee range.
• PROWL – While this model has concealment, it gains
Stealth  .
• WARP STRENGTH – This model gains +2 STR.
REGENERATION [d3] – This model can be forced to
remove d3 damage points once per activation. This
model cannot use Regeneration during an activation
it runs.
CLAW
OPEN FIST

ANIMUS COST RNG AOE POW DUR OFF


LIGHTNING STRIKE 1 SELF – – TURN NO
The spellcaster gains Sprint. Lightning Strike lasts
for one turn. (At the end of an activation in which it
destroyed or removed from play one or more enemy
models with melee attacks, a model with Sprint can
immediately make a full advance, then its activation
ends.)

173
WILD ARGUS
CIRCLE LIGHT WARBEAST
These huge and ferocious two-headed canines are beasts of thick muscle, solid
bone, and sharp teeth. The druids have spent centuries taming, breeding, and
ARGUS
SPD STR MAT RAT DEF ARM CMD
6 8 5 4 14 15 5 training them for battle and protection. Argus bred by the Circle are far larger and
more vicious than such animals tamed in northern Khador. They pack a surprising
BITE
RNG POW P+S punch for their size, but it is the power of their paralyzing bark that Circle warlocks
0.5 4 12 value most. This acoustic assault can render even the mightiest enemy powerless,
allowing the druids to strike when and where they choose.
2
1 Argus are virtually impossible to surprise. They constantly scan their surroundings
3 and are sensitive to the slightest movement. Warlocks rely upon the fast reflexes
MIND

BOD
Y
of their argus, which stand ready to spring instantly on any who harm their pack.
4
This instinct is irrepressible, and the deep bonding that occurs between a pup
I and a druid ensures that an argus will never hesitate to sacrifice its life to protect
T

IR
SP
6 its master. Famed for their endurance, argus can run at great speeds over long
5 distances. This combination of stamina and almost supernaturally keen senses
makes them ideal hunters, and the druids use them to track prey—two-footed or
FURY: 3 THRESHOLD: 9
otherwise. Argus are surprisingly intelligent, and druids with enough expertise
PC FA and patience can train theirs to understand complex orders.
BASE:MEDIUM
7 U
In addition to the snapping jaws of their two vicious heads, argus use their sonic
ARGUS attacks to disorient and daze their enemies. In the wild, the beasts hunt in packs,
PATHFINDER
CIRCULAR VISION – Models never gain a back strike
with one argus paralyzing a target with its bark while the others leap in for the kill.
bonus against this model.
BITE
COMBO STRIKE (HATTACK) – Make a melee attack.
Instead of making a normal damage roll, the POW of
the damage roll is equal to this model’s STR plus twice
the POW of this weapon.

ANIMUS COST RNG AOE POW DUR OFF


DOPPLER BARK 2 SELF
* – – NO
Living or undead enemy models currently within 2˝ of
the spellcaster have their base DEF reduced to 5 and
cannot run, charge, or make slam or trample power
attacks for one round.

174
WOLDWARDEN
CIRCLE HEAVY WARBEAST
Woldwardens are towering constructs that combine the permanence of stone
and wood with the chaos of living entropy. Their solid frames are inscribed with
WOLDWARDEN
SPD STR MAT RAT DEF ARM CMD
intricate lattices of runes that glow when infused with the power of Orboros. 5 11 6 4 10 18 —

A woldwarden’s greatest asset is the mystical harmony it enjoys with its controlling RUNE FIST
RNG POW P+S
warlock. This bond allows the woldwarden to be a vessel for the druid’s arcane 1 4 15
might, which is fueled by the power of the earth rather than the druid’s own energy.
More than a mere weapon, the woldwarden is an extension of its druid’s will. In quiet
2
times woldwardens patiently guard the most sacred sites of the Circle Orboros, but 1
in crisis the druids bring them forth from those groves to fight the Circle’s enemies. 3

MIND
BOD
Y

Some druids, particularly those who follow the path of earth, consider woldwardens 4
superior to and infinitely more reliable than the wild beasts others struggle to tame.
I
Woldwardens can charge unimpeded through any terrain and absorb tremendous

T
IR
SP
6
punishment. Their natural power allows them to cause trees and foliage to erupt
5
around them, hindering any enemy that attempts to engage them.
FURY: 3 THRESHOLD: –
TACTICAL TIPS
PC FA
Geomancy – Geomancy cannot be used to cast animi because they do not appear on the warlock’s card. 16 U
BASE:LARGE
This model can be forced to boost attack or damage rolls.
WOLDWARDEN
CONSTRUCT
PATHFINDER
MAGIC ABILITY [6]
• GEOMANCY – Once per activation while in its
controller’s control range, this model can be forced
to cast one of the spells on its controller’s card with
a COST of 3 or less. This model cannot cast upkeep
spells or spells with a RNG of SELF or CTRL.
Use this model’s Magic Ability score when making
magic attack rolls.
MEND – During your Control Phase, remove 1 damage
point from this model.
RUNE FIST
DAMAGE TYPE: MAGICAL
OPEN FIST
CHAIN ATTACK: SMITE – If this model hits the same
model with both its initial attacks with this weapon,
after resolving the attacks it can immediately make one
additional melee attack against the model hit. If the
additional attack hits, the target is slammed d6˝ directly
away from this model and suffers a damage roll with
POW equal to the STR of this model plus the POW of
this weapon. The POW of collateral damage is equal to
the STR of this model.

ANIMUS COST RNG AOE POW DUR OFF


WILD GROWTH 2 SELF 4 – RND NO
Center a 4˝ AOE on the spellcaster. The AOE is a forest
that remains in play for one round. The spellcaster
cannot move or be placed after casting Wild Growth.
Wild Growth lasts for one round.

175
STORM RAPTOR
CIRCLE GARGANTUAN WARBEAST

STORM RAPTOR STORM RAPTOR BEAK


SPD STR MAT RAT DEF ARM CMD
FLIGHT DISRUPTION
7 13 5 6 12 18 7
IMMUNITY: ELECTRICITY ELECTRO LEAP – When a model is directly hit
PLASMA NIMBUS – If this model is hit by a melee with a basic attack made with this weapon,
LIGHTNING attack, immediately after the attack is resolved you can have lightning arc to the nearest model
RNG ROF AOE POW you can choose to have the attacking model within 4˝ of the model hit, ignoring the attacking
— 12 1 — 14 suffer a POW 10 electrical damage roll  unless model. The model the lightning arcs to suffers an
this model was destroyed or removed from play unboostable POW 10 electrical damage roll  .
BEAK by the attack. Lightning arc damage rolls are not considered to
RNG POW P+S LIGHTNING have been caused by an attack. Resolve lightning
— 2 5 18 arc damage rolls simultaneously with the damage
DAMAGE TYPE: ELECTRICITY resulting from the attack that caused the leap.
LIGHTNING GENERATOR – When a model is
TALONS directly hit with a basic attack made with
TALONS
RNG POW P+S this weapon, lightning arcs from the model CRITICAL DISRUPTION
L 2 4 17 hit to d3 consecutive additional models. The OPEN FIST
lightning arcs to the nearest model it has not ELECTRO LEAP – See above.
TALONS already arced to within 4˝ of the last model it
RNG POW P+S arced to, ignoring this model. Each model the ANIMUS COST RNG AOE POW DUR OFF
R 2 4 17 lightning arcs to suffers an unboostable POW 10 SKY FIRE 2 SELF
electrical damage roll  . Lightning arc damage * – TURN NO
When a friendly Faction model makes an attack
rolls are not considered to have been caused by with a ranged weapon with Damage Type:
an attack. Resolve lightning arc damage rolls Electricity  targeting an enemy model in the
simultaneously with the damage resulting from spellcaster’s command range, the attacking model
1 2 the attack that caused the lightning arc. gains +2 to its attack roll. When an enemy model
RELOAD [1] – This model can be forced once in the spellcaster’s command range suffers an
during its activation to make one additional electrical damage roll  , add +2 to the roll. Sky
ranged attack with this weapon during its Fire lasts for one round.
MIND

BOD
Y Combat Action.

3
6
IT

IR
SP 4
5

FURY: 4 THRESHOLD: 9

PC FA
BASE:HUGE
38 2

This terrible bird of prey soars over the battlefields of Immoren Though much daring is required of the druids tasked with
rife with electrical energies, its silhouette blotting out the sun capturing storm raptors for the Circle, more is demanded of
while its keen eyes scan for those who would oppose the will those who commit their lives to training them. Such blackclads
of its masters. Captive lightning flickers through its feathers, must work with their beasts from a young age, learning the
to be unleashed in blinding arcs of voltaic energy as the delicate balance between asserting their authority and exhibiting
raptor dives upon its prey, talons extended for the kill. wary respect. These druids discover early on that to show fear,
particularly when dealing with fully grown storm raptors, is
Native to the desolate northern Stormlands, this great beast
to risk immediate loss of life and limb. Druids who live to be
makes its home on the steep cliff faces of the Abyss. It is a
veteran handlers often bear extensive scarring from close calls.
superb hunter and spends much of its time circling amid
the harsh storms common to the region, using their frequent When battle is joined, storm raptors can be found where the
electrical discharges to cloak its approach to prey—typically fighting is thickest. It is here that these majestic beasts unleash
deep drakes and other sizable denizens of this vast and the electrical charges built up in their bodies and send arcs of
treacherous wasteland. Solitary storm raptors often clash lightning crackling through the ranks of the enemy. Trees are
with archidons in territorial feuds in the skies above the set alight, the earth is scorched black, and combatants hit by
desert, rending the air with their cries. voltaic energies are left smoldering where they stand. With
these winged beasts comes the fury of the Stormlands which,
Storm raptors were utilized by early blackclads as beasts
through the dedication of the blackclads, has come to serve
of war, but their existence had been forgotten for centuries
the will of the Circle Orboros.
before Omnipotent Mohsar called attention to them once
more. His subordinates spent years studying the breeding
TACTICAL TIPS
patterns and habits of the creatures before moving to seize
Electro Leap – Remember, lightning will not arc to a model with Immunity:
hatchlings when their nests were unguarded. Electricity.
Lightning Generator – Remember, lightning will not arc to a model with
Immunity: Electricity.

176
177
CELESTIAL FULCRUM
CIRCLE BLACKCLAD BATTLE ENGINE
Those uninitiated into the mysteries of Orboros are slaves to the seasons of
Caen; they are mercilessly scourged by the elements and must bend a knee to
CELESTIAL FULCRUM
SPD STR MAT RAT DEF ARM CMD
5 10 — 6 10 19 10 the prevailing climate. Not so the druids of the Circle. None of their works better
demonstrates their mastery of natural cycles than the Celestial Fulcrum. Each one
FLAME BLAST
RNG ROF AOE POW of these creations is an awe-inspiring device that not only illustrates the workings
— 11 1 4 15 of Caen’s firmament but also mimics those celestial movements with a sympathetic
LIGHTNING BOLT harmony evoking the power of the seasons—a power to be wielded against those
RNG ROF AOE POW who would defy the druids’ will.
— 13 1 — 14
The blackclads have charted the orbits of Caen’s three moons for millennia.
WINTER’S RAGE
RNG ROF AOE POW
Calder, largest among them, is easily distinguished by its blue-white glow, but
— SP 10 1 — 12 its siblings are more elusive. The next-largest moon, Laris, with its black and
brown speckles, vanishes from normal sight for long periods. The smallest, Artis,
DAMAGE:20
glows a white-streaked pale green, turning to a glowing lily-white as it waxes.
PC FA
BASE:HUGE
The druids know that each moon has great sway over Caen and that the influence
19 2
of all three can be felt in the tides, storms, and even surges of power through the
CELESTIAL FULCRUM ley lines within the earth.
CONSTRUCT
IMMUNITY: COLD A Celestial Fulcrum contains empowered orbs that precisely model the orbits of
IMMUNITY: ELECTRICITY Caen’s moons. Spring orbits allow the orbs to summon jagged lightning storms
IMMUNITY: FIRE
PATHFINDER that lash out as the embodiment of the Devourer’s claws and fangs. As the orbits
CIRCULAR VISION – Models never gain a back strike shift into summer, withering blasts of heat emanate like drafts from a forest fire.
bonus against this model.
FURY GENERATOR – This model gains 1 fury point at
As summer gives way to fall and winter, the fulcrum’s parts rotate to generate a
the start of each of your Control Phases. It can have killing wind able to transform even the hottest day into a frozen wasteland.
up to 3 fury points at any time. During its activation,
this model can spend fury points to boost one attack or
damage roll for each fury point spent.
Blackclads first learned these secrets through simple orreries and armillary spheres
GUN PLATFORM – This model can make ranged attacks crafted from stone and rock. As the mysteries were revealed, the druids made
even while in melee.
ever-more-powerful versions that harnessed the energies inherent in each season,
until the first Celestial Fulcrum was perfected. This creation tracks the movements
FLAME BLAST
CONTINUOUS EFFECT: FIRE
DAMAGE TYPE: FIRE of the seasons so precisely that it can generate purposeful manifestations of the
DAMAGE TYPE: MAGICAL
elements. Senior druids study the orbits represented via these fulcrums to glean
SMOKE – This weapon’s AOE is a cloud effect that
remains in play for one round. deepening insight into the long-term motion of Orboros and its moons. As the
LIGHTNING BOLT Circle’s agenda becomes increasingly militant, the Celestial Fulcrums are more
DAMAGE TYPE: ELECTRICITY often leveraged as weapons of tremendous power—tangible proof of the Circle’s
DAMAGE TYPE: MAGICAL
ELECTRO LEAP – When a model is directly hit with
will dominating and channeling the raw strength of Orboros.
a basic attack made with this weapon, you can have
lightning arc to the nearest model within 4˝ of the
model hit, ignoring the attacking model. The model TACTICAL TIPS
the lightning arcs to suffers an unboostable POW 10 Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity.
electrical damage roll  . Lightning arc damage rolls
are not considered to have been caused by an attack.
Resolve lightning arc damage rolls simultaneously
with the damage resulting from the attack that caused
the leap.
WINTER’S RAGE
DAMAGE TYPE: COLD
DAMAGE TYPE: MAGICAL
CRITICAL FREEZE – On a critical hit, the model
hit becomes stationary for one round unless it has
Immunity: Cold  .

178
179
DRUIDS OF ORBOROS
CIRCLE BLACKCLAD UNIT
Known simply as “blackclads” to most outsiders, druids are discussed in wary
whispers and are seen by most as heralds of doom. These dark cultists are
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
6 6 5 4 13 13 7 reminders of a time when humanity feared the wilderness. They are known to
invoke brutal reprisal on any who interfere with their plans. Indeed, the sight of
VOULGE
RNG POW P+S multiple druids emerging from the mist of a dark forest is often enough to unnerve
2 4 10 even the hardest soldiers. With the wilding fresh in their blood, these druids gather
to channel enormous natural power over the earth.
FA
PC Leader & 5 Grunts 12
2
Druids wield mighty voulges in battle, but their true power lies in their mastery of
BASE:SMALL
primal forces. Wreathed in storm, they confound enemies with wind and mist, and
LEADER & GRUNTS they can draw upon the chaotic energies of Orboros to make the very earth tremble
PATHFINDER
MAGIC ABILITY [6]
and crack beneath the feet of their enemies.
• PULSE OF THE EARTH (HATTACK) – Pulse of the
Earth is a RNG 8 magic attack that causes no Orboros druids seldom fight in the open. Dense forests part to facilitate their advance
damage. If the attack misses, nothing happens. On a and then close to shroud them in protective cover. They prefer to keep to the trees,
direct hit against an enemy model, center a 3˝ AOE
on the model hit. Models in the AOE are hit and move through marshy swamps, or attack from the advantage of cliffs. Though sending
become knocked down. precious druids into battle is a risk, the Circle believes they will be strengthened
• SUMMON VORTEX (HACTION) – Center a 3˝ AOE
cloud effect on this model. The AOE remains through conflict as the worthy rise to power and the weak are culled.
centered on the model for one round. If this model
is destroyed or removed from play, remove the AOE
from play. While in the AOE, enemy models suffer TACTICAL TIPS
–2 to attack rolls. Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.
• WIND STRIKE (HATTACK) – Wind Strike is a
RNG 10, POW 10 magic attack. An enemy model
hit by this attack can be pushed d3˝ directly away
from this model.
PROWL – While this model has concealment, it gains
Stealth  .
VOULGE
DAMAGE TYPE: MAGICAL

180
DRUID OF ORBOROS OVERSEER
CIRCLE BLACKCLAD COMMAND ATTACHMENT
Overseers occupy a vital tier in the hierarchy of the Circle Orboros—not
yet recognized as potents but possessing more impressive abilities than the
OVERSEER
SPD STR MAT RAT DEF ARM CMD
inexperienced warders. They must learn not only to apply their strength to 6 6 6 4 13 13 9
further the goals of the Circle but also to lead others effectively. They might not
VOULGE
always understand how their missions fit into higher plans, but they know the RNG POW P+S
consequences for failure become increasingly dire. 2 4 10

Potents task overseers to watch specific territories and regulate the lesser druids DAMAGE:5

operating within them. They must travel between sacred sites and protect them
PC FA
BASE:SMALL
from interlopers who would defile them, calling on their subordinates and nearby 4 2
Wolves of Orboros when necessary to present a show of force. An overseer moved
ATTACHMENT [DRUIDS OF ORBOROS] – This attachment
to wrath is like the darkening sky before a thunderstorm or the approaching roar of can be added to a Druids of Orboros unit.
a torrential flood. OVERSEER
OFFICER
Overseers have experienced all the essential paths of Orboros. Tapping into these PATHFINDER
GRANTED: APPARITION – While this model is in
abilities provides a heady rush and the first hint of what a druid can eventually formation, models in its unit that are in formation gain
become. The earth trembles at their call, gusts of wind batter their foes at the Apparition. (During your Control Phase, place models
with Apparition anywhere completely within 2˝ of their
wave of a hand, and they can draw upon the surrounding energies of Orboros to current locations.)
protect themselves and their companions from the ravages of the elements. Spells MAGIC ABILITY [7]
• ELEMENTAL PROTECTION (HACTION) – Models
from even the most powerful arcane traditions become useless in an overseer’s in this unit gain Immunity: Cold  , Immunity:
presence, snuffed out by the druid’s force of will. Corrosion  , Immunity: Electricity  , and
Immunity: Fire  . Elemental Protection lasts for
one round.
TACTICAL TIPS • PULSE OF THE EARTH (HATTACK) – Pulse of the
Earth is a RNG 8 magic attack that causes no
Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell. damage. If the attack misses, nothing happens. On a
Officer – Because this model is an Officer, when it is destroyed it does not replace a grunt in its unit. direct hit against an enemy model, center a 3˝ AOE
Instead the unit leader becomes the unit commander. on the model hit. Models in the AOE are hit and
become knocked down.
Tactics: Sacred Ward – Animi are spells.
• SUMMON VORTEX (HACTION) – Center a 3˝ AOE
cloud effect on this model. The AOE remains
centered on the model for one round. If this model
is destroyed or removed from play, remove the AOE
from play. While in the AOE, enemy models suffer
–2 to attack rolls.
• WIND STRIKE (HATTACK) – Wind Strike is a
RNG 10, POW 10 magic attack. An enemy model
hit by this attack can be pushed d3˝ directly away
from this model.
PROWL – While this model has concealment, it gains
Stealth  .
TACTICS: SACRED WARD – Models in this unit gain
Sacred Ward. (A model with Sacred Ward cannot be
targeted by enemy spells.)
VOULGE
DAMAGE TYPE: MAGICAL

181
SENTRY STONE & MANNIKINS
CIRCLE UNIT
Blackclads spend decades inscribing stones with runes that would allow mystical
energy to seep into their essence. These energies give rise to inexplicable patterns
SENTRY STONE
SPD STR MAT RAT DEF ARM CMD
— 0 0 0 5 18 6 that, while not alive, mimic thought, reaction, and awareness. Stones inscribed in
this way are valued as sentries for their innate territorial aggression and placed to
MANNIKIN GRUNT
SPD STR MAT RAT DEF ARM CMD complement wold constructs protecting significant sites. Sentry stones often draw
6 7 5 4 12 12 — upon the power of the ley lines flowing beneath them to enhance the growth of
SPLINTER BURST nearby foliage or give rise to copses of trees, thus concealing themselves from any
RNG ROF AOE POW who would wander into the areas they are tasked with defending.
SP 8 1 — 10
Each sentry stone surrounds itself with animated creations cobbled together from
CLAW
RNG POW P+S
sticks and vines. Known as mannikins, these constructs stalk the perimeters of
0.5 4 11 sacred sites on behalf of the sentry stones. The clattering sounds made by their
angular bodies is as unnerving as their stilted gaits. Fortunately for civilization,
SENTRY STONE’S DAMAGE: 8
these deadly mannikins collapse if they venture beyond the influence of the stone
PC Leader & 3 Grunts 5
FA that animated them. Should any intruder come within their grasp, mannikins
2
show an almost sentient pleasure in rending the flesh of the trespasser. They can
BASE (SENTRY STONE): MEDIUM
slice a man into fertilizer in but a few brief, painful moments, while the runes of
BASE (GRUNTS): SMALL
the sentry stone glow brightly.
SENTRY STONE
ADVANCE DEPLOYMENT
CONSTRUCT
TACTICAL TIPS
OFFICER Immobile – This model can be placed.
FOREST GROWTH – Once per turn at any time during
its activation, this model can spend 1 fury point to use
Forest Growth. When it does, center a 3˝ AOE on this
model. The AOE is a forest that remains in play for one
round.
IMMOBILE – This model has no Normal Movement or
Combat Action, cannot become knocked down or be
moved, and is automatically hit by melee attacks.
PROWL – While this model has concealment, it gains
Stealth  .
STRANGE GROWTH – Once per turn at any time during
its unit’s activation, place this model anywhere
completely within 5˝ of its current location. This model
cannot be placed except as a result of Strange Growth.
WELLSPRING – If there are fewer than 3 fury points
on the Sentry Stone at the start of its activation, place
d3 fury points on it. If there are fewer than three
Mannikin Grunts in this unit in play at the beginning
of this unit’s activation, put one Mannikin Grunt
into play, in formation. If this model is destroyed or
removed from play, the Mannikin Grunts in its unit
are removed from play.
MANNIKIN GRUNTS
ADVANCE DEPLOYMENT
CONSTRUCT
PATHFINDER
FURY-LINKED – At any time during its unit’s activation,
this model can spend fury points on its unit commander
to boost one attack or damage roll for each fury point
spent.
SPLINTER BURST
DAMAGE TYPE: MAGICAL

182
SHIFTING STONES
CIRCLE UNIT
Trollkin are proud of their krielstones, but even their understanding of and
reverence for the power of stone pales in comparison to that of the Circle Orboros.
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
For many centuries the druids have explored and increasingly mastered this power 0 0 0 0 5 18 5
and have used intricate columns carved with mystic runes to mark their territories.
DAMAGE: 5 EACH
These shifting stones denote the boundaries of the druids’ lands, but they are far
more than that. They also tap into the pervading essence of Orboros that gathers PC Leader & 2 Grunts 3
FA
2
at certain nexus points below the soil of Caen and flows through the ley lines that
BASE:SMALL
represent the capillaries and arteries within the “body” of Orboros.
LEADER & GRUNTS
The druids of the Circle have an unparalleled knowledge of this unseen web of ADVANCE DEPLOYMENT
energy that crisscrosses the face of the world, and they use their shifting stones to CONSTRUCT

mark and manipulate these channels of power. Key to this process are the carefully CIRCULAR VISION – Models never gain a back strike
bonus against this model.
inscribed symbols and patterns upon the faces and recesses of these pillars. These IMMOBILE – This model has no Normal Movement or
inscriptions are no mere decoration but part of a precise mystical language that Combat Action, cannot become knocked down or be
moved, and is automatically hit by melee attacks.
is as unwavering as a mathematical formula. On activated stones these markings SERENITY – At the beginning of your Control Phase,
glow an eerie green, an eldritch luminescence that has led more than one lost before leeching, you can remove 1 fury point from a
friendly Faction warbeast within 1˝ of this model.
traveler to a death at the hands of the Circle’s guardians. SHIFTING POWERS – Choose one of the following
effects at the start of this unit’s activation:
Some of the greatest stones—those hewn from carefully guarded quarries and • HEALING FIELD – Models in this unit that are in
inscribed with the most potent runes—possess a number of occult abilities. Some formation and friendly Faction models within 2˝ of
one or more of them can remove d3 damage points.
can send messages across tremendous distances; others can heal even severe Roll separately for each model.
wounds. It is their ability to expedite druidic teleportation across ley lines that is • SHIFTING – Place each model in this unit that is in
formation anywhere completely within 8˝ of its
their greatest power, however. The versatile power of these stones is one reason current location.
the movement of Circle Orboros druids is so difficult to track or anticipate, and it • TELEPORTATION – If all three Shifting Stone models
in this unit are in formation, place one friendly
allows them to launch unexpected reinforcements upon the enemy. Faction model whose base is within the triangular
area between them anywhere completely within
8˝ of its current location. The placed model must
TACTICAL TIPS forfeit its Normal Movement after being placed
this turn. A model can be placed as a result of
Immobile – This model can be placed.
Teleportation only once per turn.
Serenity – Shifting Stones can remove fury from different models or all from the same model.
Shifting – Remember, troopers must be placed in formation.
Teleportation – If one or more Shifting Stones in a unit have been destroyed or removed from play, that
unit cannot use Teleportation.

183
THARN BLOODTRACKERS
CIRCLE UNIT
As followers of the most ancient ways of their people, the Tharn women known
as bloodtrackers heed the call of the Devourer with unmatched savagery.
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
7 6 6 6 14 11 7 Bloodtrackers are a remnant of the ancient past—a people of a darker time—and
their choice of arms reflects their ferocity. They prefer to pierce foes from a distance
THROWN JAVELIN
RNG ROF AOE POW with weighted javelins, but they also wield clawed bucklers to eviscerate those
7 1 — 9 who close with them in melee. Bloodtrackers rarely allow their foes to get so close,
FIGHTING CLAW however. During the shifting chaos of battle, foes see only shadowy forms darting
RNG POW P+S through the umbral underbrush as bloodtrackers hurl javelins with terrifying
0.5 3 9
accuracy into vulnerable enemy flanks.

PC
Leader & 5 Grunts
Leader & 9 Grunts
10
16
FA
1
Those who have faced bloodtrackers fear the frenetic savagery with which they
BASE:SMALL
conduct their attacks. Though they do not adopt the hulking forms of the ravagers,
bloodtrackers do call upon the Devourer Wurm to imbue them with the essence
LEADER & GRUNTS of animals that strike with lightning swiftness. Their hypersensitive awareness
ADVANCE DEPLOYMENT
PATHFINDER is enhanced well beyond human limits, and they slice enemies to ribbons with
STEALTH savage relentlessness. Once they have chosen a target for their hunt, they seek its
PREY – After deployment but before the first player’s
turn, choose an enemy model/unit to be this model/ destruction to the exclusion of all other concerns before selecting new prey.
unit’s prey. This model gains +2 to attack and damage
rolls against its prey. When the prey is destroyed or Few witnesses have ever seen a bloodtracker clearly, and those who have say they
removed from play, choose another model/unit to be
the prey.
draw shadows about them like cloaks. Though effective, this camouflage is not
THROWN JAVELIN magical, as bloodtrackers possess a near-supernatural ability to blend into the
WEAPON MASTER environment and to move through even the densest underbrush with ease.
THROWN – Apply any modifiers to this model’s STR to
the POW of this weapon.

184
THARN BLOODWEAVERS
CIRCLE UNIT
Tharn females who practice the rites of the bloodweavers are true masters of
bloodletting. Their devotion to the Devourer Wurm is absolute, and each kill is a
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
sacrifice performed with the visceral immediacy of sacral blades wielded in their 7 6 6 4 14 11 7
own crimson-stained hands.
SACRAL BLADE
RNG POW P+S
Bloodweavers conduct ritual hunts according to the celestial conjunctions of the 0.5 3 9
Eye of the Wurm, drenching themselves in the blood of the slain while singing
praises to the Devourer. The holy specifics of these rites are of little consolation PC Leader & 5 Grunts 8
FA
3
to their victims but involve offerings that correspond to the stars. Rarer celestial
BASE:SMALL
events merit greater offerings of blood and flesh and sometimes bring together
larger gatherings of individual sisterhoods. Members of each tight-knit cabal have LEADER & GRUNTS
learned to fight together with smooth, practiced movements, relying solely on PATHFINDER
STEALTH
nonverbal cues for coordination. The silence with which they kill is followed by GANG – When making a melee attack targeting an
the chilling sound of their ecstatic chanting. enemy model in the melee range of another model in
this unit, this model gains +2 to melee attack and melee
damage rolls.
Civilized humans might dismiss the existence of Tharn witches as superstition
SACRAL BLADE
were it not for the gruesome remains that mark their passage. Witnessing them DAMAGE TYPE: MAGICAL
in battle can drive pious Menites to madness. Bloodweavers close in for the kill ATTACK TYPE – Each time this weapon is used to make
an attack, choose one of the following special rules:
cloaked in animated shadows that obscure their movements. As their blades taste • BLOOD BURST – When this attack boxes a living
flesh, primal power causes the victim to erupt with sickening force, unleashing or undead enemy model, center a 5˝ AOE on the
boxed model, then remove the model from play.
fragments of bone and gouts of blood in a torrent of boiling gore. Enemy models in the AOE are hit and suffer a blast
damage roll with a POW equal to the boxed model’s
STR. This damage is not considered to have been
TACTICAL TIPS caused by an attack.
Blood Burst – Because the boxed model is removed from play before being destroyed, it does not generate • GRIEVOUS WOUNDS – A model hit by this weapon
a soul or corpse token. loses Tough  and cannot have damage removed
from it for one round.
• LIFE STEALER – When an attack with this weapon
destroys an enemy model, immediately after the
attack is resolved a friendly living Faction model
currently in this model’s command range can
remove d3 damage points.

185
THARN RAVAGERS
CIRCLE UNIT
The Tharn have always been able to channel the savage power of the Devourer
Wurm. In times of war their populations boil with bestial metamorphosis. Bellowed
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
6 8 7 5 13 15 7 calls to the Wurm send ravagers into an unbridled frenzy of physical transformation:
muscle mass increases, skin hardens, and teeth elongate into terrible fangs. Their
THARN AXE
RNG POW P+S senses become as keen as those of the beasts they revere, and they fall into a state of
2 5 13 insatiable hunger. Legends of inhuman deprivation among them are true; they tear
DAMAGE: 5 EACH
out and eat the hearts of their prey, eyes aglow with berserk madness.

Just three centuries ago, the Tharn numbered among the largest barbarian tribes;
Leader & 3 Grunts 11 FA
PC
Leader & 5 Grunts 16 2 tens of thousands called the northern Thornwood home. Most were slaughtered
BASE:MEDIUM as part of a political gambit by a Khadoran queen against Cygnar, while the
LEADER & GRUNTS
rest suffered a withering curse that decimated their numbers. Decades ago the
PATHFINDER leaders of the Circle Orboros secretly unraveled this curse, allowing the Tharn to
TOUGH restore their numbers and their strength. This renaissance, led by Morvahna the
HEART EATER – When this model destroys a living
or undead enemy model with a melee attack, it gains Autumnblade, has prompted many Tharn tribes to offer her absolute loyalty, and
the destroyed model’s corpse token. This model can they are eager to repay their debt to her.
have up to three corpse tokens at any time. During its
activation, this model can spend corpse tokens to make
additional melee attacks or to boost melee attack or The druids have encouraged the ravagers to come forth to lend their ferocity to
melee damage rolls. It can make one additional attack the Circle’s battles. Tharn ravagers enthusiastically charge from the forest gloom
or boost one roll for each token spent.
TREEWALKER – This model ignores forests when
to hack apart foes with their long-handled axes. The trail of mutilated bodies they
determining LOS. While completely within a forest, leave behind is a ghastly reminder of the dark age when civilized humans pleaded
this model gains +2 DEF against melee attack rolls.
with Menite priest-kings to save them from savage tribes.

TACTICAL TIPS
Heart Eater – Remember, if more than one model is eligible to collect a model’s corpse token, the closest
eligible model collects it. If this model already has three corpse tokens it is not eligible to collect another one.

186
THARN RAVAGER CHIEFTAIN
CIRCLE COMMAND ATTACHMENT
Becoming a chieftain among the Tharn has little to do with lineage. A chieftain must be
a fighter of great renown who has earned the respect of his warriors. In addition to raw
CHIEFTAIN
SPD STR MAT RAT DEF ARM CMD
battle prowess, the Tharn admire canny leaders who bring prosperity. Though the Tharn 6 8 8 5 13 15 9
revel in the gifts bestowed upon them by the Devourer Wurm, mindless slaughter is not
THARN AXE
their criterion for a revered tuath king. Great wisdom is also essential, for without it the RNG POW P+S
Tharn would have gone extinct amid their battles for the Circle Orboros. 2 5 13

By the time a Tharn has earned the right to be called chieftain, he has led war DAMAGE:8

parties and slain rivals beyond counting, the wooden haft of his axe turned black
PC FA
BASE:MEDIUM
by the blood of a lifetime’s killing. Adorned with grisly trophies of his victories, 5 2
the chieftain is an image out of the nightmares of civilized men. He is attended
CHIEFTAIN
at all times by the greatest warriors of his tuath, who are guaranteed endless OFFICER
opportunities to slake their bloodthirsty urges. PATHFINDER
TOUGH
Each chieftain knows he leads only so long as he maintains the respect of his tribe, GRANTED: VENGEANCE – While this model is in
formation, models in its unit gain Vengeance. (During
and he seeks the heart of battle. Charging forward at the leading edge of every your Maintenance Phase, if one or more models in a
battle, a chieftain inspires his ravagers to vie for the honor of drawing first blood unit with Vengeance were damaged by enemy attacks
during the last round, each model in the unit can
in the name of their tuath and their hungry god. advance 3˝ and make one basic melee attack.)
HEART EATER – When this model destroys a living
or undead enemy model with a melee attack, it gains
TACTICAL TIPS the destroyed model’s corpse token. This model can
Granted: Vengeance – Models move after continuous effects have been resolved during your have up to three corpse tokens at any time. During its
activation, this model can spend corpse tokens to make
Maintenance Phase.
additional melee attacks or to boost melee attack or
Heart Eater – Remember, if more than one model is eligible to collect a model’s corpse token, the closest melee damage rolls. It can make one additional attack
eligible model collects it. If this model already has three corpse tokens it is not eligible to collect another one. or boost one roll for each token spent.
MASS CARNAGE – This model can use Mass Carnage
Officer – Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit.
once per game at any time during its unit’s activation.
Instead the unit leader becomes the new unit commander.
This activation, models in this unit gain Overtake.
(When a model with Overtake destroys one or more
enemy models with a basic melee attack during its
Combat Action, after the attack is resolved it can
immediately advance up to 1˝.)
TREEWALKER – This model ignores forests when
determining LOS. While completely within a forest,
this model gains +2 DEF against melee attack rolls.

187
THARN WOLF RIDERS
CIRCLE UNIT
Nothing is more terrifying to those outside the Circle Orboros than a group of
Tharn on the hunt. Bloodtrackers strike their prey from the flanks and evade
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
9 6 6 6 14 14 9 bullets with preternatural reflexes. Ravagers cleave enemies with axes before
tearing out and feasting on their hearts. Then an eerie chorus of howls arises from
THROWN JAVELIN
RNG ROF AOE POW all sides, and the hulking, shadowy forms of duskwolves carrying bloodtrackers
7 1 — 9 emerge with lightning speed from the forest. Moving so quickly that enemies
JAVELIN cannot brace for their attack, the wolves dart past and behind defenders as their
RNG POW P+S wild-eyed riders hurl javelin after javelin with lethal urgency. The duskwolves run
1 3 9
down their prey to bite clean through tendons and muscles before springing away
MOUNT behind the shelter of nearby trees, leaving enemies bleeding out their last. Soon
RNG POW nothing remains on the field but meat for crows.
0.5 12
Bloodtrackers are peerless hunters and trackers even without mounts, but they
DAMAGE: 5 EACH
gain a feral edge from the fearsome rites they perform in the name of the Devourer.
PC
Leader & 2 Grunts 11 FA Their connection to the Wurm’s predator spirit allows them to form a strong bond
Leader & 4 Grunts 18 2
with their chosen duskwolves, and together they become a singularly deadly
BASE:LARGE
hunting pack. Death follows wherever they stalk, whether from silently hurled
LEADER & GRUNTS javelins or the crushing bite of a horse-sized wolf tearing out an enemy’s throat.
ASSAULT
CAVALRY
PATHFINDER TACTICAL TIPS
ANNOYANCE – Living enemy models within 1˝ of this Reposition – If a model is part of a unit, its activation does not end until all models in its unit have
model suffer –1 to attack rolls. completed their activations.
REPOSITION [5˝] – At the end of an activation in which
it did not run or fail a charge, this model can advance
up to 5˝, then its activation ends.
THROWN JAVELIN
WEAPON MASTER
THROWN – Apply any modifiers to this model’s STR to
the POW of this weapon.
JAVELIN
WEAPON MASTER

188
WOLVES OF ORBOROS
CIRCLE WOLF SWORN UNIT
There have always been those willing to offer strength of arms to the wilderness
prophets, and the Circle has used such men and women to guard their territories and
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD
serve as agents in remote towns and villages. Families in the dark forests and isolated 6 5 6 4 13 13 7
hills have passed this tradition to their sons and daughters, rugged folk initiated into a
CLEFT SPEAR
secret cabal that furthers the interests of the druids. These are the Wolves of Orboros— RNG POW P+S
fearless hunting packs that march against the enemies of the order. 2 4 9

In exchange for this fealty, the druids vow to watch over the Wolves’ lands and PC
Leader & 5 Grunts 7 FA
Leader & 9 Grunts 11 3
families—a significant gesture in the brutal regions beyond civilization. The Circle
BASE:SMALL
shelters and protects these family lines as a precious commodity, for they produce
a greater than average number of children who undergo the wilding. LEADER & GRUNTS
COMBINED MELEE ATTACK
Each Wolf trains to master the cleft-bladed spear, a powerful piercing weapon PATHFINDER

designed to punch through thick hides and armor. Wolves of Orboros must prove CLEFT SPEAR
POWERFUL CHARGE – This model gains +2 to charge
their skill with this weapon and demonstrate the ability to survive in the wilds to attack rolls with this weapon.
earn the wolf pelt that marks them as a brother or sister.

In times of greater need, the Circle bolsters the numbers of Wolves with recruits
lured by offers of coin and other valuables. Such Wolves serve more as mercenaries
than as dedicated defenders, but they possess the same grit and survival
knowledge as all Wolves, and many continue to serve after their contracts have
ended. Coercing or intimidating individuals into the Wolves is not unheard of,
but the Circle knows such tactics breed resentment, so they prefer volunteers. The
lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on
the fringes of society and who hunger to belong to some greater cause.

189
190
BLACKCLAD STONESHAPER
CIRCLE SOLO
Blackclad stoneshapers are tasked with building the arcane constructs that
serve the Circle Orboros. Fashioned from stone, wood, and carefully cut orbs of
STONESHAPER
SPD STR MAT RAT DEF ARM CMD
glowing crystal, their wold creations are animated through ancient rites and blood 6 6 6 4 13 13 5
sacrifices. When shaping natural materials, these druids call upon their mystical
DAMAGE:5
arts to hold the stones aloft while carving a complex series of runes deep into them
through magical means. This process allows each druid to do the work of a score of PC FA
BASE:SMALL
3 3
mundane stoneworkers in half the time. With the runes inscribed upon the stones,
the powers present at ley line conjunctions bring these creations to life and will the STONESHAPER
wolds to carry out their master’s bidding. PATHFINDER
MAGIC ABILITY [6]
Stoneshapers bear no weapons of any kind but rely on their power over earth • QUIET THE STONES (HACTION) – RNG CMD.
Target friendly Faction construct warbeast. If the
and the might of the wolds to crush their enemies with impunity. A stoneshaper’s warbeast is in range, you can place 1 fury point on it
connection to the stone he works runs deep, as does his understanding of both its or remove 1 fury point from it.
• REPAIR [d6] (HACTION) – RNG B2B. Target friendly
form and function. While constructs possess no inherent will, stoneshapers can Faction construct model. If the model is in range,
reach out with their minds and stir the lumbering creations to action, urging them remove d6 damage points from it.
• STONE SPRAY (HATTACK) – Stone Spray is a
to batter enemy lines and topple engines of war. The druids and the constructs RNG SP 8, POW 12 magic attack. On a critical hit,
they create share a bond, regardless of whose command a wold follows, and such the model hit becomes knocked down.
STONE SENTINEL – While B2B with a friendly Faction
creations will readily defend the craftsmen from harm. Likewise, stoneshapers construct model, this model gains +2 DEF and ARM
keep the wolds in top fighting form, repairing fractured limbs and cracked stone and cannot become knocked down.

and, when necessary, crafting entirely new components to replace those damaged
during the height of combat. The power of the stoneshapers has kept the Circle’s
many constructs fighting long after living beasts would have succumbed to the
same wounds, these wolds smashing their way through one engagement after
another to achieve the aims of the order.

TACTICAL TIPS
Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.
Stone Sentinel – Remember, even if a thrown model cannot be knocked down, it must still forfeit its
Normal Movement or Combat Action if it activates later in a turn in which it was thrown.

191
LORD OF THE FEAST
CIRCLE SOLO
A walking horror of prehistory, the Lord of the Feast feeds the ravenous hunger of
the Devourer Wurm. It lurks in shadow and falls upon those doomed to cross its
LORD OF THE FEAST 1
SPD STR MAT RAT DEF ARM CMD
5 8 8 7 12 17 3 path. From each of its victims, the Feast Lord claims the viscera and vital organs. It
then makes its sacrificial offering to the Beast of All Shapes and is rewarded with
RAVEN
RNG ROF AOE POW a surge of savage power.
10 1 — —
The Circle seldom intentionally draws the scrutiny of the Devourer, for they
WURMBLADE prefer to tap into the mindless power of Orboros that suffuses the world. Dark
RNG POW P+S
1 5 13 times sometimes require dark measures, however, and the druids have begun to
call upon the forgotten lore once known only to the most powerful priests of the
DAMAGE:8
Molgur tribes. With these black rites they have once again summoned an avatar of
PC FA the Unsleeping One and unleashed it upon the living.
BASE:SMALL
6 C
The Lord of the Feast’s only companion is a raven that ranges ahead of its master,
LORD OF THE FEAST 1 leading its lord to fresh victims. Entering battle like a shadow of death, the Feast
ADVANCE DEPLOYMENT
PATHFINDER
Lord whirls its long blade in a storm of steel, carving into enemy flesh as it relishes
STEALTH its banquet of bloody sacrifice.
DEATH FEAST – During its activation, this model can
spend corpse tokens to remove d3 damage points for
each token spent. TACTICAL TIPS
DUAL ATTACK – This model can make melee and ranged
Heart Eater – Remember, if more than one model is eligible to collect a model’s corpse token, the closest
attacks in the same activation. When this model makes
its initial melee attacks or a power attack, it can also eligible model collects it. If this model already has three corpse tokens it is not eligible to collect another one.
make its initial ranged attacks. This model can make Shifter – This attack causes no damage.
ranged attacks even while in melee.
Thresher – These attacks are not optional. This model cannot make a Thresher attack after making a ranged
HEART EATER – When this model destroys a living
attack during the same activation.
or undead enemy model with a melee attack, it gains
the destroyed model’s corpse token. This model can
have up to three corpse tokens at any time. During its
activation, this model can spend corpse tokens to make
additional melee attacks or to boost melee attack or
melee damage rolls. It can make one additional attack
or boost one roll for each token spent.
RAVEN
SHIFTER – When this attack hits an enemy model,
immediately after the attack is resolved place this model
B2B with the enemy hit.
WURMBLADE
DAMAGE TYPE: MAGICAL
THRESHER (HATTACK) – This model makes one melee
attack with this weapon against each model in its LOS
that is in this weapon’s melee range. Thresher attacks
are simultaneous.

192
THARN WOLF RIDER CHAMPION
CIRCLE SOLO
Scarred and battered veterans, wolf rider champions are the embodiment of the
speed, agility, and ruthlessness for which their kind are known. Each has survived
CHAMPION
SPD STR MAT RAT DEF ARM CMD
countless battles and has built a reputation one perfect kill at a time. Clad with 9 6 7 7 14 14 9
trinkets and armor fashioned from the bones of their victims, their visage elicits
THROWN JAVELIN
fear from their prey and admiration from those who ride beside them into battle. RNG ROF AOE POW
7 1 — 9
Champions subdue only the most willful and physically imposing dusk wolves as
mounts, regarding the training of such beasts as a challenge and desiring a hunting JAVELIN
RNG POW P+S
partner with strong predatory instincts to match their own. Mutual respect serves 1 3 9
as the foundation of the relationship, and the bond formed between champion and
wolf is maintained until one or the other dies. MOUNT
RNG POW
0.5 12
For wolf riders, the unity of the hunting pack is vital, as each member depends
on the others for their continued survival. A Tharn king or queen who has united DAMAGE:8
several tribes must similarly forge strong bonds with the respective hunting pack
PC FA
leaders. Champions may serve as the right hands of a tribe’s chieftain as well as 8 2
BASE:LARGE

acting as liaisons between packs serving the same king or queen. Each champion
is entrusted to oversee a particular territory and in times of need can rally the
CHAMPION
ASSAULT
tribe’s riders. For this reason, these veteran warriors often take over leadership CAVALRY
of the larger hunts that require coordination between multiple packs of wolf PATHFINDER
ANNOYANCE – Living enemy models within 1˝ of this
riders. Overseeing such sophisticated hunts means binding them together and model suffer –1 to attack rolls.
orchestrating their movements as well as coordinating with other Tharn or allies JUMP – After it makes a full advance during its Normal
Movement but before it performs its Combat Action,
of the blackclads in order to bring down more numerous or formidable enemies. you can place this model anywhere completely within
5˝ of its current location. Any effects that prevent
charging also prevent this model from using Jump.
TACTICAL TIPS QUICK WORK – When this model destroys one or more
Quick Work – This model cannot make the additional attack if it is still in melee. enemy models with a melee attack during its Combat
Action, immediately after that attack is resolved this
model can make one basic ranged attack.
REPOSITION [5˝] – At the end of an activation in which
it did not run or fail a charge, this model can advance
up to 5˝, then its activation ends.
VETERAN LEADER [THARN WOLF RIDERS] – While in
this model’s command range, other friendly Tharn Wolf
Rider models gain +1 to attack rolls.
THROWN JAVELIN
WEAPON MASTER
THROWN – Apply any modifiers to this model’s STR to
the POW of this weapon.
JAVELIN
WEAPON MASTER

193
BALDUR THE STONECLEAVER
Blackclad Warlock

KAYA THE WILDBORNE KRUEGER THE STORMWRATH


Blackclad Warlock Blackclad Warlock

PUREBLOOD WARPWOLF
TANITH THE FERAL SONG Heavy Warbeast
Blackclad Warlock

GORAX RAGER
Light Warbeast
ROTTERHORN GRIFFON WILD ARGUS