WoE 2ndprint WEB PDF
WoE 2ndprint WEB PDF
COVER ART: Arise, O Restless Dead by Silviu Sadoschi        For John Stallard whose enthusiasm and
                                                            generosity have made this book possible.
INTERNAL ART: Robbie McSweeney, John Stone,
Brenda Rodriguez, Martin Pique,                                          2ND PRINTING
Manuel Krommenacker and Jason Juta.
                                                                    ISBN: 978-1-911281-50-4
PHOTOGRAPHY: Anna Bereza, Dariusz Wyrozebski,
                                                               © Copyright Warlord Games Ltd. 2019.
and Wargames Illustrated
                                                       Warlord Games, the Warlord Games logo, Warlords of
LAYOUT: Anna Bereza.                                      Erehwon and the Warlords of Erehwon logo are
EDITING: Duncan Macfarlane and Paul Sawyer.            trademarks of Warlord Games Ltd. All rights reserved.
                                                         All rights reserved. No part of this publication may be
MINIATURES USED: Warlord Games, Dark Sword
                                                       reproduced, stored in a retrieval system, or transmitted,
Miniatures, Heresy Miniatures, Lucid Eye,
                                                        in any form or by any means without the prior written
Mantic Games, Midlam Miniatures, North Star            permission of the publisher, nor be otherwise circulated
Military Figures, Outlaw Studio Miniatures             in any form of binding or cover other than that in which
and Wargames Foundry.                                     it is published and without a similar condition being
                                                                 imposed upon the subsequent purchaser.
THANKS TO: Jon Russell, Richard Macpherson,
Nick Eyre, Tim Bancroft, Dave Matthews,                          WWW.WARLORDGAMES.COM
Nigel Stillman, Nick Simmerson, Garry Sharp
and Cédric Barbas.                                           WWW.WARLORDSOFEREHWON.COM
                                                 I’m sure many readers will know what it means when I
                                                 say that fantasy wargames have been around for so many
                                                 years now that our monsters, creatures and armies have
Arise, o                                         acquired an almost historical familiarity. Whether inspired
restless dead...                                 by literature, films, television or by established miniature
by Warlord Games                                 ranges, there can’t be many out there who don’t have a
                                                 definite notion of what an Orc is or just how
                                                 curmudgeonly a Dwarf can be.
                   That’s why I have not set out to re-write or re-define such familiar and well-established
                   concepts within these game rules. My aim has been simply to breathe new life into
                   established ideas, so that anyone who wishes to do so can play just as easily by dusting
                   down existing collections as by starting anew. Indeed, dusting down my own collections
                   was the first, and fatal, step of a journey that has resulted in the game you are now
                   reading. That’ll teach me.
                   I started out with the intention of writing a game that embraced the entire genre of
                   myth, legend and folklore as well as the fantasy of literature, movies, TV and games.
                   This is not a book that sets out to present just one world or one vision of fantasy.
                   Hence, I have included a selector list for forces inspired by mythical Amazons and
                   Greek Heroes. Other lists take their inspiration from Celtic Legends and Medieval
                   Romance. Most, however, are drawn from what has become a tradition of fantasy as
                   portrayed in role-playing, tabletop, and video games: themselves inspired by sources
                   too many and varied to mention.
                   These rules are not specifically tailored for use with any one manufacturer’s offerings.
                   Please feel free to use whatever models you have or such models as you care to
                   purchase. I’ve tried to cover the most popular and widely accepted interpretations of
                   fantasy warriors, monsters and arcane machineries within the rules and warband
                   selector lists. Inevitably, because it is a game developed amongst friends and fellow
                   players, what might be familiar to us might not be familiar to others; but such are the
                   perils of this gaming life. For those who want to take things further, the rules are
                   designed to be flexible and expandable, and can easily accommodate yet more forces,
                   new monsters and different interpretations of old ones should you wish.
Readers will notice that this book has been illustrated with photographs of models both
venerable and modern, made by different manufacturers, and from a variety of
collections. Legal precedent precludes us picturing the models of every manufacturer,
so our photographs don’t necessarily represent a comprehensive selection of what is
available – as I’m sure most readers will realise. Fortunately, these days it is very easy
indeed to find catalogues of models online, and a quick search will soon reveal the
extent of different manufacturers’ offerings in metal, resin and plastic.
The game is intended to be played on an average sized tabletop using warbands of a few
dozen models. Models are moved and fight as loosely organised groups or units of
similar types, or as individuals in the cases of larger and more powerful monsters and
machines. I think of it as a ‘warband’ style game, larger in scope than a man-to-man
skirmish game, but smaller than a battle game with massed ranks and hundreds of
models. This is a size of game that has great appeal and offers considerable scope for
scenario building and role-play style adventures, whilst at the same time keeping
things manageable in terms of the size of forces and space required.
Gameplay is built around the D10 system developed for my science-fiction game Beyond
the Gates of Antares and the order dice mechanic first used in the Bolt Action WW2 rules.
This allows for a game with some mechanical depth and considerable adaptability, but
remains reasonably well-paced and intuitive once players are familiar with the basics.
As with all games, one has to balance complexity and accessibility, and on the whole I
have assumed players are reasonably experienced wargamers seeking a game with
some tactical challenge and enough variety to reward repeat play.
As always, I would bid the reader to remember that playing wargames is a social affair,
whether our opponents are old friends or perhaps fellow players meeting for the first
time. We play for the enjoyment of the thing, for the challenge, and as an opportunity
to meet like-minded enthusiasts. In a game of relative sophistication we know that
there will be occasions when a situation requires interpretation, or where players are
unable to find a rule during play, and when this happens the best thing is to agree on
an interpretation and get on with the game. You can always roll a dice to decide how to
interpret a rule if you wish. The gods of battle are uncannily arbitrary when it comes to
such things. Similarly, if players are happy to ignore, change or add rules then please
feel free to do so, and if the game is improved as a result so much the better.
                                                                            Rick Priestley
I The   Game Rules
   The Basics     7
   One Model, One Man . . . . . . . . . . . . . . . . . . 7
   Warbands . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
                                                                            Shooting                                                             24
                                                                            Summary of Shooting . . . . . . . . . . . . . . . . 24
   General Game Play . . . . . . . . . . . . . . . . . . . . 7
                                                                            Ranged Attack Rules . . . . . . . . . . . . . . . . . 24
   Basic Equipment . . . . . . . . . . . . . . . . . . . . . . 8
                                                                            Accuracy Modifiers . . . . . . . . . . . . . . . . . . 28
   Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
                                                                            Resist Modifiers . . . . . . . . . . . . . . . . . . . . . 30
   Stat Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
                                                                            Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
   The Rule of 1s and 10s . . . . . . . . . . . . . . . . 11
                                                                            Pins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
   The Rule of Re-rolls . . . . . . . . . . . . . . . . . . 11
                                                                            Shooting Overhead. . . . . . . . . . . . . . . . . . . 31
   The Rule of Highs and Lows . . . . . . . . . . . 11
                                                                            Split Fire. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
   Special Rules . . . . . . . . . . . . . . . . . . . . . . . . 11
   Moving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
                                                                            Break Tests                                                          40
   Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
   Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23     Reactions                                                            43
                                                                            Weapons and Armour                                                   46
                                                                            Armour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
                                                                            Ranged Weapons. . . . . . . . . . . . . . . . . . . . . 48
                                                                            Hand-to-Hand Weapons . . . . . . . . . . . . . . 50
                                                                              Contents
    Chariots                                                            52
    Chariot Damage Chart . . . . . . . . . . . . . . . . 54
    Monstrosities                                                       56
    Monstrosity Damage Chart . . . . . . . . . . . . 58                           Scenario 4: The Watchtower. . . . . . . . . . 120
                                                                                  Scenario 5: Pillage the Village . . . . . . . . 122
    Special Rules                                                       62
                                                                                  Scenario 6: The Sacred Relic . . . . . . . . . . 124
    Summary of Special Rules . . . . . . . . . . . . . 82
                                                                                  Scenario 7: The Rogue Beast . . . . . . . . . . 127
    Spells and Sundry Wizardry                                          86
    List of Spells . . . . . . . . . . . . . . . . . . . . . . . . 88
    Miscast Table. . . . . . . . . . . . . . . . . . . . . . . . 90
    Magical Weapons
    Magic Swords . . . . . . . . . . . . . . . . . . . . . . . 97
                                                                        96    III Army Lists
                                                                                  Your Warband. . . . . . . . . . . . . . . . . . . . . . 133
    Magic Missile Weapons . . . . . . . . . . . . . . . 97                        Barbarian Warband . . . . . . . . . . . . . . . . . 136
                                                                                  Beastman Warband . . . . . . . . . . . . . . . . . 146
    Terrain                                                             98        Dwarf Warband. . . . . . . . . . . . . . . . . . . . . 156
    Area Terrain . . . . . . . . . . . . . . . . . . . . . . . . 98
                                                                                  Elf Warband. . . . . . . . . . . . . . . . . . . . . . . . 166
    Common Area Terrain . . . . . . . . . . . . . . . . 99
                                                                                  Gnoll War Party . . . . . . . . . . . . . . . . . . . . 176
    Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . 101
                                                                                  Goblin Warband . . . . . . . . . . . . . . . . . . . . 182
    Hills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
                                                                                  Halfling Warband . . . . . . . . . . . . . . . . . . . 190
    Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . 104
                                                                                  Knightly Retinue. . . . . . . . . . . . . . . . . . . . 198
                                                                                  Olympian Warband . . . . . . . . . . . . . . . . . 208
                                                                                  Orc Warband . . . . . . . . . . . . . . . . . . . . . . . 216
II Scenarios
    Playing a Game                                                      109
                                                                                  Undead Host . . . . . . . . . . . . . . . . . . . . . . . 224
                                                                                  Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . 236
    Scenarios                                                           114
    Scenario 1: Upon the Field of Battle . . . 114
    Scenario 2: A Bloody Encounter . . . . . . . 116
    Scenario 3: An Unexpected Encounter . 118
                                                                              IV Appendix
                                                                                  Quick Reference Sheet . . . . . . . . . . . . . . . 246
                                                                                  Weapons Summary. . . . . . . . . . . . . . . . . . 247
                                                                                  List of Miniature Manufacturers . . . . . . 248
      I
The Game Rules
                                                                                 The Basics | 7
        The Warlords of Erehwon game rules allow us to fight battles between fantasy warriors,
       mighty sorcerers and ghastly monsters. A force is imagined to number anywhere from
           twenty or thirty models to about fifty or sixty. This is not a ‘mass battle’ game
        requiring hundreds of models and a vast tabletop, nor is it a skirmish game for just a
       handful of models on each side. The scope of our game lies somewhat between – and we
                                    call these forces warbands.
WARBANDS
The game is played between two opposing players
each with their own warband. Warbands are
chosen using a warband selector. A number of
selectors are included in this book. They cover
some of the most popular and enduring fantasy
themes such as Knights, Barbarians, Dwarfs, Elves,
Goblins, Undead, Orcs, Beastmen, Halflings,
Olympian Greeks and Gnolls.
The warband selectors allow you to choose a force
to a mutually agreed points value. Forces can be
smaller or larger as the players wish. Roughly six
or seven units per side is a fair size for a typical
game. A unit consists of three or more warriors,
or a unit can be a single chariot, a big monster, or
maybe a hero or sorcerer.
Each unit forms a distinct
element during play.
     Blue Dragon by
     Heresy Miniatures
8 | The Basics
   Necromancer by
   Warlord Games
This is an undead warband with six units and hence six order dice.
                   These pin markers from Warlord Games include a dial that can be set to show the number
                   of pins on a unit. Any suitable marker will do to indicate pins. Many players prefer to use
                   a small dice turned to show how many pins a unit has. Some players use casualty models
                   or a mix of casualty models and other markers such as chits or tokens.
  10 | The Basics
          Stats
                     Different models have different game statistics or ‘stats’. Here’s an example of the stat values
                     for a typical or ‘average’ human warrior arranged into a stat line.
    Agility (Ag)     The Agility stat is used when making movement based tests such as moving through difficult
                     terrain (roll to move).
Accuracy (Acc)       The Accuracy stat is used when shooting or throwing a missile to determine if a shot hits (roll
                     to hit with missile).
  Strength (Str)     The Strength stat is used when fighting hand-to-hand to determine if a blow strikes the
                     enemy (roll to hit with blow).
    Resist (Res)     The Resist stat is used to defend against enemy attacks (roll to avoid blow or ‘save’). If the Res
                     stat has a second number in brackets this shows the value including the bonus from any
                     armour. Armour bonuses are shown separately because some kinds of attack negate armour
                     (see page 30).
Inititative (Init)   The Initiative stat is used when making reactions (roll to interrupt an                      A warrior
                     enemy action).                                                                               by Midlam
                                                                                                                  Miniatures
 Command (Co)        The Command stat is used when testing to activate a unit (roll to
                     activate). A unit’s Co value is also its ‘pin’ limit. Once a unit has
                     accumulated pins equal to its Co value it is destroyed.
         Special     The column at the end of the stat-line indicates any special rules
                     that apply to that unit or individual, including additional attacks
                     from mounts.
                            WARRIORS
                            Warrior units are made up of
Warlord                     humans or roughly human-sized
                            creatures, such as a unit of                                              Skeleton
Units                       Goblin spearmen or a unit of                                              Warriors by
                            Dwarf warriors with axes.                                                 Wargames
Warlord units can be        Warriors usually come as a unit                                           Foundry
any of the unit types       of five or more models.
described here with
the addition of a         Felbeast
warlord model or crew     by Heresy                              BEASTS
member.                   Miniatures                             A beast unit typically comprises a number
Warlords have special                                            of creatures such as warhounds, gobble
rules and usually have                                           dogs, and such like. Beast units often
superior stats as well.                                          include a human or comparable handler.
                                                                 In the rules, beasts units are treated as a
                                                                 sub-category of warriors, so if a rule
                                                                 applies to warriors, it also applies to
                                                                 beasts.
                            MOUNTED
                                                                                                Brock rider by
                            Mounted units represent humans or human-
                                                                                                Mantic Games
                            sized creatures riding horses, giant wolves, or
                            some-such fantastical creature. We might
                            equally well call them cavalry or horsemen.
                            Whatever we call them, they usually come as
                            units of three or more models.
                            Creatures that are ridden sometimes
                            contribute their own attack(s) to that of their
                            rider, in which case this is indicated as a
                            special rule. For example, Warhorse 1x HtH
                            SV1 indicates a single hand-to-hand combat
                            attack with a strike value of 1.
                                                                          Types of Units | 13
                                                ARTILLERY
                                                An artillery unit comprises a war engine, cannon or
                                                similar weapon, and a number of crew models to operate
                                                it. For example, a Dwarf Fire Cannon and its attendants.
MONSTERS
Monsters are things like Trolls, Ogres and
Giant Spiders. They are substantially
bigger than a human warrior but smaller
than a monstrosity such as a Dragon.
Monsters usually come as units of one or                                                          Dungeon
more models.                                                                                      Troll by
                                                                                                  Heresy
                                                                                                  Miniatures
Gigantic Spider by
MONSTROSITIES
                                                                                                 Heresy Miniatures
   Model Bases
   Models are individually based apart from swarms
   where several small models are fastened to a
   single swarm base. Bases can be square,                        No model in a formation can
   rectangular, round, ‘pill’ shaped or whatever, it              be separated by more than 1"
   does not matter.                                                     from the group.
   We take it as read that 25-28mm sized models are
   based on something like 25mm sized bases or
   maybe 30mm if they are a little larger than
   average and possibly 20mm if a little smaller.
                                                                        1″
   Mounted models will usually be on rectangular or
                                                                       P=
   pillshaped bases of about the same width as
                                                                       GA
   warrior types, but a little longer. Alternatively,
   they might be based on larger round bases, often
   40m or 50mm across. This is all fine.
   Monsters are envisaged as fitting onto bases
   either 40mm or 50mm across and square or
   round. Don’t worry if yours are a little larger than
   this or shaped differently to fit.
   Swarms are usually mounted onto round or
   square bases either 40mm or 50mm across, but
   slightly larger bases will be fine too.
                                                          COMPROMISED FORMATIONS
                                                          Sometimes a unit’s formation is compromised
   Artillery pieces are usually based to fit the model
                                                          because models fall casualty leaving spaces
   itself. The crew may be either separate models or
                                                          between survivors.
   attached to the main base. Ideally, crew should be
   separate as this allows for casualties to be           When this happens the unit must move back into
   removed, but if not it doesn’t matter – casualties     formation the next time it moves, but otherwise it
   can be recorded with a marker or by some other         is unaffected.
   means instead.                                         If both players prefer, models can be rearranged
   Monstrosities are based to fit the model, and we       into formation once casualties are removed to
   won’t worry about even suggesting what that            tidy things up, so long as no advantage is gained
   might amount to! In most cases the base will need      by doing so.
   to be bigger than that described for a large
   monster – i.e. bigger than 50mm – and we’ll leave
   it at that.                                            THE GAP RULE
                                                          Different units must keep more than 1″ apart
                                                          except where specifically allowed to move closer.
   FORMATIONS                                             This applies to all the models in the unit
   Units of two or more models are arranged into a        including equipment, such as an artillery piece.
   formation. A formation is a group of models            The gap rule keeps things clear during play, so
   where no model is separated from the group by          we can see at a glance which models belong to
   more than 1″.                                          which units. There are some exceptions to the
                                                          rule, for example units that charge into hand-to-
                                                          hand combat against their enemies.
                             Starting a Game
The game can be played in a variety of ways using different scenarios, terrain and forces. This is covered
   in detail in the section Playing a Game on page 109. To start with, it is useful to know the basics of
     setting up, starting and playing a game, to put the rules that follow into some sort of context.
SELECT WARBANDS
The opposing players agree a total points value for their                                SET UP THE TABLE
game and choose their warbands within this limit using          For the sake of explanation we assume players
the appropriate warband selectors (see page 133). For         have a tabletop six feet by four feet, this being a
example, one player might field a 500 point Goblin           common size adopted by most gamers and clubs,
warband and the other a 500 point Dwarf warband.             although the game can also be played on smaller
                                                                                    or larger tables if you wish.
                                                             Any terrain such as hills, trees, rocky areas, ruins
                                                               and other features are arranged on the table to
Once the terrain is set up, the players dice randomly           The players agree where terrain blocks line of
to decide from which of the opposing long table                   sight or where high ground overlooks other
edges they will begin. This means you don’t know            features. We’ll cover how this is done later. All we
which side of the table you will start from when               need to know to start with is that the terrain is
setting up the terrain, encouraging players to                    laid out and line of sight restrictions agreed
arrange things in an even-handed fashion.                        before the warbands are placed on the table.
                                                                                                      VICTORY!
SCENARIOS                                                         If one side has been reduced to below half its
                                                                number of units and the other hasn’t, then the
The outline given here summarises the most basic
                                                                side reduced to below half strength is defeated
setup for playing a game, a straight-forward bash
                                                                                and the other side is victorious.
between two rival warbands over a neutral
battlefield. A game can involve different set-ups,          If both sides are reduced to below half strength, or
objectives, deployments, and victory conditions,               if neither side is, then add up the points value of
depending on what the players want to do. For more          casualties inflicted by each warband. The warband
about playing a game, including different scenarios,               that has inflicted the greatest points value of
see Playing A Game on page 109.                                 casualties on the opposing side is the winner. In
                                                                 the unlikely event that both sides score exactly
                                                                                     the same the result is a draw.
          The Turn
Turn Sequence                                      ORDER DICE INTO DICE BAG
                                                   At the start of the game take all the order dice for each side
ORDERS PHASE                                       and put them in a dice bag from which the dice can be
The players alternate drawing an order dice        drawn randomly.
from the dice bag to indicate which side takes
                                                   In each turn follow the turn sequence shown here.
an action as follows:
   1. Draw. Draw an order dice from the dice
   bag and hand it to the player it belongs to.    UNITS ELIGIBLE TO RECEIVE AN ORDER
   2. Allocate Dice. The player selects one        With some notable exceptions each unit can be given one
   eligible unit in the warband and gives it an    order dice each turn, so an eligible unit is simply a unit that
   order. Place the order dice next to the unit    does not have an order dice already allocated to it.
   to show this.                                   There are some situations in which units can potentially be
   3. Order Test. If necessary, the player         given two or more order dice during a turn. This is notably
   takes an order test to determine if the unit    the case with huge monstrosities such as Dragons, or where
   follows the order.                              sorcerous powers endow warriors with unnatural vigour.
   4. Action. The player works out the unit’s      These exceptions will be covered in due course.
   resulting action.
                                                                         RALLY
ADVANCE                                                                  The unit does not move or
The unit can both move and make                                          make ranged attacks. Instead,
ranged attacks. Units don’t have to move                                 the unit pauses for breath and
when given an advance order, but must                                    gets ready for the following
complete any movement before making                                      turn by shedding pin markers.
ranged attacks. Note that some units                                     See Rally Orders on page 18.
may be disallowed from moving and
                                                   Skeletons by
                                                 Wargames Foundry
 18 | Order Dice
Fail    If the order test to rally is failed the usual   AMBUSH ORDERS
        failure results apply, i.e. the unit goes
                                                         Units that end their turn in ambush can retain
        down and removes one pin.
                                                         their order or return the order dice to the dice
                                                         bag. This is entirely the player’s choice. See
RALLYING ROUTED UNITS                                    Reactions on page 43.
When a unit makes a rally action then each and
any friendly routing unit within 10″ can also roll a
                                                         RUN ORDERS
D6 and remove the number of pins indicated
                                                         If a unit has the FAST special rule then it is allowed
before making a Command test to determine if it
                                                         to retain its run order or return the order dice to
halts the rout.
                                                         the dice bag. This is also entirely the player’s
A unit that has no pins on it can make a rally           choice. See Retained Run Orders.
action solely to rally other units nearby if so
                                                         If a unit is in rout then it must retain its run order
desired. See Routing Units for more about how
                                                         and can do nothing else until it ceases to rout or
this works.
                                                         leaves the table. See Routing Units.
          Movement
          MOVE RATE                                           MOVING THROUGH
          When a unit makes an advance or run action          Models in the same unit can pass freely through
          each model can move up to the maximum               each other as they move. Individuals move at the
          distance allowed.                                   same time and don’t get in each other’s way.
          Except where stated otherwise models have a         Models belonging to warrior or beast units can
          basic move rate of 5″.                              pass freely through the formation of other
                                                              warrior or beast units from their own side.
1M = 5″
Once the unit has finished its move, test its agility   order and makes an action, then roll again and
(Ag). Take the test in the standard way by rolling      repeat as necessary.
a D10 and comparing the result against the unit’s
                                                        No order test is required when a Run order is
Agility stat.
                                                        retained. The order is therefore issued
Pass    The unit is not exhausted and no penalty        automatically and the unit makes a run action.
        is suffered.                                    Because no order test is taken no pins are
                                                        removed from the unit when it makes its action.
Fail    The unit is exhausted and suffers one pin.
                                                        Aside from routing units – for which see page 41 –
A sprint is useful if you want a unit to move
                                                        units with a retained Run order can make a move
quickly, but at the risk of taking pins which will
                                                        in exactly the same way as if they had been issued
make things more difficult when it comes to the
                                                        a Run order in the Orders Phase of the turn. Enemy
unit’s next action.
                                                        units can react to the unit exactly as if a Run order
                                                        had been issued as described in the Reactions
RETAINED RUN ORDERS                                     section pages 43ff.
   Now when the great horde of the Uirga descended upon the western lands, the Watcher of the World’s
   End saw and reported all. Leuka her master listened attentively, for of all tribes of the Great Khan the
   Uiga were the most powerful by far. Leuka dared not openly oppose the multitude of sibling gods that
   crowded about the tented city of the Great Khan. Yet the Weaver of the World would do all that could be
   done to thwart their efforts: for in the heavens there was war as in the realm of mortals.
   The Watcher of the World’s End whispered of the deeds of the Uirga King Angtargus, most favoured son
   of the Great Khan, mighty in battle and heavy with destiny. Leuka, to whom all destinies are as one,
   easily guessed where the mighty horde was heading. So the Watcher of the World’s End raised all the
   hag-witches of the northlands to her, and sent them flying through the night skies on their screaming
   steeds. Upon the winds of fate they rode, buffeted at every side by fierce and angry storms, assaulted by
   the hellish things-that–may-yet-be as yet unwoven into the sure fabric of time. Such things-that–may-
   yet-be strove with all their might to supplant the world that is and insinuate their way into the weft of
   being. Now the hag-witches allowed their steeds to guide their path – for their steeds belong only to fate
   – and before that path all that is past, passing, or to come must yield as flesh to the flame.
   Into the dark of day they flew until, from their hiding place in the space between the skies, they spied a
   great battle raging over the land beneath. Here were men that crawled upon the earth as ants about
   their broken nest, and there were great beasts amongst them, and fire that spewed upon them, and
   fuming pillars of magic that spoke of sorceries rent upon the creatures of the earth. And all about them
   was the horde of the Uiga and in their midst Angtargus their king, blazing with the exhalation of the
   gods. Where Angtargus strode death gathered about him, and behind him lay destruction, and before
   him stood the Lords of the West – their flags and shining guards drawn tight about them. Tight as a
   winding sheet they might have been for death approached in the shape of the Great Khan’s son.
                                                                                 Movement | 23
                                                    ROUGH TERRAIN
                                                    An Agility test is taken when a unit attempts to
                                                    move into an area of rough terrain, or if it begins
                                                    its move in rough terrain. It doesn’t matter how
                                                    many individual models are moving into terrain: if
                                                    any models are affected the whole unit must test.
                                                    A model is moving into or through rough terrain
                                                    if any part of its base enters the terrain area. If a
                                                    model lacks a base, for whatever reason, it is in
                                                    rough terrain if any portion of its body enters
We’ll make a few further exceptions where           the area.
particular cases warrant doing so. For example,     Make the test as soon as the unit attempts to
units that can fly can move over obstacles by       move through terrain or at the start of its move if
flying right over them.                             already within it. Test against the unit’s Agility
                                                    stat. Roll a D10.
                                                    Pass    The unit can complete its move into and
                                                            through the terrain without penalty.
Terrain                                             Fail    The unit can complete its movement but
We leave it to players to decide how to delineate           the remaining portion of the move is
areas of terrain on the tabletop. Most players              reduced to half pace.
have their own favourite method, some choosing
to use a base to indicate the whole area, others
use bounding scenery arranged around the edge       TERRAIN MODIFIERS
of the area. See the Terrain section for more       In some cases we might choose to impose a
about this.                                         penalty on a unit’s Agility when testing to move
                                                    into or through difficult terrain.
5   Models that fall casualty are removed.               Models are turned to face their target when they
                                                         shoot, except that monstrosities with crews,
6   If the target has been hit the unit suffers
                                                         mounted troops and chariot riders armed with
    one pin.
                                                         ranged weapons need not turn to face their
                                                                                             Shooting | 25
     targets. Crews and riders are able to shoot all         LOS IS BLOCKED IF...
     round by shifting their footing or turning deftly       A shooter can’t draw LOS through the base of
     in the saddle.                                          another model or through the body of a large
                                                             model such as a monster, etc.
   For example, the same giant in the previous          lines, draw LOS from the beast’s repugnant head
   example can hurl a rock over the top of a unit of    (or closest head if it has several) rather than
   warriors in front of him to strike the archers       from the base.
   shooting from behind.
                                                        MONSTROSITY CREW
   SHOOTING FROM BEHIND AN OBSTACLE                     When shooting with a monstrosity’s rider or
   Models sheltering behind an obstacle less than       crew, draw LOS from the crew member making
   the height of the model itself, such as a low-wall   the ranged attack not from the monstrosity itself.
   or modest hedge, can draw LOS over it to shoot at    In this case it is the crew who are shooting and
   a target beyond, even where the obstacle has         not the monstrosity.
   otherwise been agreed to block LOS.
   By the same token, a model sheltering behind a
                                                        ARTILLERY
   low obstacle can be seen and shot at. Although it
                                                        When shooting with artillery, typically a cannon
   can be hit the model will benefit from a bonus to
                                                        or stone thrower, draw LOS by sighting along the
   its Res because of its cover.
                                                        barrel or other business end of the weapon itself.
                                                        When shooting at an artillery unit, shooters have
   SHOOTING AT TARGETS IN TERRAIN                       LOS to the target if they can draw LOS to the
   Players must agree before the game where LOS         weapon and/or to any of its crew.
   can be drawn through or from terrain.
                                                        Even though large and therefore able to see and be
   Where LOS can be drawn to a target within cover      seen over smaller models, an artillery piece cannot
   then any agreed cover bonus applies to the           shoot through, or through the formation of, regular
   target’s Res.                                        sized models at a target beyond unless it is shooting
   For example, you might shoot at a target within      overhead as described on page 31 or from high
   a copse and it could receive a Res bonus of +1       ground as described below. Plainly firing a cannon
   for example.                                         through a formation of your own troops is not a
                                                        good idea!
   See the Terrain section for more about how this
   can work in individual cases.
                                                        HIGH GROUND
                                                        If you wish to include high ground, tall buildings,
   MONSTER BREATH                                       and soaring topographical features such as rocky
   When making ranged attacks with a fire               spires, then players must agree before the game
   breathing dragon or any other monster breath         what can be overlooked from such features and
   weapon, baleful glare, chunder or anything           what cannot.
   ghastly along these
                                                        In general, it is a good idea that models
                                                        positioned on high ground are allowed to draw
                                                        LOS over the top of models positioned on lower
                                                        ground. In some situations it might also be
                                                        sensible to allow models on high ground to
                                                        overlook lower terrain features. However, so
                                                        much depends on your terrain that we leave it to
                                                        players to agree these things for themselves.
                                       Centaurs by
                                       Wargames Foundry
                                                                                         Shooting | 27
                                                       NUMBER OF SHOTS
Weapons and Armour section on page 46.
Measure range from base-edge to base-edge except       In most cases all the models in a unit shoot with
where target models have the large special rule, in    identical weapons and require the same score ‘to
which case measure to their bodies if closer.          hit’. If this is the case it is easiest to roll the dice
                                                       for the whole unit at once.
If shooting with artillery or making a breath
attack from a monstrosity, measure from the
business end of the weapon or beastie.
Bran’s huge sword cut a bloody arc through the green horde. Few of the goblin warriors dared to come
near the roaring northman and soon they began to cower away from the murderous giant. Bran laughed
at them. He roared with pure joy and in his laughter there was no longer any trace of humanity. Bran
stood alone whilst the battle ebbed into silence around him. He swayed as if drunk upon the blood-
letting – awaiting the coming sacrifice like a thirsting god.
As Rumpo watched, the ranks of cowering goblins shifted aside and out strode the largest and ugliest
goblin imaginable – if it was a goblin at all. In Rumpo’s experience goblins were small crook-backed
creatures for the most part – strong for their size perhaps – and quick as knives for sure– but few had
the stomach for a fight without a dozen more to back them up. If this was a goblin then it was the King
of all Goblins for it stood at least twice the height of any greenskin that Rumpo had ever seen.
The gigantic goblin snarled a challenge, its yellow tusks gleaming with gore, and then it leapt upon Bran.
With a single blow from the iron chain it carried by way of a weapon it beat down the northman’s shield.
Bran stumbled back from the force of the blow casting aside the tattered ruin of his shield as he did so.
The Goblin King paused only to regain its balance before advancing upon the northman. The creature
swung a fist that was as large as an oxen’s head. Bran bore the blow and with colossal effort managed to
push his assailant away. As the gigantic greenskin stepped back the northman swung his blade, slicing a
great gash upon his enemy’s chest. A loud cheer went up from the mercenaries and all eyes turned
towards Bran as he leapt forward thrusting to his enemy’s vitals.
28 | Shooting
                                                                  ACCURACY MODIFIERS
   If different individuals require a different dice
   score to hit, then either split dice rolling into
   batches or use differently coloured dice for
                                                           Long Range                                    -1
   different scores.
   An accuracy test is made the same way as any            Extreme Range                                 -2
   other D10 dice test. Rolls equal to or under the
   required score will pass and rolls of more than         Aimed Shot                                    +1
   the required score will fail.
   Pass    The shot, throw or other projectile has         Large Target                                  +1
           hit. Take that!
about two different rolls: re-rolls of misses first     If the target is an artillery unit then hits are
and re-rolls of hits afterwards.                        allocated between the crew. The artillery piece is
                                                        not considered a viable target for shooting hits.
Bear in mind the rule of 1s and 10s: neither scores
are ever re-rolled even where a rule otherwise          If some shooters are using weapons that affect the
demands it, so you can’t force a re-roll of a 1 or 10   target differently, it will be necessary to roll
for whatever reason.                                    different coloured dice to score hits and then
                                                        allocate these distinct dice against specific targets
Re-rolls of hits are required in the following
                                                        before taking Resist tests.
situations:
                                                        Note. After a few games, players will come to
Down Warriors/Beasts. Hits must be re-rolled if
                                                        recognise situations where they can dispense with
the target is an warrior or beast unit that has a
                                                        allocating dice to individual models and just move
current down order.
                                                        on to the next stage.
Running Fast. Hits must be re-rolled if the
                                                        This is often because the obligation to spread hits
target has the fast special rule and has a current
                                                        evenly dictates how hits are placed. Such a short-
run order.
                                                        cut speeds up play but still allows for allocation
Sprinting. Hits must be re-rolled if the target is      where it makes a difference.
shot at whilst engaged in a sprint. This can only
happen while the sprint is taking place, for
example during a charge as explained later.             ROLL TO RESIST (RESIST TEST)
Special Rule Applies. Some models have a special        To determine if a hit causes a casualty the player
rule that means any hits have to be re-rolled.          whose model has been struck makes a test against
These instances are covered on a case-by-case           the model’s Resist stat (Res).
basis in the rules.                                     Resist tests are taken once all hits on the target
A target might combine more than one cause for a        have been allocated.
re-roll, for example a fast running unit that is        The player whose model
sprinting. In such cases only one re-roll is allowed                                                         Ice Queen by
                                                        has been struck takes the
because you can’t re-roll a re-roll.                                                                         Mantic Games
                                                        dice already placed next to
                                                        the model and rolls it.
   A model’s Res stat is modified by the Resist           In some cases models that have failed a Res test
   Modifiers table to determine its Res value.            may be entitled to re-roll the test, in which case
                                                          make the test again.
              RESIST MODIFIERS
                                                          For example, models with the Tough special rule
                                                          are allowed to re-roll a failed Res test, making
     Resist Bonus of target’s                             them harder to kill.
                                          + Armour
     armour                                               In some cases models that fail a Res test don’t
                                                          automatically fall casualty due to some special
     Cover Bonus of terrain                 + Cover
                                                          rule that applies.
     Strike Value (SV) of                   - Strike      For example, if the model has the Wound special
     shooter/weapon                          Value        rule then a Res failure inflicts a wound instead.
                                                          Chariot and monstrosity units that fail a Res test
                                                          don’t automatically fall casualty but make a roll
   APPLYING MODIFIERS                                     on their own damage chart and apply the result
   The armour bonus is added to the target’s Res.         instead. See Chariots on page 52 and
   This bonus is normally included in the Res stat for    Monstrosities on page 56.
   the unit in the format 5(7) where 5 is the model’s
                                                          If all the crew of an artillery
   Res and 7 is the Res including its armour bonus.
                                                          piece fall casualty then the
   We give both values because most of the time the
                                                          artillery piece itself
   armour bonus will apply, but some kinds of attack
                                                          automatically falls
   ignore the armour bonus altogether.
                                                          casualty too. We imagine
   Any cover bonus is also added to the target’s Res.     it is destroyed by its
   The bonus applies where targets are within or          crew, abandoned or
   behind cover as explained below.                       otherwise rendered out
                                                          of action. In any case the
   Strike values (SV) are deducted from the target’s
                                                          entire unit is destroyed
   Res. Models have an SV of 0 unless indicated
                                                          once the crew are dead.           Knight by Dark
   otherwise. Most warriors carry weapons that
                                                                                            Sword Miniatures
   confer a SV of 1 or greater. Some creatures also
                                                          COVER
   have an SV of 1 or more and this is indicated in
   the special column of the unit’s stats.
                                                          We didn’t apply a modifier to the chances of
   It is best to make the rolls for each model one at a   hitting targets behind cover. This is because some
   time, especially if players are learning the game.     models in a unit might be behind cover and some
   It is always necessary to roll separately where        not. Instead we apply a Res modifier to any
   models require different scores or where some          models that are hit and which are behind or
   models have more hits against them than others.        within cover as explained below.
   In situations where all is equal and players are in
   agreement, it is acceptable to roll all the Res dice   A model is within cover if its base lies at least
   together to save time, and for the owning player       partially within terrain that offers a cover bonus.
   to pick which models fall casualty.                    Models that lack a base are within cover if part of
                                                          the model’s body lies within the terrain.
                                                          A model is behind cover if terrain or an obstacle
   CASUALTIES                                             that offers a cover bonus lies between it and all
   Models that fail a Res test and fall casualty          the shooters in such a way that shooters must
   are removed from play assumed dead or                  draw LOS through or over the cover. This includes
   otherwise incapacitated.                               situations where the target is sheltering behind a
                                                          low wall or similar obstacle, for example.
                                                                                             Shooting | 31
   It can be that shooters have to shoot over two or      decide what level of protection applies before the
   more terrain features or multiple obstacles to hit     game begins.
   their target, in which case apply all the modifiers.
   Where shooters draw LOS through terrain they
                                                          PINS                                                   Elementalist
   are in, or over an obstacle they are sheltering                                                               Apprentice
                                                          When a unit is shot at and hit
   behind, no cover bonus is conferred to targets                                                                by North
                                                          it suffers one pin. It takes one
   that they hit on account of it. In other words, you                                                           Star
                                                          pin regardless of the number
   can shoot through or over your own cover
                                                          of hits caused and regardless
   without penalty.
                                                          of whether those hits inflict
   Cover from Overhead Shots. Models get no cover         casualties. Place this pin on
   bonus when hit by a shot from overhead. The shot       the unit once the results of
   falls onto the unit from above and negates any         hits have been worked out.
   cover it might have. See Shooting Overhead.
                                                          If a unit rolls on a damage chart following a failed
   Cover Bonus. Some cover offers better protection       Resist test, then it takes a pin when hit as
   than others: taking shelter behind a patch of tall     described above, and it can also suffer additional
   grass is hardly the same as ducking behind a wall,     pins as a damage result. See Chariots on page 52
   whilst a massive stone fortification might be          and Monstrosities on page 56.
   better still!
                                                          Although the usual rule is that only one pin is
   +1 cover comprises vegetation or other fairly ‘soft    inflicted regardless of how many hits are scored,
   cover’ that is unlikely to offer substantial           some ranged attacks inflict more, for example
   protection from powerful weapons.                      dragon fire. These exceptions are dealt with on a
   +2 cover comprises rocks, walls or other ‘hard         case-by-case basis either in the Special Rules on
   cover’ that offers substantial protection even         page 62, Weapons and Armour on page 46 or Spells
   from quite powerful weapons.                           and Sundry Wizardry on page 86.
   These cases are covered by the overhead rule. We     ROLL TO HIT (ACC TEST)
   work out overhead shots in a different way to        Take the template and place it with the centre of
   ordinary shooting.                                   the template over the centre of any model in the
   Weapons that shoot overhead are not especially       target unit.
   common and not all forces include them, so           Make an Acc test for the shooter. Overhead shots
   players reading the rules for the first time would   always suffer an Acc modifier of -2 as shown on
   be best advised to ignore this section until they    the Modifier Table. Remember that artillery
   have played a few games.                             requires a fire order to shoot and therefore
                                                        doesn’t get the +1 aimed shot bonus.
                     TEMPLATE
                     To shoot an overhead weapon        ALLOCATING HITS FROM OVERHEAD SHOTS
                     you will need a round template     Overhead shots generally cause multiple hits as
                     3″ across. You can easily make     determined by a dice roll. This is expressed as D6
                     your own or you can use one of     hits, D4 hits and so on. If an overhead shot lands
                     the plastic templates available    on its target, roll the dice indicated to find the
                     from Warlord Games as              total number of hits inflicted.
                     shown here.
                                                                                    Shooting | 33
Allocate hits evenly to models in the unit as you     distant cabbage patch or mortally surprised the
would for other hits from shooting.                   local clergy at choir practice.
You must allocate hits to models under the            On a roll of a one the shot has landed somewhere
template before allocating hits to other models in    near the target. Move the template in a random
the unit.                                             direction exactly as already described for a miss.
                                                      Then move the template again in the same way,
Any/all models in the unit can be hit by an
                                                      i.e. move it twice. This means the shot can come
overhead shot, not just those under the template.
                                                      back on target or veer even further off course
Models under the template are always hit first.
                                                      depending on which direction it takes and how
                                                      far it travels.
OFF TARGET                                            Once the template has been moved the second
An overhead shot that misses                          time, resolve any hits on units beneath the
its aiming point lands off target.                    template in the usual way.
Roll a D10 and move the                               Good luck!
template in the direction shown
by the face of the dice as pictured here.
For example, on a roll of a 7 the template moves
                                                      SPLIT FIRE
7″ in the direction shown.                            In most cases a unit must direct all of its shots
                                                      against a single enemy unit: one unit shoots at
Once the template has been repositioned, units        one unit. However, in some unusual situations we
are hit if any part of the template lies over the     allow a unit to divide its shooting as follows.
centre of any model’s base or over the centre of
the model’s body if it is a large model that lacks    Monstrosities with crew. If a monstrosity has
a base.                                               multiple ranged attacks from its crew or riders,
                                                      then it can split these shots between any enemy
Units from either side can be hit in this way. If a   units within range, so long as the unit is given a
template hits more than one unit, divide any hits     Fire order. The player must divide up attacks and
scored between them as evenly as possible, dicing     nominate targets before testing to score hits.
for odd hits.
                                                      Note that if the same monstrosity is given an
                                                      Advance order then its crew can only shoot at one
SHOOTING BLIND                                        enemy unit in the regular way. A Fire order is
We allow overhead weapons to shoot at targets         needed to split fire.
they cannot see, lobbing their missiles in the        For example, consider the unwashed crew of a
general direction of the enemy and hoping for the     barbarian Mammoth, who are able to shoot their
best. This is called shooting blind. Sometimes this   bows from its broad and hairy back, making it
is the only option, such as when shooting a siege     possible to target several enemy units at once.
engine over the walls of a castle, for example.
                                                      Units occupying towers. If a unit is in a tower
An overhead weapon is shooting blind if it does       then it can also split its ranged attacks when
not have LOS to the target. The weapon must still     given a Fire order.
be within range of the target in the usual fashion
                                                      This is exactly the same as described above for
and pointing in the right direction as you might
                                                      the crew of a monstrosity. This is a very useful
expect, but the shooter doesn’t need to draw LOS
                                                      ability because it allows a few models to defend a
to the target from the weapon itself.
                                                      tower against several enemy units, spreading
When shooting blind a dice roll of one is required    shots between them and hopefully inflicting pins
to get anywhere close to the target whilst rolls of   on each.
2-10 are ignored and cannot be re-rolled: the
                                                      Towers must be agreed to be such before the
missile has sailed into the blue yonder and landed
                                                      game and may be a feature of the scenario itself.
in an otherwise peaceful duck pond, pulverised a
                                                      See Buildings on page 104.
      Close Combat
                                                     Shooting is all very well and good but close
                                                     combat or fighting is what our game is all about.
                                                     To defeat the gribbly scum that have dared
                                                     oppose you, only a thorough face-to-face, nose-to-
Summary of close combat                              snout or fist-to-claw drubbing will do. Thankfully,
                                                     that is what this rules section is all about, hurrah!
1   Units charge into close combat by making a
                                                     The rules that follow explain how this all works in
    run or sprint move. If at least one charger
                                                     detail as well as covering various exceptions and
    touches the enemy both units are engaged. All
                                                     special cases.
    models in both units take part.
                                                                             Amazon War Leader
2   Units exchange missiles if they are allowed to                           by Lucid Eye
    do so. Both sides shoot simultaneously.          CHARGE!
    Casualties are removed and any unit hit by       A charge is a run or sprint move
    enemy shooting takes a pin if it would           into contact with an enemy unit.
    normally do so. Units obliged to take a break    All hand-to-hand fighting starts
    test as a result of casualties inflicted upon    with a charge.
    them do so now.
                                                     All units apart from artillery are
3   Units fight hand-to-hand. Both sides attack      allowed to charge the enemy. We will come up
    simultaneously except where an exception         with appropriate exceptions in due course; for
    dictates otherwise. Each combatant tests         now it’s enough to know that artillery units are
    strength to score a hit. Hits are allocated as   not allowed to charge.
    evenly as possible and models struck must test
    resist to avoid falling casualty.
                                                     MAKING A CHARGE
4   Once both sides have fought units take one
                                                     A unit must be given a run order to initiate a
    pin for every casualty suffered in hand-to-
                                                     charge. The player can measure beforehand to
    hand fighting.
                                                     make sure the charge is possible, nominating the
5   The unit with the most pins has been defeated    enemy unit being charged and stating if the
    and must make a break test to determine if it    chargers are going to make a sprint.
    is broken.
                                                     A unit doesn’t need to be able to see an enemy
6   Surviving units move apart and the fighting      unit when it charges: foes are close enough to
    is over.                                         hear each other, and quite possibly to smell each
                                                                                     Close Combat | 35
    other too. Even if the chargers can’t tell exactly         way. Models are arranged along opposing sides of
    where the enemy is, they know that if they rush            the obstacle and treated as touching.
    round a corner, or spring from behind dense
    cover, they will spot them soon enough.
                                                               CLOSE COMBAT
                                                               Close combat fighting is worked out in two
    MOVING CHARGERS                                            separate stages. First, both sides exchange
    When a unit charges, each model must attempt to            missiles and then both sides work out hand-to-
    move into touch with an enemy model in the                 hand fighting.
    opposing unit. The 1″ gap rule is suspended
    during a charge to allow for this.                         If neither side has any missile attacks to make
                                                               then go straight to hand-to-hand fighting.
    If at least one model in the charging unit can
    move into touch with an enemy model then the               Players who are learning the game might wish to
    charge is successful, and all the models in both           skip the exchange of missiles for their first few
    units will fight regardless of whether they are            battles to speed things along.
    touching or not.
    If the charging unit fails to reach at least one           EXCHANGE MISSILES
    enemy model the charge has failed and no fighting
                                                               Models that can make ranged attacks can
    ensues. Although the player can measure
                                                               potentially take part in the exchange of missiles as
    beforehand to make sure the enemy are within
                                                               the two sides clash. This includes weapons such as
    range, it is still possible for a charge to fail because
                                                               thrown spears, bows, beastly breath attacks from
    of terrain that lies in the path of the attackers.
                                                               foul-mouthed creatures, and special abilities such
    If chargers make a sprint into hand-to-hand                as a baleful glare.
    fighting don’t forget to test their Agility once
                                                               The exchange of missiles in close combat is
    they have moved. Units failing their test suffer a
                                                               worked out more or less the same as already
    pin in the usual way due to exhuastion.
                                                               described for shooting. The main difference is that
                                                               both sides shoot rather than just one.
    MOVING OVER TERRAIN AND OBSTACLES
    If necessary, chargers must make any tests required
                                                               WHO CAN SHOOT
    for entering or moving through difficult terrain or
                                                               During a charge all models in both units are
    crossing obstacles and abide by the results.
                                                               assumed to have LOS to the target at some point
    If the unit being charged is positioned behind an          during the hurlyburly as rivals close in for a fight.
    obstacle, chargers do not have to cross to count as        This means that all models that are otherwise
    ‘touching’. It is sufficient that chargers could have      entitled to shoot can do so regardless of whether
    moved into touch were the obstacle not in the              they have LOS at the start of the charge or not.
The orc unit assaults the skeleton unit, which is in cover behind a wall. The nearest orc has to
be able to reach the skeleton unit, and the assaulting troops are moved as far as they can into
                                      touch with the wall.
36 | Close Combat
   Models armed with bows, longbows, crossbows,          Forced Acc re-rolls apply as for other shooting. If
   slings or handguns cannot charge and shoot. In        the chargers are sprinting or have the fast rule
   other words, you can’t run and shoot a bow at the     they will benefit from the forced Acc re-roll for
   same time. However, if models so armed are            shots against sprinting and fast running targets.
   charged, they can shoot at the approaching enemy.     Similarly, if the charged unit is down it will
                                                         benefit from the forced re-roll if normally allowed
   Artillery that shoots overhead is not designed to
                                                         to do so.
   shoot with a flat trajectory, and can’t therefore
   shoot when charged even where the target falls        The charged unit will benefit from cover if models
   beyond the weapon’s normal minimum range.             are positioned behind an obstacle, as it normally
                                                         would. The chargers cannot claim cover from the
   Flying creatures with rocks can drop them on non-
                                                         same obstacle even though they have moved right
   flying enemy during an exchange of missiles, but
                                                         up to it.
   cannot drop rocks on other flying foes.
                                                         Other cover bonuses for terrain apply as for
   Units that have a down order are not allowed to
                                                         shooting, and models within cover benefit as they
   shoot during an exchange of missiles. Such units
                                                         would for other shooting. For example, if the
   are either too disoriented or too busy steeling
                                                         exchange of missiles is taking place inside a wood,
   themselves to face their enemy.
                                                         all models within the wood gain the appropriate
   Otherwise, units that are charged can take part in    bonus for cover.
   the exchange of missiles regardless of whether
                                                         Once the exchange of missiles is complete, take an
   they have an order dice or not. If a unit doesn’t
                                                         immediate break test for any units that require it.
   already have an order dice, exchanging missiles
                                                         If any unit is destroyed or routed as a result it is
   doesn’t stop it receiving an order and making an
                                                         removed and close combat is over. See Break Tests
   action subsequently that turn.
                                                         on page 40.
   SHOOT
                                                         HAND-TO-HAND FIGHTING
   Once the chargers have completed their move,
                                                         All models in both units on both sides fight
   work out ranged attacks for both sides. These
                                                         whether they are touching an enemy or not.
   shots are assumed to take place as the two sides
                                                         Despite the inevitable immobility of our metal and
   close, loosing arrows, throwing spears and
                                                         plastic models, the combat is imagined to be a
   breathing ghastliness.
                                                         swirling affair in which everyone gets a chance to
   Both chargers and their enemy shoot                   strike at some point.
   simultaneously, so work out the shooting for
                                                         Models strike once in hand-to-hand fighting
   both units before removing casualties and
                                                         unless they have multiple hand-to-hand attacks
   placing any pins.
                                                         (HtH Attacks) as a special rule or carry weapons
   During an exchange of missiles no Acc bonus is        that confer multiple attacks.
   added for aimed shots. Even if the unit being
                                                         Where this is the case it is indicated in the special
   charged has a current fire order it does not get an
                                                         rules column for the weapon or creature, for
   aimed shot bonus (this just means the unit has
                                                         example 2x HtH Attacks.
   already shot that turn).
                                                                               Close Combat | 37
for example 5(7) where 7 is the Res value including    pins specified on the chart instead. Add any pins
the unit’s armour.                                     resulting from close combat after both sides
Cover bonuses don’t apply to the Res test in hand-     have fought.
to-hand fighting because the combat is assumed to
DEFEATED ARTILLERY UNITS                                given orders that turn, even though they have
                                                        fought in close-combat and consolidated.
Defeated artillery units are automatically
destroyed and no break test is taken.                   Once both sides have consolidated the gap rule
                                                        applies, i.e. the units must be more than 1″ away
                                                        from any other enemy as well as each other.
DRAWS
If both sides have the same number of pins then
both are defeated and both must take a break test       FOLLOW ON COMBAT
where required to do so.                                If both sides survive hand-to-hand fighting then
                                                        the winners can decide to continue the fight
                                                        instead of consolidating. In this case, fight a
AUTOMATIC BREAKS                                        further round of hand-to- hand combat in exactly
If a unit has accumulated pins equal to or more         the same way. This is called follow on combat.
than its Command stat no test is necessary and          You can only fight one round of follow on
the unit is automatically destroyed and removed         combat, after which both sides must consolidate
from play.                                              if they survive.
An exception applies in the case of character           When fighting a follow on combat, the winners of
models with the wound special rule that are riding      the previous round get the +1 Strength bonus, as
chariots or monstrosities, which can potentially        shown on the strength modifier table.
survive the destruction of their
                                                        In the case of a drawn result both sides will
chariot/monstrosity. This is covered as apart of
                                                        normally consolidate. However, if both players
the rules for such things. See Chariots on page 52.
                                                        wish to do so they can fight a follow on combat
                                                        instead. This doesn’t usually happen because in
CONSOLIDATE                                             most situations one side will prefer to consolidate.
Unless a follow on combat is taking place as
Defeated units consolidate first. Roll randomly to      A non-flying unit is not allowed to charge a
decide which unit consolidates first in the case        flying unit unless the flying unit has a current
of draws.                                               down order.
A consolidation move is a normal move (M) made          A non-flying unit that defeats a flying unit in the
as if an advance order had been given to the unit.      initial round of hand-to-hand fighting cannot elect
Unless it already has a Down order, flip a unit’s       to follow on and fight again unless the flying unit
current Order Dice to Advance when it                   has a down order.
consolidates. Units with Down orders keep them
and must make a recovery test at the end of the
turn. If a unit has no order it still consolidates in   COMBAT IN BUILDINGS
the same way, but does so without an Order Dice.        The rules for fighting
                                                        units in buildings are
Units consolidate automatically without the need
                                                        given in the rules for
to receive an order and regardless of whether they
                                                        Buildings in the Terrain
have a previous order or not. Units that consolidate
                                                        section. See page 104.
and which have yet to receive orders can still be
                                                                       Succubus by Dark
                                                                       Sword Miniatures
Break Tests
Break tests are required when a unit is defeated in        concluded. If resulting from hand-to-hand fighting
combat and in various situations where something           test once close combat results have been worked
terrible or traumatic has occurred.                        out. This can mean both sides have to make break
                                                           tests following hand-to-hand fighting: for
Break rests are taken when:
                                                           example, if a monstrosity wins a combat but
   1. Units are defeated in close combat.                  suffers damage that calls for a break test.
   2. A test is indicated as a result on a damage chart.
   3. A unit is shot at and loses half of its number       SHOT AT LOSING HALF
   as casualties in one go.
                                                           If a unit suffers ranged attacks of any kind and
   4. When obliged to do so by dint of a special           suffers at least half its current number as
   rule that requires it.                                  casualties in one go then it must take a break test
                                                           due to the ‘shock’ effect of missile fire. For
Celt casualty by                                           example, if a unit of seven models were to lose
Warlord Games                                              four models to shooting from an enemy unit, a
                                                           break test would be required. It doesn’t matter
                                                           how many models were in the unit at the start of
DEFEATED IN COMBAT                                         the game, it is the number in the unit when it was
If a unit is defeated in close combat then it must         shot at that counts. Seeing half your mates die all
take a break test unless it is an artillery unit.          at once has a traumatic effect on any survivors,
Artillery units don’t take break tests after               necessitating a break test..
suffering defeat in hand-to-hand fighting because
they are automatically destroyed instead.
                                                           DIRECTED BY SPECIAL RULE
In the case of a draw both sides are considered to
                                                           Some kinds of attack trigger break tests, notably
have been defeated and both must test.
                                                           some magical attacks from spell casting or innate
                                                           powers of monsters such as a Baleful Glare.
DIRECTED BY DAMAGE CHART                                   Generally speaking, such tests are taken at the
Chariots and Monstrosities that fail a Res test            conclusion of ranged attacks, once hand-to-hand
make a roll on their damage chart. This can result         combat results have been established, and
in a call for a break test.                                otherwise at the conclusion of the current action.
MULTIPLE TEST CAUSES                                    Otherwise, a unit that fails a break test gains D6
                                                        pins immediately. Add these pins to any that the
Sometimes, a unit can be called upon to take two
                                                        unit already has.
or more break tests at the same time. For example,
it might have to test because defeated in hand-to-      If the unit’s total number of pins is equal to
hand fighting and also be directed to take a test by     or more than its Command value then the unit
a damage chart result. In all these situations just      is destroyed.
take one test. The one result will stand for all.
                                                        If the total number of pins is less than the unit’s
                                                        Command value then it is routed unless it has a
Of the cities of the world there are many fairer, more defensible and better served by sea and land, yet
none of these are as great as the sprawling city of the Red Bane that is called by its wise and worthies
Lamarkay, though by the greater part of its inhabitants Shamble.
The knights of Lamarkay rode forth and all wondered to see them upon their black warhorses, attired in
black iron and shining brass. Each knight bore a tall lance tipped silver and painted in red-and-white
stripes: red for the Red Bane that was. The shamblings roared and cheered loudly as they passed the gate
and rode out to the rising run.
At length marched the foot soldiers of Lamarkay and at their head the Master of the Raen, that
wilderland of mires and miasmas that lay beyond the city’s walls, and he was clad in armour of silver
enamelled from head-to-toe in a pattern of reed and rush. The shamblings shouted as he marched past,
‘Hail Lord of the Morass!’ and ‘Huzzah for the Master of the Marsh!’
42 | Break Tests
   edge if not. Models can move around objects or           Pass    The routed unit is no longer routing.
   other models in the way, or terrain that could                   Orientate its order dice to Rally to show that
   otherwise slow them down, but must endeavour to                  it has rallied successfully. The unit’s order
   move towards the table edge by the shortest                      dice is returned to the dice bag at the turn
   available route in so far as they can.                           end phase in the usual way, and the unit can
                                                                    be given fresh orders in the following turn
   Once a unit is routed it retains its run order from
                                                                    just like any other unit of its type.
   turn to turn in the same way as a fast unit
   retaining a run. The unit must move a full 2M            Fail    The unit continues to rout as before.
   towards the same table edge each time it moves,
   making any necessary diversions to avoid other
   models, objects or terrain that could slow the           UNITS IMMUNE TO ROUTING
   unit down.                                               Some units cannot be routed because they have a
   Routed units take no part in the game otherwise.         special rule that makes them immune to routing.
   They cannot confer bonuses to other units from           For example, units with the UNDEAD or CRAZED
   special rules or otherwise affect their fellows.         PSYCHOTIC rule.
   They are unable to charge an enemy, and if               If a unit is immune to routing then it can continue
   charged are automatically destroyed on contact.          as normal in situations where it would otherwise
   If the routing unit is obliged to take a further         rout. Of course, such a unit would have suffered D6
   break test it is destroyed if this test is failed. If    pins when failing its break test, which will
   the routers accumulate further pins and reach            compromise its effectiveness to some degree.
   their automatic break level they are also
   destroyed immediately.
   If a unit cannot make a 2M move, for example if it       AUTOMATIC BREAKS FROM PINS
   is a chariot reduced to a 1M maximum move, then          A unit which acquires at least as many pin
   move the model as fast as allowed.                       markers as its raw command stat is automatically
                                                            destroyed (auto-breaks). This even applies to
   Once any model in a routed unit reaches the table
                                                            units that have the wounds special rule except if
   edge the unit is removed and is considered to
                                                            they are riding chariots or monstrosities. Once
   have been driven from the battlefield, counting
                                                            a unit has as many pins as its Command stat it
   as destroyed.
                                                            is gone.
   Any units in rout at the end of the game are
                                                            Characters with the wounds special rule which are
   also considered beyond recovery and count
                                                            riding chariots or monstrosities are an exception
   as destroyed.
                                                            in that they can continue to fight on foot once
                                                            their mount is destroyed. See page 55.
   RALLYING ROUTED UNITS                                    Automatic breaks happen at the conclusion of the
   Routed units can be rallied if there are friendly        current action. During close combat they apply
   units nearby, potentially restoring them to battle-      both following an exchange of missiles and at the
   worthy status. This happens automatically if a           end of hand-to-hand fighting when break tests
   friendly unit within 10″ of the routed unit makes a      would otherwise be taken.
   rally action.                                            Note that a Wild monster that would otherwise be
   When a unit makes a rally action then each and any       automatically destroyed if it acquires sufficient
   friendly routing unit within 10″ can also roll a D6      pins following a failed order test roll of a 10 is
   and remove the number of pins indicated. A friendly      instead converted into a wild – i.e. independent –
   unit that has no pins on it can choose to make a rally   monster. Even in this case the unit is effectively
   action solely for this purpose if so desired.            destroyed because it counts as a casualty, although
                                                            it is converted into a wild monster rather than
   Once a routing unit has removed the number of pins
                                                            removed from play. See Wild Monster on page 80.
   rolled, it tests its Command in the standard way,
   deducting one for each pin remaining on the unit.
Reactions
Units can forego their turn by making an ambush         MAKING A REACTION
action. Once a unit is ‘on ambush’ it is allowed to
                                                        A unit can attempt to react if it is on ambush and
take its turn later during the turn sequence by
                                                        the opposing player draws an order dice and
making a reaction.
                                                        successfully activates an enemy unit within 20″.
Reactions interrupt the normal dice draw                A unit cannot react to an enemy that fails an
sequence, enabling a unit on ambush to make an          order test.
action before an enemy whose order dice has
                                                        A unit can only react to an enemy that is within
been drawn.
                                                        20″ when it is given an order, and not to enemy
                                                        units that are further away when they receive an
A unit is given an ambush order in exactly the          There is no need for the reacting unit to ‘see’ the
same way as any other order. If the unit has no         enemy unit it is reacting to, the reaction is part of
pins the order is automatic and the unit goes ‘on       the ebb and flow of battle as a whole.
ambush’. If the unit has pins then an order test is     Any number of units can react to the same enemy,
required and the unit will either pass and go ‘on       so long as they all have ambush orders and are all
ambush’ or fail and ‘go down’ as is the general         within 20″ of the activated enemy unit. The player
rule (see page 18).                                     must indicate all the units that are reacting
The order dice is left by the unit to show that it is   before testing for each of them.
‘on ambush’. The unit can attempt to make a             Where multiple units are reacting to the same
reaction, interrupting the normal turn sequence,        enemy, the reacting units act one at a time one
as explained below.                                     after the other. The player can decide which units
If a unit is still ‘on ambush’ at the                   go first in any order desired. For example, you
turn end phase then the player has                      might want to shoot at an enemy with one unit
the choice of either returning the                      and then charge the same enemy with another.
order dice to the dice bag in the                       You don’t need to say what each unit is doing
usual way, or retaining                                 until it makes its reaction.
the order dice into
the following turn. If
the order dice is                                       REACTION TEST
retained the unit         Rogue by                      Reactions are declared and tests are taken when
starts the following Dark Sword                         the opposing unit is activated but before it makes
turn ‘on ambush’.         Miniatures                    its action.
44 | Reactions
   To see whether your unit reacts successfully you          Down. If you wish to react by deliberately going
   must take a reaction test. A reaction test is taken       down there is no need to test – the test is assumed
   against the unit’s Initiative stat minus one for          to have been passed automatically and the unit
   every pin it has.                                         goes down. This might be useful in some
                                                             situations, for example if you are about to be shot
   This is essentially the same as when you make an
                                                             at by something dangerous, in which case going
   order test except that instead of testing against
                                                             down to force a re-roll of successful hits could be
   your unit’s Command you test against its Initiative.
                                                             your best option.
   For example, if you have an Initiative stat of 8 and
   two pins you test against a value of 6.                   Run and Charge. You can run as a reaction in any
                                                             situation, and you can sprint where allowed to do
   If a unit includes models with different Initiative
                                                             so, but you cannot make a charge except against
   stats always use the highest stat.
                                                             the unit that triggered the reaction. It doesn’t
   If there is a unit with the hero special rule within      matter what the opposing unit’s order was, you can
   10″ then the heroic individual’s Initiative stat can      still react with a charge against it, but you cannot
   be used instead as described on page 71.                  use your move to charge any other unit.
   If two or more units are reacting in reponse to the       If a unit reacts to a charging enemy by charging
   same enemy unit take a reaction test for each, and        against it then both sides make a simultaneous
   only once all tests have been taken is it necessary       action, charging towards each other and meeting
   to decide which unit to react first.                      in the middle. In such a case both units count as
                                                             charging in the ensuing fight and once combat is
                                                             complete both have completed their action. Note
   TAKING A REACTION TEST                                    that it doesn’t matter whether the enemy unit was
   Roll a D10 and compare the result with the tested         intending to charge the reacting unit or another
   value. If the dice roll is equal to or under the tested   unit, where both are charging they make a
   value the result is a pass, if the roll is more than      simultaneous action.
   the tested value the result is a fail.
   Pass    The unit makes an immediate reaction, the
           player turns the ambush order dice to             ONCE REACTIONS ARE COMPLETE
           show the chosen action.                           Once the reacting unit has completed its action the
                                                             unit whose original order triggered the reaction
   Fail    The unit fails to react in time but stays on
                                                             can execute its order. Assuming it has not been
           ambush, retaining its ambush order.
                                                             destroyed, routed, or otherwise rendered
                                                             ineffective as a result of the reaction, of course.
                                           ARMOUR CHART
   Type of Armour         Resist Bonus                                Notes
Light Armour +1 -
Medium Armour +2 -
Spangly Armour +3 -
                                                          SPECIAL RULES
   Ranged Weapons                                         Can also be used in hand-to-hand. This indicates a
                                                          weapon – in this case a rock – that can be used
   Ranged weapons include things like bows,               both as a missile and as a hand-to-hand weapon.
   crossbows and handguns, as well as thrown
                                                          Fire Attack. This rule indicates a flaming or fiery
   missiles, such as rocks or javelins. If a model is
                                                          attack. If a target is hit by a fire attack then it
   armed with a weapon that can be thrown, we
                                                          takes an extra pin as described in the Special Rules
   assume two or more missiles are carried
                                                          section on page 67.
   regardless of whether the actual model does so or
   not. Alternatively, we might choose to imagine the     Fire Order to Shoot. We have already seen that
   model is able to retrieve or replenish missiles in     artillery units need to be given a fire order to
   some fashion. Models with ranged weapons don’t         shoot in the orders phase and can’t shoot if given
   run out of ammunition: they never exhaust their        an advance order. This same rule also applies to
   supply of missiles no matter how many they shoot       troops armed with crossbows and handguns.
   or throw. The reason for this is simply to avoid the   These weapons are very slow to load, so in effect
   tedious business of recording exactly how many         we are saying you can either move or shoot, but
   missiles every individual model has. Instead, we       not both at the same time. The rule is discounted
   just assume models have enough missiles for the        where crew are shooting from a chariot or a
   job at hand.                                           monstrosity because in these cases the shooters
                                                          themselves are not moving.
   Ranged weapons also includes artillery of all kinds,
   such as stone throwing engines and cannons.            Heavily Laden. This special rule applies where a
                                                          weapon is uncommonly heavy or burdensome as
   The table on the next page summarises the rules
                                                          described in the Special Rules section on page 71.
   for all the most common ranged weapons.
                                                          Overhead. The weapon shoots overhead using the
   Weapon. This is the name of the weapon as given
                                                          overhead template as described in the shooting
   in the army lists. For example, a Dwarf warrior
                                                          rules. All weapons that shoot overhead ignore
   with a crossbow.
                                                          cover – so the target gets no cover bonus to its
   Range. The range is given in inches for effective,     Resist roll.
   long and extreme range where these apply.
                                                          Unstoppable. A weapon with an unstoppable shot
   Remember range is always measured unit to unit
                                                          can potentially hit several units at once, the shot
   between the closest models. If shooting at long or
                                                          penetrating the first unit and hitting another unit
   extreme range apply the appropriate Acc
                                                          behind. If the shooter hits the first target work out
   penalties. Overhead weapons have a minimum
                                                          the result as normal, then the shooter can target a
   range – they can’t shoot at targets if the range is
                                                          unit behind the first, drawing a line of fire
   less than the minimum range. This is shown as 10-
                                                          through any portion of the first unit’s formation
   30″ where 10″ is the minimum range and 30″ the
                                                          to strike a more distant unit. Make an Acc test to
   maximum short range.
                                                          hit this target in the normal way, ignoring the unit
   Strike Value (SV). The weapon’s strike value is        that has already been shot through as if it were
   deducted from the target’s Resist value when           not there. If this unit is hit then work out the
   making a Resist test.                                  result, and the shot continues to potentially hit a
   The higher the strike value the more deadly            further unit behind so long at the shooter can
   the weapon.                                            draw a line of fire through each of the units
                                                          already hit. The shot continues in his fashion until
                                                                                           continues on page 50
                                                             Weapons and Armour | 49
Javelin 0-10″ - - 1 -
Pistol 0-10″ - - 2 -
Rock – thrown by a
monster or dropped    0-10″      -         -        3                            -
by flyer
Rock – hurled by a
                      10-20″     -         -        6        Overhead, Fire order to shoot, D6 hits
monstrosity
Small Bolt Thrower 0-20″ 20-30″ 30-40″ 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20″ 20-40″ 40-60″ 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30″ 30-40″ 40-60″ 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30″ 30-50″ 50-80″ 6 Overhead, Fire order to shoot, D6 hits
Organ Gun 0-10″ 10-20″ 20-30″ 3 Fire order to shoot, D6x Ranged SV3
Fire Cannon           0-10″    10-20″      -        5        Fire order to shoot, Fire attack, D6 hits
50 | Weapons and Armour
   it runs out or range or targets, or until it fails to   Strike Value (SV). The weapon’s strike value is
   score a hit on a unit. Unstoppable shots also roll      deducted from the target’s Resist value when
   twice on the monstrosity damage table when              making a Resist test. The higher the strike value
   shooting at monstrosities, applying both results.       the more deadly the weapon.
   2x Ranged Attacks. Instead of making just one shot
   the shooter gets two shots, or three shots, or          SPECIAL RULES
   whatever its ranged attacks value is. This applies
                                                           Armour +1 maximum bonus. The enemy’s armour
   for all shooting where it takes place, for example
                                                           bonus is reduced to a maximum of +1 Res. This
   during an exchange of missiles.
                                                           means that enemies wearing armour with a bonus
   2x Ranged Attacks on Fire Order. In this case the       greater than +1 suffer a penalty to their usual Res
   shooter gets two shots with a fire order, either as     value. Enemies with no armour bonus, or a bonus
   an action or reaction. Otherwise the shooter gets       of only +1, are not affected. This rule applies to
   one shot as normal. This allows the shooter to          hard-hitting weapons that are especially suited for
   move and shoot using an advance order, or stay          attacking heavily armoured enemy.
   where it is and shoot twice.
                                                           Can also be thrown/cracked during an exchange
   D6x Ranged Attacks. The weapon makes a random           of missiles. In this case a weapon can also be used
   number of attacks when shooting as indicated by a       during an exchange of missiles prior to hand-to-
   dice roll – in this case D6. So D6 ranged attacks is    hand fighting with the same strike value. With
   one to six shots. Make this roll once you have          whips and lashes we imagine the ranged attack is
   declared your target.                                   due to lashing the weapon rather than throwing it
                                                           at the enemy.
   D6/D4 Hits. The number of hits scored by an
   overhead weapon that strikes its target or by a fire    Can also be thrown as ranged weapon. Applies to
   cannon that scores a hit. See the Overhead rules in     rocks that can be used both as missiles and for
   the Shooting section on page 31.                        hand-to-hand fighting, so they appear in both
                                                           charts. This means that during an assault they can
                                                           also be used during the exchange of missiles and
                                                           for hand-to-hand fighting –
   Hand-to-Hand Weapons                                    very useful!
Cudgel or Club 0 -
Scourge, Lash, Whip or Lasso 0 Can also be ‘cracked’ during exchange of missiles
Dagger or Knife 1 -
Halberd 2 Strength +1
                                                                                                       Halfling Knight
Cancels Charge Bonus. This applies to long spears       Strength +1. These handy                       by Midlam
and other pole-arms that present the enemy with         weapons are ideal for cut-                     Miniatures
a hedge of spear points, cancelling out any             and thrust combat. Models
impetus gained by charging. If the unit armed           armed with these weapons
with these weapons is charged then the enemy            add a bonus of one to their
don’t get the usual +1 Strength bonus for charging,     Strength, making it more
and they don’t get any additional charge bonuses        likely fighters will land a
to Strength from special or unique rules. For           blow on their opponents.
example, the ferocious charge special rule.
                                                        SV3 on Charge. This applies to the lance and
Heavily Laden. A unit so armed counts as                indicates that the weapon has a different strike
heavily laden as described for the special rule         value bonus when it charges. In the case of a lance
Heavily Laden on page 71. Whether this is a             this is 1/3 which means the usual value is 1 but
concern depends upon your attitude. Dwarfs in           the value is 3 when the unit charges. The bonus
particular scoff at such things ... and many            value only applies when the unit charges during
other things beside.                                    the first round of fighting and not during any
                                                        follow-on combat.
Chariots
Chariots require a few special rules to take            armed and one hand-to-hand attack unless
account of the crew and draught creatures, each of      specified otherwise.
which can potentially make attacks and which can
                                                        Draught animals don’t have attacks except where
suffer damage when the chariot is hit.
                                                        specifically indicated. Where a draught animal has
A chariot has a composite stat line which               its own attacks, whether shooting or hand-to-
represents the crew and draught creatures               hand, these are shown on its stat line as special
together with the protection offered by the             rules and a separate Acc and/or Str value is
chariot itself. The crew will usually be armed and      allocated to it. This is shown in the example, with
will fight from their chariot, shooting or throwing     Warhorses having their own Str value and attack.
missiles, and wielding whatever weapons they            If a draught animal has no attacks it won’t have
have in hand-to-hand fighting. Some draught             the special rule or relevant stats.
animals can also make attacks in hand-to-hand
fighting, such as the dire wolf and the helsteed.
                                                        SCYTHES
To make it easier to see how this works, chariots
                                                        Most chariots have the option to be fitted with
have a triple stat line as shown in the example
                                                        scythed wheels, in which case the chariot inflicts
below: a composite stat line for the chariot and
                                                        additional impact damage when it charges into
separate stat lines for crew and draught.
                                                        close combat. The scythes cause D6 hits with a
The chariot itself does not fight as such, but any      strike value (SV) of 1. If the chariot has the
special rules or bonuses listed against it apply to     irrestibile charge rule the additional bonus is
the crew and/or draught animals. So, in the             added to the SV value (i.e. 1+D3), see page 71.
example given, both crew and warhorses benefit          Make this roll and work out the resultant damage
from the ‘irresistible charge’ bonus when they          as part of the fight.
charge (gaining +D3 strike value bonus in that
                                                        Impact damage is only inflicted when the chariot
round of fighting). This is a standard rule for
                                                        charges and only in the initial round of fighting,
chariots and it means they are very likely to inflict
                                                        not in any follow-on combat.
damage from any hits scored during a charge.
The crew are listed separately. The reason for this
is because some chariots can be given additional        DAMAGE ON CHARIOTS
crew or crew can be upgraded or allocated special       Hits on chariot models are resolved against the
rules specific to them, as shown in the example.        chariot’s Res value. Chariots have a very high Res
Each crewman always fights as if an individual          value – usually 10 – and can shrug off a great many
model, with one ranged shot where suitably              hits upon them with relative ease. However, they
                                                                                               Chariots | 53
Boadicea Triumphant!
Barbarian Chariot by
Warlord Games
D10 RESULT
             It’ll polish out! The chariot’s sturdy bodywork takes the brunt of the damage leaving the
      1      crew and draught creatures undaunted.
             Take one pin.
             That was close! The crew and draught animals barely manage to avoid being struck as hits
      2      rain upon the chariot.
             Take D3 pins.
             A mere flesh wound! The crew and draught animals reel beneath the enemy’s
      3      relentless attack.
             Take 1+D3 pins and go down.
             Draught animal struck! One or both the draught animals are badly hurt in the
      4      fearsome clash.
             Take 1+D3 pins and go down. Move reduced to 1M.
             Crew struck! One crew member is badly hurt as the fighting rages all around.
      5      Take 1+D3 pins and go down.
             Crew member incapacitated.
             Smash! The chariot is partially smashed under the weight of the ferocious attack.
      6-7    Take 1+D6 pins and take a break test – if damaged during hand-to-hand fighting take the break test
             after combat results are worked out regardless of whether the chariot wins or loses the combat.
             Destroyed! The chariot is wrecked and destroyed, its crew slain or rendered incapable of
             further fighting, its draught animals either dead or fleeing to safety.
      8+     Remove the chariot as a casualty.
             If the chariot is ridden by a warlord or other model with the wound special rule, the model is not slain
             but is incapacitated instead, and can continue to fight on foot as described for incapacitated crew.
   DOWN
   If the chariot has not yet received its
   order dice this turn take an order dice
   from the bag and give the unit a Down
   order. If the chariot has already been                                                             Skeletons by
   given its order dice, turn the current                                                             Warlord Games
   order to show down. If the chariot’s
                                                              MOVE REDUCED TO 1M
   order dice is already down there is no
   further effect.
                                                              This means the chariot can never move faster
   If a chariot is fighting in close combat and               than its advance move rate (1M) even if it is given
   receives a down result then apply this at the end          a Run order, if it is charging, or if it has a special
   of that round of fighting and after units have             rule that enables it to move faster; for example
   consolidated where they do so.                             rapid sprint.
                                                                                     Chariots | 55
Most monstrosities have a standard stat-line              The rider or crew are listed separately, the
because they are a single creature, for example a         reason for this is because some monstrosities
can be given additional crew or crew can be         fight on foot once the monstrosity is destroyed.
upgraded or allocated special rules specific to     This is essentially the same as described or
them. Each crewman always fights as if an           charioteers. For the same reasons, where this is
individual model, with one ranged shot if           the case we give the rider’s full stat line, including
suitably provisioned and one hand-to-hand           any stats, equipment and special rules that are
attack unless specified otherwise.                  only used on foot in brackets thus [5].
If a monstrosity has a rider with the wound
special rule then it is possible for the rider to
                                                    DAMAGE ON MONSTROSITIES
                                                    Damage against monstrosities is worked out in
                                                    the same way as against chariots. Any hits on the
                                                      unit are tested against the unit’s Resist value
                                                       and if this is failed it is necessary to make a
                                                         further roll on the monstrosity damage
                                                           chart. The unit doesn’t automatically fall
                                                            casualty because it fails a Res test. Instead
                                                              it risks falling casualty or suffering
                                                                incremental damage when the damage
                                                                  chart roll is made.
                                                                                Giant by Heresy
                                                                                Miniatures
58 | Monstrosities
D10 RESULT
              ’tis but a scratch! The monstrosity’s sturdy frame repels the damage leaving it and any
       1      crew undaunted.
              Take one pin.
              It will take more than that! The monstrosity is severely battered but remains unharmed and
      2-3     ready to fight on.
              Take 1+D3 pins.
              Light damage! The monstrosity is damaged and reels beneath the enemy’s relentless attack.
      4-6     Take 1+D3 pins and go down.
              Injured. The monstrosity’s Resist value is reduced by D3 to a minimum of 5.
              Crush! The monstrosity is crushed under the weight of the ferocious attack.
       8      Take 1+D3 pins and go down. Lose one MoD. D3 Crew members incapacitated. Move reduced
              to 1M. Injured. The monstrosity’s Resist value is reduced by D6 to a minimum of 5
              Mangle! It doesn’t look good as the monstrosity is mangled horribly, crippled, crushed and
              surely the end is in sight.
              Take 1+D6 pins and go down. Lose one MoD. D3 Crew members incapacitated. Move reduced to 1M.
       9
              Injured. The monstrosity’s Resist value is reduced by D6 to a minimum of 5.
              Take a break test. If damaged during hand-to-hand fighting, take the break test after combat results
              are worked out regardless of whether the monstrosity wins or loses the combat.
              Destroyed! The monstrosity is no more. As the monstrosity topples and collapses to the
              ground, units within its shadow risk being crushed by the monstrous bulk.
      10+     Roll a D6 – all units, friends or foes, within the number of inches indicated from the monstrosity are
              struck by debris, flailing limbs, writhing entrails (or whatever). Each unit suffers D6 ranged hits at
              an SV of 3. Work these out as regular shooting hits and give the unit a pin as if hit by shooters.
                         Thuul Mythican
                         by Mantic Games
                                                                                  Monstrosities | 59
   The Folk of the Twilight have their realm in that place between the light and the darkness, where
   neither the gods of the sky nor of the earth hold sway, and which mortals but glimpse faintly at the set
   of sun and that brief span before dawn. These are the dwelling places of the Elves beyond the mortal
   realms and beyond the reach of all but a favoured few of mortal kind.
   From the Twilight Roads they marched, the Elven Host, from the realm that exists between the worlds
   and beyond time, into the lands of mortal-kind. A brightness played briefly upon the serried mail-clad
   ranks as they strode forth as of eternal star-light, such as once illumined the world before the coming of
   the Sun.
   Immortal though they be yet flesh and blood and so dying extinguished utterly save some remnant of
   their spirit clinging to such places as once they loved: a bubbling spring, chattering brook or shaded
   mound beneath the branches of an ancient tree.
                                                                                Monstrosities | 61
For example, a monstrosity might fail its order         At the turn end phase any ambush orders the unit
test and go down with its first order, but pass its     has can be returned to the dice bag except that a
order test and advance with its second. Both the        single current ambush order can be retained if the
down and advance order dice would be left in            player wishes. If the unit also has one or more
place with advance as the current order.                down orders, it is acceptable to make the recovery
                                                        test(s) first before deciding whether to retain an
If a monstrosity unit has down orders at the turn       ambush order. Bear in mind that because the
end phase, test for each to see if it is recovered.     current order is the one that counts, it is obviously
Roll a D10 for each down order and apply the            pointless to retain an ambush order if it is not the
same modifier to all the scores, i.e. -1 per pin the    current order once recovery tests have been made
unit has at the start of the end phase.                 to return down orders to the dice bag.
Return successfully recovered order dice to the
dice bag, and then remove pins from the unit as
per the recovery results. This is the same as other     FAST MONSTROSITIES AND RUN ORDERS
units with a down order, except that a                  A monstrosity with the fast special rule can also
monstrosity can potentially have to make more           retain a run order in the same way as other fast
than one recovery test.                                 units. This mostly applies to creatures and
                                                        machines that fly.
If any recovery tests are failed, leave those dice in
place and carry the down orders into the next           As with ambush orders, a run order can only be
turn as you would for any other unit. If a              retained if it is the current order once any other
monstrosity begins a turn with a down order as          dice have been returned to the dice bag. As with
its current action it is ‘down’ until it receives a     retained ambush orders, it is acceptable to make
further order and makes a different action.             recovery tests for down order dice before
                                                        deciding whether to retain a run order or not.
Special Rules
This section covers various special rules for units   hit it suffers no ‘hits’ as such but instead
and individuals. These rules appear in the Special    suffers 1+ D3 pins instead of taking 1 pin for a
column of a model’s stat line. They include things    hit, and must then take a break test and abide
like the command, hero and tough rules that           by the result.
distinguish mere warriors from great heroes.
They also include things like beastly breath,                  RANGE
                                                                                  SV     SPECIAL RULES
choking, and chunder, which are kinds of               SHORT    LONG     EXT
                                                      BERSERK
to send them running, turn them to stone, or
reduce them to quivering wrecks.
                                                      Fighters that have the berserk special rule are
A baleful glare is a single ranged attack with a      deranged, intoxicated or have fallen so far under
range of 20″ as shown below. If the target unit is    the influence of sorcery that they feel almost no
                                                                              Special Rules | 63
BLUNDERING
                                                         you, but your control can be broken in some
                                                         situations. Bound monsters are selected from the
Blundering creatures are great oafish clumsy             Monster force list and can be included as part of
things that find it difficult to move quickly or         your warband. They fight as part of your warband
cross obstacles.                                         but are affected by the following rules.
If a unit has the blundering special rule then it        Bound monsters cannot benefit from the
cannot make a sprint move.                               command, hero or follow special rules of your
In addition, whenever the unit makes a run action        warband’s characters.
it must test its Agility stat, and failure is treated    If a bound monster fails an order test on the roll
like a failed result for a sprint, i.e. the unit takes   of a 10, then it immediately takes D6 pins.
one pin due to exhaustion.
                                                         If this is sufficient to take the monster to its
Any unit with the blundering special rule is             automatic break, then it breaks its bonds, heads
treated the same as a chariot or artillery unit          for the hills – or wherever it came from in the
when it comes to crossing an obstacle. This means        first place – takes to the air or otherwise makes
it cannot run whilst crossing an obstacle, and if        good its immediate escape. The unit is removed as
attempting to cross with an advance move must            a casualty as with any automatically broken unit.
test its Agility, halting without crossing on a fail.
See Movement on page 20.                                 See also, Allied Monster and Wild Monster.
64 | Special Rules
test, or a break test. The testing unit must still       DEATHLY CHILL
apply any modifiers to the tested value as it
                                                         This is a supernatural attack associated with some
normally would, but it uses the warlord’s superior
                                                         kinds of undead whose mere caress is enough to
Command stat instead of its own.
                                                         suck the energy from their
                                                         foes. A deathly chill can be a
    Perhaps your gods are annoyed with you. Maybe            When models attempt to strike a dreaded enemy
    your faith has been shaken. Whatever the reason          in hand-to- hand fighting, all attacks suffer a -1
    – have a pin.                                            penalty to the attacker’s Strength value.
    If you pass the test then you can take the               If a unit is defeated in hand-to-hand fighting
    opposing player’s order dice and your own unit           against a dreaded enemy, it suffers an additional -
    can use it to attempt an order. This is just as if the   1 penalty to its Command value when taking the
    unit had drawn its own order dice. You can do            subsequent break test.
    this even if the unit has already received an
                                                             A unit that causes dread is not affected by enemy
    order, and using the opposing player’s dice
                                                             units that also cause dread regardless of how
    doesn’t stop you receiving your own order dice
                                                             dreadful they might be. Other broad types of troops
    afterwards. It’s just as if the unit were suddenly a
                                                             may also be immune to dread – notably undead.
    monstrosity (see Monstrosities on page 56).
    A warband can only make one attempt at divine
    intervention in any turn, whether successful or not,     DROP
    and regardless of how many units have the divine         Many flying critters and aerial machines get to
    intervention rule. Divine intervention cannot be         drop bombs, rocks, dung or rubbish. This is
    used against a retained order of any kind because        treated as one or more ranged attacks with a 10″
    retained orders were allocated in the previous turn.     range and variable stats as indicated on the
                                                             model’s stat line.
    A unit whose dice is stolen in this way is still
    treated as having received an order and cannot be        Drops always ignore cover bonuses for Res rolls
    given another order that turn (unless it is a            because they drop straight down from the skies.
    monstrosity with orders in hand). A helpful
                                                             During an exchange of missiles drops can only
    marker will remind you of the fact.
                                                             be used where a flying unit is charging a non-
                                                             flying unit.
                                                                                            Harpy by
                                                                                            Wargames
                                                                                            Foundry
                                                                              Special Rules | 67
                                                      FLAMING BREATH
                                                      Some monsters can breathe fire. This enables
                                                      them to make ranged attacks up to 20″ as shown
                                                      below. Flaming breath attacks are fire attacks so
                                                      always inflict an extra pin when they hit as
                                                      described above.
                                                      Flaming breath attacks vary in the number and
                                Helldogs by           strike value of attacks depending on the creature
                                Heresy Miniatures     concerned. This is shown on model’s stat line, for
                                                      example, 2x Flaming Breath SV3 Fire.
FAST
Fast units move at a faster rate than the standard             RANGE
                                                                                 SV       SPECIAL RULES
5″. The distance moved varies and is given in the      SHORT    LONG    EXT
    Still, just look at it! Brings a tear to the eye doesn’t   It should go without saying that a flaming wheel
    it … though that might just be the hair-underpants.        can only be used the once – but it is very
                                                               spectacular for all that! It can be very deadly if the
    It a unit of flagellants has a flaming wheel it is
                                                               player manages to retain control of it, but sadly
    pushed along as part of the unit’s formation. It
                                                               this isn’t all that likely. If the opposing player
    takes at least three flagellants to push the wheel,
                                                               gains control he is likely to send it careering off
    and should the unit fall below this number the
                                                               towards your own troops or into the nearest
    wheel topples over, inflicting hits on the unit
                                                               impassable terrain to get rid of it for good.
    carrying it as if it had rolled into them, destroying
    the wheel for good.
    A unit cannot make a 2M or greater run move                FLIES
    while it is pushing the wheel – it is restricted to        Some units can fly. These might be flying
    its maximum M move, i.e. 5″ unless the unit is             machines or creatures of some kind. For the
    slow or fast. The unit cannot enter difficult              sake of practicality we treat flying units the
    terrain nor may it cross any kind of obstacle: all         same as other units during play with the
    of these features become impassable.                       following exceptions.
    The unit pushing the wheel can give it a great big         A flying unit can move through or into any terrain
    heave and shove it towards their enemy. This               without testing Agility or suffering penalties: the
    requires a Fire order (appropriate isn’t it) and the       unit is assumed to
    unit cannot otherwise shoot in the same turn               fly over the top of
    should it be armed with missile weapons.                   it. This includes
    Everyone is needed to shove!                               terrain that is
    The wheel moves along the ground surface and               otherwise
    any unit it moves into or over suffers D6 SV6 hits         impassable such as
    from fire attacks. Treat these as ranged attacks           a deep pit, spire,
    on the unit that has been struck. The wheel                the ocean, etc.
    moves right over any models in its path and                Once a flying unit
    continues on its way until it falls over or leaves         has moved it is still
    the battlefield.                                           considered to be
    To start the wheel off the player points it in the         within or behind
    desired direction and moves the wheel 10″. Note            terrain the same as
    that the wheel does not strike the flagellants             other units. Think     Succubus by Mantic Games
    pushing it, even if models are placed in its path.         of its move as a
                                                               ‘hop’ from one place to another.
    Once the wheel has moved, both players roll a
    dice and the highest score can turn the wheel up           A flying unit can move over the top of other units,
    to 45 degrees. The wheel then moves another                whether friends or foes, but must end its move
    10″ striking anything in its path as before. Then          more that 1″ from other models in the usual way.
    the players roll again, move the wheel again,              It is impossible for a non-flying enemy to charge
    and so on, until the wheel either falls over or            or initiate a ‘follow on’ round of hand-to-hand
    leaves the table.                                          combat against a flying unit unless the flying unit
    The wheel falls over if it runs into anything it           has a current down order.
    can’t cross, notably any impassable terrain,               Flying machines, but not creatures, are
    difficult terrain, or obstacles. It also falls over if     automatically destroyed if they go down whilst
    both players roll the same dice score when                 above impassable terrain. This can happen if they
    deciding who is going to move the wheel. If the            fail an order test, for example, or if they are
    wheel falls over it is destroyed in a flaming heap.        monstrosities forced down by a damage result.
                                                                             Special Rules | 69
Units on the ground can shoot at flying units          Note that in practice the relatively short range of
using ranged attacks, but the shooters must re-        the follow special rule and the fact that it can’t be
roll any hits scored. As always, 1s and 10s stand      used to activate units that have pins means that it is
and re-rolls cannot be re-rolled. This is              most often used for activating two or at the most
comparable to shooting at a unit of warriors with      three units at a time. It is useful early on during the
a down order.                                          battle to move a group of units forward all at once.
Flying units can shoot at other flying units and at
units on the ground in the standard way – no
                                                       FRENZIED CHARGE
additional rules apply.
                                                       If the unit charges, each model with the frenzied
Flying units cannot be hit by overhead shooting at     charge rule gains an extra attack in the first
all unless they have a current down order.             round of every hand-to-hand combat.
                                                       Note that the bonus attack applies every time the
FOLLOW                                                 unit charges, but only in the first round of hand-
                                                       to-hand fighting and not in any follow on combat.
Warlords usually have the follow rule in addition
to the command special rule and it is conceivable
that other heroic or distinguished characters
                                                       HAND-TO-HAND ATTACKS – NX HTH
have it also. On the whole, only our more
                                                       Models normally get one hand-to-hand attack
obviously martial forces get this special rule, not
                                                       either with a weapon or with whatever nature has
your swarming goblinish rabble and other
                                                       provided in the form of teeth and claws.
shambolic ne’er do wells.
                                                       If a model has more than one hand-to-hand attack
When the character’s unit is given an order, in
                                                       this is shown as a special rule on its stat line along
addition to the unit making an action, any other
                                                       the lines of 2x HtH, 3x HtH, 4x HtH, etc.
friendly units within 5″ of the model can make the
same action assuming they have no pins and are         If a model’s strike values are not determined by
otherwise able to make the action.                     the weapon it carries, for example if it is a beast,
                                                       then its HtH value is shown with a strike value
When activating multiple units in this way the
                                                       (SV). For example, 1x HtH SV1, 2x HtH SV3, and
player begins by placing the order dice for the
                                                       so on.
character’s own unit. A dice is then drawn from
the dice bag for each unit that is going to ‘follow’   Some monsters have more than one kind of HtH
and placed beside it to show which units are to        and these might be shown separately, for example
be activated.                                          3x HtH SV3, 1x HtH SV6 Deathly Chill.
The character’s unit makes its action first. After     In some situations models might strike with a
this is complete the player chooses one of the         random number of attacks, in which case roll as
other units and follows with the same action.          indicated to determine how many attacks the
Once this unit has completed its action the player     model has before rolling for hits.
chooses another and so on until all have taken
their action.
When multiple units are activated in this way,
                                                       HAUGHTY DISDAIN
their actions are always resolved one after the        Is that the best you can do
other as if their order dice had been drawn one at     … really! Troops with the
a time from the dice bag. Each unit’s action is        haughty disdain rule look
entirely separate and is resolved and can be           down their noses at their
reacted to in exactly the same way as if the unit      enemies and pretty much
had drawn the order dice from the dice bag in the      everyone else. It’s bad
usual fashion.                                         enough having to look at
                                                                                         Elven Sorceress by
                                                                                       Dark Sword Miniatures
                                                                             Special Rules | 71
this ignorant rabble without having to actually         maddening the sensitive (elves we are looking at
fight them. And the smell!                              you), biting the bum of the brave and driving
                                                        even the doughty to distraction.
Units with the haughty disdain rule automatically
pass the first break test they are required to take     If a unit is hit by howling horror ammunition it
in the game, regardless of whatever causes it.          suffers D3 additional pins on top of any pins
There is no need to roll the dice, simply imagine       otherwise inflicted.
the test has been taken and a 1 rolled to give the
                                                        Note that howling horror ammunition affects
best possible result.
                                                        even the undead, sending all into confusion as the
                                                        chattering skulls crunch and chomp through bone
HERO                                                    LARGE
Some characters have the hero special rule. These
                                                        Some models have the large special rule, which
could be warlords but are more likely to be
                                                        just means they are unusually massive compared
individual heroes or champions: great warriors
                                                        to an ordinary warrior, for example a big
whose reputation and charisma inspires your
                                                        monster, a huge war machine, and so on. The
warriors to deeds of derring-do.
                                                        rules for these are given throughout the rules text
If a hero is within 10″ of a friendly unit, that unit   and are summarised here for convenience.
can use the hero’s Initiative (Init) stat to take any
                                                        Many large models don’t have bases or are so
reaction test. As models with the hero rule tend
                                                        large they overlap their bases. For this reason it is
to have high Init values this means that units
                                                        usual to measure to the model’s body when
nearby benefit from the heroic character’s
                                                        shooting or measuring distances, rather than to
superior ability to react.
                                                        the model’s base.
                                                        When drawing line of sight (LOS) to or from large
HOWLING HORROR AMMUNITION                               models, any non-large models between the shooter
Why chuck rocks at your enemy when your war             and target can be ignored. However, bear in mind
engines can equally easily chuck screaming,             that artillery cannot shoot through the formation
biting, howling skulls! It is the enchanted             of regular sized models at a target beyond unless
ammunition that both harms and horrifies,               shooting overhead or from high ground as noted
                                                        on page 26.
72 | Special Rules
REGENERATE                                             SHIELDWALL
Trolls are notorious for growing back bits almost      The shieldwall rule applies to troops who are
as soon as you cut them off, and this can be           trained to fight in a tight formation using their
understandably annoying for their opponents.           shields to cover friends as well as themselves.
                                                       They can make a wall by locking their shields
The regenerate rule works exactly like the tough
                                                       together, forming a barrier to missiles and blows.
special rule and any rules or considerations that
                                                       It is a very useful tactical formation, but it does
affect tough affect regenerate in the same way.
                                                       limit a unit’s mobility, especially in rough terrain.
The regenerate rule obliges a unit to re-roll a
                                                       To take advantage of the shieldwall rule all the
failed Res test. Note the player has no choice in
                                                       models in the unit must be placed so that their
the matter, the creature attempts to regenerate
                                                       bases touch, forming a solid line or dense clump.
whether you want it to or not! If the re-roll is
                                                       This is a ‘shieldwall formation’. If a unit wishes to
successful the damage is regenerated, but the unit
                                                       form a shieldwall it does so before moving and
suffers one pin to show that the writhing, curdling
                                                       cannot make a sprint as part of the same action.
flesh takes a moment to pull itself together.
74 | Special Rules
    If the unit is in a shieldwall formation it cannot     Fire attacks. If a unit has the spectral undead rule
    sprint and it suffers a -1 penalty to Agility and      all hits from fire attacks are automatically resisted,
    Initiative as well, making it harder to move           cause no damage and do not inflict the additional
    through rough terrain or react to an enemy (note       pin that comes with the fire attacks rule.
    this is the same as the heavily laden special rule).
                                                           Ignore all rough terrain/obstacles. If a unit has
    So long as a unit is in shieldwall formation any       the spectral undead rule it counts all rough
    enemy shooting at it or striking blows against it      terrain as open ground for movement, and
    in close combat suffer a -1 penalty to their Acc or    ignores all tests and penalties for crossing
    Str stats respectively.                                obstacles. Spectral undead are ghostly and
                                                           insubstantial, they just float over – and possibly
    A unit which charges or which is charged whilst
                                                           through – terrain that gets in their way.
    in a shieldwall formation counts as in a shieldwall
    formation for the duration of the subsequent
    fighting, regardless of whether individual models
                                                           SPIRIT
    are removed as casualties from its formation.
                                                           Many sorcerers enjoy the benefit of a spirit guide
                                                           that takes some form or other; perhaps an animal
    SLOW                                                   or familiar companion, daemon, imp or shadowy
                                                           presence. They are usually found as part of a
    Slow units move at a reduced pace as shown on
                                                           sorcerer’s unit. They are envisaged as fitting onto
    the special rule column of their statline, for
                                                           a standard sized base, but players need not feel
    example, Slow 3. A model with the Slow 3 special
                                                           too constrained by this so long as models remain
    rule would make a standard 1M move of 3″ and
                                                           practical to play.
    therefore a 2M run of 6″ and a 3M sprint of 9″.
                                                           We distinguish these critters with the Spirit
    Although this might seem rather an onerous
                                                           special rule.
    penalty, most things that are slow are artillery
    units or machines which don’t need to be               Creatures with the spirit rule are automatically
    especially mobile.                                     destroyed if their sorcerer is slain. They are
                                                           personal spirits and once their master is no more
                                                           they vanish upon the wind.
                                                           Creatures with the spirit rule can be willingly
                                                           sacrificed by their master in exchange for a re-roll
                                                           of a test the unit has failed. Remove one of the
                                                           spirit models and take the roll again. As always,
                                                           only a single re-roll is permitted from any source.
                                                           Spirits can take part in an exchange of missiles
                                                           during close combat – hissing, spitting, swirling
          Zombies by Heresy Miniatures                     about and tickling the enemy – picture their
                                                           attacks as you will. They cannot otherwise shoot.
    SPECTRAL UNDEAD                                        They shoot once with the SV indicated on their
    Insubstantial, ethereal, intangible and possibly       stat line.
    imaginary, these are basically your ghosts and
                                                           In other respects creatures with the spirit rule
    spooks. They are a kind of undead and all the
                                                           participate in the battle just like other models.
    rules described for undead also apply to these
                                                           They can strike in hand-to-hand combat, suffer
    shady types: so they cannot be routed, are not
                                                           hits like other models, and can be removed as
    affected by choking attacks, and are immune to
                                                           casualties as a consquence – banished to wherever
    dread and terror (see Undead). In addition, the
                                                           they came from perhaps.
    following rules apply.
                                                                               Special Rules | 75
    When an enemy unit takes a break test within 5″,       Cannot be Routed. If a unit has the undead rule it
    it is automatically destroyed if the test is failed.   takes break tests in the usual way, but cannot be
    This applies whether the enemy is fighting the         routed as a result of failing a test. If the unit
    terror causing unit or not, so long as the             would otherwise be routed it continues to fight on
    terrifying unit is within 5″.                          as normal. Undead can still be destroyed as a
                                                           result of a break test, and still suffer pins when
    If a routing unit moves to within 5″ or finds itself
                                                           they fail a break test, but being heartless (also
    within 5″ of a terrifying foe at any point it is
                                                           lungless, etc) they cannot be driven into rout.
    destroyed.
    Note that the effects of terror are less
    immediately dangerous than, say, a cannon
    shot or gout of flame from a fire breathing                                                            Ice Elemental
    dragon. However, terror is in many respects far                                                       by Mantic Games
    more dangerous than either of these things. It
    can affect many enemy units at once and
    combined with attacks or magic that inflicts
    pins upon an enemy can soon reduce units to
    ineffectual wrecks.
    TOUGH
    Powerful characters and most unit leaders
    have the tough rule as shown on their stats. If
    a tough individual fails a Res test then the dice
    can be re-rolled. Only one failed Res test can be
    re-rolled at a time from shooting or hand-to-
    hand fighting.
                                                                            Special Rules | 77
    A unit of whirling dervishes has different              Instead, the unit automatically scores D6 hits plus
    formation rules to other units. Individual              one further hit for each goblin in the unit. These
    whirling dervises in the unit must keep at least 1″     hits are resolved at a strike value (SV) of 4.
    apart and can be up to 2″ apart to retain their
                                                            Although the whirling dervishes’ enemies don’t
    formation. This means they move in a slightly
                                                            fight back in hand-to-hand combat, the goblins’
    looser formation than other units. This is largely
                                                            own weapons pose almost as great a threat to
    on account of their bizarre weaponry.
                                                            them as to their foes. Therefore, any hits that are
    Whirling dervishes don’t take break tests at all,       ‘saved’ by the opponent’s Res test automatically
    but a unit accumulating as many pins as its             score damage on the whirling dervishes just as if
    Command stat is automatically destroyed (i.e.           they had failed a Res test themselves. For
    auto-broken).                                           example, there are three whirling dervishes and
                                                            they roll a 4, so that’s 4+3 = 7 hits on the opposing
    A unit of whirling dervishes can only be given a
                                                            unit. The opposing player takes seven Res tests
    Run order and cannot be given any other order. It
                                                            and fails five but passes two. That means the
    can make a sprint if you wish, testing for
                                                            enemy has lost five models but the whirling
    exhaustion in the usual way. If the unit fails an
                                                            dervishes have also lost 2 models.
    order and receives a Down order, or if it goes
    down for any other reason, then the goblins are         Calculate which side has won the combat,
    whirling round and round in disoriented circles         counting any dead goblins as casualties from
    like tops.                                              hand-to-hand fighting and adding pins to both
                                                            sides in the usual way. If the whirling dervishes
    If the unit fails an order on a 10, then instead of
                                                            have not won the combat then the whirling
    going down the unit heads off in a random
                                                            dervish unit is automatically destroyed. The
    direction as described below for units that have
                                                            remaining dervishes manage to tangle themselves
    fought combat. Give the unit a Run order and
                                                            in knots, fall to the ground exhausted, or
    move it randomly as described below. If it moves
                                                            otherwise collapse in an inert heap. Note that this
    into another unit – friend or foe – this is a charge!
                                                            applies to draws as well as defeats.
    Good luck.
                                                            If the whirling dervishes win the combat then the
    When shooting at a unit of whirling dervishes all
                                                            survivors immediately move in a random
    successful hits must be re-rolled. Aside from the
                                                            direction as described below. If they move into
    difficultly of hitting wildly spinning targets, the
                                                            another unit (friend or foe) they count as
    goblins are so anaesthetised they barely notice
                                                            charging and we go through the whole rigmarole
    non-lethal hits, while their crazily flailing
                                                            again! Note they can’t move into the unit they
    weapons knock away missiles quite easily. This
                                                            have just fought – it has to be a different unit.
    re-roll applies regardless of the unit’s current
                                                            This can happen any number of times…
    order or whether it has an order or not.
                                                            To move a unit of whirling dervishes in a random
    It is impossible to fight back against a unit of
                                                            direction, begin by nominating one model in the
    whirling dervishes in hand-to-hand combat. Any
                                                            unit. Roll a D10 as close to the model as you can.
    unit fighting hand-to-hand against whirling
                                                            Turn the model to face the direction indicated by
    dervishes strikes no blows and makes no attacks
                                                            the ‘point’ of the D10 face. This is the same as
    of its own. The only exception is another unit of
                                                            described for an overhead shot that goes off
    whirling dervishes … in which case we are in
                                                            target, see page 33 if you’re not sure how this
    serious trouble! For this reason, it is not wise to
                                                            works. The goblin heads off in the direction
    actually charge a unit of whirling dervishes,
                                                            shown, at a 2M Run move plus the dice score of
    although there may be occasions when it is worth
                                                            the D10. If this model moves into another unit,
    the sacrifice. We leave it up to you!
                                                            then the whirling dervishes have ‘charged’ it, and
    In hand-to-hand fighting, whirling dervishes do         we work out close combat all over again.
    not roll against their Strength to score hits.
                                                                                             continued on page 80
80 | Special Rules
    However, rather than removing the model from            Although wounded models suffer no specific
    play, instead leave it where it is, remove all of its   individual penalties, the unit the model is part of
    pins, and remove all of its order dice including        can never remove one pin: regardless of other rules
    any still left in the dice bag. At the turn end phase   that remove pins from the unit, it is stuck with one
    place one distinctly coloured order dice in the bag     permanent pin once the model is wounded.
    to represent the monster from the beginning of          It is possible for a model to have multiple wounds,
    the next turn. It does not matter if the monster        as shown by the special rule wounds 2, wounds 3,
    normally has more than one order dice (MoD2 or          and so forth. This means an individual model can
    3) once it goes wild it only gets one order dice.       fail a Res test twice or three times and still survive.
    When this monster order dice is drawn both
                                                            If a model has suffered two or more wounds, each
    players roll a dice and the highest score controls
                                                            wound struck increases the permanent pin
    the monster that turn. Further order test fails on
                                                            penalty on the unit by one. This means that a
    a 10 have no additional effect. See also, Allied
                                                            mighty hero who has suffered three wounds will
    Monster and Bound Monster.
                                                            never be able to reduce their pins below three
                                                            once they are acquired.
                                                                              Special Rules | 81
The wound rule does not save a unit from                 themselves shambolically upon a victim and
automatic destruction if it takes pins equal to or       attempt to maul, paw, bite and otherwise impose
in excess of its Command stat.                           themselves upon their chosen target’s personal
                                                         space. Quite rude really.
Baleful Glare Ranged attack 20″, 1+D3 pins and take break test.
                        Auto-pass order test or reaction to charge. Fights with double attacks. Ceases to
         Berserk
                        apply once a break test is failed or defeated in combat.
Blundering Cannot sprint. Must test Agility for a run. Crosses obstacles as chariot/artillery.
         Crazed         Auto-pass order test or reaction to charge. Cannot be routed. Immune to dread.
        Psychotic       Immune to terror.
                        Steal order from opposing unit within 20″ with Command test. Take one pin if fail.
          Divine
                        One attempt only per turn. A warband can only make a maximum of one attempt
       Intervention
                        at Divine Intervention in any turn.
        Enchanted
                        Water terrain counts as open ground. Re-roll failed Res from shooting hits.
          Steeds
Fast Unit’s basic move as stated. Re-roll shooting hits at running target.
        Ferocious
                        +1 Strength bonus on charge.
         Charge
                                                                          Special Rules | 83
   Frenzied
                 +1 Attack on charge.
    Charge
                 Can activate friendly unpinned units within 5″ with the same order. Additional
   Follow
                 activated units take their turns one at a time after the original unit.
Hand-to-Hand
 Attacks – nx    The unit has hand-to-hand attack as indicated, e.g. 3x HtH = three attacks.
     HtH
   Haughty
                 Auto-pass first break test of game.
   Disdain
Heavily Laden Cannot sprint. Agility and Initiative stats reduced by -1 if Strength 5 or less.
Hero Friends within 10″ can use unit’s Initiative value for reaction tests.
  Howling
   Horror        A target hit suffers +D3 additional pins.
 Ammunition
 Irresistable
                 +D3 Strike Value (SV) on charge.
   Charge
                 +1 to hit shooting. Can draw LOS to body. Can draw LOS to or from over
    Large
                 non-large models.
 Mechanical      Artillery within 10″ +1 Acc. Machine rolls on Damage Chart can +/-1 to result
  Genius         within 10".
 Monstrosity
                 The unit has two or three Order dice as indicated, e.g. MoD2 = 2 dice.
 Dice – MoD
                 -3 Agility and cannot Run. +2 cover bonus obstacle. Rally order to pick up
   Pavisse
                 once deployed.
 Ramshackle
                 On a failed Order test result of 10 make a roll on the machine’s Damage Chart.
 Contraption
84 | Special Rules
     Ranged Attacks
                      The unit has ranged attacks as indicated, e.g. 3x ranged = three shots.
      – nx ranged
Savage Re-roll all misses the first time the unit fights close combat during the game.
                      Units in shieldwall formation cannot sprint and suffer -1 Agility and Initiative.
       Shieldwall
                      Shooting and hand-to-hand attacks on the shieldwall suffer a -1 penalty to hit.
        Spectral      As Undead. In addition, all fire attacks have no effect. All rough ground/obstacles
        Undead        count as open terrain for movement.
Stealthy If models are in cover shooting hits upon them must be re-rolled.
Stubborn Remove two pins each time you pass an order test.
                      A unit within 15″ removes no pins when making an order test regardless of
                      result/special rules allowing pins to be removed. A unit failing a break test within
         Terror       5″ is automatically destroyed. A routing unit within 5″ is automatically destroyed.
                      Terrifying units and units with the Crazed Psychotic or Undead rules are immune
                      to terror.
Tough Can re-roll one failed Res roll or Damage Chart result (can have value of 2 or 3).
                      Unstoppable shot as described in the rules for Weapons and Armour. Rolls twice
      Unstoppable
                      on the monstrosity damage table.
                1-2″ unit formation. Never take break tests. Must be given Run order and go down
                if fail. If fail on 10 moves randomly. All shooting hits must be re-rolled. Enemy
                cannot fight back in hand-to-hand combat. In hand-to-hand combat inflicts D6
  Whirling
                SV4 hits plus one further hit for each model in unit. All hits saved by enemy score
  Dervishes
                damage on the unit. If fail to win close combat the unit is destroyed. If win move
                randomly and charge any unit in path. Pick model and move D10 for direction,
                move the model 2M+ dice score.
                Cannot benefit from Command, Follow or Hero rules. On failed order roll of 10
Wild Monster    takes D6 pins. If auto-broken as a result, replace order dice with third colour and
                players dice for control when drawn.
                A failed Res test is a wound. A unit with a wounded model cannot recover its last pin.
                If a further Res test is failed the model falls casualty as normal. Can suffer two or
   Wound
                three wounds before falling casualty with a Res test and unable to recover pins equal
                to wounds taken. Wounds count as casualties for combat resolution and break tests.
Zealous Ignore pins when taking break tests. Re-roll failed order tests.
                Cannot benefit from Command, Follow or Hero rules except for Zombie Master. On
   Zombie       failed order treat as a Advance order. Cannot sprint. Test Agility on run and suffer
                pin if failed.
Zombie Master   Can use Command, Follow and Hero rule with Zombies.
Spells and
  Sundry Wizardry
Nothing frightens the horses more than the snap       proscribed limit on the number of spells a
and crackle of sorcery followed by a searing blast    wizard can have, but players are welcome to
of lightning that leaves the air reeking of ozone     agree a limit if they wish.
and charred donkeyburger. Ours would not be a
fantastical game were it not for the ready
application of hazardous spell-casting to the         CASTING A SPELL
arena of mortal combat. In this rules section we      A wizard can only ever attempt to cast a maximum
shall explore the arcane powers at our disposal.      of one spell in a turn, whether successful or
                                                      otherwise, and regardless of the number of actions
                                                      the wizard makes.
MAGIC LEVEL
                                                      Except as noted below, a wizard can attempt to
For the sake of explanation we refer to all spell
                                                      cast a spell if the caster’s unit has been issued an
casters as wizards be they shamans, runesmiths,
                                                      order or after it has made a reaction, and after it
male, female, beasts or whatever. The thing that
                                                      has taken its indicated action. For example, if the
distinguishes these tricksy spell-toting
                                                      unit is given a run order the unit moves and the
desperadoes from ordinary mortals is that they
                                                      wizard can then attempt to cast a spell.
have a Magic Level in the special section of their
profile. This is usually Magic Level 1 with options   A wizard can attempt to cast a spell after an
to upgrade to Magic Level 2 or 3. Level 1 is the      ambush order is issued, but cannot then attempt
least competent and Level 3 the most able.            another spell if making a reaction in the same turn.
Many spells have effects or ranges that vary          Aside from the above, a
depending on the wizard’s Magic Level. For            wizard can attempt to                  Ogre Warlock
example, a fiery balls spell has D3 + Magic Level     cast a spell after making             by Mantic Games
number of attacks, which would be a troublesome       a successful reaction.
2-4 for Magic Level 1 but an altogether more life-    This includes if the
threatening 4-6 for Magic Level 3.                    ambush order was issued
                                                      in the same turn but the
                                                      wizard did not attempt to
CHOOSING SPELLS                                       cast a spell after the
All wizard models can choose one spell for free       action was complete.
from the list given below. This can be any spell      A wizard cannot cast a
the wizard is otherwise allowed to have. In           spell if the unit is
addition, a wizard can buy additional spells at a     given a down
cost of 10 points per spell. There is no              order/reaction, or
                                                 Spells and Sundry Wizardry | 87
where the unit takes and fails an order test to        spells do not need LOS at all. Some spells create a
make its action and goes down instead, or where        radius based upon the caster, and will affect all
the unit fails a reaction test.                        units within range. In some cases spell effects are
                                                       resolved at once, in others they continue to be
A wizard cannot attempt to cast a spell if the
                                                       effective for the remainder of the turn, or until
wizard model shoots as part of the unit’s action. It
                                                       the caster moves … or dies. All of these
doesn’t matter if other models in the unit shoot,
                                                       considerations are covered in the description of
only whether the wizard does so. Wizard units
                                                       the spell.
don’t generally carry ranged weapons anyway, but
we make provision for the possibility.                 Spells that have a ranged attack and which inflict
                                                       hits in a comparable way to shooting will also
A wizard cannot attempt to cast a spell if the
                                                       inflict a pin where the target has been hit in the
wizard’s unit successfully charges into close
                                                       same way as for shooting. These spells are
combat as part of the unit’s action. The wizard
                                                       indicated as magic missiles.
has enough to deal with without trying to cast a
spell as well.                                         In many cases it is a good idea to use a marker to
                                                       show that a spell has taken effect or to indicate
The player must declare the spell is being cast
                                                       where it has taken effect. Any suitable marker or
once the unit’s action is otherwise complete,
                                                       token will do. Tiddly-winks are good for this. Also
nominating the target or object of the spell where
                                                       for tiddling, should you feel inclined.
there is one.
So, a Level 1 wizard causes D3+1 hits, a Level 2         Effect. The unit is removed from its current
D3+2 and a Level 3 D3+3. All hits are resolved with      position and repositioned by the owning player
a strike value of 1 and count as fire attacks (see       at the player’s table edge or – if there is no
page 67).                                                player’s edge – at an edge nominated by the
                                                         caster and a point chosen by the player whose
                                                         unit has been moved.
CHILL WIND
                                                         Note. This spell can wreak havoc with your
Only a necromancer or wizard with the undead
                                                         opponent’s plans and is a good one to have handy
or spectral undead special rule can cast this
                                                         when those whirling dervishes are bearing down
spell. A deathly chill blows upon the foe
                                                         on you!
numbing the bodies of the living and stopping
the beat of their hearts.
Casting Value. 8                                         ENDOW STRENGTH
                                                         This spell enables a wizard to channel magical
Range. 20″ measuring from the wizard to the
                                                         powers to boost the fighting prowess of friends
target unit.
                                                         nearby. Once cast the spell lasts for the remainder
Target. A wizard can target an enemy unit within         of the turn, benefitting warriors near at hand and
range and LOS worked out the same way as for             conferring a magical advantage over their poor
shooting. If the spell is successfully cast the target   enemies. It is a fairly easy spell but its potential
is struck by a dealthy chilling blast. Hits are          value is considerable and used carefully it’s a
distributed onto the target in the same way as for       potential battle winner.
shooting with the player whose unit has been
                                                         Casting Value. 8
struck allocating hits.
                                                         Range. The spell is cast upon the wizard and
Effect. Magic missile. The target is struck by a life
                                                         automatically affects all friendly units in hand-to-
draining chill wind. To work out how many hits
                                                         hand combat within 10″ of the wizard, measuring
are scored roll a D3 and add the caster’s Magic
                                                         from the wizard model to the fighting unit.
Level. So, a Level 1 wizard causes D3+1 hit, a Level
2 D3+2 and a Level 3 D3+3. All hits are resolved         Target. The spell affects all friendly units within
with a strike value of 1 and count as deathly chill      10″ that are fighting hand-to-hand combat. All
ranged attacks (see page 65).                            models in the unit will get the bonus described so
                                                         long as the unit itself is within 10″ of the wizard
Note. This spell cannot affect other undead –
                                                         model, measured in the usual way.
models with the undead or spectral undead
special rule are immune to its effects.                  Duration. This spell lasts until the end of the
                                                         turn. It is also ended immediately if the caster
                                                         moves, if the caster attempts to dispel an enemy’s
PECULIAR PORTAL                                          spell, or if the caster is killed. It is not ended just
The wizard opens a dimensional portal that sucks         because the caster’s unit is engaged in close
one of the opponent’s units from the battlefield         combat, and will affect the caster if fighting. Place
and deposits it way back and out of harm’s way.          a suitable marker beside the wizard to show that
This is a useful spell if you want to temporarily        the endow strength has been cast.
eliminate an enemy unit from the game – and
                                                         Effect. All models affected by the spell receive a
who doesn’t!
                                                         Strength bonus of +1 per Magic Level of the
Casting Value. 8 minus one for every 10″ of              wizard so long as the spell lasts. I.e. in the case of
distance between the caster and target.                  a wizard of Magic Level 2 it’s a +2 Strength bonus.
The wizard fails to cast the spell and the caster’s powers are momentarily overwhelmed by fizzing
2   magic and wild conjurations, possibly involving white mice, bunches of flowers and fluttering doves.
    The wizard cannot cast a spell this turn or during the next turn, until these bizarre effects subside.
    Place a marker to remind yourself the wizard’s spell casting powers have taken a brief holiday.
    There is a loud bang as a cloud of sulphurous magic envelops the wizard and the wizard’s companions,
    causing skittering insects to rampage through their netherclothing, bats to flap frantically about their
3   heads, and worms to rise from the ground and slither up their trouser legs.
    The unit suffers D3 pins in the ensuing confusion. The foul-smelling cloud and strange conjurations
    gradually disperse leaving their victims inexplicably sore and sticky.
    With an ear-splitting screeching noise the space occupied by the caster and the rest of the wizard’s
    unit folds neatly in upon itself and vanishes altogether. The entire unit has been mysteriously
    transported into another dimension.
    Remove the unit from the table and place it aside. The unit retains any pins it already has. Otherwise,
4   treat the unit as a unit that has yet to enter the table, placing its order dice in the dice bag at the end
    phase, and attempting either an advance or run order to enter from the player’s table edge in
    subsequent turns.
    A successful order test is needed to re-enter the table, signifying that the wizard has finally managed
    to escape from trans-dimensional captivity. If the scenario has no fixed player’s edge then randomly
    determine at which edge the unit enters the table.
    Wild magic careers about the caster creating a screaming sorcerous vortex that overwhelms all units
    within 10″. The caster’s own unit and every unit within 10", friend or foe, goes down.
5   Units that have at least one order dice remaining in the dice bag take a dice from the dice bag and are
    given a down order. Units that have already been given orders, and which have no more order dice
    left in the dice bag, turn their current order to down.
   Miscast Table (continued)
The caster begins to gibber and spin wildly as whizzbangs of curious magic shoot randomly from the
wizard’s eyes, ears and mouth, striking all those nearby, until the spell’s energies are expended at
last. Fortunately, these magical whizz-bangs are not very dangerous, even if they are annoying.
All units within 20″ can be affected, including the caster’s own unit, regardless of whether the caster
has LOS or not. Work this out as follows. Roll a D6 for the wizard’s own unit. On the score of a 4, 5 or
6 the unit suffers one pin. On a 2 or 3 there is no effect. On the score of a 1 there is no further effect
and no more units are affected. Unless a 1 is rolled, roll a further D6 of behalf of the closest unit and
apply the result in the same way. Again, unless a 1 is rolled, continue rolling for the next closest unit,
                                                                                                             6
and so on, rolling for each unit radiating outwards from the wizard until either a 1 is rolled or there
are no more units within 20″.
Dark, dim and dangerous things from the unthinkably ghastly pit of unnamable horrors whirl and
screech about the wizard, screaming their terrible secrets and mocking the feeble hopes and dreams
of foolish mortals.
Place a marker beside the wizard to indicate that the caster lies at the centre of a whirling vortex of
mortal terror. The vortex lasts until the end of the turn, remove the marker in the turn end phase.
Whilst the vortex endures, any unit whether friend or foe and including the caster’s unit, making an
order test within 10″ of the wizard suffers a penalty of -3 when doing so. For example, a unit with a
                                                                                                             7
Command of 8 would have its Command reduced to 8-3 = 5. Note this only applies for order tests – not
for other tests based on Command such as break tests or recovery tests made in the end phase.
The wizard inadvertently conjures forth an attendant magical familiar. The creature squats
malevolently by the wizard’s side and peers accusingly at its accidental summoner. It removes a quill
pen from behind one pointed ear and makes occasional notes on a scroll.
The magical familiar counts as a member of the unit, increasing its size by one. If the wizard rides a
chariot or monstrosity the familiar becomes a member of the crew. Any hits upon the unit are
distributed onto the familiar in the same way as other members of the unit or crew. The creature itself
cannot be harmed in any way so long as the wizard lives, and any hits upon it or damage results on it
as crew are simply ignored. If the wizard falls casualty the creature also falls casualty, vanishing with
                                                                                                             8
a relieved cackle amidst a cloud of sulphurous smoke. A suitable model may be provided or the
creature’s malodorous presence represented by a marker as you wish.
With a gulp and a strangely hued hiccup the wizard fails to cast the spell but the swallowed magic
instead temporarily boosts the caster’s incipient sorcerosity. This has the effect of adding one to
the wizard’s Magic Level for the rest of the game, with wizards of Magic Level 3 rising to Magic
Level 4. Hurrah!                                                                                             9
By some strange twist in the weft of reality a burst of magic unwinds the last few moments, turning
back time, and eradicating the spectacle of the wizard’s embarrassing failure.
Return the wizard’s unit’s order dice to the dice bag and then continue play as normal. The unit can
therefore be given a further order that turn, even though it might have moved already, and the wizard
can try to cast another spell if the order is given successfully. It’s as if the whole humiliating failure
didn’t happen. Because it didn’t … woop de woop! As we wizards say.
                                                                                                             10
92 | Spells and Sundry Wizardry
WAKE THE DEAD                                          Target. The spell affects all friendly units
                                                       within range of the caster including the caster’s
Only a necromancer or wizard with the undead or
                                                       own unit.
spectral undead special rule can cast this spell. It
allows the caster to raise fresh undead troops to      Duration. This spell lasts until the end of the
augment the undead forces.                             turn. It is also ended immediately if the caster
                                                       moves, if the caster attempts to dispel an enemy’s
Casting Value. 8
                                                       spell, or if the caster is killed. Place a suitable
Range. The spell is cast upon one of your own          marker beside the wizard to show that the
undead units within 10″ per Magic Level of the         sorcerer’s shield has been cast.
caster measuring from the wizard to the target
                                                       Effect. Any shooting attack upon a unit affected
unit. So, a level 1 wizard has a range of only 10″
                                                       by the spell will automatically miss on any Acc
but a level 3 wizard 30″.
                                                       roll other than a 1. See the note with Enchanted
Target. The spell affects the nominated undead         Shield for how this affects special ranged attacks
unit. The unit must be a warrior unit of either        and magic.
skeletons or zombies of five models or fewer.
Effect. Roll a D6 and add the wizard’s Magic
Level. This is the number of additional warriors       SURGE
that spring or claw their way from the ground to       This is a spell that fills its subject with miraculous
join the ranks of the unit. Add these models to        vigour, inspiring warriors to redouble their
the unit.                                              efforts under the marvellous influence of magical
                                                       energy. This is one of the most useful spells to
Note. Bear in mind that you can only raise
                                                       know because it gives your forces a chance to take
skeleton or zombie warriors and not mounted
                                                       multiple actions within a turn. Surge can be a
units or other kinds of troops.
                                                       battle winner if you are cunning! It is not
                                                       especially difficult to cast either – making it a
                                                       good basic spell that has loads of potential
SORCERER’S SHIELD
                                                       applications in any punch-up.
This spell enables a wizard to create a magical
shield that protects all friendly units within range   Casting Value. 7
including the caster’s own unit. It is a superior      Range. 10″ for all wizards apart from undead
version of the enchanted shield, is harder to cast,    wizards and necromancers. For undead wizards
and like all spells centred upon the caster it ties    and necromancers range is 10″ per Magic Level, so
the caster down making it impossible to                a Magic Level 3 Liche would have a range of 30″
countermand opposing spells without dropping           for example.
the sorcerer’s shield. However, if you are
                                                       Target. Any friendly unit that has one or more
planning on advancing your army through a
                                                       order dice played already that turn can be chosen
storm of enemy missiles this is the spell for you!
                                                       as the target of the spell so long as it is within
                          Casting Value. 7             range. It is not necessary for the caster to have
                          Range. The spell is cast     LOS to the target. A wizard cannot cast this spell
                          upon the wizard and          on the caster’s own unit – in case you were
                          automatically affects all    wondering!
                          friendly units within 10″    Effect. One order dice is removed from the unit
                          per Magic Level              and returned to the dice bag. This enables the
                          measuring from the           unit to receive a further order later in the turn,
                          wizard to the target         effectively giving it an extra go. If the target is a
                          unit. So, a level 1 wizard   monstrosity with two or more order dice then the
                          has a range of only 10″      dice removed is always its current order, leaving
                          but a level 3 wizard 30″.
Arabian Mystic by
Midlam Miniatures
94 | Spells and Sundry Wizardry
   the next most recent order as the new current            of the lightning bolt. Once this has been worked
   order. For example, if a monstrosity had down            out and a pin added to account for the missile hit
   and fire with fire as the current order, fire would      the unit must take a break test.
   be removed leaving down as the current order.
                                                            BAMBOOZLE BEASTIE
   LIGHTNING BOLT                                           No self-respecting wizard wants to be bettered by
   Your lightning bolt is a seriously dangerous spell       a beastie no matter how repellent. This is just the
   that can turn even a mighty monster into a pile of       spell to put any dragon, giant, or other big-ugly in
   smouldering ash if you are lucky. It has the             its right and proper place. It’s a spell that more
   advantage of drawing down power from the                 accomplished wizards can cast over longer ranges
   heavens, which means the caster does not need to         too, so it’s well worth knowing even if you are a
   have line of sight to the spell’s target. Its            top-of-the-pile prestidigitator. The spell also
   drawback is that only one model can be hit, so it’s      works on monstrosities that are either
   less useful when it comes to fending off the             mechanical or other kinds of construction,
   teeming hordes of Nymm obviously.                        putting a spanner in the works of even a
                                                            monstrous machine.
   Casting Value. 7
                                                            Casting Value. 7
   Range. 30″ measuring from the wizard to the
   target unit.                                             Range. 10″ for each Magic Level of the caster
                                                            measuring from the wizard to the target unit. So,
   Target. Any unit within 30″ of the caster can be
                                                            Magic Level 3 is 30″ for example.
   chosen as the target, it is not necessary for the
   wizard to have LOS to the target. Wizards just           Target. A wizard can target an enemy unit of
   ‘know’ … that’s all there is to it. If the target unit   monsters or a monstrosity within range and LOS
   includes more than one model, then the caster            worked out the same way as for shooting.
   can choose which model is struck. For example, if
                                                            Effect. If the unit has any order dice remaining in
   casting the lightning bolt at another wizard it can
                                                            the dice bag take them all from the bag at once
   be targeted at the wizard model, ignoring any
   lackeys that may be accompanying the target.
   Effect. Magic missile. If the spell is
   successfully cast it causes one hit. Roll
   a D3 and add the caster’s Magic
   Level, this is the strike value
                Golden Dragon by
              Dark Sword Miniatures
                                                   Spells and Sundry Wizardry | 95
and give them to the unit. Now turn all the            In addition, no enemy may make more than
unit’s order dice to down, including the new           one attack during hand-to-hand fighting.
dice and any order dice already issued. For            Creatures that normally have multiple attacks
example, if a unit of trolls has a run order then      can only strike once. If a mounted model has
just turn the order to down instead – trolls           attacks from the rider and mount then each
only have one order dice. On the other hand, if        can attack once. In the case of a chariot one
a dragon with three order dice has a run order         crew and one mount can strike if able to do so.
then turn the run order to down and take two           Otherwise, a model can only strike once and
order dice from the dice bag and give the              this cannot be increased even by bonus attacks
dragon down orders with these as well – the            from special rules, spells or any other source.
dragon now has three down orders.                      Note this only affects attacks where Strength is
                                                       tested and doesn’t affect whirling dervishes or
                                                       impact hits from charging chariots – as these
ENFEEBLE FOE                                           don’t make normal attacks but inflict a random
This spell is the obverse of the endow strength        number of hits instead.
spell, enfeebling your enemies and allowing
them to be overcome more easily. Not only
does this reduce the strength of your foes, but        SORCEROUS BATTLE!
it also reduces the attacks of any especially          The wizard engages a rival in a sorcerous
powerful creatures with multiple attacks. This         battle of wills! Bolts of raw magic shoot across
means it can be used against hordes of                 the darkening sky and an angry wind scatters
enemies or against great big monsters with             all before it. This spell is a potent weapon in
comparable effect.                                     the hands of a powerful sorcerer because it
                                                       enables a direct attack to be launched upon an
Casting Value. 6
                                                       opposing wizard. It is not the easiest spell to
Range. The spell is cast upon the wizard and           cast, but if successful it practically obliges the
automatically affects all enemy units in hand-         opposing player to attempt a dispel or face
to-hand combat within 10″ of the wizard,               the consequences.
measuring from the wizard model to the
                                                       Casting Value. 6
fighting unit.
                                                       Range. 10″ for each Magic Level of the caster
Target. The spell affects all enemy units within
                                                       measuring from the wizard to the target unit.
10″ that are fighting hand-to-hand combat. All
                                                       So, Magic Level 3 is 30″ for example.
models in the unit will suffer the penalty
described so long as the unit is within 10″ of         Target. The spell is directed against an
the wizard model, measured in the usual way.           opposing wizard unit. It is not necessary to
                                                       have LOS to the target.
Duration. This spell lasts until the end of the
turn. It is also ended immediately if the caster       Effect. Each wizard rolls a D6 and adds their
moves, if the caster attempts to dispel an             Magic Level. The highest total wins. The loser
enemy’s spell, or if the caster is killed. It is not   suffers a pin. The winner can then decide
ended just because the caster’s unit is engaged        whether to continue with the attack or end the
in close combat, and will affect the opposing          spell. If the winner decides to end the spell the
unit itself whilst the wizard lives. Place a           battle is over. If the winner decides to continue
suitable marker beside the wizard to show that         then roll again as before and the loser once
the enfeeble foe has been cast.                        more suffers a pin. And so on until a winner
                                                       decides to end the battle or one wizard reaches
Effect. All models affected by the spell receive
                                                       their automatic break point and is destroyed. If
a Strength penalty of -1 per Magic Level of the
                                                       results are a tie at any time then both wizards
wizard so long as the spell lasts. I.e. in the
                                                       suffer a pin and the battle continues!
case of a wizard of Magic Level 2 it’s a -2
Strength penalty.
          Magical Weapons
                                              Ours wouldn’t be a game of fantasy without the odd magical sword at
                                               hand. The following modest selection provides a choice of sorcerous
Frostfang Cavalry                                  enhancement that marks out your warlord as a person destined
by Mantic Games                                        for greatness. Naturally, players are at liberty to avoid such
                                                      things entirely if that is their preference, or to cook up some
                                                                              of their own should they feel the need.
          ‘Steady… steady!’ cried the Captain as a rain of black-fletched arrows fell upon the tightly drawn knot of
          warriors. The darts pitter-pattered harmlessly from the mercenaries’ long shields and heavy armour.
          But this was just the prelude to the final assault. No sooner did the last of the arrows rattle to the
          ground than there was a thunderous cry and the whole goblin army surged up the grassy rise. The
          slopes were slippery with blood. Many of the greenskins stumbled as they ran, only to be borne over and
          trampled by those behind. They came on careless of their own lives as only goblins sure of victory can.
          Rumpo was thrown from his feet by the impact. His assailant skewered itself upon his blade and they fell
          to the ground locked together, the goblin’s dead weight pinning him beneath it. Rumpo struggled to pull
          himself free but he was so small and the goblin’s body heavy and rank like rotten meat. He cried for help
          but no-one heard his tiny voice amongst the rising noise of battle. Even above the din of it all he could
          hear Bran bellowing – less and less like a man with each cry and more like a raging beast.
                                                                   Magical Weapons | 97
   Strength Bonus +2
   Strike Value 1
   Points Value 5
                                                                                           Paladin by Dark
                                                                                          Sword Miniatures
         Terrain
         Terrain describes the scenery and topography of        might be considered high ground in another,
         our battlefield, the rising ground, woodlands,         for example.
         ruinous buildings, and babbling brooks. Non-
         babbling brooks are also available for the
         alliteratively challenged.
                                                                Area Terrain
         BEFORE THE GAME                                        Area terrain is just an area of the battlefield we
         Throughout the rules you will have noticed that        nominate as a patch of woodland, a region of
         when it comes to terrain we require players to         swampy ground, an area of tumble-down ruins, or
         agree before the game where any special rules          something along those lines. We represent all of
         apply in respect of line of sight, cover, and          these by marking out an area on the tabletop in
         movement restrictions. This is because everyone        some fashion and placing model terrain inside to
         has their own model scenery and often their own        show what it is.
         ideas about how to interpret these things in           In terms of extent, it is suggested that players aim
         respect of it.                                         for something like a six to eight inch diameter
         What follows might work for you and it might           circle or a rectangle of equivalent size. These
         not. Either way, none of the rules in this section     dimensions are set with the average sized
         override the basic principle that players must         tabletop in mind, allowing for reasonable
         agree how scenery is to be interpreted in their        movement, opportunities for cover, and the effect
         game. Nor do players have to be entirely               on line of sight. It also looks and feels about right
         consistent; what serves as a hill in one game          on a typical wargames table.
This is a very common and effective way of representing area terrain. The area is delineated by means of a separate
base whilst the model vegetation can be moved within the area to allow for the passage of models where necessary.
                                                                                        Terrain | 99
    MIRE OR SWAMP
                                                           CROPS
    By mire we intend a marshy area that is even
                                                           Areas of low growing crops such as cereals or
    more treacherous and unpleasant than a regular
                                                           beans present no effective barrier to movement or
    bog! A positive quagmire of ghastliness that poses
                                                           sight, and only a little cover to troops within them.
    all kinds of dangers for models attempting to
    cross. The same general rules apply as for marshes     Line of sight. Open.
    with the additional special rule given below.          Cover. Res +1.
    Line of sight. Open.                                   Movement. No penalty.
    Cover. None.
                                                                                         Terrain | 101
COMMON OBSTACLES
                                                                                Skeleton Warriors by Warlord Games
    FORTIFICATION
    Here we are dealing with a deliberately
    constructed fortification such as a rampart with a
                                                         Hills
    wall on top. These usually end up a little taller    Although ‘hills’ is the title of this section, we
    than the typical obstacle; which is fine. Huge       mean to include all manner of high ground, slopes
    walls lie beyond the immediate scope of our          and topographical features such as huge volcanic
    game, but we’ll allow for basic ramparts of a kind   cores, massive boulders, or rocky spires that are
    that can be taken by storm.                          too big and too solid to treat as area terrain.
    Line of sight. Open.                                 We won’t worry too much about the area covered
                                                         by hills as players will no doubt have their own
    Cover. Res +3.
                                                         scenery they will wish to use. Some players might
    Movement. Obstacle.                                  have terrain boards that feature rolling terrain
                                                         rather than separate hills as such.
                                                         When it comes to impassable features like rocky
    STREAM
                                                         spires, a ground area roughly six inches in diameter
    A stream up to 2″ across is treated as an obstacle
                                                         is about as big as we’d recommend: anything much
    and can be crossed in the same way as a hedge or
                                                         larger risks dominating the battlefield.
    wall, measuring the distance moved. Streams
    don’t block line of sight and they offer no cover,
    but they restrict movement in the same way as        HILLS AND MOVEMENT
    other obstacles.
                                                         No movement penalty is envisaged for moving
    Line of sight. Open.                                 over hills or slopes. Hills can always have area
                                                         terrain or obstacles on them in the same way as
    Cover. None.
                                                         flat ground, and these will have their own
    Movement. Obstacle.                                  associated penalties and rules.
                                                         Sheer topographical features such as rocky spires,
    DEEP STREAM OR RIVER                                 volcanic plugs, massive boulders and the like are
                                                         assumed to be impassable to troops on foot. Flying
    This is the same as a stream but
                                                         units can fly over them as they can any terrain.
    is generally impassable, counting as deep water,
    except at a bridge or fording place. Fords can be
    considered to be obstacles or rough ground as is
                                                         HILLS AND LINE OF SIGHT
    convenient. Bridges can be crossed as if open
                                                         In principle, you can’t draw line of sight to a
    terrain. Obviously, flying units and other units
                                                         target if a hill is in the way! What that amounts to
    that are able to move through or over deep water
                                                         depends on what your model hills look like: are
    treat rivers as open terrain, for example
                                                         they very shallow or very steep; are they sloped
    enchanted steeds. River models look
                                                         or stepped in some fashion? The only way to deal
    better if wider than the
                                                         with this is to agree how line of sight works
    usual obstacle and this is
                                                         across hills before the game, and this is why we
    entirely fine.
                                                         leave such things to the players.
    Line of sight. Open.
                                                         Many players like to assume that, where a model
    Cover. None.                                         hill is otherwise flat-topped or stepped, the
    Movement. Impassable                                 highest point or crest of the hill lies along its
    except via ford or bridge.                           midpoint and blocks line of sight across it. This is
                                                         a perfectly acceptable way to play where your
           Wood Elf Goddess by                           model scenery allows for it.
         Dark Sword Miniatures
                                                                                       Halflings by North Star
If a building contains enemy models then you can          to shoot through and to which they can draw LOS.
assault the building, but you cannot enter it             However, the chances of hitting are reduced, so all
unless you win the ensuing combat and force your          shots at troops in buildings suffer a -1 Acc penalty.
way inside. See Fighting and Buildings.
                                                          If there are no openings of any kind for enemy to
                                                          shoot though then models inside a building
                                                          cannot be targeted by missile fire.
LEAVING BUILDINGS
A unit can leave a building by means of a run or          Troops inside buildings get a cover bonus to their
advance action measuring the distance from a              Res. This can be anything from +2 for a light hovel
door, window or other exit.                               or tumbledown shed, to +3 for a medieval style
                                                          house, to +4 or even more for a substantial stone-
A unit can also be forced to leave a building if it is
                                                          built tower or sturdily constructed rampart.
driven out following hand-to-hand fighting, in
                                                          Players are at liberty to agree values that suit
which case it makes a consolidation move
                                                          their model buildings, and must do so before the
measuring from a door, etc.
                                                          game begins. We would suggest:
A unit can leave one building and enter another
in a single run move. This could be a sprint move                 Call that a building – more like a latrine
                                                                  tent! A ramshackle shed patched with
where permitted. The unit must be able to enter             +1    canvas or some kind of open hut or
the second building as already described above.                   rude shelter.
A unit can potentially leave one building and make                A wooden shed or workshop with plenty
a charge as part of the same run move. It is                      of openings, maybe a barn or stable,
                                                            +2    your average peasant hovel made of
allowed to charge an enemy unit in another
building if it can reach. See Fighting and Buildings.             sticks and dung.
     Nothing living soared in the skies and nothing crawled or slithered between the bones and remnants of
     blade and helm. Here two great armies lay in death intermingled and indistinguishable. All flesh had long
     since fallen away, all raiment withered upon the wind, everything perished to dust but bleached bone
     and crumbling iron. Battle Plain they called it. Roads turned aside from it and merchants led their
     caravans far to the north or south rather than catch the sight of it. Abandoned of all living things,
     nothing dwelled therein but ghosts, silent now but for the memories of war long past.
                                                                                          Terrain | 107
            The game is played between two opposing sides, each side represented by one
                   player with a warband in a regular head-to-head style of play.
         The game can also be played between two or more opposing sides, each represented
         by one or more players, and with or without a third party games master or umpire.
           The ‘dice draw’ system makes the game especially suitable for multi-player and
                                        multi-sided games.
         However, we know that in practice most players will want to play straight forward
           games against a regular opponent, and that is how we present our scenarios.
                                                                                                  PLAYER B
TABLE SIZE
It is assumed that games are played on a table
four feet wide and four to six feet long with forces
starting from opposing long edges unless stated
otherwise. This is the size of table most              Regardless of whether the game is played from
commonly used at clubs and which most players          the long or short edges, the battlefield is divided
can easily fit into their homes.                       into two by an imaginary centreline across the
                                                       middle of the table. This defines each player’s half
                     PLAYER A                          of the table. The middle of the centreline
                                                       (midpoint) is used in some scenarios when placing
                                                       objectives or terrain.
counted as two units if it has two order dice, three    test to enter in each subsequent turn until they
units if is has three order dice, and so on.            do so. Units that fail an order test to enter the
                                                        table don’t go down and don’t suffer any
If dividing up the warband results in an odd
                                                        additional penalties – they just don’t enter the
number, always round up for the initial
                                                        table that turn.
deployment. So, if there are nine order dice in
total five order dice worth of units are ‘half ’        When a unit moves on from a table edge, pick a
not four.                                               point along the edge and measure each model’s
                                                        move from that point. In some instances this
                                                        point will be specified in the scenario so you don’t
DEPLOYING ON TO THE TABLE                               get to pick. Move all the models belonging to the
Some scenarios begin with one or both warbands          unit onto the table if possible. If any models are
off the table at the start of the game. Units move      unable to enter the table for any reason, the unit
onto the tabletop from the table edge either in         must maintain formation with its entry point, and
the first turn or during a subsequent turn.             any models yet to enter automatically do so when
                                                        the unit next moves.
Where a portion of the warband is not allowed to
enter in the first turn, don’t include these order      Units are never allowed to charge when they
dice in the dice bag for the first turn. Any            move onto the table. Unless the scenario specifies
remaining dice are added to the dice bag at the         otherwise, units moving onto the table are
start of the turn when units are allowed to enter.      treated the same as units already on the table and
                                                        can therefore shoot, run, sprint and so on
Enter turn one. The default rule is that units that
                                                        assuming they are otherwise capable of doing so.
enter the table in the first turn must be given a
run or advance order to enable them to move, and        Units testing to enter the table use their basic
the order is automatically carried out without an       Command (Co) stat with no modifiers applied
order test.                                             unless the scenario specifies it (in some games we
                                                        make it harder to enter straight away). Warlords
Enter turn two or later. Units that enter the table
                                                        and other character units cannot use their follow
in the second or a subsequent turn also need a
                                                        rule to bring other units into play at the same
run or advance order to move, but must take and
                                                        time. Each unit must test individually using its
pass an order test to come on. Units that fail their
                                                        own stats unless the scenario specifies otherwise.
test do not enter that turn, but can continue to
                                                                        Playing a Game | 113
MOVING OFF A TABLE EDGE                                Once either or both sides have lost more than half
                                                       their original number of order dice at the end of
Units are not allowed to move off the table edge
                                                       any turn roll a D6. On a result of 1, 2 or 3 the game
during the game unless this is a requirement of
                                                       ends, on a roll of 4, 5 or 6 play one further turn.
the scenario or otherwise permitted by a special
rule, or if the unit is in rout. In other situations   For example, if a warband has 12 or 13 order dice
units always halt at the edge of the table.            at the start of the game, make this test once it has
                                                       lost 7 dice.
In some scenarios the objective is for units to
leave the table by one or other table edge: the        We refer to this number of dice as the warband’s
‘Unexpected Encounter’ and ‘The Sacred Relic’          break value. Warbands that reach their break
and ‘Rogue Beast’, scenarios, for example.             value are described as ‘broken’, and in most
                                                       scenarios this signals defeat. it is perfectly
As soon as any portion of one model crosses the
                                                       possible for both forces to be broken in the same
table edge the whole unit is judged to have left
                                                       turn or for broken warbands to achieve their
the table and is removed from play. Thus, in
                                                       scenario objective, so don’t give up hope!
scenarios where a unit must leave the table it is
only necessary for one model to move over the          If neither side has reached its break value after six
edge, at which point all remaining models are          turns roll a D6. On a result of 1, 2 or 3 the game
assumed to follow regardless of the distance           ends, on a roll of 4, 5 or 6 play one further turn.
moved to do so.
                                                       A game can also end at any time by mutual
Routing units reaching their own table edge are        consent if the players feel that the game has
removed from play and considered casualties.           reached a natural conclusion.
Scenario 1
        Each sun rise for three days nine times nine champions of the two tribes met upon the
        field agreed by the Druids. Each day the nine times nine champions of the Fadhe were
        slain by the champions of the Furbungs, and each day they were risen afresh from the
        Cauldron of Doghbad to fight once more.
                                                                      From the Book of the Red Pig
A Bloody Encounter
         The rival champions gathered their chariots and warriors, each to roam the
         borderlands in defiance of the other, until one day coming upon a field that lay between
         their realms, neither would yield to the other. The sound of horns drew their distant
         warriors about them, until a great mount of slaughter was piled up, and the ground
         turned red with blood.
                                                                      From The Death of Onghus
Two rival warbands clash unexpectedly upon the         side edges up to the half way mark from turn 2.
borderlands between their two territories. As the      Units entering in turn 1 move on without testing,
fighting progresses warriors from each side join       otherwise a test is required as described under
in the battle, drawn to the sound of fighting. Each    Deploying on to the Table on page 112.
side must attempt to defeat the other by
destroying as many enemy units as it can.
                                                       OBJECTIVE
                                                       Both sides have the same objective – reduce the
SET UP                                                 enemy force to its break point thereby driving it
Set up the terrain as described under Setting Up       from the battlefield.
the Terrain on page 109. Once the terrain is set
up, roll randomly to determine which player
starts from which long table edge.                                                                  Immortal Guard
                                                                                                    Regiment by
                                                                                                    Mantic Games
DEPLOYMENT
Both warbands deploy half their army
on the table within 5″ distance of the
edge as described under Deployment
on page 111.
Remaining units can enter from the
player’s own table edge from turn 1,
or from either of the adjoining short
                                                                                Scenario 2 | 117
         Reinforcements – shown here in red and blue – can enter the battlefield
          from turn 1 onwards along the player’s long table edge, or from turn 2
             onwards along the adjoining short edges up to the halfway mark.
An Unexpected Encounter
         When the hunters were laden with deer and boar, and the hounds exhausted of the
         chase, they made their way towards the white dun and their own hearth. It was as they
         crossed the great mire they were espied and attacked by the covetous Furbungs, who
         had long waited for this chance to avenge themselves upon the warriors of Magh Daegh.
                                                                     From The Book of the Red Pig
One side tries to cross the battlefield and escape      the table edge, but no closer than 10" to either
while the other side tries to intercept them. One       side edge as shown on the accompanying diagram.
side scores victory points for escaping with units
                                                        The attacking side enters the battlefield from the
and the other for destroying enemy units.
                                                        first turn onwards from the opposing edge. As
                                                        usual, units entering in the first turn do not need
The game also ends at the end of any turn if the       The side with the most victory points at the end of
retreating side manages to get all their surviving     the game is the winner. Equal scores is a draw
units off the table.                                   regardless of the number of units lost on either side.
VICTORY                                                NOTES
Each unit that the retreating side gets off the        This game is a straightforward dash to the line
table via the opposing table edge earns three          with one side trying to intercept the other. The
victory points. Each enemy destroyed by the            retreating side cannot win by simply killing
retreating side earns one victory point up to a        enemy units, they will have to escape from the
maximum value equal to the side’s score for            battle with at least some units to claim any
getting units off the table.                           victory points. As the attackers gain more points
                                                       by destroying their enemy than the retreating
Each surviving unit that the retreating side fails
                                                       forces gain by destroying them, it is worth
to get off the table earns the attackers one victory
                                                       emphasising that the retreating players win by
point. Each enemy unit the attackers destroy
                                                       getting units off the table and should try and
earns three victory points.
                                                       avoid getting entangled in combat if possible.
                                                Scenario 4
The Watchtower
            Dark-walled and ancient it stands upon its mound, unsleeping guardian of the western
            march, far-seeing tower, taller than the tallest tree and wrought in stone by the giant
            Gargol in penance for his misdeeds upon the flocks of the sheep of the High King.
                                                                       From The Book of the Red Pig
Ghouls by
Heresy Miniatures
                                                                                Scenario 4 | 121
WATCHTOWER
The player who controls the tower places one unit inside.
until six turns have elapsed, then roll randomly to   SPECIAL SCENARIO RULES
see if another turn is to be played as described
under Game Duration on page 113.
                                                      THE WATCHTOWER
                                                      Before rolling for sides, decide whether the
VICTORY                                               watchtower is going to be ‘high ground’ or not. It
The attacker wins if the tower is occupied by the     is a good idea to make the watchtower high
attacker at the end of the game.                      ground because this enables the unit inside to see
                                                      over any lower terrain. That is the point of a
The defender wins if the tower is occupied by the
                                                      watchtower after all.
defender at the end of the game.
                                                      The watchtower adds a Res bonus of +3 to troops
If neither side occupies the intact tower at the
                                                      inside and has a damage value of 30. See page 105
end of the game the result is a draw.
                                                      for more about how this works.
                                                      The watchtower entrance is barricaded against
                                                      enemies. See page 107 for more about this.
Demon-haunted wastes separate the lands
                                                      The watchtower is proof against being set alight.
of Kolabay from Ramandash so that, though
lying little distance apart, few merchants of         Alternatively, if the players agree you can make
either land care to trouble the markets of            the watchtower more substantial by increasing
their neighbour. Even their rival armies              the Res/damage to +4/40, you can ignore the
dread the prospect of war between them, so            barricade rule, or you can make it possible to set
reluctant are troops to march that cursed             the tower alight.
road, a situation that has done much to
bring about a lasting peace between two
otherwise fierce warrior peoples.
                                             Scenario 5
         The Furbungs fell upon the lands of the Fadh with fire and sword, piling their dark
         wagons high with plunder, and what they could not carry they destroyed so that the
         farms and wooden-walled towns burned to the black ground and the people fled before
         them in terror.
                                                                     From The Book of the Red Pig
                                                        GAME DURATION
DEPLOYMENT                                              The game is played until one side reaches its
                                                        break value or until six turns have elapsed, then
The defender can deploy anywhere within 20″ of
                                                        roll randomly to see if another turn is to be
the village table edge, including within the village
                                                                                   Scenario 5 | 123
VILLAGE
     The attacker can deploy within 10" of the short edge or up to half the force can
        enter the table from either side edge of their own table half from turn 2.
         Tis the night of the red moon and the prophesy do tell that the sacred crown shall
         appear upon the great altar atop the mound of heroes! Then – ’tis said – the greatest
         warriors will do battle ’til one shall be victorious and alone shall seize the crown and
         rule over the land forever!
                                                       From The Questionable Wisdom of Olde Nedd
In this game the two warbands fight to possess a         good idea to set up any terrain so that it is
scared or magical artefact that has mysteriously         mirrored from the position of both sides. For
manifested itself in an old ruined temple – as these     example, you might place two woods as shown on
things often do. The winner will be the warband          the diagram. Once the terrain is set up, roll
that captures and carries off the relic.                 randomly to determine which player starts from
                                                         which of the adjacent edges as shown.
SET UP
This game is played on a square table 4 feet by 4        DEPLOYMENT
feet. Place the ruined temple in one corner with         In this scenario neither side deploys before the
the altar stone in the middle. A marker or token         game. Both sides must move half their warband
can represent the relic, or a model crown, sword,        onto the table in the first turn, and the remainder
cup, skull or other sacred geegaw as you please.         in the second or a subsequent turn making the
                                                         usual order test to do so. Units can enter along
The ruins could take the form of a henge or
                                                         the player’s table edge from half way across as
druidic temple, or a more formal temple with
                                                         shown on the diagram. See Deploying onto the
tumble-down walls, with the outer boundary
                                                         Table page 112.
forming an obstacle that troops must surmount
to enter. If the temple has an entrance try to
ensure it is equidistant from both sides at the
                                                         OBJECTIVE
start of the game.
                                                         The objective is to reach the sacred relic
The temple might be surrounded by scattered,             (objective marker) on the altar and carry it off
and undoubtedly sacred, woods, but this is not           your own table edge.
strictly necessary, and players are free to vary the
remaining terrain as they wish. However, it is a
                                                                                 Scenario 6 | 125
PLAYER A RELIC
                                                                               RUINED
                                                                               TEMPLE
GROVE
GROVE
PLAYER B
        If the unit carrying the relic is destroyed or            relic a unit must fight the spirit and defeat or
        routed during a fight, then the opposing enemy            destroy it in hand-to-hand combat. The wight
        unit automatically captures the relic assuming it         cannot be harmed by shooting. We shall not make
        is a warrior unit and survives the combat to do           this wight
        so. It can make a consolidation move carrying             especially tough
        the relic.                                                as players will
                                                                  be pushed to
        Whilst a unit is carrying the relic, an enemy can
                                                                  fulfil the
        only capture it by fighting and destroying or
                                                                  scenario’s
        routing the unit. The relic cannot be captured by
                                                                  objectives as
        moving into touch whilst an enemy unit is
                                                                  it is.
        carrying it.
                                                  BARROW WIGHT
          Warrior Unit
     When the kings that ruled the lands about learned that the beast was to be found upon
     the moor of Glughm they gathered their heroes and made a challenge to find and slay
     the creature. For the heart of the beast was full of sorcerous power, and it was foretold
     that whoever feasted upon it would gain mastery of every kingdom.
                                                     From The Questionable Wisdom of Olde Nedd
In this scenario the objective for both sides is to       Although any terrain can be used, it is a good idea
slay a great beast, cut out its magical heart and         to include some scenery that will allow the forces
return home with the prize. The beast is                  to approach the beast unseen.
dangerous and can potentially attack either side.
The opposing players must try to capture the
prize if they can, but neither side wants the heart       DEPLOYMENT
to fall into enemy hands.                                 The two warbands enter the table from the
                                                          opposing short table edges. Roll randomly to
                                                          determine which player starts from which edge.
RUNNING THE GAME
                                                          In the first turn both sides can bring up to half of
In this game both sides fight to confront and slay
                                                          their force onto the table as described under
a terrible monster, before carrying its grisly
                                                          Deployment on page 111. Remaining forces can be
remains back to their starting edge to claim
                                                          brought on at the same edge from the second
victory. The monster will defend itself and will
                                                          turn, making the usual order test to enter.
attack units nearby if they get too close. The
monster’s movement is randomised and in                   Put the beast on the table before the first turn
addition to a suitably monstrous model you will           once the players have determined which edge
need an additional order dice of a distinct colour        they will start from. See the accompanying notes
to represent it.                                          for rules regarding the beast. Place the beast
                                                          model in the
                                                          centre of the
SET UP                                                    table and
Set-up the terrain as described in Setting Up the         immediately
Terrain on page 109 leaving the area within 6″ of         move it D6″ in a
the centre of the table clear as this is where the        random
beast begins the game.                                    direction. This
                                                          means the beast
                                                                                  Olympian Troops by
                                                                                   Wargames Foundry
128 | Scenario 7
    might start the game already closer to one side         Half of player A’s forces can enter in turn 1
    than the other – that’s the way it goes!                      and the remainder from turn 2.
    OBJECTIVE
    The objective is to reach the beast, defeat it as
    described below, cut out its heart, and hold on to
    this trophy until the end of the game. If you can
    carry the heart back to your own starting edge so
    much the better.
    GAME DURATION
    Because the opposing warbands begin further
    apart than usual we will not apply a time limit to
    this game. Instead, the game is played until one
    side reaches its break point, in which case roll to
    see if a further turn is played as described on page
    113. The game also ends immediately if one side
    succeeds in leaving its own table edge with the                             THE BEAST
    creature’s heart.
    VICTORY
    Tot up victory points for each warband at the end
    of the game as follows. The side with the highest
    overall score has won the battle, but only the side
    that recovers the heart of the beast can claim to
    be the victor.
      Each enemy unit destroyed                            some such critter. You will need a suitable model
                                               1VP
      or routed at end of game                             to represent the beast so use whatever you have.
                                                           Of course, this is no ordinary creature and it is
                                                           possessed of extraordinary vigour and cunning.
routed and is also immune to dread and terror. It          model and replace it with a suitable counter to
has three hand-to-hand attacks at a strike value           represent its heart. If the beast has been slain in
of 4 and two wounds, so with a Res of 10 it is             close combat the heart is automatically captured
going to take some slaying!                                by the opposing unit. One model carries the
                                                           heart until such time as the model is slain or the
Place a distinctly coloured order dice in the dice
                                                           unit destroyed.
bag to represent the beast.
                                                           The heart is carried as the unit moves. The model
When the beast dice is drawn it will charge the
                                                           carrying the heart must leave the table to claim
nearest viable target that it can see and which it
                                                           the trophy. In this game it is not sufficient that
can reach with a 3M sprint (i.e. 15″). It won’t
                                                           any of the models in the unit leave the table for
charge a target it cannot see or a target it is not
                                                           the whole unit to do so – the actual model
allowed to charge – such as a flying unit. If two
                                                           carrying the heart must cross the table edge to
units are equally close dice between them to find
                                                           claim the prize.
out which one it goes for.
                                                           If the unit carrying the heart is destroyed in close
If there is no enemy within a 3M move then the
                                                           combat the opposing side can claim it. Otherwise,
beast moves in a random direction D10″. Roll a
                                                           if the heart is not currently carried by a model it
D10 close to the model and move it in the
                                                           can be claimed by any model that moves into
direction indication by the face of the dice by the
                                                           touch with it.
score rolled (same as an overhead weapon going
off target). The beast won’t leave the table or            It is not permitted to move into touch with the
enter terrain that is impenetrable, so just bring it       heart if this would bring a model within 1″ of an
to a halt at the edge of the table or terrain.             enemy. In such a case it is necessary to fight or
Similarly, unless charging it won’t move to within         drive away the foe before the prize can be claimed.
1″ of another unit to conform to the gap rule.
       The following lists provide stats and special rules for a selection of warbands. They also
       give us a means of choosing forces of comparable fighting value using a points system.
           Space prevents including more lists, and players seeking further examples are
               encouraged to visit the Warlord Games website for further information.
        Players who prefer to do so are entirely welcome to ignore the lists and points values
        and make whatever arrangements they prefer for themselves. This will not cause the
        sky to fall and nor will we be sending the boys round to deal with any transgressors.
         The points values given are an all-round estimate of comparative abilities. Different
          combinations of troops will fight more or less effectively in specific situations and
           given different stratagems, let alone under the command of players of divergent
       abilities and temperaments. Any system that attempts to assign a fixed value to troops
       will always be a compromise. Sometimes a game can favour one side or other for one or
        other of these reasons. The best we can do is to accept that and get on with the game.
    Having selected a warlord for your warband you         in the relevant sections of the rules. In the case of
    can add any further units within the limitations       heroic models riding chariots, a full stat line is
    indicated in the list. Some types of unit may be       given because these individuals can find themselves
    restricted or limited in some way, but aside from      fighting on foot if their chariot is destroyed. Stats,
    this there are no restrictions on what forces can      equipment and any special rules not used when
    be included from each list. Players can also agree     riding a chariot are bracketed thus [4].
    to ignore any restrictions imposed by the lists or
    agree on new ones if they prefer.
                                                           WEAPON OPTIONS
                                                           Units often get an option to replace or add to
    STATS                                                  their weaponry. If you take an option for a hand-
    Each unit is presented together with its stats and     to-hand weapon this replaces any hand-to-hand
    any special rules that apply. Note that the stats of   weapon the unit already has. If you take an option
    units can change if they are given additional or       for a ranged weapon this replaces any ranged
    alternative equipment. This is especially true of a    weapon the unit already has or is additional if the
    unit’s Res value, which is affected by armour.         unit doesn’t already carry ranged weapons. E.g
    Throughout the lists Res stats are given in the        you can add a bow to a unit carrying swords
    format ‘5(7)’ where 5 is the base value of the stat    without giving up the swords.
                and 7 is the value with the armour
                 bonus added. See Resist Modifiers on
                 page 30 for an explanation of how
                 this works.
                 Chariots and monstrosities with crews
                 have a composite stat line as explained
                                                                  Fantasy Warbands | 135
Rocks count as both types, but can be added as         Heroes are not always referred to as such in the
ranged weapons where indicated as ‘thrown’. You        Warband lists but can always be recognised
don’t have to give up swords or other hand-to-         because they have the ‘Hero’ special rule on their
hand weapons to throw rocks! Otherwise weapons         statline. Some powerful individuals are not
are hand-to-hand or ranged as defined in the           accorded hero status - such as a Minotaur Lord in
Weapons and Armour section.                            the Beastman list - and therefore can’t be given a
                                                       magic weapon. However, if players agree these –
                                                       or indeed any – models can be given magic
SPELLS                                                 weapons by prior arrangement.
When you select a wizard you are allowed to
choose one spell for free. You can then add
further spells as a cost of 10pts each or as agreed    MONSTERS
by the players before the game if preferred.           Monsters from the separate Monster list can be
                                                       included by mutual consent. Players must agree
Select and pay for the spells for your sorcerer
                                                       how many to use or settle upon a maximum points
when you choose your warband. Alternatively,
                                                       value or otherwise agree how monsters are chosen.
just agree how many spells each wizard can have
                                                       This list covers a range of fantasy monsters and
if you prefer. Some players prefer not to use
                                                       includes their stats, special rules and points values.
wizards at all and if both are mutually set upon
that course then that’s fine. On the other hand        Remember that units from this list can’t be used
you could equally just allow wizards free access to    unless the players agree to include them, and it is
all the spells if you wish. The chief motivation for   important to bear in mind the size of game and
restricting spells is to save players from endless     the scenario being played when deciding upon
decision making every time a spell is cast (and        such things.
when I say ‘decision making’ I do mean dithering).     Most monsters fall into three types: allied monsters,
                                                       bound monsters and wild monsters. Some are only
                                                       available as one or two types, for example swarms
MAGIC WEAPONS                                          are always ‘wild’. The points values for each type are
Any warlord, wizard or hero model can carry a          different – it costs more to field allies than it does
single magic weapon at the points cost indicated       bound or wild monsters. The rules for these are
in the Magic Weapons section on page 96.               included in the Special Rules section of this book.
Barbarians
                                                 Army Lists: Barbarians | 137
The Barbarians list represents a whole range of wild and savage warbands from hulking
Neanderthal warriors of the Ice Age astride bellowing mammoths, hairy Norse raiders
accompanied by fearless berserkers, and the proud Fianna of Celtic legend with their
chariot-riding heroes.
Our list is highly adaptable and can be used to create warbands from a wide variety of
historical cultures as well as the mythic past. It is also an ideal way of building a force
inspired by the pages of classic Sword & Sorcery fiction and – of course – the movies
and model ranges inspired by them.
The warbands respresented by the entries in this list are human warriors led by
powerful chieftains, riding a chariot should that be your choice. The list makes
provision for additional heroes who are even better fighters that your chieftain,
although inclined to be hot-headed types with the berserk and savage rule always an
option. These are dangerous opponents and, like most barbarian warriors, they like to
keep a big axe or huge sword handy. Ordinary barbaric warriors will sometimes settle
for a spear and may even be found waving a bow, but on the whole they prefer to get
stuck in despite their generally low levels of armour.
Barbarians are naturally superstitious and behold the spirit world with an appropriate
mix of awe and terror. They are careful to placate the gods of sky, earth, wind and
water, but they expect nothing of the gods by way of favour. Their wizards are
represented by shamans, possibly marked with the skin of a totemic beast, a headdress
made from the skull of an animal, or some other token of their spirit guide.
Some barbarian forces are accompanied by swarms of malicious urchins armed with
rocks or slings – they can be annoyingly good shots too! Others include crazed
berserkers. Mounted troops are always an option although on the whole barbarians
prefer to fight on foot. With a savage’s love of the hunt they bring their warhounds to
battle under the control of pack masters who lead them to their quarry.
Chariots feature as part of many barbaric forces, including those inspired by Celtic
legend. The rather more exotic mammoth has been included mostly to provide an
entertaining large monster for those Neanderthals and other fantastical barbarians
that stride to battle atop huge elephantine beasts! Players should feel free to use the
same stats and rules for any large monster or dinosaur that fits the bill. Lastly, though
not noted for their sophistication when it comes to mechanical things, a stone thrower
has been included to provide some long-ranged brutality for those who crave it!
   138 | Army Lists: Barbarians
                                                     BARBARIAN CHIEFTAIN
             Warlord Warrior Unit                                               Points Value: 96
             Special: You must include one of Barbarian Chieftain, Mounted Barbarian Chieftain or Barbarian Chieftain in
             Chariot unit in your warband and one only.
Options
             • Give unit huge swords or big axes @Free per model         • Give unit Savage rule @1pt per model OR
             • Upgrade Chieftain to Wounds 2 @12pts                        Give unit Berserk rule @5pts per model
             • Upgrade Chieftain to Tough 2 @10pts                       • Give unit medium armour @10pts + 2pts per
                                                                           Bodyguard model increasing Res to 5(7)
             • Add up to 2 Barbarian bodyguards @12pts each
             Special: You must include one of Barbarian Chieftain, Mounted Barbarian Chieftain or Barbarian Chieftain in
             Chariot unit in your warband and one only.
             Unit: Mounted
                                                  Ag    Acc        Str   Res    Init    Co                 Special
             Barbarian Chieftain
             2 x Mounted Barbarian
                 Bodyguard with sword or axe,      5      5         5    6(7)    7       7                  Fast 8
                 light armour
                                                                 Options
Mounted                                 • Give unit huge swords or       • Give unit Savage rule @1pt per model OR
Celtic                                    big axes @Free per model         Give unit Berserk rule @5pts per model
Chieftain
                                        • Upgrade Chieftain to           • Give unit medium armour @10pts + 2pts per
by Warlord
                                          Wounds 2 @14pts                  Bodyguard model increasing Res to 6(8)
Games
                                        • Upgrade Chieftain to           • Replace Horses with Warhorses @6pts per model
                                          Tough 2 @10pts                 • Add up to 2 Mounted Barbarian bodyguards
                                        • Give unit spears @Free           @20pts each
                                                           Army Lists: Barbarians | 139
Special: You must include one of Barbarian Chieftain, Mounted Barbarian Chieftain or Barbarian Chieftain in
Chariot unit in your warband and one only.
2 x Horses - - - - - - -
                                                    Options
• Give unit Savage rule @3pt +1pt per crew and/or          • Give Chieftain and crew Spears @Free per model
  warhorse                                                 • Give Chieftain medium armour @10pts increasing
• Upgrade Chieftain to [Wounds 2] @12pts on foot only        Res to 5(7) on foot only
• Upgrade Chieftain to [Tough 2] @10pts on foot only       • Replace Horses with Warhorses @12ps for 2
• Give chariot Scythes @25pts with D6 SV1 impact hits        Warhorses
  on charge                                                • Add up to 2 Barbarian crew @5pts each
                                           BARBARIAN SHAMAN
Warrior Unit                                                        Points Value: 57
Special: You can include a maximum of one Barbarian Shaman in your warband.
Options
• Upgrade Shaman to Magic Level 2 @25pts                   • Add up to 4 Barbarian Bodyguards @10pts each OR
• Upgrade Shaman to Magic Level 3 @50pts                     Add up to 4 Elemental Spirits @ 18pts each
• Upgrade Shaman to Tough 2 @10pts                         • Give Barbarian Bodyguard light armour @2pts per
                                                             Barbarian Bodyguard model increasing Res to 5(6)
• Give unit Savage rule @1pt per model
140 | Army Lists: Barbarians
                                               BARBARIAN HERO
    Warrior Unit                                                       Points Value: 81
Special: You can include a maximum of one Barbarian Hero or Barbarian Hero in Chariot in your warband.
Options
    • Give Hero medium armour @10pts increasing              • Upgrade Hero to Tough 3 @10pts
      Res to 6(8)                                            • Give Hero Savage rule @3pts OR
    • Give Hero huge sword or big axe @Free                    Give Hero Berserk Rule @5pts
    • Upgrade Hero to Wounds 2 @14pts
    • Upgrade Hero to Wounds 3 @28pts
Special: You can include a maximum of one Barbarian Hero or Barbarian Hero in Chariot in your warband.
2 x Horses - - - - - - -
Options
    • Give Hero and crew spears @Free per model              • Give unit Savage rule @3pt +1pt per crew and/or
    • Add up to 2 Barbarian crew @5pts each                    warhorse
    • Replace Horses with Warhorses @12ps for 2 Warhorses    • Give Hero medium armour @10pts increasing Res
                                                               to 6(8) on foot only
    • Give chariot Scythes @25pts with D6 SV1 impact hits
      on charge
                                                           Army Lists: Barbarians | 141
                                          BARBARIAN WARRIORS
 Warrior Unit                                                      Points Value: 72
Options
 • Give unit spears @Free                                  • Give unit medium armour @2pts per model
 • Give unit huge swords or big axes @Free                   increasing Res to 5(7)
• Give unit Savage rule @1pt per model • Add up to 5 Barbarian Warriors @12pts each
Tribesmen of Germania
by Warlord Games
                                          BARBARIAN ARCHERS
 Warrior Unit                                                      Points Value: 72
Options
 • Give unit light armour @2pts per model increasing Res    • Give unit Savage rule @1pt per model
   to 5(6)                                                  • Add up to 5 Barbarian Archers @12pts each
142 | Army Lists: Barbarians
                                              BARBARIAN HORSEMEN
     Mounted Unit                                                     Points Value: 72
Options
     • Give unit bows @2pt per model                           • Add up to 2 Barbarian Horsemen @20pts each
     • Give unit spears @Free per model                        • Mount unit on Warhorses @6pts per model
     • Give unit medium armour @2pts per model increasing      • Give unit Savage rule @1pt per model or 2pts per
       Res to 6(8)                                               model if riding warhorses
    Germanic Cavalry
    by Warlord Games
                                          BARBARIAN BERSERKERS
     Warrior Unit                                                     Points Value: 97
     Special: You can include a maximum of one Barbarian Berserker unit in your warband unless your Barbarian
     Chieftain has the Berserk rule, in which case there is no limit.
Options
     • Give unit huge swords or big axes @Free per model       • Add up to 5 Barbarian Berserkers @17pts each
     • Give unit Savage rule @1pt per model
                                                          Army Lists: Barbarians | 143
                                            BARBARIAN CHARIOT
Chariot Unit                                                      Points Value: 91
2 x Horses - - - - - - -
Options
• Give Barbarian crew spears @Free per crew                • Add up to 2 Barbarian crew @5pts each
• Give Barbarian crew bows @2pts per crew                  • Replace Horses with Warhorses @12ps for
• Give Barbarian Chariot Savage rule @+1pt per crew          2 Warhorses
  and/or warhorse                                          • Give chariot Scythes @25pts with D6 SV1 impact
                                                             hits on charge
                                               WARHOUNDS
Warrior/Beast Unit                                                Points Value: 70
Options
• Give Pack Master medium armour @2pts increasing          • Give Pack Master spear @Free
  Res to 5(7)                                              • Add up to 5 Warhounds @11pts each
                                            BARBARIAN BRATS
Warrior Unit                                                      Points Value: 37
Options
• Give unit javelins @2pts per model                       • Give unit Savage rule @1pt per model
• Give unit slings @3pts per model                         • Add up to 5 Barbarian Brats @5pts each
• Give unit Dead Eye Shot rule @10pts
144 | Army Lists: Barbarians
                                                      MAMMOTH
     Monstrosity Unit                                                  Points Value: 156
Options
     • Give Barbarian crew bows @2pts per crew                  • Give Barbarian crew javelins @2pts per crew
     • Give Barbarian crew rocks to throw @1pt per crew         • Add up to 4 Barbarian crew @5pts each
     Unit: Barbarian
                                         Ag      Acc      Str   Res    Init     Co                  Special
     Stone Thrower
Equipment
Options
     • Give Barbarian crew swords or axes @1pt per model        • Add up to 2 Barbarian crew to unit @9pts each
     • Give unit Large Stone Thrower instead of Small Stone     • Give unit light armour @2pts per crew model
       Thrower @27pts                                             increasing Res to 5(6)
                                                          Army Lists: Barbarians | 145
Javelin 0-10" - - 1 -
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
 Big Axe or
                              Hand-to-Hand Combat              2                            -
 Huge Sword
             Berserk Until defeated or fail a break test, double attacks in HtH, automatically pass orders to
                     charge.
           Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
    Dead-Eye Shot Can re-roll one miss.
              Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
  Frenzied Charge +1 extra Attack when charging.
                Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
Irresistible Charge D3 SV bonus when charging.
               Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                     (artillery overhead only.
               MoD2 Unit has 2 order dice.
       Rapid Sprint Sprint at 4M
                                                                                                     Barbarian Warrior
              Savage Re-roll missed Str to hit in first round of combat in game.                     by North Star
           Slow/Fast Move at the basic rate indicated.
               Spirit Can be sacrificed for a re-roll. Destroyed if wizard is slain.
           Stampede Stampede on failed Order test of 10. D10"+2M in direction shown by
                    dice. Each unit in path is attacked as if charged. Unit goes down and
                    gains 1 pin per unit trampled.
               Surly Cannot benefit from Command, Hero or Follow rule.
              Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
            Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays.
                   Can’t recover pins beyond wounds suffered.
Beastmen
                                                  Army Lists: Beastmen | 147
Beastmen are half-men and half-beasts combining the contrary natures of the human
and bestial in some fashion. The legends of Greece and Rome are full of such creatures in
the guise of satyrs, fauns and minotaurs as well as centaurs – all of these are to some
degree a cross between a human and wild animal.
The rather more generic description ‘beastman’ probably owes its origin to role-playing
games once more, and has come to mean something like a faun combining goat-like legs
and flanks with a human torso and arms topped by a head that is either that of a beast or
beastlike. Models along these lines are available from a variety of manufacturers and
plainly owe their inspiration to the sources cited here. Our list is drawn broadly and
presents these creatures as brutish warriors led by wild and inhuman masters.
Our beastmen vary from the smaller or faun-like low beastmen to the more brutish
beastmen and larger beastmen guard. A variety of weaponry is represented including
long spears, halberds and big axes. Low beastmen make do with clubs, swords and spears
but can also have bows providing useful missile power. Armour also varies from none to
a reasonable ‘medium armour’ level for the better equipped individuals. Most beastmen
are naturally resilient anyway.
Beastmen are led by chieftains who we must suppose to be bigger and even more brutish
than their followers. They can ride chariots – which we describe as pulled by giant boars
– no doubt the whole honking, braying and squealing cacophony would be quite
impressive. Gamers who wish to substitute other means of traction are welcome to do so.
As we might expect beastmen chieftains are fighters rather than sophisticated tacticians,
with modest command and initiative values, but their troops are naturally aggressive for
the most part and require little prompting to get stuck in.
The list also allows us to include those other kinds of legendary half-beast creatures
minotaurs and centaurs, giving us a monstrous element to our force and cavalry of a sort.
Both of these are represented with individual characters that are powerful units in their
own right. Their respective troop types are also potent adversaries. Minotaurs carry axes
of increasing size according to choice and are favoured with the frenzied charge or
irresistible charge rule. Centaurs are fast moving and enjoy a wide choice of arms from
clubs to spears, lances and bows.
In addition our beastmen warband can include flying harpies and packs of beast hounds
that we imagine to be wolf-like, though perhaps it is best not to enquire too closely. To
round off our force we have access to a crude bolt-throwing machine, whether looted
from more dextrous races or lashed together by the more focussed members of the herd
we do not know.
148 | Army Lists: Beastmen
                                             BEASTMAN CHIEFTAIN
    Warlord Warrior Unit                                                Points Value: 114
    Special: You must include one Beastman Chieftain or Beastman Chieftain in Chariot unit in your warband and
    one only.
Options
    • Give unit huge sword or big axes @Free per model         • Upgrade Chieftain to Tough 2 @10pts
    • Upgrade Chieftain to Wound 2 @16pts                      • Give unit Savage rule @3pts +1pt per Beastman
    • Upgrade Chieftain to Wound 3 @ 32pts                       Bodyguard
                                                               • Add up to 2 Beastman Bodyguards @17pts each
    Special: You must include one Beastman Chieftain or Beastman Chieftain in Chariot unit in your warband and
    one only.
Options
    • Give unit huge swords or big axes @Free per model        • Upgrade Chieftain to [Tough 2] @10pts on foot only
    • Upgrade Chieftain to [Wound 2] @16pts on foot only       • Give unit Savage rule @5pts +1pt per Beastman
    • Upgrade Chieftain to [Wound 3] @32pts on foot only         Crew
    • Give chariot Scythes @25pts with D6 SV1 impact hits      • Add up to 2 Beastman Crew @5pts each
      on charge
                                                            Army Lists: Beastmen | 149
                                           BEASTMAN SHAMAN
Warrior Unit                                                       Points Value: 62
Special: You can include a maximum of one Beastman Shaman or Beastman Shaman in Chariot in your warband.
Options
Special: You can include a maximum of one Beastman Shaman or Beastman Shaman in Chariot in your warband.
Options
• Upgrade Shaman to Magic Level 2 @25pts                    • Give unit Savage rule @1pt + 1pt per Beastman
• Upgrade Shaman to Magic Level 3 @50pts                      Crew
• Give chariot Scythes @25pts with D6 SV1 impact hits       • Add up to 2 Beastman Crew @5pts each
  on charge
150 | Army Lists: Beastmen
                                                MINOTAUR LORD
    Monster Unit                                                       Points Value: 66
Special: You can include a maximum of one Minotaur Lord unit in your warband.
Options
    • Give Minotaur Lord huge sword or big axe @Free            • Give Minotaur Lord Savage rule @3pts
    • Give Minotaur Lord improbably vast sword or               • Give Minotaur Lord medium armour @10pts
      bloomin’ big axe @1pt                                       increasing Res to 8(10)
    • Give Minotaur Lord Irresistible Charge instead of
      Frenzied Charge @8pts
                                                 CENTAUR LORD
    Monster Unit                                                       Points Value: 71
Special: You can include a maximum of one Centaur Lord unit in your warband.
Options
    • Give Centaur Lord lance @1pt                              • Give Centaur Lord Savage rule @3pts
    • Give Centaur Lord spear @Free                             • Give Centaur Lord Dead Eye Shot rule @5pts
    • Give Centaur Lord bow @2pts
                                               BEASTMAN GUARD
    Warrior Unit                                                       Points Value: 87
Special: You can include a maximum of one Beastman Guard unit in your warband.
Options
    • Give unit medium armour @2pts per model increasing        • Give unit big axes @Free per model
      Res to 6(8)                                               • Give unit Savage rule @1pt per model
    • Give unit long spears @Free per model                     • Add up to 5 Beastmen @15pts each
    • Give unit halberds @1pt per model
                                                           Army Lists: Beastmen | 151
                                         BEASTMAN WARRIORS
Warrior Unit                                                     Points Value: 67
Options
        • Give unit light armour @2pts per model          • Give unit big axes @Free per model
          increasing Res to 6(7)                          • Give unit Savage rule @1pt per model
        • Give unit long spears @Free per model           • Add up to 5 Beastmen @11pts each
        • Give unit halberds @1pt per model
Options
• Give unit light armour @2pts per model increasing       • Give unit spears @2pts per model
  Res to 5(6)                                             • Add up to 5 Low Beastmen @6pts each
• Give unit swords or axes @2pts per model
Options
                                                      MINOTAURS
    Monster Unit                                                      Points Value: 98
Special: You can include a maximum of one unit of Minotaurs in your warband.
Options
                                                 BEAST HOUNDS
    Warrior/Beast Unit                                                Points Value: 85
Options
    • Give Pack Master medium armour @2pts increasing         • Give Beast Hounds Dog Breath @1pt per model
      Res to 6(8)                                               giving all Beast Hounds Choking attacks.
                                                              • Add up to 5 Beast Hounds @14pts each
                                                           Army Lists: Beastmen | 153
                                                  CENTAURS
Monster Unit                                                      Points Value: 108
Special: You can include a maximum of one unit of Centaurs in your warband.
Options
• Give unit swords or axes @2pts per model                • Give unit Dead Eye Shot @10pts
• Give unit spears @2pts per model                        • Give unit light armour @2pts per model increasing
• Give unit lances @3pts per model                          Res to 6(7)
• Give unit bows                                          • Give unit medium armour @4pts per model
  @2pts per model                                           increasing Res to 6(8)
                                                          • Add up to 2 Centaurs to unit
                                                            @32pts each
     Centaurs by
     Wargames Foundry
                                                   HARPIES
Warrior Unit                                                      Points Value: 150
Special: You can include a maximum of one unit of Harpies in your warband.
• Give unit Dead Eye Shot rule @10pts                     • Add up to 2 Harpies to unit @50pts each
• Give unit Vengeful rule @1pt per model
                                                                                                  Harpies by
                                                                                                  Wargames Foundry
154 | Army Lists: Beastmen
     Unit: Beastman
                                         Ag       Acc        Str   Res       Init     Co                   Special
     Bolt Thrower
Equipment
Options
     • Add up to 2 Low Beastman crew to unit @10pts each           • Give unit Large Bolt Thrower instead of Small Bolt
                                                                     Thrower @21pts
                     Choking Choking attacks ignore the target’s armour and cover bonuses.
                   Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
               Dead Eye Shot Re-roll 1 miss.
                         Flies Moves over any terrain/obstacles without test or penalties. Enemy cannot charge/
                               countercharge or follow-on in combat unless they can also fly, or if flyers are down.
                       Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
             Frenzied Charge +1 extra Attack when charging.
                         Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
           Irresistible Charge D3 SV bonus when charging.
                        Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                              (artillery overhead only).
                 Rapid Sprint Sprint at 4M.
                    Slow/Fast Move at the basic rate indicated.
                       Savage Re-roll Str to hit in first round of combat in game.
                        Spirit Can be sacrificed for a re-roll. Destroyed if wizard is slain.
                       Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
                 Unstoppable Shot penetrates the unit hit and can strike others beyond so long as the target is hit
                             each time. Roll twice on Monstrosity damage table.
                       Wound Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t recover pins
                             beyond wounds suffered.
Gnolls and Hyenas by North Star
Dwarfs
                                                         Army Lists: Dwarfs | 157
Our Dwarf warband owes as much to the works of Tolkien and traditional role-playing
games as it does to the Norse and Germanic myths from which these creatures ultimately
derive. The image is now so established in fiction, film, and video games that readers will
immediately recognise our theme. Naturally that theme can be interpreted in different
ways, and our list has been constructed with that in mind, allowing the player to build a
warband inspired by works of fiction, legend, or simply by the availability of suitable
models of which there are now so many.
Dwarfs are shorter than humans, stout, immensely strong, hardy, ill-tempered, proud to
the point of taking offense at every imagined slight, expert at making and smithying,
fond of living underneath mountains, and – most importantly of all – very keen on gold.
This list provides us with a variety of dwarf warriors from stubborn guards to axe-
wielding warriors clad in armour and wily archers with bows or crossbows. We also have
rangers that combine big axes, crossbows and the vengeful rule and crazed psychotic axe
wielding maniacs – fanatical death-cultists sworn to die heroically in battle in a manner
to be celebrated by their kind and feared by their foes for generations to come.
Dwarfs are generally creatures who like to fight with their feet firmly planted on the
ground, but some manufacturers do make riders and we allow these in the form of pony
cavalry. They are not terribly fast it has to be said, and most of the examples we’ve spotted
are cold-blooded beasts to put it mildly. Our rules reflect this with a rather plodding
mounted arm, but mounted they are and stout to boot, giving our riders one of the highest
resist stats in the game!
Dwarf leaders are exemplars of their race, favouring lots of armour and large axes. They
combine strength and hardiness together with excellent discipline, reflected in high
strength, resist and command stats. Dwarf heroes are a more diverse bunch and can carry
some of the more esoteric qualities such as the vengeful rule, mechanical genius rule and
crazed psychotic rule – these being traits that would be unseemly in one given to the
burden of high command.
When it comes to wizardry we allow for the runesmith – a master of runic magic – who
serves as a wizard in our game. He lacks none of the usual fighting qualities of his kin.
Dwarfs are one of the most technologically accomplished of our fantasy races, and this is
reflected in our list in the form of a great variety of war machines including fire cannons,
bombards, bolt throwers and stone throwing engines. We also allow for the inclusion of
primitive firearms in the form of handguns for those who wish to stray beyond the
mythical past. For those to whom the mythical past is a ship that has long since sailed we
include a ramshackle contraption flying machine.
158 | Army Lists: Dwarfs
                                                   DWARF LORD
    Warlord Warrior Unit                                             Points Value: 118
Special: You must include one Dwarf Lord in your warband and one only.
Options
    • Give unit big axes @Free per model                                    • Upgrade Dwarf Lord to Tough 2 @10pts
    • Give unit bloomin’ big axes @1pt per                                  • Add up to 2 Dwarf bodyguards @18pts
      model                                                                   each
    • Give unit Stubborn rule @2pts per                                     • Give unit heavy armour @9pt + 1pt per
      model                                                                   Bodyguard model increasing Res to 6(9)
    • Upgrade Dwarf Lord to Wound 2                                           and adding Heavily Laden rule
      @16pts
                                                 DWARF RUNESMITH
    Warrior Unit                                                     Points Value: 81
Options
    • Upgrade Runesmith to Magic Level 2 @25pts               • Upgrade Dwarf Runesmith to Tough 2 @10pts
    • Upgrade Runesmith to Magic Level 3 50pts                • Give unit Stubborn rule @2pts per model
    • Upgrade Dwarf Runesmith to Wound 2 @16pts               • Add up to 4 Apprentice Runesmiths @18pts each
                                                                Army Lists: Dwarfs | 159
                                               DWARF HERO
Warrior Unit                                                    Points Value: 86
Special: You can include a maximum of one Dwarf Hero in your warband.
Options
• Give Hero bloomin’ big axe @1pt                        • Give Hero Vengeful Rule @1pt
• Upgrade Hero to Wound 2 @16pts                         • Give Hero Mechanical Genius rule @10pts
• Upgrade Hero to Wound 3 @32pts                         • Give Hero heavy armour @9pts increasing Res to
• Upgrade Hero to Tough 3 @10pts                           6(9) and adding Heavily Laden rule
• Give Hero Stubborn rule @2pts                          • Give Hero Crazed Psychotic Rule @1pt but lose all
                                                           armour reducing Res to 6
                                               DWARF GUARD
Warrior Unit                                                    Points Value: 115
Special: You can include a maximum of one unit of Dwarf Guard in your warband.
Options
• Give unit halberds @free per model                     • Give unit heavy armour @1pt per model increasing
• Add up to 5 Dwarf Guard @21pts each                      Res to 6(9) and adding Heavily Laden rule.
                                            DWARF WARRIORS
Warrior Unit                                                    Points Value: 100
Options
• Give unit spears @ free per model                      • Add up to 5 Dwarf Warriors @18pts each
• Give unit big axes @free per model                     • Give unit heavy armour @1pt per model increasing
• Give unit bloomin’ big axes @1pt per model               Res to 6(9) and adding Heavily Laden rule.
                                                DWARF ARCHERS
    Warrior Unit                                                   Points Value: 100
Options
    • Give unit crossbows @1pt per model                    • Give unit medium armour @2pts per model
    • Add up to 5 Dwarf Archers @18pts each                   increasing Res to 6(8)
                                           DWARF HANDGUNNERS
    Warrior Unit                                                   Points Value: 110
Options
    • Give unit medium armour @2pts per model increasing    • Add up to 5 Dwarf
      Res to 6(8)                                             Handgunners
                                                              @20pts each
                                                                        Dwarf Warsmith
                                                                        by Mantic Games
Options
    • Give unit medium armour @2pts per model increasing    • Give unit spears @Free per model
      Res to 7(9)                                           • Add up to 2 Dwarf Pony Riders @20pts each
                                                                 Army Lists: Dwarfs | 161
                                            DWARF RANGERS
Warrior Unit                                                     Points Value: 112
Options
• Give unit bloomin’ big axes @1pt per model              • Give unit medium armour @2pts per model
• Give unit Stubborn rule @2pts per model                   increasing Res to 6(8)
                                                          • Add up to 5 Dwarf Rangers @20pts each
Unit: Dwarf
                                    Ag      Acc     Str   Res    Init    Co                   Special
Crazed Psychotics
Options
• Give unit bloomin’ big axes @1pt per model • Add up to 5 Dwarf Maniacs @21pts each
Equipment
Options
• Give unit Large Stone Thrower instead of Small Stone    • Add up to 2 Dwarf crew to unit @16pts each
  Thrower @27pts
162 | Army Lists: Dwarfs
                                                 DWARF CANNON
     Artillery Unit                                                     Points Value: 98
Equipment
• 1 x Small Cannon
Options
     • Give unit Large Cannon instead of Small Cannon           • Add up to 2 Dwarf crew to unit @16pts each
       @50pts
                                        Abyssal Dwarf
                                        Light Mortar                Dwarf Firebelcher
                                        by Mantic Games             by Mantic Games
                                                DWARF BOMBARD
     Artillery Unit                                                     Points Value: 93
Equipment
• 1 x Bombard
Options
    Dwarf Bombard
    by Mantic Games
                                                                     Army Lists: Dwarfs | 163
Equipment
• 1 x Fire Cannon
Options
Equipment
Options
 • Give unit Large Bolt Thrower instead of Small Bolt         • Add up to 2 Dwarf crew to unit @16pts each
   Thrower @21pts
Special: You can include a maximum of one Flying Machine in your warband.
Options
 • Give Flying Machine bouncing bomb instead of bombs         • Make pilot Mechanical Genius @10 pts
   @1pt
164 | Army Lists: Dwarfs
Special: You can include a maximum of one Dwarf Juggernaut in your warband.
Equipment
     • 1 x Small Cannon. The cannon is fixed upon the deck or possibly in a turret and is permitted to fire with a Fire
       or Advance order.
Options
     • Give Dwarf Crew bows @2pts per model                          • Give unit large cannon instead of small cannon
     • Give Dwarf Crew crossbows @3pts per model                       @50pts
     • Make crew Mechanical Genius @10 pts                           • Give unit fire cannon instead of small cannon
                                                                       @10pts
     • Add up to 4 Dwarf Crew @5pts each
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20" 20-40" 40-60" 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
           Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
 Crazed Psychotic Automatically pass charge orders, cannot be routed, immune to dread and terror.
               Drop Drop attacks ignore cover modifers.
                Fire Fire attacks add an extra pin to targets they hit.
                Flies Moves over any terrain/obstacles without test or penalties. Enemy cannot charge or
                      follow-on in combat unless they can also fly, or if flyers are down.
              Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
    Heavily Laden Cannot sprint.
               Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
               Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                     (artillery overhead only).
Mechanical Genius Add +1 to Acc of all artillery in 10", +/-1 from any Monstrosity (machine) damage chart
                  result within 10".
               MoD2 Unit has 2 order dice.
        Ramshackle On a failed order result of a 10 roll on the Monstrosity damage chart.
        Contraption
           Slow/Fast Move at the basic rate indicated.
           Stubborn Remove 2 pins for passing Order test.
               Surly Cannot benefit from Command, Follow or Hero rules.
              Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate
                    fails, and so on).
       Unstoppable Shot penetrates the unit hit and can strike
                   others beyond so long as the target is hit
                   each time. Roll twice on Monstrosity
                   damage table.
            Vengeful Must follow-on combat, double attacks
                     in follow-on combats.
             Wound Can lose the ‘wounds value’ of
                   lives before a further Res fail
                   slays. Can’t recover pins beyond                                     Steel Behemoth by Mantic Games
                   wounds suffered.
Elves
                                                             Army Lists: Elves | 167
Our Elven list allows a range of forces to be represented, whether drawn from fantasy
literature, film, games or simply from the ranges of manufactures of elven miniatures of
whom there are many.
As with the Dwarf list it is hard to escape the influence of Tolkien and his imitators in
whatever genre, but this list is equally good for those who take their inspiration from the
works of writers such as Michael Moorcock, Poul Anderson and Lord Dunsany. All of these
fantastical creatures owe something to Celtic folklore and especially to the Irish Sidhe.
Even where their miniature representations stray somewhat from that source our Elves
retain something of the other world, of the Fae and an age of magic.
Elves are human-like in appearance if universally handsome, lithe, fit and otherwise
exempt from physical imperfection. They are also gifted intellectually, are inclined to
burst into song at the drop of a hat, have voices often described as silvery, enjoy fine
dining and are given to ready laughter. At their worst they look down upon every other
race as markedly inferior, coarser and generally beneath contempt. At their best they
bestow their favours in a whimsical manner. Recent tradition endows them with pointy
ears, which just goes to show that nobody is perfect. Those whose narrow feet dangle
most precipitously in the pool of folklore are magical and possibly immortal creatures
who inhabit a world that lies beside or beneath our mortal realm.
Our list allows for a variety of troops both foot and mounted. The former include
armoured guards with tall spears and an expression of haughty disdain together with the
rule of that name. Warriors favour spears, but can also be armed with swords or bows.
Elves are excellent archers and have the accuracy stat to prove it, they are also agile and
have initiative and command values amongst the highest in the game. Elven cavalry
include armoured knights wearing armour – spangly armour to boot – that protects
without encumbering its wearer. More lightly armoured cavalry often carry spears
or bows.
Elves can also ride chariots, a nod to their heritage in Celtic legend, with crews armed
with spears or bows. Whilst not every warband will want to include all of these options
it does allow an force to be themed to wood dwelling elves with rangers and lightly
armed infantry, or an urban realm of towers and walls like sea cliffs guarded by
armoured soldiery.
Elven leaders and heroes are cut from the same cloth, tend to fight with swords or spears,
and have excellent command values as well as options such as the haughty disdain rule
and spangly armour. Elven wizardry comes in the form of a mage, though we might
equally imagine a druidical priest, a sorceress, or seer if that best suits our chosen theme.
Elves are also provisioned with bolt throwers and stone throwers to satisfy those more
cosmopolitan members of that race. Also included are Giant Eagles, another modern
association but one that is fairly well established in fiction and games of various kinds,
so we have followed suit and allowed these creatures as part of the list.
168 | Army Lists: Elves
                                                    ELVEN LORD
    Warlord Warrior Unit                                             Points Value: 108
    Special: You must include one Elven Lord unit in your warband either an Elven Lord or Mounted Elven Lord and
    one only.
Options
     • Give unit long spears @Free                            • Give unit Haughty Disdain rule @10pts
     • Give unit spears @Free                                 • Upgrade Elven Lord to Tough 2 @10pts
     • Give unit spangly armour                               • Upgrade Elven Lord to Wound 2 @12pts
       @15pts +4pts per Bodyguard                             • Add up to 2 Elven Bodyguards @17pts each
       model increasing Res to 5(8)
    Special: You must include one Elven Lord unit in your warband either an Elven Lord or Mounted Elven Lord and
    one only.
Options
     • Give unit spears @Free per model                       • Upgrade Elven Lord to Tough 2 @10pts
     • Give unit spangly armour @15pts +4pts per Bodyguard    • Upgrade Elven Lord to Wound 2 @14pts
       model increasing Res to 6(9)                           • Replace horses with Enchanted Steeds @8pts per
     • Give unit Haughty Disdain rule @10pts                    model
     • Give unit lances @1pt per model                        • Add up to 2 Mounted Elven Bodyguards @23pts
                                                                each
                                                                       Army Lists: Elves | 169
                                                  ELVEN HERO
Warrior Unit                                                      Points Value: 77
Special: You can include a maximum of one Elven Hero in your warband, either a Hero or Mounted Hero.
Options
• Give Hero spangly armour @15pts increasing Res          • Upgrade Hero to Tough 3 @10pts
  to 5(8)                                                 • Give Hero Haughty Disdain @10pts
• Upgrade Hero to Wounds 2 @12pts                         • Give Hero spear @Free
• Upgrade Hero to Wounds 3 @24pts                         • Give Hero long spear @Free
Special: You can include a maximum of one Elven Hero in your warband, either a Hero or Mounted Hero.
Options
                                                  ELVEN MAGE
    Warrior Unit                                                     Points Value: 62
Special: You can include a maximum of one Elven Mage in your warband.
     • Upgrade Mage to Magic Level 2 @25pts                  • Add up to 4 Bound Daemons @18pts each OR
     • Upgrade Mage to Magic Level 3 @50pts                    Add up to 4 Apprentice Mages @15pts each
     • Upgrade Mage to Tough 2 @10pts                        • Give Apprentice Mages light armour @2pts per
                                                               Apprentice Mage model increasing Res to 5(6)
     • Give unit Haughty Disdain @10pts
                                                  ELVEN GUARD
    Warrior Unit                                                     Points Value: 95
Special: You can include a maximum of one Elven Guard in your warband.
Options
     • Give unit long bows @4pts per model                   • Give unit Haughty Disdain
     • Give unit long spears @Free per model                   @10pts
     • Give unit spangly armour @4pts per model increasing   • Add up to 5 Elven Guard
       Res to 5(8)                                             @17pts each
                                          ELVEN WARRIORS
Warrior Unit                                                     Points Value: 95
Options
• Give unit spears @Free per model                        • Give unit Haughty Disdain @10pts
• Give unit long spears @Free per model                   • Add up to 5 Elven Warriors @17pts each
                                           ELVEN ARCHERS
Warrior Unit                                                     Points Value: 105
Options
• Give unit light armour @2pts per model increasing       • Give unit Haughty Disdain @10pts
  Res to 5(6)                                             • Add up to 5 Elven Archers @19pts each
                                           ELVEN RANGERS
Warrior Unit                                                     Points Value: 140
Options
• Give unit spangly armour @4pts per model increasing     • Give unit Haughty Disdain @10pts
  Res to 5(8)                                             • Add up to 5 Elven Rangers @26pts each
172 | Army Lists: Elves
                                                 ELVEN CAVALRY
    Mounted Unit                                                      Points Value: 79
Options
     • Give unit spears @Free per model                        • Give unit spangly armour @6pts per model
     • Give unit lances @1pt per model                           increasing Res to 6(9)
• Give unit long bows @4pts per model • Give unit Haughty Disdain @10pts
     • Give unit light armour @2pts per model increasing Res   • Mount unit on Enchanted Steeds @8pt per model
       to 6(7)                                                 • Add up to 2 Elven Cavalry @23pts per model
                                                 ELVEN KNIGHTS
    Mounted Unit                                                      Points Value: 104
Options
• Mount unit on Enchanted Steeds @8pts per model • Add up to 2 Elven Knights @28pts per model
                                                  GIANT EAGLE
    Monster Unit                                                      Points Value: 143
Special: You can include a maximum of one Giant Eagle in your warband.
     1 x Giant Eagle with rocks                                                      Large, Flies, Fast 10, 3x HtH SV3,
                                          10      6      6      8      8       8
                                                                                           3x Drop SV3, Wound
Options
     None
                                                                      Army Lists: Elves | 173
                                           ELVEN CHARIOT
Chariot Unit                                                     Points Value: 116
2 x Horses - - - - - - -
Options
• Replace horses with Enchanted Steeds @16pts for         • Add up to 2 Elven crew @9pts each
  2 Steeds                                                • Give chariot Scythes @25pts with D6 SV1 impact
• Give Elven crew spears @Free per model                    hits on charge
• Give Elven crew long spears @Free per model
174 | Army Lists: Elves
Equipment
Options
     • Give unit Large Bolt Thrower instead of Small Bolt         • Add up to 2 Elven crew to unit @17pts each
       Thrower @21pts
Equipment
Options
     • Give unit Large Stone Thrower instead of Small Stone       • Add up to 2 Elven crew to unit @17pts each
       Thrower @27pts
                                                                   Army Lists: Elves | 175
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20" 20-40" 40-60" 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
 Rock Dropped by
                           0-10"       -         -          3                       Drop SV3
 an Eagle
         Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
 Enchanted Steed All water terrain counts as open terrain. Re-roll failed Res from shooting hits.
               Flies Moves over any terrain/obstacles without test or penalties. Enemy cannot charge/
                     countercharge or follow-on in combat unless they can also fly, or if flyers are down.
             Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
 Haughty Disdain Automatically pass first Break Test.
              Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
Irresistible Charge D3 SV bonus when charging.
              Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                    (artillery overhead only).
          Slow/Fast Move at the basic rate indicated.
              Spirit Can be sacrificed in exchange for re-roll. Destroyed if wizard slain.
             Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
     Unstoppable Shot penetrates the unit hit and can strike others beyond so long as the target is hit
                 each time. Roll twice on Monstrosity damage table.
         Woodsman Add +1 Res in woodland and ignore movement penalties.
            Wound Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t recover pins
                  beyond wounds suffered.
Gnolls
                                                                        Army Lists: Gnolls | 177
                                            GNOLL CHIEFTAIN
Warlord Warrior Unit                                               Points Value: 112
Special: You must include one Gnoll Chieftain unit in your warband and one only.
Options
• Give unit big axes or huge swords @Free                   • Upgrade Gnoll Chieftain to Wound 2 @16pts
• Give unit flails, chainmaces or morning stars @Free       • Upgrade Gnoll Chieftain to Tough 2 @10pts
• Add up to 2 Gnoll Guard @17pts per model                  • Upgrade Gnoll Chieftain to Tough 3 @20pts
    178 | Army Lists: Gnolls
                                                         GNOLL SHAMAN
             Warrior Unit                                                      Points Value: 66
Special: You can include a maximum of one Gnoll Shaman unit in your warband.
Options
                                                         GNOLL CHAMPION
             Warrior Unit                                                      Points Value: 83
Special: You can include a maximum of one Gnoll Champion unit in your warband.
Options
             • Give Gnoll Champion big axe or huge sword @Free         • Upgrade Gnoll Champion to Wound 3 @32pts
             • Give Gnoll Champion flail, chainmace or morning star    • Upgrade Gnoll Champion to Tough 2 @10pts
               @Free                                                   • Upgrade Gnoll Champion to Tough 3 @20pts
             • Upgrade Gnoll Champion to Wound 2 @16pts
                                                         GNOLL WARRIORS
             Warrior Unit                                                       Points Value: 77
Options
              • Give unit light armour @2pts per model                 • Add up to 5 Gnoll Warriors @13pts each
                                                                  Army Lists: Gnolls | 179
                                             GNOLL GUARD
Warrior Unit                                                     Points Value: 87
Special: You can include a maximum of one unit of Gnoll Guard in your warband.
Options
• Give unit big axes or huge                              • Give unit flails, chainmaces or morning stars
  swords instead of                                         instead of swords/axes @Free
  swords/axes @Free                                       • Give unit light armour @2pts per model increasing
• Give unit halberds instead of                             Res to 7(8)                                             Gnoll Warrior
  swords/axes @1pt per model                              • Add up to 5 Gnoll Guards @15pts each                    by North Star
                                            GNOLL ARCHERS
Warrior Unit                                                     Points Value: 82
Options
                                            GNOLL SCOUTS
Warrior Unit                                                     Points Value: 92
Special: You can include a maximum of one unit of Gnoll Scouts in your warband.
Options
• Give unit bows @2pts per model                          • Add up to 5 Gnoll Scouts @16pts each
• Give unit Dead Eye Shot rule @10pts
180 | Army Lists: Gnolls
                                                GNOLL TRACKERS
    Warrior/Beast Unit                                                  Points Value: 104
Special: You can include a maximum of one unit of Gnoll Trackers in your warband.
Options
     • Give Tracker light armour @2pts increasing Res to 7(8)    • Give Tracker big axe/huge sword instead of
     • Give Tracker flail, chainmace or morning star instead       sword/axes @Free
       of sword/axe @Free                                        • Add up to 5 Hyenas @19pts each
                                                  GNOLL CHARIOT
    Chariot Unit                                                        Points Value: 100
Options
     • Give Gnoll crew spears @Free per crew                     • Give Gnoll Chariot Savage rule @1pts per crew and
     • Give Gnoll crew bows @2pts per crew                         hyena
     • Give Gnoll crew crossbows @3pts per crew                  • Give chariot Scythes @25pts with D6 SV1 impact
                                                                   hits on charge
     • Add up to 2 Gnoll crew @5pts each
Equipment
Options
     • Give Gnoll crew swords or axes instead of daggers         • Add up to 2 Gnoll crew to unit @14pts each
       @1pt per model                                            • Give Gnoll crew light armour @2pts per model
     • Give unit Big Stone Thrower instead of Small Stone          increasing Res to 7(8)
       Thrower @27pts
                                                                  Army Lists: Gnolls | 181
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
 Flail, Chainmace or
                             Hand-to-Hand Combat             1             Armour +1 maximum bonus
 Morning Star
         Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
    Dead-Eye Shot Can re-roll one miss.
            Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
              Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
Irresistible Charge +D3 strike value (SV) on charge.
             Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                   (artillery overhead only).
     Rapid Sprint Sprint 4M.
            Savage Re-roll misses in first combat of game.
         Slow/Fast Move as rate indicated.
             Spirit Can be sacrificed for a re-roll. Destroyed if wizard is slain.
           Stealthy Re-roll missile hits if in cover.
            Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
       Woodsmen Add +1 Res in woodland and
                ignore movement penalties.
            Wound Can lose the ‘wounds value’
                  of lives before a further Res
                  fail slays. Can’t recover pins
                  beyond wounds suffered.
                                     Gnoll Warriors
                                     by North Star
Goblins
                                                           Army Lists: Goblins | 183
The realms of goblindom are peopled with a motley assortment of creatures derived from
legend, folklore and the usual fictional sources and games of all kinds.
Thus whilst it’s impossible to say for certain what a goblin looks like we all know one
when we see one – and it’s not a pretty sight that’s for sure. Vaguely human in appearance
they might be but bent, crook-backed, bow-legged and snaggle-toothed, with thinning
or bristly hair, beady eyes, and – one imagines – breath that would surely curdle milk at
ten paces. Their skin is likely to be palid, encrusted with sores, filthy and might even be
green – for such is the depiction of these ugly critters in artwork, numerous games and
even movies.
Wherever goblins live it is no doubt piled high with ordure, nestled amongst middens of
bone and rubbish, and shrouded in smoke and gloom. They are rumoured to eat anything,
including each other. They are certainly not fussy when it comes to their dress sense
either. Armour and weapons may be rough, ill-fitting, or cobbled together from assorted
cast-offs and covered with a great deal of rust. If this description befits an ‘evil’ race it is
probably not coincidence. Goblins enjoy a poor reputation even in folklore and certainly
in fiction, but we shall not judge, we seek only to send them forth to battle.
Goblins fight on foot and mounted, in which capacity they ride wolves or dire wolves,
which are even larger and more ferocious. Foot warriors come as guards who are better
equipped than their fellows even if that is not saying much. Other warriors prefer swords
and spears, or else they carry bows. Goblins are not very strong fighters, being scrawny
and notoriously cowardly, but they are tolerably good archers preferring to keep their
enemy at a distance.
We also have Goblin sprog swarms – small immature goblins who sometimes carry rocks
to pelt their foes, and Gobble Dog packs – comprising goblin-dog creatures of great
ferocity led by a Goblin pack master. Fanatical dervishes introduce the possibility of
whirling death to the battlefield, whilst on a more conventional note we have chariots –
albeit pulled by wolves.
Trolls or comparably huge and not-too-bright creatures are often depicted in the
company of Goblins and we include them in our list. Together with stone throwing
machines and bolt throwers which our Goblins no doubt manage to throw together from
unpromising odds-and-ends.
Goblin Chieftains are the best we can manage when it comes to fighting ability and it is
best not to lean too strongly upon this suit. Goblin leaders are not that great when it
comes to the business of leading either. Nor are there such things as Goblin heroes to
save the day – amongst their sullen kind such a fellow is unknown. Shamans on the other
hand are entirely competent practitioners of their art and can be accompanied by fierce
Gobble Dogs to discourage their foes from getting too close.
184 | Army Lists: Goblins
                                                GOBLIN CHIEFTAIN
    Warlord Warrior Unit                                                 Points Value: 59
    Special: You must include either a Goblin Chieftain or Goblin Chieftain in Wolf Chariot unit in your warband
    and one only.
Options
     • Give unit spears @Free per model                          • Replace light armour with medium armour @10pts
     • Add up to 2 Goblin bodyguards @9pts each                    +2pts per Bodyguard model increasing Res to 4(6)
     • Give unit big axes, huge swords, warhammers or            • Upgrade Chieftain to Tough 2 @10pts
       massive maces @Free per model                             • Upgrade Chieftain to Wounds 2 @10pts
    Special: You must include either a Goblin Chieftain or Goblin Chieftain in Wolf Chariot unit in your warband
    and one only.
Options
     • Give Chieftain and crew spears @Free per model           • Upgrade Chieftain to [Wound 2] @10pts on foot
     • Give Chieftain and crew big axes, huge swords,             only
       warhammers or massive maces @Free per model              • Replace Chieftain’s light armour with medium
     • Give Goblin crew bows @2pts per crew                       armour @10pts increasing Res to [4(6)] on foot only
• Upgrade Chieftain to [Tough 2] @10pts on foot only • Add up to 2 Goblin crew @5pts each
     • Give chariot Scythes @25pts with D6 SV1 impact hits      • Replace Wolves with Dire Wolves @12ps for 2 Dire
       on charge                                                  Wolves
                                                               Army Lists: Goblins | 185
                                           GOBLIN SHAMAN
Warrior Unit                                                    Points Value: 52
Special: You can include a maximum of one Goblin Shaman in your warband.
• Upgrade Shaman to Magic Level 2 @25pts                 • Add up to 4 Goblin Shaman Cultists @7pts
• Upgrade Shaman to Magic Level 3 @50pts                   each OR Add up to 4 Gobble Dogs
                                                           @16pts each
• Upgrade Shaman to Tough 2 @10pts
                                            GOBLIN GUARD
Warrior Unit                                                    Points Value: 49
Special: You can include a maximum of one Goblin Guard unit in your warband.
Options
• Give unit medium armour @2pts per model increasing     • Give unit warhammers or massive maces @Free
  Res to 4(6)                                              per model
• Give unit halberds @1pt per model                      • Add up to 5 Goblin Guards @7pts each
                                           GOBLIN WARRIORS
Warrior Unit                                                    Points Value: 47
Options
• Give unit spears @Free per model                       • Add up to 5 Goblin Warriors @7pts each
186 | Army Lists: Goblins
                                                GOBLIN ARCHERS
     Warrior Unit                                                      Points Value: 47
Options
     • Give unit light armour @2pts per model increasing        • Add up to 5 Goblin Archers @7pts each
       Res to 4(5)
    Goblin
    Archers by
    Outlaw Studio
    Miniatures
Special: You can include a maximum of one Goblin Whirling Dervish unit in your warband.
Options
Options
     • Give unit light armour @2pts per model increasing        • Add up to 3 Goblin Wolf Riders @19pts each
       Res to 5(6)                                              • Mount unit on Dire Wolves @6pts per model
     • Give unit spears @Free per model                           increasing Wolf to 2x HtH SV1
     • Give unit bows @2pt per model
                                                                Army Lists: Goblins | 187
Options
• Give Goblin crew spears @Free per crew                 • Add up to 2 Goblin crew @5pts each
• Give Goblin crew bows @2pts per crew                   • Replace Wolves with Dire Wolves @12ps for 2 Dire
• Give chariot Scythes @25pts with D6 SV1 impact hits      Wolves
  on charge
Options
• Give unit rocks to throw @1pt per swarm adding         • Add up to 2 Swarms @27pts per Swarm
  1x Ranged attack per swarm
Options
• Give Pack Master medium armour @2pts increasing        • Give Pack Master spear @Free
  Res to 4(6)                                            • Add up to 5 Gobble Dogs @16pts each
188 | Army Lists: Goblins
                                                          TROLLS
    Monster Unit                                                         Points Value: 105
Options
Equipment
Options
     • Give Goblin crew sword or axe @1pt per model               • Add up to 2 Goblin crew to unit @3pts each
     • Give unit Big Stone Thrower instead of Small Stone         • Give Goblin crew light armour @2pts per model
       Thrower @27pts                                               increasing Res to 4(5)
Equipment
Options
     • Give Goblin crew sword or axe @1pt per model               • Add up to 2 Goblin crew to unit @3pts each
     • Give unit Big Bolt Thrower instead of Small Bolt           • Give Goblin crew light armour
       Thrower @21pts                                               @2pts per model increasing Res
                                                                    to 4(5)
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20" 20-40" 40-60" 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
          Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
           Chunder Range Attack counting target’s Res as 5, exhausted on D10 roll of 6+.
  Frenzied Charge +1 extra Attack when charging.
Irresistible Charge D3 SV bonus when charging.
              Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                    (artillery overhead only).
       Rapid Sprint Sprint at 4M
         Regenerate Re-roll failed Res and take pin if successful.
          Slow/Fast Move at the basic rate indicated.
               Surly Cannot benefit from Command, Hero or Follow rule.
              Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
       Unstoppable Shot penetrates the unit hit and can strike others beyond so long as the target is hit
                   each time. Roll twice on Monstrosity damage table.
           Whirling Must be given run order. On order roll of 10 move randomly. All shooting hits must
          Dervishes be re-rolled, no close combat attacks possible, scores D6 hit +1 per goblin, SV4, move
                    randomly after combat.
            Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t recover pins
                   beyond wounds suffered.
             Goblin Standard Bearer by
             Outlaw Studio Miniatures
Halflings
                                                       Army Lists: Halflings | 191
Our Halfling list takes up the theme of the wee people of folklore and – inevitably – those
that have emerged from the pages of literature to populate role-playing and video games,
films, TV and popular culture. The name says it all really – they are ‘little people’ and
about half the height of your average human, and their appearance and habits are
popularly associated with the creations of Tolkien of course. Our list draws upon the
character of these creatures including those miniature people of traditional tales who
helped shape that character in the first place: leprechauns, gnomes, brownies and even
pixies and faeries should that be your bag.
Halflings are not shaped or inclined towards military service and our warband has much
of the character of a militia or a mustering of well-meaning villagers. A Halfling is as likely
to carry a toasting fork or soup-ladle as a sword or spear. A cooking pot or colander might
serve as a helmet. Despite this rather unprofessional approach to the art of war, Halflings
are stout-hearted creatures and not easily deterred.
Halfings are loyal to their own kind, hide-bound by inclination, parochial in outlook and
suspicious of larger folk with fancy ideas. Those that live alongside or amongst humans
are held to be unruly and a law unto themselves. They are usually the first to be blamed
whenever anything goes missing. Unfortunately for their neighbours, they are also fond
of parties and other raucous entertainments, which go on long into the night
accompanied by loud music, bawdy singing and recreational violence.
Our Halfling warband is led by a pillar of Halfling society – the Chief Sheriff or head of
what passes for a law-enforcement body amongst Halflings: the Sheriffs. A cynic might
say these worthies are more adept at extorting protection money from traders and
farmers than they are at dealing with miscreants. None-the-less they are the only
representatives of authority that Halflings have, and it can’t be an easy job can it. The
Chief Sheriff is afforded the honour of riding in a donkey cart – but any farmyard animal
can be pressed into this role, including goats, dogs, or fowl, and can use the same stats.
We include a Fortune Teller by way of a wizardly-type. Halfling Fortune Tellers may be a
deft hand when it comes to manipulating cards and heaven-knows whether they are
complete charlatans or genuine workers of magic – it is best not to ask.
We also have gallant Clan Chiefs – the leading chieftains of the biggest and most famous
of the Halfling clans – so wealthy they even come mounted on a donkey! Once again we
feel no objection should players wish to substitute the donkey for some other creature –
we’ve seen it all.
The Halflings themselves are a lightly armed militia, short on height and equipment but
pretty nifty when it comes to shooting, throwing rocks, and sneaking about in the
undergrowth. The Sheriffs are the best equipped of the bunch, but that is not saying
much. Archers are perhaps the most effective fighters because Halflings are good shots
and their arrows hit just as hard as those of larger and stronger peoples. Even Halfling
urchins, available as swarms that might be imagined to include dogs, cats and chickens,
192 | Army Lists: Halflings
              are remarkably adept at chucking rocks and can be armed with slings – catapults most likely –
              which makes them even more annoying.
              It is an uncommonly brave or fool-hardy Halfling who is prepared to climb aboard anything
              larger than a tiny pony or donkey, but some individuals can be found: though ‘no good will come
              of it’ is the general attitude to such things. Although we’ve described these mounts as donkey’s
              any farmyard animal can easily be pressed into the same role whether it be a pony, goat or good
              sized chicken. Our mounted Halflings are more of a nod towards the availability of such models
              than to any serious attempt at a mounted arm. Although not terribly fast they are good shots
              with a bow, like all Halflings, and their mounts are notoriously ill-tempered brutes prepared to
              bite, kick or peck anyone who comes too close.
              We have also added a couple of small war machines in the form of a stone thrower and a bolt
              thrower, though pie-thrower might be a more apt description for the sort of thing your average
              Halfling might cook up.
    Special: You must include one Halfling Chief Sheriff unit in your warband either a Halfling Chief Sheriff or a
    Halfling Chief Sheriff in Cart and one only.
Options
     • Give unit spears @Free per model                          • Give unit light armour @ 10pts +2pts per Henchman
     • Give unit bows @2pts per model                              increasing Res to 4(5)
• Give unit slings @3pts per model • Upgrade Chief Sheriff to Tough 2 @10pts
• Give unit Dead Eye Shot rule @10pts • Upgrade Chief Sheriff to Wound 2 @8pts
     • Give unit Stealthy rule @1pt per model                    • Add up to 2 Henchmen @8pts per model
                                                                   Army Lists: Halflings | 193
Special: You must include one Halfling Chief Sheriff unit in your warband either a Halfling Chief Sheriff or a
Halfling Chief Sheriff in Cart and one only.
Options
• Give Chief Sheriff and driver spears @Free per model       • Upgrade Chief Sheriff to Tough 2 @10pts
• Give Chief Sheriff and driver bows @2pts per model         • Upgrade Chief Sheriff to Wound 2 @8pts
• Give Chief Sheriff and driver Dead Eye Shot rule           • Upgrade Cart to Fast 8 @4pts (by judicious use of
  @10pts                                                       carrots)
• Give Chief Sheriff light armour @10pts increasing Res
  to [4(5)] on foot only
Special: You can include a maximum of one Halfing Fortune Teller in your warband.
Options
• Make Fortune Teller Magic Level 2 @25pts                   • Give unit Stealthy rule @1pt per model
• Make Fortune Teller Magic Level 3 @50pts                   • Add up to 4 Halfling Henchmen @6pts each OR
• Upgrade Fortune Teller to Tough 2 @10pts                     Add up to 4 Spirit Guides @18pts each
    194 | Army Lists: Halflings
Special: You can include one Halfling Clan Chief unit in your warband either a Clan Chief or Mounted Clan Chief.
Options
Halfling      • Give Clan Chief spear @Free                                 • Give Clan Chief light armour @10pts increasing
Adventurer,   • Give Clan Chief bow @2 pts                                    Res to 4(5)
Evilyn        • Give Clan Chief Dead Eye Shot rule                          • Upgrade Clan Chief to Tough 3 @10pts
Eveready        @5pts                                                       • Upgrade Clan Chief to Wound 2 @10pts
by Midlam
              • Give Clan Chief Stealthy rule @1pt                          • Upgrade Clan Chief to Wound 3 @20pts
Miniatures
Special: You can include one Halfling Clan Chief unit in your warband either a Clan Chief or Mounted Clan Chief.
Options
              • Give Clan Chief spear @Free                              • Upgrade Clan Chief to Fast 8 @4pts (by judicious
              • Give Clan Chief bow @2 pts                                 use of carrots)
• Give Clan Chief Dead Eye Shot rule @5pts • Upgrade Clan Chief to Tough 3 @10pts
              • Give Clan Chief light armour @10pts increasing           • Upgrade Clan Chief to Wound 2 @10pts
                Res to 5(6)                                              • Upgrade Clan Chief to Wound 3 @20pts
                                                           HALFLING SHERIFFS
              Warrior Unit                                                        Points Value: 47
Options
              • Give unit swords or axes @1pts per model                 • Give unit Stealthy rule @1pt per model
              • Give unit bows @2pts per model                           • Give unit light armour @ 2pts per model increasing
              • Give unit slings @3pts per model                           Res to 4(5)
              • Give unit Dead Eye Shot rule @10pts                      • Add up to 5 Halfling Sheriffs @7pts each
                                                               Army Lists: Halflings | 195
                                             HALFLING MILITIA
Warrior Unit                                                     Points Value: 42
                                                    Options
                                                                                                          Halfling
• Give unit swords or axes @2pts per model                                                                City Hall
• Give unit spears @2pts per model                                                                        by Midlam
• Give unit staves @1pt per model                                                                         Miniatures
• Give unit rocks to throw @1pt per model
• Give unit Stealthy rule @1pt per model
• Give unit Dead Eye Shot rule @10pts
• Add up to 5 Halfling Militia @6pts each
                                             HALFLING ARCHERS
Warrior Unit                                                     Points Value: 52
Options
• Give unit daggers @1pt per model                        • Give unit Stealthy rule @1pt per model
• Give unit swords or axes @2pts per model                • Give unit Dead Eye Shot rule @10pts
• Give unit slings instead of bows @1pt per model         • Add up to 5 Halfling Archers @8pts each
Options
• Give unit slings @9pts per Swarm                        • Give unit Dead Eye Shot rule @10pts
• Give unit Stealthy rule @1pt per Swarm                  • Add up to 2 Swarms @47pts per Swarm
196 | Army Lists: Halflings
                                                 MOUNTED HALFLINGS
    Mounted Unit                                                        Points Value: 63
Special: You can include a maximum of one unit of Mounted Halflings in your warband.
Options
     • Give unit light armour @2pts per model increasing Res    • Give unit Dead Eye Shot rule @10pts
       to 5(6)                                                  • Add up to 2 Mounted Halflings @17pts each
     • Give unit spears @Free per model
     • Give unit bows @2pt per model
Equipment
Options
• Give Halfling crew sword or axe @2pts per model • Add up to 2 Halfling crew to unit @6pts each
Equipment
Options
     • Give Halfling crew sword or axe @2pts per model          • Add up to 2 Halfling crew to unit @6pts each
     • Give unit Dead Eye Shot rule @10pts
                                                           Army Lists: Halflings | 197
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
         Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
  Dead Eye Shots Re-roll 1 missed shot from unit.
            Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
             Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
             Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                   (artillery overhead only).
         Slow/Fast Move at the basic rate indicated.
             Spirit Can be sacrificed in exchange for re-roll. Destroyed if wizard slain.
          Stealthy Re-roll hits on unit if in cover.
            Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
          Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t recover pins
                 beyond wounds suffered.
                                                                                                Halfling
                                                                                                Adventurers
                                                                                                by Midlam
                                                                                                Miniatures
Knights
                                                        Army Lists: Knights | 199
Here we have a list of chivalry and high romance, of brave knights and sturdy yeoman,
faithful retainers, the devout and the good. Like the majority of our lists it is broadly
drawn and takes its inspiration both from medieval history, historical fiction, and fantasy
fiction that draws upon these themes. It will therefore serve to give us the Knights of the
Round Table – though whether Mallory or Monty Python we leave up to you.
The warband described by this list comprises human warriors divided into two not-
necessarily-equal camps: the ‘haves’ representing our nobles, the knights and their
masters; and the ‘have nots’ in the form of retainers, yeoman and peasants.
The knights are powerful warriors whether fighting on foot or mounted on fearsome
warhorses, clad in heavy armour and wielding lances, huge swords and warhammers. The
warband’s leader is a warrior of the same cut and more so, second only to the knightly
champion: a true exponent of the chivalric ideal – i.e. confidently brutal. The champion
can have the challenge rule too, which makes this blue-blooded individual your top choice
when it comes to dispatching troublesome monsters.
Although you are welcome to fill your warband’s ranks with the aristocracy, such a
warband would be embarrassingly small, and who would do all the fetching and carrying?
Better to give your nobility some essential support. Retainers are professional troops in
the employ of their betters. They can be mounted or on foot and commonly armed with
spears or other pole-arms.
Archers and crossbowmen provide long range support, whilst when it comes to numbers
the peasantry give excellent value for your points. In addition, we have included religious
fanatics in the form of flagellants, who get the entertaining option of bringing a flaming
wheel to battle with them.
Sorcery and spiritual devotion do not necessarily sit comfortably in a knightly warband,
but we make provision for a court wizard in the tradition of Merlin: apprentices and
familiars provide some protection against sword blades and arrows! Players might prefer
to field a priest, saint, or some such holy type in the guise of a wizard, and they are
welcome to do so.
Finally let us not forget those engines of siegecraft, the bolt throwing ballistas and stone
throwing mangonels, available in small and large sizes and ideal for dislodging your
enemies from their towers and keeps.
200 | Army Lists: Knights
                                                   LORD KNIGHT
     Warlord Warrior Unit                                             Points Value: 106
Special: You must include one Lord Knight or Mounted Lord Knight in your warband and one only.
Options
     • Give unit chain mace or morning star @Free per                               • Upgrade Lord Knight to Tough 2
       model                                                                          @10pts
     • Give unit massive mace or warhammers @Free                                   • Upgrade Lord Knight to Wounds 2
       per model                                                                      @16pts
     • Give unit Zealous rule @5pts per model                                       • Add up to 2 Knights @14pts per
                                                                                      model
Special: You must include one Lord Knight or Mounted Lord Knight in your warband and one only.
Options
     • Give unit lances @1pts per model                        • Mount unit on Warhorses @7pts per model
     • Give unit Zealous rule @5pts per model                    cancelling out Heavily Laden ‘no sprint’ rule.
• Upgrade Lord Knight to Tough 2 @10pts • Add up to 2 Knights @20pts per model
                                             COURT WIZARD
Warrior Unit                                                        Points Value: 56
Special: You can include a maximum of one Court Wizard in your warband.
Options
• Add up to 4 Wizard’s Apprentices @9pts per model OR      • Upgrade Court Wizard to Magic Level 2 @25pts
  Add up to 4 Wizard’s Familiars @18pts per model          • Upgrade Court Wizard to Magic Level 3 @50pts
• Upgrade Court Wizard to Tough 2 @10pts                   • Give unit swords instead of staves @2pts per model
                                          KNIGHTLY CHAMPION
Mounted Unit                                                        Points Value: 96
Special: You can only include a maximum of one Knightly Champion in your warband.
Options
                                                     PRIEST
Warrior Command Unit                                                Points Value: 64
                                                     Options                                                          Priest by
                                                                                                                      Midlam
• Add up to 2 Supplicants to unit @ 10pts each             • Make Priest Insufferably Sanctimonious
                                                                                                                      Miniatures
• Give unit Hair Shirt @10pts +2pts per Supplicant model     @10pts increasing Tough to Tough 2
  increasing Res to (5)6
202 | Army Lists: Knights
                                         KNIGHTS ON WARHORSES
     Mounted Unit                                                  Points Value: 96
Options
     • Give unit massive mace or warhammer @Free            • Give unit Zealous rule @5pts per model
     • Give unit lances @1pt per model                      • Add up to 2 Knights @28pts each
                                              MOUNTED RETAINERS
     Mounted Unit                                                  Points Value: 72
Options
     • Give unit bows @ 2pts per model                      • Give unit medium armour @ 2pts per model
     • Give unit crossbows @ 3pts per model                   increasing Res to 6(8)
    Paladin Knights
    by Mantic Games
                                                                   Army Lists: Knights | 203
                                            FOOT KNIGHTS
Warrior Unit                                                       Points Value: 77
Options
• Give unit massive mace or warhammers @Free                • Add up to 5 Knights @13pts each
• Give unit Zealous rule @5pts per model
                                            FOOT RETAINERS
Warrior Unit                                                       Points Value: 72
Options
• Give unit spears @Free per model                          • Give unit medium armour @2pts per model
• Give unit long spears @Free per model                       increasing Res to 5(7)
• Give unit halberds @1pt per model • Add up to 5 Retainers @12pts each
                                                  ARCHERS
Warrior Unit                                                       Points Value: 67
Options
• Give unit long bows @2pts per model                       • Give unit Dead Eye Shot rule @10pts
• Give unit swords @1pt per model                           • Add up to 5 Archers @ 11pts per model
• Give unit light armour @2pts per model increasing
  Res to 5(6)
204 | Army Lists: Knights
                                                       CROSSBOWMEN
          Warrior Unit                                                       Points Value: 72
Options
          • Give unit swords instead of daggers @1pt per model        • Give unit medium armour increasing Res to 5(7)
          • Give unit light armour increasing Res to 5(6) @2pts per     @4pts per model
            model                                                     • Add up to 5 Crossbowmen @12pts per model
                                                        ARBALESTIERS
          Warrior Unit                                                       Points Value: 72
Options
          • Give unit swords instead of daggers @1pt per model        • Give unit heavy armour increasing Res to 5(8)
          • Give unit light armour increasing Res to 5(6) @2pts per     @6pts per model
            model                                                     • Give unit pavisse @1pt per model
          • Give unit medium armour increasing Res to 5(7) @4pts      • Add up to 5 Arbalestiers @12pts per model
            per model
                                                    PEASANTS
Warrior Unit                                                          Points Value: 32
Options
• Give unit pitchforks, bills or glaives instead of cudgels   • Add up to 5 peasants @4pts per model
  @1pt per model OR
  Give unit slings in addition to cudgels @3pts per model
                                                FLAGELLANTS
Warrior Unit                                                          Points Value: 92
Special: You can include a maximum of one unit of Flagellants in your warband.
Options
• Give unit Flaming Wheel @25pts • Add up to 5 Flagellants @16pts per model
                                                    BALLISTA
Artillery Unit                                                       Points Value: 69
Equipment
Options
• Give unit Large Bolt Thrower instead of Small Bolt          • Give crew light armour @2pts per model increasing
  Thrower @21pts                                                Res to 5(6)
• Give crew swords instead of daggers @1pt per model          • Add up to 2 Crew to unit @9pts each
206 | Army Lists: Knights
                                                       MANGONEL
     Artillery Unit                                                        Points Value: 81
Equipment
Options
      • Give unit Large Stone Thrower instead of Small Stone      • Give crew light armour @2pts per model increasing
        Thrower @27pts                                              Res to 5(6)
      • Give crew swords instead of daggers @1pt per model        • Add up to 2 crew to unit @9pts each
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20" 20-40" 40-60" 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
     Pitchforks, Bills or
                                  Hand-to-Hand Combat                  0                  Cancels charge bonus
     Glaives
    Chain mace or
                                Hand-to-Hand Combat              1             Armour +1 maximum bonus
    Morning star
    Massive maces or
                                Hand-to-Hand Combat              2                             -
    Warhammers
The Olympian list represents a range of mythic themes from ancient Greece and Rome
including the adventures of heroes such as the Argonauts, of the journey and encounters
of Odysseus, of stories of Theseus and tales of wild Amazons and Centaurs. Like the
barbarian list it casts its theme widely and allows players to build a variety of forces
derived from either pure myth or the tales of Homer and the heroes of the Trojan War. It
also owes something to interpretations of those same sources in popular culture, in film
and the pages of fiction.
The Greeks described in this list are humans that combine something of the appearance
of warriors of the Classical period together with leaders and heroes of the legendary
past. Warriors are described as Hoplites and Peltasts – heavy and light troops that have
historical equivalents for which models are readily available. In the case of Hoplites
these are armoured spear-armed fighters that fight best as a wall of shields bristling
with spear points.
The Greeks of mythic times are represented by heroes – who can ride chariots in the style
of Achilles and Agamemnon – powerful fighters who form the centrepiece of any warband
of which they are a part. The warband’s leader is a lord who can bear the favour of the
gods in the form of the divine intervention rule – another nod to Homer whose heroes
are aided – and sometimes hindered – by the actions of their divine patrons.
To the Greeks to be beloved of the gods was to enjoy their favour and what many might
consider mere good fortune. It was only good sense to observe the rituals of sacrifice and
show respect to the myriad deities of the world about them. None was more
knowledgeable in such matters as the Seer, and we include this powerful wizard together
with attendants and spirit Nymphs.
Although any members of your warband might be female should you wish, the Greeks
themselves described the fierce and implacable Amazons: sometime allies or lovers and
sometime bitter enemies of the Greek heroes. They have therefore been included as
specific warriors as part of this list. Amazons are more lightly armoured than Hoplites
and have a greater choice of weaponry, and their greatest skill lies in their expert archery.
They also give us mounted troops whether bow-armed or otherwise. Anyone who wishes
to build an entire army of Amazons can do so by fielding the warband’s leader, seers and
heroes – and other troops – with female models in addition to the Amazon units described
specifically as such.
The Olympians list also includes creatures of legend in the form of Centaurs and Harpies.
The former are cavalry of a kind, swift and aggressive, with a choice of weaponry and
armour. Harpies are faster still and if less potent in battle make up for any lack by their
ability to fly. They can also be vengeful which makes them useful for polishing off
weakened or exposed enemies.
210 | Army Lists: Olympians
                                                      GREEK LORD
    Warlord Warrior Unit                                               Points Value: 108
Special: You must include one of Greek Lord or Greek Lord in Chariot in your warband and one only.
Options
    • Give unit spears @Free per model                        • Upgrade Greek Lord to Wound 2 @14pts
    • Give unit long spears @Free per model                   • Give unit Divine Intervention rule @10pts
    • Give unit Shieldwall rule @10pts                        • Give unit Disciplined rule @10pts
    • Upgrade Greek Lord to Tough 2 @10pts                    • Add up to 2 Hoplite Bodyguards @16pts each
             Greek Command
             with swords by
             Warlord Games
Special: You must include one of Greek Lord or Greek Lord in Chariot in your warband and one only.
2 x Horse - - - - - - -
Options
    • Give Greek Lord and crew spear @Free                    • Give unit Divine Intervention rule @10pts
    • Give Greek Lord and crew long spear @Free               • Upgrade Greek Lord to [Tough 2] @10pts on foot
    • Give Greek Lord and crew bow @2pts per model              only
    • Give chariot Scythes @25pts with D6 SV1 impact hits     • Upgrade Greek Lord to [Wound 2] @14pts on foot
      on charge                                                 only
                                                          Army Lists: Olympians | 211
                                                GREEK SEER
Warrior Unit                                                    Points Value: 57
Special: You can include a maximum of one Greek Seer in your warband.
Options
• Upgrade Seer to Magic Level 2 @25pts                   • Give unit Divine Intervention rule @10pts
• Upgrade Seer to Magic Level 3 @50pts                   • Add up to 4 Attendants @10pts each OR
• Upgrade Seer to Tough 2 @10pts                           Add up to 4 Nymphs @18pts each
                                                GREEK HERO
Warrior Unit                                                    Points Value: 85
Special: You can include a maximum of one Greek Hero in your warband, either a Greek Hero or Greek Hero
Charioteer.
Options
• Give Hero spear @Free                                  • Give Hero Divine Intervention rule @10pts
• Give Hero long spear @Free                             • Upgrade Hero to Tough 3 @10pts
• Give Hero bow @2pts                                    • Upgrade Hero to Wound 2 @16pts
• Give unit Disciplined rule @10pts                      • Upgrade Hero to Wound 3 @32pts
212 | Army Lists: Olympians
    Special: You can include a maximum of one Greek Hero in your warband, either a Greek Hero or Greek Hero
    Charioteer.
2 x Horse - - - - - - -
Options
    • Give Hero and crew spear @Free                           • Upgrade Hero to [Tough 3] @10pts on foot only
    • Give Hero and crew long spear @Free                      • Upgrade Hero to [Wound 2] @16pts on foot only
    • Give Hero and crew bow @2pts per model                   • Upgrade Hero to [Wound 3] @32pts on foot only
    • Give Hero Divine Intervention rule @10pts                • Give chariot Scythes @25pts with D6 SV1 impact
    • Give unit Disciplined rule @10pts                          hits on charge
                                                  HOPLITE GUARD
    Warrior Unit                                                        Points Value: 92
Special: You can include a maximum of one unit of Hoplite Guard in your warband.
Options
    • Give unit long spears @Free per model                    • Add up to 5 Hoplite Guard @16pts each
    • Give unit Divine Intervention rule @10pts
                                                        HOPLITES
    Warrior Unit                                                        Points Value: 82
Options
    • Give unit Divine Intervention rule @10pts                • Add up to 5 Hoplites @16pts each
                                                           Army Lists: Olympians | 213
                                                   PELTASTS
Warrior Unit                                                      Points Value: 67
Options
• Give unit bows @Free per model                           • Give unit light armour @2pts per model increasing
• Give unit slings @1pts per model                           Res to 5(6)
• Give unit swords @1pt per model • Add up to 5 Peltasts @11pts each
                                             AMAZON WARRIOR
Warrior Unit                                                      Points Value: 77
Options
• Give unit spears @Free per model                                             • Give unit medium armour @2pts
• Give unit long spears                                                          per model increasing Res to 5(7)
  @Free per model                                                              • Add up to 5 Amazon Warriors
                                                                                 @13pts each
                                             AMAZON ARCHERS
Warrior Unit                                                      Points Value: 72
Options
• Give unit swords @1pt per model                          • Give unit light armour @2pts per model increasing
• Give unit slings instead of bows @1pts per model           Res to 5(6)
• Give unit Dead Eye Shot rule @10pts                      • Add up to 5 Amazon Archers @12pts each
214 | Army Lists: Olympians
                                                 AMAZON CAVALRY
    Warrior Unit                                                      Points Value: 75
Options
    • Give unit spears @Free per model                        • Give unit medium armour @2pts per model
    • Give unit bows @2pts per model                            increasing Res to 6(8)
• Give unit Dead Eye Shot rule @10pts • Add up to 2 Amazon Cavalry @21pts each
                                                      CENTAURS
    Monster Unit                                                      Points Value: 108
Special: You can include a maximum of one unit of Centaurs in your warband.
Options
    • Give unit swords and/or axes @2pts per model            • Give unit Dead Eye Shot @10pts
    • Give unit spears @2pts per model                        • Give unit light armour @2pts increasing Res to 6(7)
    • Give unit lances @3pts per model                        • Give unit medium armour @4pts increasing Res to
    • Give unit bows @2pts per model                            6(8)
                                                              • Add up to 2 Centaurs to unit @32pts each
                                                       HARPIES
    Beast Unit                                                        Points Value: 150
Special: You can include a maximum of one unit of Harpies in your warband.
Options
                                         Harpies by
                                         Wargames Foundry
                                                              Army Lists: Olympians | 215
Javelin 0-10" - - 1 -
           Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
     Dead-Eye Shot Can re-roll one miss.
          Disciplined Lose all pins when pass a Rally test.
Divine Intervention Can steal an order dice from an enemy unit within 20" with successful Command test.
                    If fail take 1 pin instead.
            Fast/Slow Move at the basic rate indicated.
                 Flies Moves over any terrain/obstacles without test or penalties. Enemy cannot charge/
                       countercharge or follow-on in combat unless they can also fly, or if flyers are down.
               Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
                Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
 Irresistible Charge D3 SV bonus when charging.
                Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                      (artillery overhead only).
          Shieldwall In shieldwall formation cannot sprint and suffer -1 Ag and Init.
                     -1 to hit ranged and hand-tohand.
                Spirit Can be sacrificed for a re-roll. Destroyed if wizard is slain.
               Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
            Vengeful Must follow-on combat, double attacks in follow-on combats
             Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays.
                    Can’t recover pins beyond wounds suffered.
                                                                                    Centaur by
                                                                                    Heresy Miniatures
Orcs
                                                              Army Lists: Orcs | 217
It was, of course, Tolkien who first conflated orcs and goblins using the two words
interchangeably for the same vile creature. This opened the flood gates to those designers
of role-playing and similar wargames and the miniatures that went with them. Way back
when the first Dungeons and Dragons appeared the differentiation was already one of
convenience – goblins were weedy and small whilst orcs were big and tough. Tolkien
might have described his biggest orcs as ‘almost man-height’ but figure manufacturers
have liberal interpretations of such matters.
Nowadays most people would associate Orcs with a substantially larger monster, likely
green-skinned, and as unlike its goblin progenitor as it is possible to imagine. That’s
evolution for you. This list takes as its theme those modern ranges of Orc models of bulky
proportion and massive musculature, and the essentially similar representations that
appear in any number of fantasy video games.
Orc warriors are big brutes that favour crude weapons that we call swords for want of a
better word but might equally well be described as cleavers, butcher’s knives, machetes
and hedge hooks. They can also carry spears or halberds of equally brutish design. Bows
and crossbows are also on the menu, though frankly Orcs are poor shots and are better
employed at close quarters. They are at the top of their game when fighting hand-to-
hand, with high natural strength and a choice of special rules including ferocious charge.
Orc cavalry ride boars; quite why no one seems to be sure, but it’s a theme that transcends
manufacturer’s ranges and games alike and we would be unwise to ignore it. We also have
chariots with porcine traction in the same vein.
Orc leaders are if anything bigger and even more brutal than their troops. Chieftains can
be armed with huge swords and are prone to making ferocious charges, but otherwise
carry the usual weaponry and limited armour. They are not the best actual leaders out
there, Orc chieftains preferring to lead by example rather than worrying too much about
tactical subtlety. The best fighters amongst them are champions, and woe betide anyone
who gets in the way of these killing machines with options that include ferocious charge,
irresistible charge, and vengeful. Orc shamans are useful fighters too, and they have the
usual wizardly powers to employ as you will. As with their distant Goblin relatives, Orcs
are sometimes accompanied by Trolls and we allow for this too. Also in common with
Goblins, Orcs are not the most refined of technicians; hence they have crudely constructed
war machines of varying sizes in the guise of bolt throwers and stone hurlers.
218 | Army Lists: Orcs
                                                   ORC CHIEFTAIN
    Warlord Warrior Unit                                                 Points Value: 95
Special: You must include one Orc Chieftain or Orc Chieftain Boar Rider unit in your warband and one only.
Options
     • Give unit huge swords or big axe @Free per model          • Give unit medium
     • Give unit improbably vast sword or bloomin’ big axe         armour @10pts + 2pts
       @1pt per model adding Heavily Laden rule                    per Bodyguard model
                                                                   increasing Res to 5(7)
     • Give unit Ferocious Charge @1pt per model
                                                                 • Add up to 2 Orc
     • Upgrade Chieftain to Tough 2 @10pts
                                                                   bodyguards @12pts
     • Upgrade Chieftain to Tough 3 @20pts                         each
     • Upgrade Chieftain to Wound 2 @12pts
     • Give unit Frenzied Charge @2pt per model
                                                                        Orc Chieftain
                                                                        by Warlord Games
Special: You must include one Orc Chieftain or Orc Chieftain Boar Rider unit in your warband and one only.
Options
     • Give unit huge swords or big axe @Free per model          • Upgrade Chieftain to Tough 3 @20pts
     • Give unit improbably vast sword or bloomin’ big axe       • Upgrade Chieftain to Wound 2 @14pts
       @1pt per model adding Heavily Laden rule                  • Give unit medium armour @10pts + 2pts per
     • Give unit Frenzied Charge @2pt per model                    Bodyguard model increasing Res to 6(8)
     • Upgrade Chieftain to Tough 2 @10pts                       • Add up to 2 Orc bodyguards @25pts each
                                                                         Army Lists: Orcs | 219
                                              ORC SHAMAN
Warrior Unit                                                      Points Value: 57
Special: You can include a maximum of one Orc Shaman in your warband.
Options
• Upgrade Shaman to Magic Level 2 @25pts                   • Give unit Ferocious Charge @1pts per model
• Upgrade Shaman to Magic Level 3 @50pts                   • Give Orc Bodyguards huge swords or big axe @Free
• Upgrade Shaman to Tough 2 @10pts                           per model
                                                           • Add up to 4 Orc Bodyguards @10pts each
                                             ORC CHAMPION
Warrior Unit                                                      Points Value: 75
Special: You can include a maximum of one Orc Champion unit in your warband.
Options
• Give Champion huge sword or big axe @Free                • Give Champion Vengeful rule @1pt
• Give Champion improbably huge sword or bloomin’          • Give Champion Frenzied Charge @2pts
  big axe @1pt adding Heavily Laden rule                   • Upgrade Champion to Tough 3 @10pts
• Give Champion medium armour @10pts increasing            • Upgrade Champion to Wound 2 @12pts
  Res to 5(7)
                                                           • Upgrade Champion to Wound 3 @24pts
• Give Champion Irresistible Charge instead of Ferocious
  Charge @9pts
 220 | Army Lists: Orcs
                                                       ORC WARRIORS
           Warrior Unit                                                     Points Value: 70
Options
           • Give unit spears @Free per model                        • Give unit Ferocious Charge rule @1pt per model
           • Give unit halberds @1pt per model                       • Add up to 5 Orc Warriors @12pts each
Orc Warriors
by Warlord
Games
                                                        ORC ARCHERS
           Warrior Unit                                                     Points Value: 70
Options
           • Give unit light armour @2pts per model increasing Res   • Give unit Ferocious Charge rule @1pt per model
             to 5(6)                                                 • Add up to 5 Orc Archers @12pts each
           • Give unit crossbows @1pt per model
                                                             TROLLS
           Monster Unit                                                      Points Value: 105
Options
                                                  ORC GUARD
Warrior Unit                                                       Points Value: 70
Special: You can include a maximum of one Orc Guard unit in your warband.
Options
• Give unit medium armour @2pts per model increasing        • Give unit Ferocious Charge rule @1pt per model
  Res to 5(7)                                               • Add up to 5 Orc Guards @12pts each
• Give unit huge swords or big axes @Free per model
• Give unit halberds @1pt per model
Options
 • Give unit medium armour @2pts per model increasing       • Give unit spears @Free per model
   Res to 6(8)                                              • Add up to 2 Orc Boar Riders @25pts each
Options
• Give Orc crew spears @Free per crew                       • Add up to 2 Orc crew @5pts each
• Give Orc crew bows @2pts per crew                         • Give chariot Scythes @25pts with D6 SV1 impact
                                                              hits on charge
222 | Army Lists: Orcs
Equipment
Options
         • Add up to 2 Orc crew to unit @10pts each                    • Give Orc crew light armour @2pts per model
         • Give unit Large Stone Thrower instead of Small Stone          increasing Res to 5(6)
           Thrower @27pts
Equipment
Options
          • Add up to 2 Orc crew to unit @10pts each                   • Give Orc crew light armour @2pts per model
          • Give unit Large Bolt Thrower instead of Small Bolt           increasing Res to 5(6)
            Thrower @21pts
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20" 20-40" 40-60" 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
           Chunder Range Attack counting target’s Res as 5, exhausted on D10 roll of 6+.
          Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
 Ferocious Charge +1SV bonus when charging.
             Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
  Frenzied Charge +1 extra Attack when charging.
      Heavily Laden Cannot Sprint
               Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
Irresistible Charge D3 SV bonus when charging.
              Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                    (artillery overhead only).
         Regenerate Re-roll failed Res and take pin if successful.
          Slow/Fast Move at the basic rate indicated.
              Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
        Unstoppable Shot penetrates the unit hit and can strike others beyond so long as the target is hit
                    each time. Roll twice on Monstrosity damage table.
           Vengeful Must follow-on combat, double attacks in follow-on combats.
            Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t recover pins
                   beyond wounds suffered.
Undead
                                                        Army Lists: Undead | 225
There can’t be many things in folklore that cross cultures and centuries quite as do the
living dead – whether animated skeletons or living corpses the undead crop up on TV, in
movies, upon the pages of fiction and – needless to say – in all those tabletop and video
games with which we are all familiar. Culturally they span the worlds of the Pharaohs,
ancient China, and medieval Europe and beyond.
The undead form such a vast and varied horde that to cram all into a single list would
feel a bit crowded, so our list is based upon the idea of undead or skeleton warriors in
various guises. Exactly how bony these troops might be we leave to your choice of models,
from the pure unadorned bones as depicted in the classic Jason and the Argonauts movie
of 1963 to latter day depictions of corpse soldiery in various states of decay.
What all of these undead warriors have in common is that they rely upon some
necromantic type of sorcery to raise and control them. Rarely are these individuals what
you’d call philanthropic types. Usually they are more your maniacal lunatic obsessed with
notions of immortality, universal destruction, and general unpleasantness. Thus, our
undead warband is led by a character that combines the usual abilities of a chieftain with
that of an evil sorcerer: we call this sorcerer a Necromancer, Liche or Wraith.
The sorcerer can be accompanied by skeleton guards and cursed spirits, and can have
both – this is unusual as most wizards only have one or the other. Liches have the Undead
rule whilst the Wraith has the Spectral Undead rule representing a creature of ethereal
nature. A Necromancer can also be ungraded to a zombie master which is helpful should
you be favouring a force that includes those otherwise intractable undead.
The undead horde is primarily made up of corpse-soldiers that we call skeletons but the
list can easily represent a variety of interpretations of undead warriors in various states
of decay. At its head we have an undead champion – the corpse of some great hero or
warrior of renown returned to life to do the bidding of its sorcerous master.
The champion is a powerful fighter and has the option to represent a member of the
spectral undead such as a wight. This is a common theme throughout the list: our skeleton
troopers can be insubstantial spectral creatures if we wish our forces to represent the
spirits or essences of long-dead warriors rather than their material remnants.
Skeleton warriors can be armed with swords or spears, others wield bows or crossbows,
or ride skeletal steeds or chariots drawn by the same. The list is broadly constructed so
that you can theme your undead horde to a medieval or ancient subject should you so
wish: Egyptian mummies, Chinese tomb soldiers, or Medieval Plague warriors for
example. Hence our riders include lance armed skeleton knights in heavy armour riding
helhorses as well as more generic horsemen with lighter armour, swords, spears and
bows. We have also included zombies to represent more purely monstrous undead and
there is nothing to prevent a player assembling a shambolic horde of such creatures if
that is their bent. There are also wights, which are represented as ghostly or spectral
warriors, insubstantial of body but deadly for all that.
226 | Army Lists: Undead
                   The undead Warlord also has access to supporting units in the form of flying carrion beasts that
                   can carry undead riders. These aerial monsters can also drop rocks on their foes and are formidable
                   monsters in their own right. They can also be given the spectral undead rule – ghost riders in the
                   sky if you like. We also have war machines with skeleton operatives – notice how I deftly avoided
                   the skeleton crew gag there – in the form of stone and bolt throwers both small and large. The
                   stone throwers also have the option to hurl howling horror upon their luckless foes.
                                                                                 Necromancer
                                                                                 by Warlord Games
                                                    NECROMANCER
         Warlord Warrior Unit                                             Points Value: 81
         Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
         Riding Helhorse and one only.
Options
         • Upgrade Necromancer to Magic Level 2 @25pts             • Upgrade Necromancer to Wound 3 @20 pts
         • Upgrade Necromancer to Magic Level 3 @50pts             • Give Skeleton Bodyguard spears @Free per model
         • Give Necromancer Zombie Master and Follow rules         • Give Skeleton Bodyguard halberds @1pt per model
           @20 pts                                                 • Give Skeleton Bodyguard medium armour @2pt per
         • Upgrade Necromancer to Tough 2 @10 pts                    model increasing Res to 5(7)
         • Upgrade Necromancer to Tough 3 @20 pts                  • Add up to 4 Skeleton Bodyguards @9pts each
         • Upgrade Necromancer to Wound 2 @10 pts                  • Add up to 4 Cursed Spirits @23pts each
                                                                Army Lists: Undead | 227
                                                  LICHE
Warlord Warrior Unit                                            Points Value: 95
Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
Riding Helhorse and one only.
Options
• Upgrade Liche to Magic Level 2 @25pts                  • Give Skeleton Bodyguard spears @Free per model
• Upgrade Liche to Magic Level 3 @50pts                  • Give Skeleton Bodyguard halberds @1pt per model
• Upgrade Liche to Tough 2 @10 pts                       • Give Skeleton Bodyguard medium armour @2pt per
• Upgrade Liche to Tough 3 @20 pts                         model increasing Res to 5(7)
• Upgrade Liche to Wound 2 @12 pts • Add up to 4 Skeleton Bodyguards @9pts each
• Upgrade Liche to Wound 3 @24 pts • Add up to 4 Cursed Spirits @23pts each
Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
Riding Helhorse and one only.
Options
• Upgrade Liche to Magic Level 2 @25pts                  • Upgrade Liche to Wound 3 @24 pts on foot only
• Upgrade Liche to Magic Level 3 @50pts                  • Give Skeleton crew spears @Free per model
•Upgrade Liche to Tough 2 @10 pts on foot only           • Give Skeleton crew halberds @1pt per model
•Upgrade Liche to Tough 3 @20 pts on foot only           • Add up to 2 Skeleton crew @5pts each
•Upgrade Liche to Wound 2 @12 pts on foot only           • Give chariot Scythes @25pts with D6 SV1 impact
                                                           hits on charge
228 | Army Lists: Undead
                                                          WRAITH
        Warlord Warrior Unit                                             Points Value: 154
        Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
        Riding Helhorse and one only.
Options
         • Upgrade Wraith to Magic Level 2 @25pts                 • Give Skeleton Bodyguard halberds @1pt per model
         • Upgrade Wraith to Magic Level 3 @50pts                 • Give Skeleton Bodyguard medium armour @2pt per
         • Upgrade Wraith to Tough 3 @10pts                         model increasing Res to 5(7)
• Upgrade Wraith to Wound 3 @14 pts • Add up to 4 Skeleton Bodyguards @10pts each
• Give Skeleton Bodyguard spears @Free per model • Add up to 4 Cursed Spirits @23pts each
        Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
        Riding Helhorse and one only.
Options
         • Upgrade Wraith to Magic Level 2 @25pts                 • Upgrade Wraith to Tough 3 @10 pts
         • Upgrade Wraith to Magic Level 3 @50pts                 • Upgrade Wraith to Wound 3 @14 pts
                                                                  • Add up to 4 Cursed Spirits @29pts each
                                                                   Army Lists: Undead | 229
                                          UNDEAD CHAMPION
Warrior Unit                                                        Points Value: 81
Special: You can include a maximum of one Undead Champion in your warband.
Options
• Give Champion huge sword, big axe, massive mace or        • Upgrade Champion to Wound 3 @32pts
  warhammer @Free                                           • Upgrade Champion to Tough 2 @10pts
• Give Champion heavy armour @3pts adding Heavily           • Replace Undead special rule with Spectral Undead
  Laden rule and increasing Res to 6(9)                       rule @2pts
• Upgrade Champion to Wound 2 @16pts
                                           SKELETON GUARD
Warrior Unit                                                        Points Value: 59
Special: You can include a maximum of one Skeleton Guard unit in your warband.
Options
• Give unit medium armour @2pts per model increasing        • Give unit long spears instead of spears @Free per
  Res to 5(7)                                                 model
• Give unit halberds instead of spears @1pt per model       • Add up to 5 Skeleton Guards @9pts each
• Give unit huge swords, big axes, massive maces or         • Replace Undead special rule with Spectral Undead
  warhammer @Free per model                                   rule @1pt per model
                                                         SKELETON WARRIORS
             Warrior Unit                                                       Points Value: 57
Options
             • Give unit spears @Free per model                          • Add up to 5 Skeleton Warriors @9pts each
             • Give unit long spears @Free per model                     • Replace Undead special rule with Spectral Undead
                                                                           rule @1pt per model
 Skeleton Warriors
 by Warlord Games
                                                         SKELETON ARCHERS
             Warrior Unit                                                       Points Value: 57
                            • Give unit light armour @2pts per model     • Add up to 5 Skeleton Archers @9pts each
                              increasing Res to 5(6)                     • Replace Undead special rule with Spectral Undead
                            • Give unit crossbows @1pt per model           rule @1pt per model
                                                                 ZOMBIES
             Warrior Unit                                                       Points Value: 25
             5 x Zombies
                                                     2      2       3     3      2       5         Zombie, 1xHtH SV0, Undead
Options
             • Upgrade Zombies to Res 6 @2pts per model                  • Add up to 5 Zombies @5pts each
                                                                Army Lists: Undead | 231
                                                   WIGHTS
Warrior Unit                                                    Points Value: 102
Options
• Give unit spears @Free per model                       • Add up to 5 Wights @16pts each
• Give unit Frenzied Charge rule @2pts per model
                                             SKELETON RIDERS
Mounted Unit                                                    Points Value: 72
Options
• Give unit medium armour @2pts per model increasing     • Give unit bows @2pts per model
  Res to 6(8)                                            • Add up to 3 Skeleton Riders @17pts each
• Give unit spears @Free per model                       • Replace Undead special rule with Spectral Undead
• Give unit lances @1pt per model                          rule @1pt per model
                                          SKELETON KNIGHTS
Mounted Unit                                                    Points Value: 102
Options
• Add up to 3 Skeleton Knights @30pts each               • Replace Undead special rule with Spectral Undead
                                                           rule @1pt per model
232 | Army Lists: Undead
                                                 SKELETON CHARIOT
     Chariot Unit                                                     Points Value: 117
Options
     • Give Skeleton crew spears @Free per crew               • Replace Undead Steeds with Helhorses @12pts for
     • Give Skeleton crew bows @2pts per crew                   two Helhorses
• Add up to 2 Skeleton crew @5pts each • Add two further Helhorses to Helhorse pair @12pts
     • Give chariot Scythes @25pts with D6 SV1 impact hits    • Replace Undead special rule with Spectral Undead
       on charge                                                rule @5pts
                                                  CARRION BEAST
     Monster Unit                                                     Points Value: 153
Special: You can include a maximum of one Carrion Beast in your warband.
     1 x Carrion Beast with rocks                                                    Large, Flies, Fast 10, 3x HtH SV3,
                                          10       6     6     8       8        8
                                                                                      3x Drop SV3, Wound, Undead
Options
     • Give Carrion Beast Skeleton Rider @5pts                • Give Carrion Beast Skeleton Rider bow @2pts
     • Give Carrion Beast Skeleton Rider spear @Free          • Replace Undead special rule with Spectral Undead
                                                                rule @5pts
                                                                     Army Lists: Undead | 233
Equipment
Options
• Give unit Large Bolt Thrower instead of Small Bolt         • Replace Undead special rule with Spectral Undead
  Thrower @21pts                                               rule @1pt per model
• Give crew swords instead of daggers @1pt per model         • Give Crew light armour @2pts per model
• Add up to 2 Skeleton crew to unit @6pts each                 increasing Res to 5(6)
Equipment
Options
• Give crew swords instead of daggers @1pt per model         • Give Crew light armour @2pts per model
• Give unit Large Stone Thrower instead of Small Stone         increasing Res to 5(6)
  Thrower @27pts                                             • Replace Undead special rule with Spectral Undead
• Give unit Howling Horror ammunition @10pts                   rule @1pt per Crew model
                                                             • Add up to 2 Skeleton crew to unit @6pts each
Miniatures by Mantic Games, North Star and Warlord Games
Small Bolt Thrower 0-20" 20-30" 30-40" 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20" 20-40" 40-60" 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30" 30-40" 40-60" 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30" 30-50" 50-80" 6 Overhead, Fire order to shoot, D6 hits
           Rock Dropped by
                                    0-10"       -          -      3                      Drop SV3
           Carrion Beast
       Command Friendly units within 10" can use the model’s Co stat to take Command based tests.
     Deathly Chill No armour bonus allowed.
           Dread -1 to hit shooting/close combat. -1 to break test if defeated by Dreaded enemy.
             Flies Moves over any terrain/obstacles without test or penalties. Enemy cannot charge or
                   follow-on in combat unless they can also fly, or if flyers are down.
           Follow Friendly un-pinned units within 5" can follow the unit’s order immediately.
            Hero Friendly units within 10" can use the model’s Initiative stat to take Reaction tests.
    Heavily Laden Cannot sprint.
 Howling Horrow Target suffers D3 additional pins.
    Ammunition
Irresistible Charge D3 SV bonus when charging.
            Large +1 to hit shooting. Can draw LOS to body. Can draw LOS over non-large models
                  (artillery overhead only).
        Slow/Fast Move at the basic rate indicated.
 Spectral Undead As Undead. In addition, hits from flaming attacks are ignored (auto-resisted) and
                 inflict no pins. All difficult ground/obstacles counts as open terrain for movement.
            Spirit Can be sacrificed for a re-roll. Destroyed if wizard is slain.
           Tough Re-roll a failed Res test (Tough 2 re-roll 2 separate fails, and so on).
          Undead Cannot be routed. Auto-resist choking/venomous attacks. Immune to Dread. Immune
                 to Terror.
     Unstoppable Shot penetrates the unit hit and can strike others beyond so long as the target is hit
                 each time. Roll twice on Monstrosity damage table.
         Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t recover pins
                beyond wounds suffered.
          Zombie A failed order test is
                 an advance order
                 and not down. Cannot
                 Sprint. Cannot benefit
                 from the Hero, Follow or
                 Command unless character is
                 Zombie Master. Ag test on Run
                 order and pin if failed.
   Zombie Master Can use Hero, Follow or
                 Command rules for
                 Zombie units.
Our warbands are not large forces and even some of the most costly options for warlords
and heroes are suited only for larger games of the kind envisaged. However, they have
been included for those whose ambitions stretch to such things, and because they are
colourful and entertaining examples of what can be done.
The same is true of the monsters in this selector. Well, what sort of fantasy game doesn’t
have dragons and giants? Here they are, but they come along with a caution, because they
are not really envisaged as part of the day-to-day game. Rather, they are included because
they are colourful and entertaining, and no doubt some players will want to represent
these beasties in their games too.
Monsters can also make interesting subjects for scenarios, whether under the control of
a third player or randomly allocated to one of the players each turn in the form of a
monster that has gone wild as described in the Special Rules section on page 80.
MONSTER HORDE
This list can be used to select a monstrous horde if players are agreeable – a warband
made up entirely of monsters!
This is envisaged as an entertaining, but not necessarily very serious, option for players
who fancy fielding an array of all those monsters that we all like to collect but rarely find
a role for.
238 | Army Lists: Monsters
               RIDERS
               Some players might harbour a yen to field dragon riders or other heroic types riding gigantic
               monsters. This can be done by combining the stats for a warlord, hero or wizard with those of a
               monstrosity from this list. This is essentially the same as for riding a chariot, with stats that
               only apply on foot bracketed like this [7]. See the rules for Monstrosities for more about how
               this is done (page 56).
               An example is shown below without options – which remain the same for monstrosity and rider.
               The points cost of such an excercise takes our game way beyond the conflict of rival warbands,
               but is still workable for those who want to give it a go.
               Monsters with riders are still bound by the rules for allied, bound or (you must be very brave!)
               wild monsters. They cannot benefit from the command, follow or hero special rules and – in the
               case of bound and wild monsters – order test fails of a 10 will have appropriate consequences
               for mount and rider. Where a bound or wild monster fails an order test on a roll of 10 and would
               otherwise be considered a casualty as a result then the rider is assumed to fall casualty too, i.e.
               if the bound monster flees the field or a wild monster goes ‘wild’.
               It should go without saying that such things are included by mutual consent and their inclusion
               here stems from a sense of completeness more than anything. Want to pitch armies of dragon
               riders against each other? How about those Neanderthal Barbarians riding Triceratops
               Dinosaurs! Go for it!
Unit: Elf Hero Riding Dragon Ag Acc Str Res Init Co Special
     The Elf Hero is taken from the Elven Warband list and the stats for the model combined with those of a dragon.
     The dragon loses its Init and Co stats as they are no longer needed – all tests are taken on the rider’s Init and Co.
     The rider doesn’t need Ag or Res but these are retained in brackets should the dragon be slain leaving the rider,
     who can sustain a wound, to fight on foot. The Hero’s Tough special ability is transferred to the whole model,
     note this is Tough 2 because that’s the base value of an Elven hero, and both Tough and Wound on the Hero’s
     stats are bracketed because neither are used by the combined model.
                                                               Army Lists: Monsters | 239
                                                  BASILISK
Monstrosity Unit                                        Points Value: Wild 158, Bound 178, Allied 198
Options
• None
                                                  CHIMERA
Monstrosity Unit                                        Points Value: Wild 158, Bound 178, Allied 198
Options
                                                 COCKATRICE
Monstrosity Unit                                        Points Value: Wild 157, Bound 177, Allied 197
Options
• None
                                                  CYCLOPS
Monstrosity Unit                                        Points Value: Wild 150, Bound 170, Allied 190
Options
                                                        DRAGON
     Monstrosity Unit                                         Points Value: Wild 380, Bound 410, Allied 440
Options
     • Substitute Flaming Breath attacks for Beastly Breath        • Upgrade Flaming Breath to SV4 @5pts per attack
       @2pts                                                       • Give Baleful Glare @20pts
     • Upgrade Flaming Breath to 6x attacks @18pts
                                                        GHOULS
     Beast Unit                                                Points Value: Wild 85, Bound 95, Allied 105
Options
                                                         GIANT
     Monstrosity Unit                                         Points Value: Wild 253, Bound 283, Allied 313
• Give Giant rock to hurl @ 15pts • Give Giant Beastly Breath @20pts
                                                       GIANT RATS
     Beast Unit                                                Points Value: Wild 46, Bound 56, Allied 66
Options
                                            GIANT SCORPIONS
Monster Unit                                                Points Value: Wild 57, Bound 67, Allied 77
                                     Giant Scorpion by
                                     Heresy Miniatures
                                             GIANT SPIDERS
Monster Unit                                                Points Value: Wild 50, Bound 60, Allied 70
Options
                                            GIGANTIC SPIDER
Monstosity Unit                                            Points Value: Wild 218, Bound 238 Allied 258
                                                    GOLEM
Monster Unit                                      Points Value: Bound 64 (only available as bound monster)
                                                        GRIFFIN
     Monstrosity Unit                                         Points Value: Wild 144, Bound 164 Allied 184
Options
• None
                                                       HIPPOGRIFF
     Monstrosity Unit                                         Points Value: Wild 138, Bound 159, Allied 179
Options
• None
                                                         HYDRA
     Monstrosity Unit                                         Points Value: Wild 182, Bound 202, Allied 222
Options
     • Give 3x Flaming Breath SV3 Fire @18pts                      • Give Hydra Beastly Breath @20pts
     Note that the Hydra can have both kinds of breath attack if you wish – flaming breath and beastly breath.
                                                       MANTICORE
     Monstrosity Unit                                      Points Value: Wild 158, Bound, 178, Allied 198
Options
                                                       OGRES
Monster Unit                                                  Points Value: Wild 28, Bound, 38 Allied 48
Options
• Give unit light armour increasing Res to 8(9) @2pts            • Add up to 2 Ogres @28pts each
  per model                                                      • Make unit Vengeful @1pt per model
• Give unit spears @Free per model
                                                   SWARMS
Swarm Unit                                         Points Value: Wild 75 (only available as wild swarms)
Options
                                                   WYVERN
Monstrosity Unit                                             Points Value: Wild 160 Bound 180 Allied 200
Options
• Give 5x Flaming Breath SV4 Fire instead of Beastly             • Give Deathly Chill attacks instead of Venomous
  Breath @15pts                                                    attacks @ Free
244 | Army Lists: Monsters
                                                 GIANT TREEMAN
     Monstrosity Unit                                      Points Value: Allied 204 (available as Allied only)
Options
                                                 TREEMEN/DRYADS
     Monster Unit                                           Points Value: Allied 53 (available as Allied only)
Options
                                                        TROLLS
     Monster Unit                                Points Value: Wild 105, Bound, 115 (available as Wild or Bound only)
Options
                                                       CAVE BEAR
     Monster Unit                                           Points Value: Wild 62 (available as Wild only)
Options
                                             BRONTOSAUR
Monstrosity Unit                                  Points Value: Wild 115 Bound 135 (Wild or Bound only)
• None
                                            TYRANNOSAUR
Monstrosity Unit                                  Points Value: Wild 188 Bound 208 (Wild or Bound only)
• None
                                           HORNED DINOSAUR
Monstrosity Unit                                  Points Value: Wild 122 Bound 142 (Wild or Bound only)
• None
                        Quick Reference Sheet
                                                                                  ORDER              SUMMARY OF ACTION
Turn Sequence                                                                      Fire                 Shoot without moving
ORDERS PHASE                                                                      Advance                  Move and shoot
1. Draw. Draw an order dice from the dice bag and hand it to                                            Move quickly without
   the player it belongs to.                                                       Run
                                                                                                             shooting
2. Allocate Dice. Select an eligible unit and give it an order.                   Ambush              Wait for a chance to react
   Place the dice next to the unit.
                                                                                   Rally                 Remove pin markers
3. Order Test. If necessary, the player takes an order test to
   determine if the unit follows the order.                                        Down                         Go down
4. Action. Work out the unit’s resulting action.                              If units have pins, take order test at Command -1 per pin.
                                                                              Pass       Make action and remove 1 pin
5. Repeat. Back to 1: Draw. Once the dice bag is empty, move to               Fail       Go down and remove 1 pin
   the turn end phase.
   2     Each shooting model tests Accuracy to see if the target is hit.      Units that sprint must test Agility at the end of their
                                                                              move and suffer 1 pin if this is failed.
   3           Hits scored are distributed as evenly as possible.
                     Large Target                                 +1          4
                                                                                     Units take one pin for every casualty suffered
                                                                                                in hand-to-hand fighting.
               Exchange of Missiles                               -1
                                                                                     The unit with the most pins is defeated and must
                                                                              5
              Enemy in/on Building                                -1                  make a break test to determine if it is broken.
        Strike Value (SV) of shooter/weapon                  - Strike Value          Magical or Special Bonus                  + Bonus
                                                                        Quick Reference Sheet | 247
Javelin 0-10″ - - 1 -
Pistol 0-10″ - - 2 -
Rock – hurled by a
                                 10-20″         -         -                6            Overhead, Fire order to shoot, D6 hits
monstrosity
Small Bolt Thrower 0-20″ 20-30″ 30-40″ 3 Fire order to shoot, 3x Ranged SV3
Large Bolt Thrower 0-20″ 20-40″ 40-60″ 5 Fire order to shoot, Unstoppable
Small Stone Thrower 10-30″ 30-40″ 40-60″ 3 Overhead, Fire order to shoot, D6 hits
Large Stone Thrower 10-30″ 30-50″ 50-80″ 6 Overhead, Fire order to shoot, D6 hits
Organ Gun 0-10″ 10-20″ 20-30″ 3 Fire order to shoot, D6x Ranged SV3
Fire Cannon 0-10″ 10-20″ - 5 Fire order to shoot, Fire attack, D6 hits
Cudgel or Club 0 -
Scourge, Lash, Whip or Lasso 0 Can also be ‘cracked’ during exchange of missiles
Dagger or Knife 1 -
Flail, Chain mace, Morning star or Pick axe 1 Armour +1 maximum bonus
Halberd 2 Strength +1
                                     WARLORD GAMES
                                  www.warlordgames.com
                                   HERESY MINIATURES
                                www.heresyminiatures.com
                               www.lucideyepublications.com
                                                                                            by Lucid Eye
           Ghoul
    by Heresy Miniatures
                                      MANTIC GAMES
                                   www.manticgames.com
                                                                    Halfling Adventurer,
                                   MIDLAM MINIATURES
                                                                    Fullbucket Wivfries
                                                                   by Midlam Miniatures
www.midlamminiatures.co.uk
                                   WARGAMES FOUNDRY
                                www.wargamesfoundry.com
                                                                     Goblin Trumpeter
         Chimera                                                 by Outlaw Studio Miniatures
   by Wargames Foundry
W
                     arlords of Erehwon transports us to the multifarious fantasy realms of fiction, folklore and myth, placing
                    us at the head of a fighting force of our choosing. Model warbands clash across fantastical tabletops as
                    humans and monsters, the living and the dead, war over the spoils of victory in a universe of heroes,
                    sorcerers and the supernatural.
Our game has been designed with a single objective in mind – to allow us to play fast-paced and exciting miniature battles
upon a modestly-sized table between rival forces that we describe as warbands. A warband represents your own band of
warriors – courageous humans, blood-thirsty monsters, perhaps even minions that you have raised from beyond the grave
to do your bidding.
Your force might typically comprise a few dozen models organised into loose groups of fighters, commonly five to ten
strong each, or a single model in the case of chariots, giant monsters and war machines. This gives us our ‘warband’ style
game, large enough to provide scope for scenario building, with plenty of opportunities to reward tactical play, but at the
same time keeping things manageable in terms of the size of our forces and space required.
Warlord of Erehwon uses ten-sided dice providing for a game with mechanical depth and considerable adaptability. An
intuitive universal dice test system means that play proceeds at a good pace once players are familiar with the core mechanics.
A host of unique and entertaining attributes ensure that different creatures fight and behave after their own fashion,
bringing their mix of strengths and weaknesses to the fight.
The sequence of game play is determined by a dice-bag draw, and units are activated one at a time in a way that engages
and challenges both players. A draw for your warband is an opportunity to launch your attack, or perhaps to set an ambush,
maybe to seize a tactically important part of the battlefield or to cast a spell and turn the tide of battle in your favour.
Beware though – for whatever you do there is no guarantee that the next draw might not favour your foe – a Warlord of
Erehwon must be prepared for all situations.
          Force selector lists are included to represent the following warbands.
          Barbarians – Axe-wielding Northmen, heroic chariot-riding Fianna, mounted hordes from the
          Steppe and even Mammoth-riding Neanderthals.
          Beastmen – Bestial furry masses in a half-animal form, braying, snorting and grunting with wild
          mutant might.
          Dwarfs – Who do you think you’re calling short? Sturdy axe-wielding maniacs with a heady dose
          of dour and tempers even shorter than they are.
          Elves – Touched by magic and faster than a flying arrow, the Sidhe of ancient legend and races of
          popular fiction – all reside herein.
          Gnolls – Creatures of canine descent and dogged determination – fearsome fighters of monstrous
          appearance and an insatiable taste for flesh.
          Goblins – Undersized and mean-spirited critters dangerous in numbers. Just don’t turn your back.
          Not for a minute.
          Halflings – Pint-sized humanoid creatures in the tradition of ‘the wee folk’. Remarkably accurate
          with any missile and deceptively innocent in appearance.
                         Knights – A retinue of medieval style romance and popular fiction complete with
                         armoured knights, brave yeomen, courtly wizards and sturdy peasants.
                         Olympians – The heroes and warriors of Greek legend together with their rivals
                         and associates from myth and popular culture.
                         Orcs – Thuggish over-sized monsters, blessed with simple-minded brutality, keen
                         on large-unwieldy weapons, not too bright.
                         Undead – The walking dead, skeleton warriors, zombies and malevolent spirits led
                         by Necromancers, Liches and Wraiths.
                         Monsters – Our selector list provides for all the giants, dragons and other traditional
                         fantasy monsters that can also be included as part of any warband.
            WWW.WARLORDSOFEREHWON.COM
                                                                                                          Made in the E.U.
       Warlord Games, the Warlord logo, Warlords of Erehwon and the Warlords of Erehwon logo are
       trademarks of Warlord Games Ltd. The exclusive copyright in the contents of this package is the
                        property of Warlord Games Ltd. © 2019. All rights reserved.
ISBN: 978-1-911281-50-4