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0% found this document useful (0 votes)
796 views250 pages

WoE 2ndprint WEB PDF

Uploaded by

James
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 250

BY RICK PRIESTLEY

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

Types of Units 12 Close Combat 34


Summary of Close Combat . . . . . . . . . . . . 34
Warlord Units . . . . . . . . . . . . . . . . . . . . . . . 12
Charge Rules . . . . . . . . . . . . . . . . . . . . . . . . 34
Standard Units . . . . . . . . . . . . . . . . . . . . . . 12
Close Combat. . . . . . . . . . . . . . . . . . . . . . . . 35
Model Bases . . . . . . . . . . . . . . . . . . . . . . . . . 14
Exchange of Missiles . . . . . . . . . . . . . . . . . 35
Starting a Game . . . . . . . . . . . . . . . . . . . . . 15
Hand-to-Hand Fighting . . . . . . . . . . . . . . . 36
The Turn 16 Strength Modifiers . . . . . . . . . . . . . . . . . . . 37
Turn Sequence . . . . . . . . . . . . . . . . . . . . . . 16 Close Combat Results . . . . . . . . . . . . . . . . . 38
Consolidate . . . . . . . . . . . . . . . . . . . . . . . . . 39
Order Dice 17 Follow On Combat. . . . . . . . . . . . . . . . . . . . 39
Order Tests . . . . . . . . . . . . . . . . . . . . . . . . . 18
Combat Against Flying Units . . . . . . . . . . 39

Movement 20 Combat in Buildings . . . . . . . . . . . . . . . . . . 39

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.

ONE MODEL IS ONE WARRIOR GENERAL GAME PLAY


In the game each model represents a single The game is played in turns and both sides
human or monster armed and equipped as the participate in each turn. Games are played for a set
model itself. We assume that players are using the number of turns or until one side achieves its game
popular and commonly available ‘28mm size’ objective or renders the enemy unable to continue.
models as shown in this book. Measured
These and further variants of play are discussed
distances, such as moves and ranges, are given for
in the scenario rules on page 109.
models of this size. We recommend distances are
halved if players wish to use smaller models, such
as 20mm or 15mm sizes.

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

Skeleton Warriors with swords Skeleton Archers


by Warlord Games by Warlord Games

Necromancer by
Warlord Games

ORDER DICE Dice bags are available from a number of


suppliers. In the rules we always refer to the
To play Warlords of Erehwon you will need a set of
container as a ‘dice bag’, but you can use
distinctly coloured order dice for each warband.
whatever you have at hand so long as it enables
For example, one side might have red dice and the
the dice to be drawn at random.
other green dice.
Order dice are six-sided dice marked with the six
orders used in the game, as explained later. TEN-SIDED DICE
At the start of the game each player requires one Ten-sided dice numbered 1 to 10 (D10s) are used
order dice for each unit in the player’s warband. to determine success or failure during play. You
For example, in a force of six units you will need will need about a dozen D10s. It is helpful to have
six order dice. a few of different colours, although not essential.
Note that some ten-sided dice have a 0 rather
than a 10 on one side. This is still a 10!
DICE BAG You will also need a few other dice including one
During play the Order Dice for each side are or more ordinary six sided dice (D6s). Other dice
placed in a bag or other opaque container and that will prove useful are three sided and four
drawn randomly to determine the turn sequence. sided (D3s and D4s). If you don’t have these it is
easy to improvise by rolling a D10 or D6 until you
get a number within the required target range.

Dice bags such as this one


are widely available.

You’ll need a number of D10s plus a


Each player will require few D6s and a selection of other dice
a set of order dice in will prove useful too.
a distinct colour.
The Basics | 9

Skeleton Warriors with spears Skeleton Riders Undead Champion


by Warlord Games by Wargames Foundry by Heresy Miniatures

This is an undead warband with six units and hence six order dice.

PIN MARKERS MEASURING


Units take pins when they suffer casualties from All measurement is made in inches using a tape
shooting or hand-to-hand fighting, and in some measure, for example to determine ranges for
cases where they are attacked by something weapons and moves for warriors.
especially unpleasant or deadly, whether
Measurements between models are made between
powerful weapons, fiendish sorcery or
their base edges except where noted otherwise.
particularly nasty monsters.
For example, we measure from the weapon that is
Pins are an important part of the game because shooting if it is a big war machine, or to the body
the more pins a unit has the harder it is for it to of a target model if it is a monstrosity.
do anything. Furthermore, once a unit has
Players are free to measure as they please
accumulated its maximum quota of pins it is
throughout the game. Sometimes a unit’s choice
destroyed altogether.
of action is affected by something else nearby, so
We use a pin marker to keep track of the number it will be necessary to measure before taking
of pins on a unit. your action.

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.

Unit Ag Acc Str Res Init Co Special


1 x Human Warrior with
sword, medium armour 5 5 5 5(7) 7 7 -

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.

Miniatures by North Star


The Basics | 11

STAT TESTS As a general principle, when re-rolls are Stat Tests


allowed or necessary, the re-rolled result Roll a D10. Result
Units or individual models test against their
stands and cannot be rerolled again. So, even equal or lower
stat values to decide whether they succeed
where a test might be entitled to re-roll a than the stat
in what they are trying to do. These tests are
result for two or three different reasons, value = success
always taken in the same way.
only a single re-roll is permitted. In other
Roll a D10. If the number rolled is equal to words, you cannot re-roll a re-roll!
or less than the tested value the test is The Rule of
passed. If the number rolled is greater than 1s and 10s
the tested value the test is failed. THE RULE OF HIGHS AND LOWS Roll 1 = success
For example, against a value of 7 any roll of It can happen that a unit includes models Roll 10 = failure
between 1 and 7 will succeed, and any roll of with different stat values. With most tests (cannot be
8-10 will fail. this doesn’t matter, because tests are taken re-rolled)
separately for each model anyway.
When making stat tests for several models at
the same time it is convenient to roll all the However, Command, Initiative and Agility The Rule of
dice at once, for example when shooting are often used to test a whole unit at a time, Re-rolls
with a unit of three bowmen you can roll all for example an Agility test to cross an You cannot
three dice at the same time. Sometimes it obstacle at a run. re-roll a re-roll
might be necessary to distinguish between Where models have different values, make
the scores required, in which case either roll Command and Initiative based tests against
separately or use a distinctly coloured dice the highest value in the unit, but make all The Rule of
to identify different models. other stat tests – including Agility – against Highs and Lows
the lowest value. If stats differ

THE RULE OF 1S AND 10S


within unit, pick
highest for Co
Stat tests will succeed on a roll of a 1 and fail SPECIAL RULES and Init, and
on a 10 regardless of the value tested. Many units have one or more associated lowest for all
Rolls of 1 and 10 can never be re-rolled, even special rules. Some units have rules that are other stats
where a special rule otherwise allows a re-roll unique to them, but in most cases special
or demands one. Rolls of 1 and 10 always stand. rules apply to broad classes of units.
For example, all big monsters are Special Rules
We call this the rule of 1s and 10s.
considered to have the LARGE special rule, See page 62
which affects line of sight and their
THE RULE OF RE-ROLLS vulnerability as targets.
Sometimes a player is allowed to re-roll a Special rules crop up throughout the game
failed test for some reason. In other rules and are summarised in a separate
situations a player may be obliged section Special Rules on page 62.
to re-roll a successful test.
These situations occur
throughout the rules.

Fleabags with spears


by Mantic Games
Types of Units
All units are defined as one of the following types.

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

CHARIOTS Skeleton Chariot by


Wargames Foundry
A chariot unit comprises a single vehicle
together with its crew if it has one. Some
chariots might be little more than lumbering
carts or wagons, but we’ll dignify all by
referring to them as chariots.

Dwarf Ironbelcher Cannon


by Mantic Games

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

Empire of Dust Swarm


by Mantic Games SWARM
These are things like a cloud of blood-sucking bats or a great
mass of spiders or other creepy-crawlies. Swarms include
lots of individual small models based together to make a
swarm base which we treat as a single creature. Swarm
units consist of three or more of these swarm bases.

Gigantic Spider by

MONSTROSITIES
Heresy Miniatures

Monstrosities are units


comprising one great big
ugly, and – very often –
unbearably flatulent creature
such as a Dragon, Chimera or
Griffin. A monstrosity can
include a rider or crew in
some cases, such as a
Mammoth with its rider or
crew. Monstrous machines
are also included under this
type, regardless of whether they are steam driven contraptions, clockwork mechanicals or magically
animated automatons. We call all of these creatures and machines monstrosities for the sake of brevity.
14 | Types of Units

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

CHOOSE TABLE SIDES


create the battlefield.

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.

DEPLOY THE WARBANDS


In our basic game the rival warbands deploy along
the opposing long table edges, within 5″ of the
DURATION OF GAME edge. To begin deployment take your dice bag.
Each player places one order dice in the bag for
The game is played in turns until one side is reduced
each unit in the warband. So, if we have six units
to less than half the number of units it started with at
of Goblins represented by green dice and five
the end of a turn, or until six turns have been played
units of Elves with blue dice, we put six green dice
if neither side has been reduced to below half
and five blue dice into the bag.
strength in that time. Once either of these conditions
has been met, roll a D6. On a 1, 2 or 3 the game ends Pull the dice out one at a time. When a dice is
and both sides work out who has won. On a 4, 5 or 6 drawn the player whose warband is indicated
play one more turn and then the game ends. chooses a unit and deploys it within 5″ of the
table edge. Carry on drawing dice and deploying
units until both sides have deployed their
warbands. The game is ready to begin.

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.

DESTROYED UNITS AND ORDER DICE


5. Repeat. Back to 1 Draw. Once all eligible
units have received their orders, the dice
bag is empty and the orders phase ends – If a unit is destroyed during the turn its order dice is also
move to the turn end phase. removed from play. Take the dice from the unit if it has been
played that turn or take a dice out of the dice bag if not.
TURN END PHASE Hand the dice to the opposing player.
The order dice are gathered up and returned Dice held by the opposing player must be placed in plain
to the dice bag, except: sight, so that both players can see at a glance how many of
1. Down. Units that have a Down order the enemy’s dice each side holds.
must pass a recovery test to remove their
order and return it to the dice bag.
2. Ambush. Units that have an Ambush
REACTIONS
order can choose to retain the order from When a unit is given an order and makes an action, enemy
turn to turn if the player wants. units are allowed to try and react immediately in some
situations. See Reactions on page 43.
3. Run. Fast units that have a Run order can
choose to retain the order from turn to turn
if the player wants. Routed units must retain
their Run order until such time as they
successfully rally.
Order Dice
A unit can be given one of the orders indicated on shooting at the same time, e.g. a cannon or stone-
the order dice. When a unit is given an order it hurling machine. In such a case units can either
makes the corresponding action as shown below: move or make ranged attacks when given an
advance order. See the rules for Movement on
ORDER SUMMARY OF ACTION page 20 and Shooting on page 24.

Fire Shoot without moving


RUN
Advance Move and shoot A run order enables a unit to move
Move quickly without at double pace (or quicker!) and to
Run charge an enemy if it is able to
shooting
reach. The unit cannot make
Ambush Wait for a chance to react ranged attacks unless it is charging
and carries weapons it is allowed to
Rally Remove pin markers
throw as part of an exchange of
missiles. See the rules for
Down Go down
Movement on page 20.
Goblin Champion by
Heresy Miniatures
FIRE AMBUSH
The models in the unit shoot or throw missile The unit does not move or make ranged attacks.
weapons at their chosen target, breathe flames, or Instead, it maintains its position and waits for the
otherwise employ any ranged attacks they have. enemy so it can react when it gets a chance. See
The unit does not move. See the rules for the rules for Reactions on page 43.
Shooting on page 24.

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

DOWN Pass A unit that passes an order test removes


one pin and then executes the order it
The unit adopts a defensive stance to dodge or
has been given.
avoid enemy missiles, possibly crouching down or
even throwing themselves to the ground. This Fail A unit that fails an order test removes
makes the unit harder to shoot at. Otherwise, the one pin and then makes a down action
unit neither moves nor makes ranged attacks. rather than the order given.

Order Tests DOWN ORDERS


In most case the down action follows from a failed
A unit that has no pins will act automatically order test rather than a deliberate action.
upon the order it is given. The unit makes the
If you deliberately order a unit down it is not
resultant action and the order dice is placed next
necessary to take a test because the unit will go
to the unit to show that it has been given its order
down whether the test is passed or failed.
that turn.
A unit that is ordered to go down loses one pin
If a unit has one or more pins it is said to be
the same way as if given any other order.
pinned. This means it is suffering from
temporary exhaustion, confusion or disarray. The
unit cannot act upon its order automatically. RECOVERY TESTS
After placing the order dice next to the unit, the Units that end their turn with a down order
player must take an order test to see if the order don’t automatically return their order dice to
is acted upon or not. the dice bag at the turn end phase. Instead, a
The order test is taken against the unit’s recovery test is taken for each down order dice
Command stat minus -1 for each pin on the unit. in play as follows.
For example, Command stat 9 with 2 pins equals a Test against the unit’s Command stat modified for
modified value of 7. pins in exactly the same way as described for
If a unit includes models with different Command Order tests.
stats always use the highest stat. Pass If the recovery test is passed remove one
pin if the unit has any and return the
order dice to the dice bag.
Fail A unit that fails a recovery test removes
one pin if it has any and the down order
is left in place. The unit remains down
for the following turn and must test to
recover again in the next turn end phase.

Roll a D10 and


compare the RALLY ORDERS
result with the
When you take an order test to rally ignore pin
tested value. If the
modifiers to the unit’s Command stat.
dice roll is equal
to or under the Pass If the order test is passed the unit
tested value the removes one pin because it has been
Angel by result is a pass, if given an order and it removes an
Dark Sword the roll is more additional D6 pins because it has rallied,
Miniatures than the tested i.e. the unit loses D6+1 pins in total. Make
value the result is the dice roll and remove the number of
a fail. pins indicated.
Order Dice | 19

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″

Some models have the FAST or SLOW special rule


that means they move faster or slower. For Otherwise, models cannot move through other
example, models with the FAST 8 special rule have models, through other unit formations, or
a rate of 8″, models with the SLOW 3 special rule through objects or terrain that are impassable.
have a rate of 3″, and so on.
Models making an advance can move up to their
THE SPRINT RULE
basic move rate (1M). Models with a standard rate
A unit that has been given a run order can make a
therefore move up to 5″ at a time.
sprint instead of a normal run if the player wants.
Models making a run can move up to double their This is a special run action: an all-out, hell for
basic move rate (2M). So, models with a standard leather, go like the clappers run or gallop.
rate move up to 10″ at a time.
A sprint is a triple move or 3M, i.e. up to 15″ for
When models move they are free to turn to face units that move at the standard rate of 5″.
any direction so long as no portion of the model
Some units are not allowed to sprint, as indicated
moves further than permitted.
by an appropriate special rule: for example, the
ZOMBIE rule or the HEAVILY LADEN rule (see the
MOVING AND THE GAP RULE Special Rules section for more about these).
Different units have to keep more than 1″ apart A few units can make a sprint up to 4M rather
as already explained, but when models move than 3M, i.e. up to 20″ for units with a standard
they are allowed to move within 1″ of other move rate of 5″. This is indicated by the RAPID
friendly units so long as they end their move SPRINT special rule on the model’s stats (see the
> 1″

more than 1″ away. Special Rules section).


GAP

Models cannot approach to within 1" of enemy


units as they move except where specifically
EXHAUSTION
allowed, such as during hand-to-hand fighting.
Units that sprint risk becoming exhausted at the
end of their move.
Movement | 21

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.

Retained Run orders allow rapidly moving units to


continue running from one turn to the next. This
EXCEPTIONS TO MOVEMENT RULES
enables fast units to move ahead of other
Some units have special rules that increase or
combatants, perhaps to seize an important
decrease their move rate, which prohibit sprint
objective, screen the advance of other troops, or
moves, give bonus sprint moves, or introduce
launch a charge against vulnerable enemies.
further tests in some situations.
At the Turn End Phase a unit with the Fast special
Some units can also fly. Flying units have their
rule and a current Run order does not have to
own rules for doing so. These cases are all covered
return the order dice to the dice bag. Instead, the
in the Special Rules section on page 62.
player can choose to keep running, ‘retaining’ the
same order dice into the following turn. If you It is conceivable that units might be entirely static –
wish a unit to retain a Run order in this way leave such as emplaced artillery pieces on the wall of a
the order dice in place along with other retained castle. We won’t concern outselves with such things
orders (for example, retained Down and Ambush within the game rules, but let us acknowledge the
orders, and Run orders allocated to routing units possibility for the sake of completeness.
as described on page 41).
At the start of the Orders Phase, before drawing
any dice from the dice bag, each unit with a
retained Run order makes its action. This includes Obstacles
units that have a retained Run because they are
An obstacle is a linear feature such as a wall,
routing as well as any units the players have
fence, a row of rocks, a row of vegetation, or some
elected to retain a Run order. All these units get
other kind of barrier. It could also be a
to go before Order Dice are drawn that turn.
stream, small river or ditch which
If only one side has retained Run orders then there offers no shelter but still presents a
is no need to establish which side goes first. The potential obstacle to movement.
side with retained Run orders takes an action with
It is up to the players to decide
each unit one after the other in any sequence the
where terrain forms obstacles
player wants.
before the game begins. See the
If both sides have retained Run orders then roll off rules for Terrain for more about
to decide which player goes ‘next’ until only one representing different kinds of
side remains. Each player rolls a dice and the obstacles on page 101.
highest scorer selects a unit with a retained Run
A heavily laden knight by
Dark Sword Miniatures
22 | Movement

MOVING OVER OBSTACLES In this situation we imagine the unit is already


prepared to vault the obstacle and make its move.
Models can cross an obstacle as they move so long
as the unit retains its formation once the move is However, if any models trigger a test the whole
complete, i.e. where no models are divided from unit is affected by the result, even where some
the formation by more than 1″. models are moving from behind an obstacle.
Units with an advance order can move over

EXCEPTIONS TO THE OBSTACLE RULES


obstacles without penalty. Measure the distance
moved as if the models were crossing open ground.
Artillery units and chariot units can only cross an
Units with a run order can only cross an obstacle obstacle with an advance order, even if positioned
if they take and pass a test against their Agility behind it at the start of the move.
stat upon reaching the obstacle. Roll a D10.
Artillery units and chariot units must take and
Pass The unit leaps the obstacle and completes pass an Agility test to cross an obstacle with an
its move without penalty. advance order, and must do so even if positioned
Fail The unit halts upon reaching the obstacle. behind it at the start of the move.
Any unit with the Blundering special rule is
treated the same as a chariot or artillery unit.
MOVING FROM BEHIND AN OBSTACLE This might typically be a vast, blundering
Models placed directly behind an obstacle at the monster or a huge and mighty – but blundering
start of their move, can run or sprint over it – machine. See the Special Rules section on
without obliging their unit to take an Agility test. page 62.

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 means that an Agility test is required


to move into or through terrain, which might result
This unit begins its move in a penalty of some kind. This includes woodland,
already behind an obstacle.
thick scrub, or ruinous buildings.
It can cross the obstacle with
a run action without having to Impassable terrain just means impassable. A unit
take a test. cannot move through it. Some kinds of terrain
may be considered impassable to some types of
units and not others.

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.

MOVEMENT CATEGORIES FOR TERRAIN For example if we want our woodland to be


especially thick and tough to get through we
Players must agree before the game where
could impose a -1 or even a -2 Agility penalty.
movement restrictions apply due to terrain.
We’ll leave this for now as any such modifiers can
For general movement purposes we classify
easily be agreed between players, incorporated
terrain into three categories: open, rough
into scenarios, or added into rules for particular
and impassable.
kinds of terrain should we see fit. See the Terrain
Open terrain can be moved through as if it were section for examples.
open ground and no test is taken or penalties
applied. This might include growing crops, light
scrub, shallow slopes or areas with a few loose
rocks or light rubble.
Shooting
This section covers the basic rules for all ranged The rules that follow explain how this works in
attacks. This includes bows, crossbows, thrown detail, and include things like line-of-sight to the
weapons, fiery breath attacks by monsters, target, use of cover, and various exceptions and
cannon fire, and hurled stones from war special cases.
machines, giants, passing deities and overflying
creatures. For the sake
of explanation we call RANGED ATTACKS
these either ranged Models can shoot if armed with missile weapons
attacks or shooting or provisioned by nature or arcane study with
regardless of whether their equivalent.
they are arrows shot
A unit can shoot when given an advance or fire
from bows, rocks
order in the Orders phase. Units with an
dropped from the sky,
advance order must complete any movement
gouts of flame spewed
Skeleton Archer by before shooting.
by belligerent
Wargames Foundry
reptiles, or whatever. Artillery units can only shoot with a fire order. If
given an advance order, artillery units can move
but cannot shoot. This restriction doesn’t apply
where shooting from the deck or back of a
monstrosity because in such a case it is not the
artillery that is moving but the machine or
Summary of shooting creature it is mounted on.
Units can also potentially shoot as a reaction or
during an exchange of missiles before fighting
1 The unit that is shooting picks a target and
hand-to-hand. These instances are described
checks it is within range.
later and are worked out in the same way as
2 Each shooting model tests Accuracy to see other shooting.
if the target is hit.
A model shoots once unless it has multiple range
3 Hits scored on the target are distributed as attacks as does dragon fire for example. If a model
evenly as possible. has multiple range attacks this appears as a
4 Each model that has been hit tests Resist to special rule on the model’s stat line or on the stats
see if it survives. of the weapon carried, e.g. 4x Ranged Attacks.

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.

TARGETS A shooter can’t draw LOS through the formation


of another unit even where there might be a ‘gap’
Shooting is worked out unit on unit: one unit
between models. In reality our warriors are in
shoots at another. The player places the Order
constant motion and a unit in front of the
dice beside the unit that is shooting, checks the
shooters is in their way.
range and indicates the enemy unit that is being
shot at. A shooter can’t draw LOS through any buildings,
hills or solid objects such as a massive boulders.
All the models in the shooting unit must shoot at
These kinds of features always block LOS as
the nominated enemy unit where they can. Any
should be obvious enough.
unable to do so do not shoot at all.
A shooter can’t draw LOS through any obstacles
Models can shoot so long as they can ‘see’ at least
or other terrain features that the players have
one model in the target unit.
previously agreed will block LOS. It is up to the
For example, a unit of goblin archers shoots at a players to agree where terrain blocks LOS at the
unit of dwarf warriors, or a stone thrower shoots start of the game. See the section on Terrain for
at a unit of dwarf warriors, or a flying creature more about how terrain is represented in play.
drops a rock on a unit of dwarf warriors. Get the
idea? That’s right … everyone’s got it in for dwarfs.
We do allow units to divide or ‘split’ their shooting
LARGE TARGETS
against different enemies in exceptional If a target has the LARGE special rule, a shooter is
situations, as explained under Split Fire on page 33. allowed to draw LOS over the top of any regular
sized models, or through the formation of a unit
of such models, because the target itself is
CAN I SEE? significantly bigger than the models in the way.
A model can shoot at an enemy unit so long as it For example, you might shoot bows over the top
can draw line of sight (LOS) to at least one model of your own warriors at an approaching giant.
in that unit. If a model can’t draw LOS to at least The giant is so big you can aim over the top of
one model in the target unit then it can’t shoot. your own troops without them getting in the way.
LOS is drawn from the shooter’s base to the base By the same token, if the shooter has the LARGE
of a target model or to the body of a large model special rule, the shooter is allowed to draw LOS
such as a monster or warmachine. See the over the top of any regular sized models, or
accompanying diagram. through the formation of a unit of such models,
because the shooter is significantly bigger that
the models in the way.

Orcs are shooting at skeletons.


The two orcs in the front can draw
LOS to at least one model in the
target. The orc behind them
cannot draw LOS to a target
because his view is blocked by
the models in front of him.
26 | Shooting

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

RANGE If a monstrosity’s crew are shooting with their


own bows or other missile weapons, measure
Different weapons and different kinds of missile
from the closest crew member who can see the
attack have different ranges. Most weapons have
a short and long range. Some artillery weapons target, e.g. the riders on the back of a Mammoth.
have an extreme range band as well. See the

NUMBER OF SHOTS
Weapons and Armour section on page 46.

Weapons and monsters with their own range


MEASURE RANGE attacks always shoot once unless specified as
It is not necessary to measure range for each having multiple range attacks such as the Dwarf
individual shooter. Measure the distance between multi-barrelled organ gun or dragon fire. This is
the closest models in the opposing units, i.e. shown on the model or weapon stats as ‘3x Ranged
measure the closest model that is shooting to the Attacks’ or ‘3x Flaming Breath’ for example.
closest model it can see in the target unit. This is
the range used for the whole unit. All models that
have LOS to the enemy shoot at this range, even if ROLL TO HIT (ACCURACY TEST)
individual models would otherwise be out of To determine if a shot strikes its target make a
range entirely. test against the shooter’s Accuracy stat (Acc).

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!

Fail The shot has missed. Drat! Exchange of Missiles -1

Enemy in/on Building -1


ROLL TO HIT MODIFIERS
A shooter’s accuracy (Acc) stat is modified as Less than Half Crew -1
shown on the Accuracy Modifiers table. Artillery Out of Arc -1
Range: weapons have different short, long and Shooting Overhead -2
extreme ranges depending upon their type. If a
unit is shooting with different kinds of weapon
some may be at different range bands and these
Artillery Out of Arc: if an artillery weapon has to
rolls will need to be taken separately.
turn more than 90 degrees to face its target then
Exchange of Missiles: this penalty applies when it is ‘out of arc’. Or to put it another way…
units throw or shoot their weapons before pointing in the wrong direction to start with. We
fighting hand-to-hand combat. See Close Combat impose a penalty of -1 on the Acc in this case.
on page 34.
Artillery Shooting Overhead. This –2 Acc
Building: if the target unit occupies a building, modifier applies to all artillery shooting overhead
shooters suffer a –1 Acc modifier. In some cases as described later.
shots are disallowed against troops in buildings
altogether, as explained later. See Buildings on
page 104. RE-ROLLS OF HITS
In some situations a unit becomes especially
Aimed Shot: a unit making a fire action gets a +1
difficult to hit. Where this is the case the shooter
modifier to Acc, which we call its aimed shooting
is obliged to re-roll any hits scored, and only
bonus. However, units that can only shoot with a
those results that hit a second time count as hits.
Fire order don’t get this bonus, principally
artillery units. For example, if bowmen shoot at a fast cavalry
unit that has a run order and score 3 hits these
Large Target: if the target is a unit with the large
have to be re-rolled. If those 3 hits are rolled
special rule then it is a big and obvious target so
again and 2 of the rolls are successful the target
add +1 to the shooter’s Acc.
takes 2 hits instead of 3.
Artillery Less Than Half Crew: if an artillery
If shooters are entitled to re-roll misses for
unit loses more than half of its crew then the Acc
whatever reason, then any re-rolls of misses must
of its remaining crew is reduced by –1. In most
be taken first to establish the total number of
cases we are talking about cannons, stone
initial hits. Any obligatory re-rolls of hits will
throwers and similar engines, which all need at
apply to all of these hits. Although re-rolls can
least three crew to work fully effectively and are
never be re-rolled, in this case we are talking
‘halved’ once two are dead.
Shooting | 29

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.

ALLOCATE HITS If the score is equal to or


under the model’s resist
Each hit scored is allocated to an individual model
(Res) value the test is a
in the target unit by the player whose unit has
success. If the score is
been shot at.
greater than the model’s
Take all the dice that have scored hits and place Res value the test is failed.
them next to individual models to show which
Pass The model is unharmed or – if you
have been hit.
prefer – ‘saved’.
Hits must always be spread as evenly as possible
Fail In most cases the model falls casualty and
amongst viable targets within the unit.
is removed as ‘dead’. If the model is a
For example, if three models take three hits guess chariot or monstrosity it is necessary to
what… it’s one hit each come what may. make a further roll on the appropriate
A model is a viable target so long as it is not damage chart for that type to see what
completely obscured behind a building or terrain happens. Some models also have the
feature that would otherwise be impossible to wound rule that gives them multiple
shoot through. If any models are entirely hidden ‘lives’, in which case they don’t
from shooters in this way they can’t be hit. immediately fall casualty but become
wounded instead.
30 | Shooting

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.

+3 cover comprises massive stone fortifications


and isn’t likely to feature in most games but we’ll
SHOOTING OVERHEAD
include it for the sake of completeness.
Stone throwing engines and siege machines lob a
It will be helpful if the model terrain is obviously shot high into the air to come crashing down on
soft or hard cover, but if players are in any doubt their enemy. A few very large monstrosities such
as Giants can also hurl huge rocks in this fashion.

The unit of orc warriors occupies an area of


‘scrub’ cover. Although some orcs are only The unit of skeleton warriors is behind a low
partially within the area, each model lies obstacle and the orc archers much shoot over it;
within the cover so each orc is each skeleton is therefore behind cover.
considered to be within cover.
32 | Shooting

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.

RANGE Pass Direct hit. The shot has landed on its


All overhead shots have a minimum range of 10″ target and the unit is hit.
and cannot engage a target if the distance Fail The shot lands off its aiming point,
measured in the standard way falls within this but it might still hit the original target
range. The target is too close to hit. or possibly other units nearby. See
Off Target.

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

Hand-to-hand fighting is worked out Winning: In a follow on combat as described


simultaneously for both sides unless one side is below, the unit that won the previous round gets
down. A unit that is down fights after its this bonus in the next round.
opponents and after casualties have been
Weapon Strength Bonus: Some weapons add a
removed. Just because a unit is ‘down’ we don’t
bonus to the wielder’s Strength in hand-to-hand
mean to suggest troops are lying on the ground
fighting. If weapon’s have a Strength bonus this is
grovelling; nevertheless, they are considered to be
indicated in the special rules for the weapon.
disoriented or disadvantaged in some fashion, so
we make them fight last. Magical or Special: Some spells can be used to
boost a unit’s Strength and some units have
special rules that add a bonus to Strength.
ROLL TO HIT (STRENGTH TEST)
Attacks from hand-to-hand fighting are resolved by
testing against a combatant’s Strength (Str) value. If RE-ROLLS OF HITS AND MISSES
combatants ride Warhorses or similar mounts Unlike with shooting, there are no forced
with separate attacks, use the rider’s Str value re-rolls of hits in hand-to-hand for units that are
unless specified otherwise. down, fast units that are running, or units that
are sprinting.
Roll a D10 for each attack to determine if it strikes
the opposing unit. As with shooting, it is However, in some situations models may be
convenient to roll all dice together where this entitled to re-roll misses when attacking, or they
makes no difference, or divide the strikes into may be able to force re-rolls of hits on their
different batches or use different coloured dice opponents. Often these will be the result of special
where you need to know which attacks hit and rules due to magic, unique abilities, and so on.
which miss. In cases where re-rolls apply, take any re-rolls of
Pass The attack has hit. misses first to establish the total number of hits,
and then take any re-rolls of hits that are
Fail The attack has missed.
necessary. This is exactly the same as for shooting.

STRENGTH MODIFIERS ALLOCATE HITS


Apply the following modifiers to the attacker’s
Hits are allocated in the same way as described for
Strength stat to get its Strength value.
shooting except as given below. Note that it
doesn’t matter which models are touching which
STRENGTH MODIFIERS enemies or which models can see the opposing
unit. Hits are allocated by the player who suffers
Charging +1 them and must be distributed evenly between all
the models in the unit. Any hit can be allocated to
Winning +1 any model in order to achieve this.

Weapon Strength Bonus + Bonus


ROLL TO RESIST (RESIST TEST)
Magical or Special Bonus + Bonus The Res test and removal of casualties is the same
in hand-to-hand fighting as for shooting except as
noted below.
Charging: this applies during the first round of
Armour bonuses apply to the Res test in hand-to-
fighting when a unit charges.
hand fighting the same as for shooting. These
bonuses are always shown on the stat for the unit,
None drink of the waters that flow from the glacier below Blood Mountain unless, that is, they wish to
forget everything and become as beasts, without memory of even their name or knowledge of their
native tongue. The bards of Anguet sing of a great battle in that valley once, before the ice descended,
between the lords of Oetanmar and a great goblin horde of Zogg the Conqueror. For three days and three
nights blood flowed as freely as a mountain stream and the howls of the dying were as the cries of crows
amidst the rocky peaks of Eindor. Neither would give way, neither Zogg the Conqueror nor King Lanric of
Oetanmar. Eventually, with all their followers dead and dying about them, these two only remained, and
they fell to an exchange of blows with a noise like rolling thunder about the towering mountain tops. At
that sound, so it is said, the gods were startled into action, plucking the entwined warriors from the
circle of the world, and laying a curse upon the valley that endures to this day.

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

CLOSE COMBAT RESULTS


have breached any cover.
Strike Values. Models have a strike value (SV) of The side that has the greatest number of pins once
0 unless they have a SV bonus as a special rule, or hand-to-hand fighting is finished is defeated.
are fighting with weapons that confer a SV bonus.
Most weapons and most monsters have a strike Defeated units must take a break test and abide by
value bonus of at least one, as shown on the stat the result. See Break Tests on page 40.
line for the creature or weapon, for example SV2. If all of the models in a unit fall casualty during
Deduct any strike value bonus from the Res value close combat there is no need to work out the
of the model that has been hit. result. The surviving unit has won!
Models that fall casualty are removed. Models can Note that we are talking about the total number of
be entitled to re-roll Res tests in hand-to-hand pins including any already on the unit when the
fighting in the same way as for shooting, e.g. if fighting began, as well as those inflicted during
they have the special TOUGH rule. the fighting itself. So, a unit that begins a fight
Models that refer to a damage chart when they fail with a large number of pins is likely to lose even if
a Res test must make the necessary roll. it gets the better of the fighting itself.

ADD PINS CHARIOTS AND MONSTROSITIES


Remove any casualties after both sides have Chariots and monstrosities must also take break
fought and add one pin to each unit for every tests as a damage test result. If a test is indicated,
casualty it has suffered in hand-to-hand fighting then it is taken regardless of whether the unit
including for any wound suffered by models that wins or loses the fight.
have them. For example, a unit that suffers three Where the unit has lost the combat only one test is
casualties takes three pins. ever taken, even where a damage result also calls for
If a unit is of a type that suffers pins as a result a test. Any test required by a damage chart is taken
of damage inflicted from a damage chart, i.e. a once hand-to-hand fighting is complete as described
chariot or monstrosity, then add the number of for defeated units. See Break Tests on page 40.
Close Combat | 39

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

COMBAT AGAINST FLYING UNITS


described below, surviving units consolidate their
position after hand-to-hand fighting is over. This
means the fighters separate and move apart, A few exceptions apply where a non-flying unit
perhaps to lick their wounds or catch their breath. wishes to charge a flying unit.

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.

If resulting from ranged attacks or spell casting


make the test once shooting/magic has been
Break Tests | 41

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

TAKING A BREAK TEST special rule that makes it immune to routing.

A break test is a test against the unit’s Command


(Co) stat modified for pins in the same way as an
DESTROYED UNITS
order test. Roll a D10 and make a standard test.
Units that are destroyed are removed from the
Pass The unit passes the test with no further game. We might imagine that troops flee in terror,
effect. surrender, hide or evaporate into the ether.
Fail The unit fails the test. The unit suffers D6 Whatever the case they play no further part in the
additional pins, and is either destroyed or game and their order dice is handed to the
opposing player as for any other unit that has
routed as a consequence.
been annihilated.

FAILED BREAK TESTS


ROUTED UNITS
An artillery unit that takes a break test is always
destroyed if the test is failed. There is no need to Give the routed unit a run order. Take a dice from
roll for extra pins in this case. the dice bag if the unit has not yet drawn its dice,
or orientate its current order to run if its dice has
Bear in mind that although artillery is already been drawn. If a monstrosity is routing
automatically destroyed without a test when then add any order dice still to be drawn from the
defeated in close combat, artillery units can still dice bag, and orientate all of its dice to Run.
be obliged to test due to missile casualties or
because of some special rule or attack. For The unit makes an immediate full 2M run move as
example, if compelled to take a break test because directly as possible towards its own table edge
the unit has been struck by a Baleful Glare. where it has one, or towards the nearest table

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

AMBUSH ORDERS order even if they subsequently move closer.

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.

THE REACTION As noted above, if the reaction results in a mutual


A reaction is executed in exactly the same way as charge, then both units complete their action by
an action. The reacting unit is not obliged to react fighting combat, and play then proceeds by
against the unit whose action has been interupted, drawing another order dice.
but simply makes an action as if an order test had
been passed.
FAILED REACTIONS
Turn the order dice to show which action the unit
If a unit fails its reaction test then there is no
is going to make. Although the player has exactly
penalty, the unit stays on ambush, and it can
the same options as when giving a unit an order the
potentially react against another enemy unit later
following rules also apply.
during the turn.
Rally. If you wish to react by rallying your unit then
If a unit is still on ambush at the end of the turn
you will recover D6 pins only and not D6+1 pin as you
then the player can decide to return the order
do with a normal rally order. You don’t recover the
dice to the dice bag in the usual way, or retain
extra pin because units taking a reaction test don’t
the ambush order into the following turn, as
also recover a pin as do units taking order tests.
already explained.
Dalin could walk away anytime he chose. Really – he was all right. It was just that he had a touch of the ruts right
now. That was all.
‘Please – allow me,’ said the Elf to Dalin, stooping to recover the ring as it tumbled from the Dwarf’s quivering hand.
Heads that had turned from ale-mugs at the sound of gold striking flagstone took one look at the tall pale Elf another at
his Ogre bodyguard and quickly turned back. The Ogre did not flinch, its eyes did not flicker, and the massive fingers
clapped around the hilt of its dagger did not so much as twitch. It stood still as the wooden idol of a malevolent god.
The Elf casually picked the ring from the floor and returned it to the Dwarf’s open palm. Dalin felt the weight of
it, he saw the shine of it, he sensed – yes – he sensed the gold of it. All Dwarfs could of course. It wasn’t quite
smell. It wasn’t quite taste or feel. It was just a feeling. A feeling for gold.
Gold. Dalin savoured the unmistakable aura. In his younger days gold had driven him half way round the world
and most of the way out of his mind. Once he had led a band of adventurers over the waves to the treasure
houses of the southern ocean and to the distant jungles of the east. All for gold. He’d grown drunk merely
sampling its maddening auras. He’d bathed in the light of golden mirrors and slept each night upon a glittering
bed of coins. Perhaps that was why he was so sensitive to the metal’s presence now – or maybe it was always so –
who knows? Now he was just another battle-scarred Dwarf explorer on his uppers.
Dalin felt for the tiny magnifying glass in his waistcoat pocket before he remembered that he’d pawned it only
that morning for the price of a week’s lodgings. It had been a poor deal but he had been too tired and worn down
to argue. The Dwarf’s fingers found the seven shillings there in his pocket where the glass should have been.
‘Please – use mine,’ said the Elf offering his own eyepiece. It was a tiny jewellers’ glass of good optical quality –
not as fine as Dwarf work Dalin noted instinctively – but good by common standards. He peered through the
lens, turning the golden ring by the light of the oil-lamp, examining the complex patterning, searching for the
runes that would identify its maker and one-time owner. These would be secret runes that all the most intricate
work bore and which only one as gold-skilled as Dalin could easily read.
‘It’s a trinket… old… pretty… but’
‘Master Dwarf – I know what it is!’ interupted the Elf. ‘Though I cannot read that which I know you can – gold
speaks louder than words to Dwarfs they say – please do not take me for a fool.’
Dalin son of Olag swallowed dryly. The gold was unnerving him. His heart beat hard within his breast and
somewhat lower down his innards heaved uncomfortably. He returned to the glass and stared upon the wonder
a second time. It was a heavy band, far too large for a man and heavy even for a Dwarf – the heirloom of a King
most likely. There was the name rune, here the rune for King, both marks wrought almost invisibly within the
marvellously intertwined coils of the dragon pattern. High King Findor son of Lund!
Dalin’s head reeled with the intoxicating power of antique gold. This ring was nearly two thousand years old.
Two thousand years! It came from a time of great heroes, of vast treasures, and of mighty craftsmen – makers of
rings and wielders of power – the last of the great Dwarfs before this tawdry modern age. And there was the
answer: the most telling rune of all! Upon the inner surface of the ring, hidden amongst the tracery of engraving,
was the mark and rune of one of the greatest Runesmiths of all time. Guthram Made This. Guthram Runemaster
of Entarn! Guthram Crafter of Rings!
‘Damn you, Elf,’ cried Dalin, letting ring and tears fall upon the table, ‘you mock me with a treasure as far beyond
my purse as the sun, moon, and stars put together.’ He staggered to his feet and stood swaying uncertainly. His
mind was still befuddled by the intensity of the gold and his eyes clouded by a glittering mist. Nearby a party
cheered loudly and raised steins in salutation to what they took to be yet another sotted Dwarf.
‘You mistake me, Master Dwarf,’ said the Elf firmly, ‘Now I beseech you be seated before you fall.’ Dalin, barely
able to do otherwise, slumped heavily into the chair. His breath came in short painful rasps and his cheeks were
damp with tears. The Elf continued to speak as calmly as before. ‘This ring is what I offer for the services of the
greatest gold hunter of this age. Our quest is for a treasure of which this ring is but the sole and certain proof.
Join us and the ring is yours – or a fair portion of the whole fortune – whatever your desire. ’
Dalin stared incredulously at the Elf but could perceive no sign of jest upon his pale face.
‘Will you consider my offer, Master Dwarf?’ pressed the Elf.
‘Damn you,’ muttered the Dwarf, but weakly.
Weapons
and Armour
In this section we’ll take a look at weapons and Armour is shown on the stat line as 5(7) where a
armour and how they affect the basic stats and human has a Res stat of 5 plus a bonus of +2 for
bonuses for things like shooting and hand-to- armour bringing Res to 7. Both values are shown
hand fighting. because some weapons or types of attack bypass
armour. For example, the best armour in the world
won’t save its wearer from the ghastly gaseous
Armour breath of a belching monster.
Valkyrie
All models have a Resist (Res) stat that reflects In most cases, a unit of troops
by Heresy
how easily they can withstand damage. The has the same stats for all of its
Miniatures
higher a creature’s stat the harder it is to kill. A members apart from its
typical human has an average Res stat of 5 whilst leader. Leaders can have
a weedy goblin comes in at 4 and a dragon tips the better stats and they always
scales at 15 (no pun intended!). have the tough special rule. If
a leader has better armour
Most human sized creatures wear armour or
any hits allocated to the
carry shields, increasing their Res value by +1, +2
leader model will test against
or in some cases +3.
a higher Res value.

ARMOUR CHART
Type of Armour Resist Bonus Notes

Light Armour +1 -

Medium Armour +2 -

Models encumbered by heavy armour are affected by


Heavy Armour +3 the heavily laden special rule which means they cannot
sprint – see page 71.

Spangly Armour +3 -

Mounted units sometimes have a further bonus to


Mounts 0/+1/+2 reflect either inherent toughness or extra armour – as
shown on the unit’s stats
Weapons and Armour | 47

LIGHT ARMOUR +1 RES a shield. Essentially, we are talking about heavily


armoured knights clanking about the battlefield
A model is lightly armoured if it either carries a
in thick metal armour. Heavy armour usually
shield or wears some kind of metal or leather
comes with the heavily laden special rule that
armour covering its chest or torso. It might have
makes it imposible to sprint and – in some cases –
a helmet or greaves as well. In some cases troops
imposes a penalty to the wearer’s Agility and
with shields and body armour may be treated as
Initiative. See Heavily Laden page 71.
lightly armoured if they are armed with weapons
that need both hands to use, because this
obviously makes it hard to employ a shield
SPANGLY ARMOUR +3 RES
as well.
Spangly armour is equivalent to heavy armour
but with none of the associated penalties. It is a
MEDIUM ARMOUR +2 RES speciality of elves, expensive and rather spangly.
Some – dwarves at any rate – point out that elves
A model is medium armoured if it carries a shield
are just too weedy and feeble to bear the weight
and wears metal armour covering its chest or
of heavy armour. Others – including many elves –
torso, or if it wears armour covering practically
maintain that only an idiot would prefer to lug
all of its body but carries no shield. As before,
around the burdensome weight of heavy armour.
some troops wearing all enclosing armour and
carrying shields might be rated as medium
armoured if they are armed with weapons that
MOUNTS 0/+1 RES/+2 RES
need two hands.
Mounted models get an additional +1 or +2 Res if
their steed is especially tough in its own right, or
HEAVY ARMOUR +3 RES tough compared to its rider, or if it is also protected
by armour such as barding or a caparison. Not all
A model has heavy armour if it wears armour
mounted units get this bonus though.
from head-to-toe regardless of whether it carries
48 | Weapons and Armour

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

RANGED WEAPON CHART


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10″ 10-20″ - 0 -

Long Bow 0-10″ 10-30″ - 1 -

Crossbow 0-10″ 10-30″ - 1 Fire order to shoot

Heavy Crossbow 0-10″ 10-30″ - 2 Fire order to shoot, Heavily Laden

Sling 0-10″ 10-20″ - 0 2x Ranged SV0 on Fire order

Javelin 0-10″ - - 1 -

Pistol 0-10″ - - 2 -

Handgun 0-10″ 10-20″ - 3 Fire order to shoot

Rock – thrown 0-10″ - - 0 Can also be used hand-to-hand

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

Small Cannon 0-10″ 10-30″ 30-40″ 5 Fire order to shoot, Unstoppable

Large Cannon 0-10″ 10-50″ 50-100″ 8 Fire order to shoot, Unstoppable

Bombard 10-20″ 20-30″ 30-40″ 3 Overhead, Fire order to shoot, D4 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!

Hand-to-hand weapons includes all the commonly


carried weapons such as swords and axes, as well as
more dangerous armaments such as spears, maces
and – heaven help us – bloomin’ big axes. Not all
combatants actually need weapons to fight, being
endowed with teeth, claws, horns and the like.
The hand-to-hand weapon chart summarises the
rules for all the most common hand-to-hand
weapons.
Weapon. This is the name of the weapon as given
in the army lists. In the case of hand-to-hand
weapons we lump weapons of broadly similar
capability into the same category, so a big axe and
a huge sword are treated the same. The names Abyssal Warlock
correspond to the army list entries, for example, a by Mantic Games
Dwarf warrior with a big axe, but it doesn’t matter
exactly what the model is armed with so long as it
falls into the same category.
Weapons and Armour | 51

HAND-TO-HAND WEAPON CHART


STRIKE
WEAPON SPECIAL RULES
VALUE (SV)

Rock 0 Can also be thrown as ranged weapon

Cudgel or Club 0 -

Stave or Quarterstaff 0 Strength +1

Scourge, Lash, Whip or Lasso 0 Can also be ‘cracked’ during exchange of missiles

Dagger or Knife 1 -

Flail, Chain mace, Morning


1 Armour +1 maximum bonus
star or Pick axe

Axe, Sword or Mace 1 Strength +1

Big axe, Huge sword, Massive


2 -
mace or Warhammer

Bloomin’ big axe or


3 Heavily Laden
Improbably vast sword

Pitchfork, Bill or Glaive 0 Cancels charge bonus

Spear 1 Can also be thrown during exchange of missiles

Long spear 1 Cancels charge bonus

Halberd 2 Strength +1

Lance 1/3 SV3 on charge

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

Unit: Chariot Ag Acc Str Res Init Co Special

1 x Chariot with two crew pulled Large, Fast,


3 - - 10 - -
by two warhorses Irresistible Charge

2 x Crew with spear and bow - 5 5 - 7 7 Dead-eye shot, Savage

2 x Warhorse - - 5 - - - 1x HtH SV1

are brittle and vulnerable to missile attacks. It MULTIPLE ROLLS


only takes one failed roll and a chariot can be
If a chariot fails two or more Res tests at the same
badly damaged or even destroyed so be warned!
time it will be necessary to make multiple rolls on
If the chariot’s Res test is failed it is necessary to the chart. Where multiple results are scored at
make a further roll on the chariot damage chart. once only apply the highest scoring result. The
The chariot doesn’t automatically fall casualty remaining results are ignored.
because it fails a Res test, though it risks falling
casualty when the damage chart roll is made.
PINS
Add pins indicated to any the chariot already has.
RES RE-ROLLS Note that if the chariot has been hit by shooting
In the case of chariots, Res fails can never be re- and is making a damage roll as a result of failing
rolled, but where a model would otherwise be its Res test, then the chariot will suffer a pin from
entitled to a re-roll the player can, instead, re-roll the ‘hit’ as normal and will always take at least
the result on the chariot damage chart. The re- one extra pin for each damage roll it is obliged to
rolled result stands regardless of whether it is make. In hand-to-hand fighting any pins a chariot
better or worse than the original result. Where accumulates will go towards deciding the result of
crew members are entitled to Res re-rolls, for the combat in the usual way.
example because a chariot rider has the tough If a chariot has at least as many pins as its Co
special rule, the entitlement to a re-roll is applied value it is automatically broken and destroyed in
to the chariot model as a whole and indicated on the same way as any other unit, but see Heroes,
its stat line. Note that Res rolls of 1 and 10 always Wizards and Warlords below.
stand and can’t be re-rolled anyway, which means
if a chariot fails a Res test on a 10 it is not entitled
to a re-roll and therefore it isn’t entitled to re-roll
a damage chart result either.
54 | Chariots

CHARIOT DAMAGE CHART

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

destroyed, they are given a full stat line with any


stat values, equipment and any special rules that
are only used on foot within square brackets like
this: [5]. Refer to the Fantasy Warbands selector
lists for examples of this.
Harpies by
Wargames
Foundry
BREAK TEST
After applying all damage results take a break test
CREW MEMBER INCAPACITATED (see page 40). Only ever take one break test at a
One of the crew is either killed or badly hurt and time regardless of the number of results that call
no longer able to fight on. The crew member for it. For example, a chariot failing two Res tests
cannot make ranged or hand-to-hand attacks or at once might roll two Smash results. In such a
use any equipment or special rules unique to that case it would suffer two rolls of 1+D6 pins and
model. The player can decide which crew member take one break test.
is affected where it makes a difference. If crew
If the chariot is fighting in close combat then
models can be removed so much the better; if not
break tests are taken where indicated at the
it is a good idea to place a counter to show a crew
conclusion of an exchange of missiles and at the
member is incapacitated.
end of fighting once results have been worked
Once all of a chariot’s crew members are out. This means a chariot that wins the combat
incapacitated the chariot automatically falls still has to test if it receives a damage result
casualty and is removed as if destroyed. calling for it to do so. In such a situation both
sides would have to test, the chariot’s opponent
because it had been defeated and the chariot
HEROES, WIZARD AND WARLORDS because called upon to do so by a damage result.
If a chariot contains a hero, wizard, warlord or
In any case, if one or more break tests are
other model with the wound special rule, then the
indicated after close combat results have been
heroic individual is always incapacitated last.
resolved make just the one test. For example, a
If a heroic individual is incapacited or if their chariot defeated in close combat would have to
chariot is destroyed, instead of the individual test, if also suffering a Smash damage result it
falling casualty the chariot model is removed and would have to test, where both apply just make
the heroic individual can continue to fight on foot the one test.
as a warrior unit of one model carrying one
wound and one pin.
The unit is not therefore destroyed as such, but is
DESTROYED
instead converted into a wounded hero. Any The chariot is destroyed together with its crew
spells or other considerations applying to the unit and the unit is removed as a casualty. If the crew
still apply. Any order dice the unit already has includes a hero, warlord, wizard or other model
remain in play. Any additional pins on the unit with the wound special rule, the individual
are removed along with the chariot model leaving continues to fight on foot as a warrior unit
just one pin. The heroic character emerges carrying one wound as described above for Crew
defiantly from the wreckage of the chariot ready Member Incapacitated results.
to continue the fight!
Because these heroic charioteers are able to suffer
one or more wounds, and can therefore continue
to fight on foot once their chariot has been
Monstrosities
The unit type we call ‘monstrosities’ covers a dragon, manticore or wyvern. However, those
huge variety of very large monsters as well as vast same creatures could have riders, and in some
machines. What they all have in common is that cases – such as a mammoth – a whole load of
they are big – monstrously so – and to represent them! If a monstrosity unit includes a rider or
them in the game we need to introduce some new crew, we use a composite stat line as we do for
rules. Some of these rules follow the general chariots, as shown in the example below.
principles already laid out in the rules for
In this case the mammoth has no need of
chariots. However, the thing that makes
Initiative or Command stats because those of the
monstrosities different from all other units,
crew are used instead. It has its own Strength
including chariots, is that they have two or three
stat, which it employs to mete out its five hand-
order dice rather than one.
to-hand attacks, which are resolved with a strike
Because monstrosities have more than one order value of 5. Not that the mammoth has hands as
dice they can take more than one action in a turn. such; its attacks are more likely to be
This means, for example, a monstrosity unit could administered by its tusks, its flailing trunk and by
be given a run order with its first dice and make a stomping on its unfortunate victims.
2M move, and subsequently be given an advance
Most importantly, the special column tells us how
order with its second dice, move 1M and make
many order dice the unit has. In this case it’s two
ranged attacks. This is straightforward enough,
as indicated by the MoD2 rule – monstrosity dice
but a few new rules are required to take account
2. By far the majority of monstrosities are MoD2
of it. These are described later in this section. To
but a few especially large and dangerous
begin with we’ll deal with the stats and damage
examples are MoD3. Monstrosities with even
charts for monstrosities.
more order dice are theoretically possible, but not
a practical proposition for everyday purposes, so

MONSTROSITY STATS we impose a limit of three for general play.

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

Unit: Mammoth Ag Acc Str Res Init Co Special


Large, MoD2,
1 x Mammoth with four riders 4 - 5 12 - -
5x HtH SV5, Stampede, Surly

4 x Barbarian crew with spears - 5 5 - 5 8 -


Monstrosities | 57

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

MONSTROSITY DAMAGE CHART

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.

Cripple! The monstrosity is badly crippled by the enemy’s merciless attack.


7 Take 1+D3 pins and go down. Lose one MoD. Move reduced to 1M.
Injured. The monstrosity’s Resist value is reduced by D6 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.

RESULT MODIFIERS TOUGH COMBATANTS AND RES RE-ROLLS


If a monstrosity has a Res value of 11 or more once If your monstrosity or its crew has the TOUGH
modifiers have been applied, if will special rule (Res re-roll) then the rule works in
still fail on a roll of 10, but in this the same way as already described for chariots.
case only limited damage can be Instead of re-rolling a Res fail, as would be the
scored. To represent this, case with an ordinary warrior model for example,
instead of rolling a D10 on the the player is allowed to re-roll the result on the
damage table roll a D5 to give you monstrosity damage chart. As a general principle,
a result of between 1 and 5. If you where a monstrosity would otherwise be entitled
don’t have a D5 roll a D10 and half the to a Res re-roll it re-rolls the result on its damage
score rounding up, for example, a roll chart instead, assuming the player wishes to do
of 10 Destroyed becomes a result so. Each result can only be re-rolled once and the
of 5 Light Damage. re-rolled result stands, even when worse!

Thuul Mythican
by Mantic Games
Monstrosities | 59

UNSTOPPABLE SHOTS The monstrosity’s MoD value is reduced by one to


a minimum of 1. If the monstrosity still has one or
If your monstrosity is struck by an unstoppable
more unplayed order dice in the dice bag remove
missile – chiefly a cannon ball or shot from a large
one of these. If all of the monstrosity’s order dice
bolt throwing engine – then instead of rolling
have already been played this turn remove the
once on the damage chart for each failed Res test
first one played.
you must roll twice and apply both results. If you
are entitled to a re-roll then each result is
considered a separate Res fail: in otherwords if
MOVE REDUCED TO 1M
you have the TOUGH rule you can re-roll one
This means the monstrosity can never move
result, if TOUGH 2 – two results.
faster than its advance move rate (1M) even if it is
given a run order, charging, or if it has a special
PINS rule that enables it to move faster; for example
rapid sprint.
Add any pins indicated to any the monstrosity
already has. Note that if the monstrosity has
been hit by shooting and is making a damage roll
INJURED
as a result of failing its Res test, then it will suffer
The monstrosity’s Resist stat is reduced by the
a pin from the ‘hit’ as normal and will always
value indicated to a minimum value of 5. No
take at least one extra pin for each damage roll
matter how badly injured, a monstrosity’s Resist
it is obliged to make. In hand-to-hand fighting
doesn’t drop below 5.
any pins a monstrosity accumulates will go
towards deciding the result of the combat in

CREW MEMBER INCAPACITATED


the usual way.
If a monstrosity has at least as many pins as its Co This only applies if the monstrosity has a crew
value it is automatically broken and destroyed as including any rider or pilot.
any other unit except where the Wild Monster
special rule dictates otherwise following a failed One of the crew is either killed or badly hurt and
order test (see page 80). no longer able to fight on. The crew member
cannot make ranged or hand-to-hand attacks or
use any equipment or special rules unique to that
DOWN model. The player can decide which crew member
is affected where it makes a difference. If crew
If the monstrosity has not yet received all of its
models can be removed so much the better; if not
order dice this turn, take an order dice from the
it is a good idea to place a counter to show a crew
bag and give the unit a down order. If the
member is incapacitated.
monstrosity has already been given all of its order
dice, turn the current order to show down. If the If a monstrosity has a crew, rider or pilot then
monstrosity’s current order dice is already down once all of a monstrosity’s crew members are
turn its next most recent order to down, and so incapacitated the unit automatically falls casualty
on. If all of a monstrosity’s order dice are already and is removed as if destroyed.
down there is no further effect.
If a monstrosity’s rider or pilot is a warlord,
wizard or hero model with one or more wounds,
LOSE ONE MOD then the rider can be incapacitiated without the
whole unit being lost. The incapacitiated rider is
This only applies to a monstrosity that has more
considered to have suffered one wound instead.
than one order dice. If a monstrosity has already
For example, if a Dragon rider has the wound
lost MoD dice so that it only has one order dice left,
special rule, the first time the rider is
this result does not apply. A monstrosity can never
incapacitated the result is ignored and the unit is
lose its last dice as a result of damage suffered.
60 | Monstrosities

‘wounded’. Units that have suffered one or more MONSTROSITY DICE


wounds are unable to lose pins equal to the
Monstrosities have two or sometimes three order
number of wounds suffered. See the Wound
dice as shown by their monstrosity dice value (i.e.
special rule on page 80.
MoD2 or MoD3).
Each turn a monstrosity unit can be given a
BREAK TEST number of orders equal to its MoD value.
After applying all damage results take a break test When a new order is issued it becomes the unit’s
(see page 40). Only ever take one break test at a current action and previous orders are ignored.
time regardless of the number of results that call
Work out the unit’s action each time it receives an
for it. For example, a monstrosity failing two Res
order, as you would for any other unit, removing
tests at once might roll two Light Damage results.
pins where appropriate.
In such a case it would suffer two rolls of 1+D3
pins, two injury rolls of -D3 Res, and take one At the turn end phase make recovery tests for
break test. dice that are down as you would for other units,
removing pins where appropriate.

DESTROYED Return order dice to the dice bag, leaving any


retained down orders, ambushes or run orders as
The monstrosity is destroyed together with any
you would for any other unit. The most recently
crew and the unit removed as a casualty.
issued retained order carries over into the next
However, if the monstrosity is ridden by a turn as the current order.
warlord, wizard or hero model with the wounds
special rule, then the character instead suffers
one wound and – assuming this is not sufficient to GIVING AN ORDER
slay the individual – can continue to fight on foot When a dice is drawn from the dice bag the player
in the same way as described for a charioteer. See can use it to activate any monstrosity that has not
page 55. yet used all of its order dice.
Orders are issued and order tests taken in exactly
the same way as with other units. A unit can be

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

given any combination of orders, either the same AMBUSH ORDERS


order repeatedly or a different order each time, as
If you give a monstrosity
the player wishes.
an ambush order this
A monstrosity is always considered to be making applies in the usual way
the action corresponding to the most recently until a further order is
placed order dice. It is a good idea to leave the given. The ambush
dice by the unit as they are played, left to right, ceases to apply as soon Knight by
with the current order on the right hand side so as a different order is Dark Sword
you can easily see what it is. given because the most Miniatures
recent order takes
precedence and becomes
REMOVAL OF PINS the current action.
Pins are removed when orders are issued in the
If a monstrosity has pins and a current ambush
same way as for other units. This enables a
order, it can be given a subsequent ambush order
monstrosity to lose more pins each turn than
without making an order test. This enables the
would an ordinary unit because it makes more
unit to stay on ambush without obliging it to
order tests each turn.
make an order test. However, note that in this
case no test is taken so no pin is removed.

DOWN ORDERS If an ambush is successfully sprung the unit’s


If a monstrosity makes a down action, either current action changes to match the chosen
deliberately or as a result of failing an order test, reaction. This is exactly how ambushes work for
this doesn’t stop it receiving further orders that ordinary units with just one dice, and
turn if it is entitled to them. monstrosities are no different in this respect.

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

monstrous attack. Some special rules are very


If hit the enemy unit
common, and common to all armies for that 0-20″ - - - suffers 1+D3 pins and
matter, while others are rare and limited to only a takes a break test
single army or troop type.

ALLIED MONSTER BEASTLY BREATH


Allied monsters may be monstrous but the Some monsters can breathe noxious fumes
important thing to remember is that they are on represented by a beastly breath ranged attack.
your side! Allied monsters are selected from the If a monster breathes its beastly breath roll a D6.
Monster force list and can be included as part of This is the number of ranged attacks with a range
your warband. Generally speaking, they fight just up to 20″. Beastly breath attacks count as choking
like any other unit in your warband except as attacks, which means any hits scored ignore both
noted below. armour and cover bonuses when it comes to
Allied monsters cannot benefit from the taking Res tests. See Choking.
command, hero or follow special rules of your
RANGE
warband’s characters. See also, Bound Monster SHORT LONG EXT
SV SPECIAL RULES
and Wild Monster.
D6x ranged attacks,
0-10″ 10-20″ - 3
Choking attack
BALEFUL GLARE
Some creatures only have to look at their enemies

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

pain and fight in a frenzy of blows, disregarding


their own safety in a fury of uncoordinated battle-
lust. They might have worked themselves into a A note on doubled attacks
religious fervour, or more likely they are stoked-
up on strong booze and dangerous mind-altering Some special rules allow a model to double its attacks
drugs. It is not our place to judge. in some situations, whilst others add bonus attacks.
For example, berserk troops double their attacks
Berserk troops making either an order test or whilst troops with frenzied charge add one attack
reaction test to charge will always succeed in when they charge.
the same way as if they had rolled a 1 so long as
the enemy is within charge distance. No test is In all these and other cases, it is the unit’s basic
necessary, just imagine a 1 has been rolled. number of attacks that is doubled, and any further
bonus attacks are added to this total. Bonus attacks
In addition, berserk troops fight with double are never doubled. For example, if a unit were
attacks in hand-to-hand fighting. This usually berserk and had frenzied charge, it would strike
means two attacks rather than one, but if three times when charging: two double attacks plus
fighters would otherwise have two, three or one bonus attack.
more attacks then the number is doubled whilst
the unit is berserk. Doubled attacks are never doubled again, even where
a further special rule or magic spell allows double
The berserk rule ceases to apply as soon as the attacks for a second or third time. Just as we can’t re-
unit takes and fails a break test and/or if it is roll a re-roll we cannot double a double – double
defeated in hand-to-hand fighting (in both attacks is as good as it gets so make the most of it.
cases assuming it is not destroyed as a result, of
course). If the unit fails a break test or is defeated
in hand-to-hand fighting the sudden
confrontation with cold reality is instantly BOUND MONSTER
sobering and the unit ceases to be berserk.
Bound monsters are controlled by some kind of
magical compunction, they are obliged to serve

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

CHALLENGE value, all models hit by a chunder attack have an


unmodified Resist roll of 5. It doesn’t matter what
The code of chivalry dictates that bearers of little
the victim’s actual Res stat is, or what modifiers
brain and big swords should meet in mortal
might normally apply, against a chunderous hit
combat to determine which of them should be
all rolls of 1-5 pass with no effect and all rolls of 6-
eradicated from the gene-pool for the common
10 fail. Re-rolls of Res tests are allowed where
good. So keen are some upon this notion they will
they would normally apply, allowing a further roll
seek out even the most monstrous and least
against a 5.
chivalrous opponents to challenge in a duel to the
death. You can’t but admire their pluck. Once a chundering unit has made its chunder
attacks roll a D10. On a 6-10 the creatures have
If a model has the challenge rule then once per
heaved up everything they have and can
game it can initiate a ‘challenge to the death’
therefore make no more chunder attacks that
against any combat opponent. The player must
game. On a 1-5 there’s still plenty left where that
state the model is issuing a challenge before the
came from.
two sides begin to fight, including before any
exchange of missiles. The opposing player has no
RANGE
choice but to comply. The fight becomes a fight to SV SPECIAL RULES
SHORT LONG EXT
the death between the two units.
Target’s Res is always
Fight a round of close combat and calculate which
0-10″ - - - 5, Test for Empty
side has won. Only if the result is a draw fight a
(6-10)
round of follow on combat to decide which side
has won. Once the combat has been fought the
loser is destroyed without a further test. It
doesn’t matter whether the losing side has CHOKING
models remaining once combat is complete, the Choking attacks are associated with poisonous
victor unceremoniously slaughters the whole lot vapours, foul gases, and the rancid breath of some
of them. creatures. If a target is hit by a choking attack
either from shooting or hand-to-hand fighting
In the event of a follow-on round also proving a
then it gets no armour bonus or cover bonus to its
draw just treat the combat result as a regular
Res. So, if a target has armour that gives it a Res
draw. The challenge has failed to produce an
stat of 5(7) the hit is resolved against a Res of 5
entirely terminal result despite the festival of
and not 7.
blood-letting. We’ll call it a draw!
The challenge rule is a pretty dangerous affair for
the challenger, of course, but it is also a handy COMMAND
way of tackling those big ugly beasties that can The command special rule is unique to warlords and
otherwise only be overcome by rolling against indicates that the individual concerned is in charge
their damage chart. of your warband. Warlords usually have higher
Command (Co) stat values than other members of
your warband.
CHUNDER
Any friendly unit within
The chunderous attack is a special ability of Mage by
10″ of a model with the
Trolls. These repulsive regurgitators can Dark Sword
command special rule
spontaneously hurl forth the corrosive contents Miniatures
can use the model’s
of their stomachs upon their luckless foes.
Command stat to take
A chunder counts as a ranged attack with a range any Command based
of up to 10″. Chunder attacks can dissolve flesh, test. For example an
metal and practically anything. Instead of a strike order test, a recovery
Special Rules | 65

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

CRAZED PSYCHOTIC hand-to-hand attack or a


ranged attack; most commonly
This rule is a unique feature of mentally unstable
a hand-to-hand attack.
Dwarfs of a particularly doleful disposition,
unhealthy axe fixation and unrequited death- Deathly chill attacks ignore all
wish. Crazed psychotic Dwarfs tend to eschew armour bonuses to Res.
armour as unnecessary if not actually cowardly. Skeletons by
The rule shares some similarities with the BERSERK Wargames Foundry
rule and adds a few extra of its own. Unlike the DISCIPLINED
berserk rule it never goes away… crazed psychotic Disciplined troops are highly trained, stalwart in
troops just stay mad whatever happens. adversity, and confident in their abilities even
when things are not quite going to plan. A
Crazed psychotic troops making either an order
disciplined unit that passes a rally order loses all
test or reaction test to charge, will always succeed
of its pins automatically. Even a unit that is
in the same way as if they had rolled a one so long as
routing will lose all of its pins if it passes a
the enemy is within charge distance. No test is
Command test due to a nearby unit making a rally
necessary, just imagine a one had been rolled.
order (see Rallying Routing Units on page 19).
Crazed psychotic troops cannot be routed as a
result of a break test. They are immune to routing
and where they would otherwise rout they fight DIVINE INTERVENTION
on instead. If a unit has the divine intervention rule it enjoys
a special relationship with whatever half-crazed
Crazed psychotic units are unaffected by DREAD
notion of a deity it happens to believe in. This can
and TERROR – they are so unhinged they positively
be especially useful when things get a bit sticky
relish the prospect of getting close and personal
and one’s only recourse is to fall to the floor
with vast, unhygienic and murderous monsters.
grovelling in prayer. Units with this rule will
Crazed psychotic units are entirely immune to the
generally be religiously inspired sorcerers, seers,
dread and terror rules.
priestesses and the like.
If a unit has the divine intervention rule it has the
DEAD-EYE SHOT ability to ‘steal’ an order given to an enemy unit
These troops are expert marksmen, gifted by nature within 20″.
or possessed of skills honed by extensive training,
This works as follows: the opposing player pulls
they are uncannily accurate when it comes to
an order dice and declares an order on behalf of a
shooting or throwing their favoured weapon.
unit in the regular way. Before the order is
When a unit with the dead-eye shot rule shoots it enacted or any order test taken, you can declare
is allowed to re-roll one missed attack each time you are calling upon your gods to intervene in
the unit shoots. Only one shot can be re-rolled your favour. Take a standard test against your
regardless of the number of models shooting or unit’s Command (modified for pins in the same
the number of shots taken. way as for an order test).
Where it makes a difference the player is allowed If you fail the test then the gods are deaf to your
to decide which shot to re-roll. demands and the opposing player can continue as
normal. What is more your own unit suffers a pin.
66 | Special Rules

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.

DREAD The number of attacks the model has is indicated


Many supernatural or otherwise horrific and together with the special rule, for example 2x
unnatural beasties cause dread. Troops Drop is two ranged attacks from each model in
confronted by enemies that cause dread may find the unit.
their reserves of courage trickling away … well The strike value (SV) of the drop attack is also
let’s hope it’s their courage anyway. indicated in the stat line. For example, 2x Drop
When models attempt to shoot at a dreaded SV4 is two ranged attacks per model with a strike
enemy, all shots suffer a -1 penalty to the value of 4.
shooter’s Acc value. Drop attacks can potentially be fire attacks or
choking attacks, with the associated special rule.
These are indicated on the stat line. For example,
bombs dropped from a Dwarf Flying Machine are
3x Drop SV4 Fire.
Deep beneath the snow-capped peaks of
RANGE
the White Mountains the Dwarfs delve in SV SPECIAL RULES
SHORT LONG EXT
darkness in their endless quest for gold
and gemstones. They build their halls of
Varies, Ignore
stone in caverns far beyond the light of 0-10″ - - Varies
cover modifiers
day. Hidden from the world above they
fight their battles against orcs, goblins
and ratmen – creatures of the nether
realms under the mountains.

Harpy by
Wargames
Foundry
Special Rules | 67

ENCHANTED STEEDS combat. As units generally get a +1 bonus when


they charge this means that units with a ferocious
Enchanted Steeds are a speciality of your elves
charge get +2 instead.
and elfesque critters such as the Sidhe, sprites
and faeries. Their party trick is the ability to Note that the bonus applies every time the unit
gallop over water as easily as over land, enabling charges, but only in the first round of hand-to-
a rider to gallop over the very oceans. It is a hand fighting and not in any follow on combat.
useful trait, especially if you get seasick easily.
Enchanted Steeds treat all water (including
FIRE
marshes and bogs and such-like sundry wet stuff)
Creatures, most notably dragons, may be able to
as open ground.
breathe fire, in which case this is indicated on
In addition, Enchanted Steeds have an uncanny their stat line as the special rule flaming breath
ability to dodge and weave their way around (see below). Other kinds of attack can also be fire
danger, so mounted units riding Enchanted Steeds attacks, including a fiery balls spell, for example.
are allowed to re-roll failed Res tests against
If a unit is hit by one or more fire attacks either
shooting attacks. Note that this only applies to
from ranged or hand-to-hand attacks then it
shooting attacks and not close combat attacks, and
takes one extra pin over and above any pins it
only to mounted units not to chariots.
would otherwise suffer.

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

special rules column of the model’s stat line. For Number of


example, Fast 6 means the model has a standard 0-10″ 10-20″ - Varies attacks varies,
1M move of 6″ and would therefore have a 2M Fire
move of 12″ and a 3M sprint of 18″.
When shooting at a fast target that has a current
run order, any hits scored must be re-rolled. FLAMING WHEEL
These units are moving so fast that they are much What self-respecting band of flagellants wouldn’t
harder to hit. See Shooting page 29. want a gigantic flaming wheel to push along as
they march into the apocalypse accompanied by
doom-laden chanting and the percussive crack of
FEROCIOUS CHARGE the whip? Admittedly, it is a bit on the dangerous
If the unit charges it adds an extra one to its side, and a lucky somebody could get seriously
Strength in the first round of every hand-to-hand hurt or even badly mangled if it should fall over.
68 | Special Rules

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

HEAVILY LADEN and dried flesh.

Heavily laden best describes medieval-style foot


knights or troops with heavy crossbows burdened IRRESISTIBLE CHARGE
by the constraints of their armour and carrying
If the unit charges then it adds an extra D3 to its
hefty weaponry.
strike value in the ensuing round of hand-to-
Heavily laden units cannot sprint. They can hand combat.
otherwise move normally and can run at double
Roll a D3 and add the score as a bonus to the
pace without further restriction.
unit’s strike value. ‘Irresistible’ is – admittedly –
Warriors and mounted units with Strength of 5 or something of an exaggeration as blows can always
less also suffer a reduction of one to their Agility be ‘resisted’; but hey it’s pretty close!
and Initiative. This reduction is already
Note that the bonus applies every time the unit
incorportated into their stat line where heavily
charges, but only in the ensuing round of hand-
laden is included as a special rule.
to-hand fighting and not in any follow on combat.

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

When shooting at a unit of one or more large OVERHEAD


models the shooters add one to their Acc value.
Overhead shots are lobbed high in the air and
make use of a template to determine hits as

MECHANICAL GENIUS described in the Shooting section on page 31.


Stone-throwing engines shoot in this way, and
It is a well-known fact that dwarfs love tinkering
some large monsters such as giants can also hurl
more than anything else, even more than gold,
rocks overhead.
and that is saying a great deal indeed. Some
dwarfs get so obsessed with cogs, cams, tappets,
trunnions and other mechanical gubbins that PAVISE
they spend years in draughty sheds, tinkering
A pavise is a large and heavy shield that can be
obsessively by the light of a flickering candle,
propped up to form a rigid defence. Crossbowmen
much to the detriment of their sanity and
favour this kind of large shield as it gives them
eyesight. But this love of all things mechanical
something nice and solid to shelter behind while
has its upside, and if your experimental steam-
they re-load their cumbersome weapons.
driven engine of doom should have problems with
its big end, what you need is a passing dwarf with If a unit carries pavises it suffers a -3 penalty to
a hammer and a passion for tinkering. We dignify its Agility (Ag) stat because the troops are lugging
these individuals with the title of mechanical this huge barndoor of a shield about.
genius; but don’t be fooled, they are tinkerers If a unit carries pavises it cannot be given a run
every one. order unless the player chooses to abandon the
If a character with the mechanical genius rule is unit’s pavises first. Carried pavises can always be
within 10″ of an artillery piece then add one to abandoned in this way if the player wishes to
the Accuracy (Acc) value when you shoot. The avoid the Ag penalty or give the unit a run order,
mere presence of the mechanical genius makes it but once abandoned they cannot be picked up
more likely the artillery will score a hit. They again and are gone forever.
have been polishing the cannon balls or greasing Pavises can be placed in front of the unit creating
the springs in a quiet moment. a static linear obstacle that is equivalent to a wall
If a character with the mechanical genius rule is with a +2 Res modifier for cover. The pavise line is
within 10″ of a monstrous machine, then if a roll 1″ long for every model in the unit when the line
is made on a damage chart the player can choose is created (if you mount each pavise onto its own
to add or deduct one from the result. The 25mm base this can be facilitated very easily).
mechanical genius has been gapping the plugs Once a pavise line has been placed the unit
and oiling the valves when no one was looking. cannot move unless it either abandons its
pavises or picks them up again first. Picking
them up requires a successful rally order. If
MONSTROSITY DICE – MOD forced to move more than 1″ from its pavises the
Monstrosities are unlike other units in that they unit will abandon them automatically. If all the
have more than one order dice. This is included models in a unit fall casualty the pavises are
in their stat lines as a special rule as MoD2 or abandoned by default.
MoD3 depending on whether it has two or three
Once abandoned, pavises are lost and cannot be
order dice. No monsters or machines have 4
picked up again. They are knocked down,
order dice, at least so far, but we must both
trampled underfoot, smashed to smithereens or
recognise and fear the possibility. See
otherwise rendered useless. Either way, they are
Monstrosities on page 56 for a complete
removed from play and concern us no longer.
summary of the rules that apply to MoDs.
Special Rules | 73

RAMSHACKLE CONTRAPTION Any pins suffered in this way can potentially


affect any Command based tests that are required,
This rule represents various mechanical
close combat results, or even cause a unit to
contraptions of the kind knocked-up by crazed
automatically break.
inventors in sheds in defiance of all health and
safety considerations. The rule is applied to some Regenerate does not work against damage
mechanical monstrosities. If a unit is a inflicted by fire attacks. Fire burns away the flesh
ramshackle contraption then, on a failed order and sears the regenerating tissue. No test is taken
test of a 10, roll on the damage chart for the in this case.
monstrosity and apply the result. Barbarian Hero by
Dark Sword Miniatures
SAVAGE
RANGED ATTACKS – NX RANGED The savage rule is given to
If a model has natural or multiple ranged attacks warriors and creatures that
this is indicated as a special rule as 2x ranged, 3x are … well plain savage!
ranged, 4x ranged, etc. Savage fighters are crazed
with blood-lust, enraged
If a model has a special kind of ranged attack, this
with hatred of their foes, or
might be expressed as simply as beastly breath or
just so full of piss and
chunder where the values for these things are
vinegar they fall upon their
fixed. Where the values of a ranged attack vary
enemies like wild beasts.
this is expressed along the lines of 2x Flaming
Breath SV3 Fire in the case of a flaming breath If a unit has the savage special rule, then the
attack for example. first time it fights hand-to-hand combat in the
game it can re-roll any failed Strength tests
made to hit the enemy. This applies to all
RAPID SPRINT attacks, even those from mounts , spirits, etc.
Some creatures have the rapid sprint special rule Just take any dice that fail to score hits and roll
enabling them to make an even faster burst of them again. Remember the rule of 1s and 10s
speed. Instead of sprinting at three times their though, even if a unit has the savage rule it still
usual movement distance (3M), a model with the can’t re-roll any scores of a 10. Also bear in mind
rapid sprint rule can sprint four times its usual you can never re-roll a re-rolled result even
movement distance (4M). So, a model with a where a model may be entitled to a re-roll
standard move of 5″ would sprint up to 20″. thanks to two or more different 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

STAMPEDE suffered, and this may potentially trigger a break


test or cause a unit to auto-break.
Great big monsters are all well and good, but
being creatures of little brain and primitive Once a stampeding monster has quite finished it
instincts they can suddenly take fright and go automatically goes down and suffers one pin for
into a raging fury, defying riders and crew to every unit it has trampled. It does not continue
control them, rampaging about, and scaring the to stampede from turn to turn, you’ll be relieved
pants of everyone in their way. In other words to hear.
they can stampede!
If you take an order test for a monster with this
STEALTHY
rule and fail on a roll of a 10, then instead of going
These are your sneaking about in the bushes up to
down (like other units that fail their order test)
no good types.
the monster stampedes instead. Stampeding
monsters are entirely unpredictable. They can go Any shooting hits against stealthy models that are
in any direction. So, to find out where they go, within cover must be re-rolled. This is
take a D10 and roll it as close to the monster as comparable to hits against units that are down,
possible. Turn the monster to face the direction but applies to all stealthy models at all times so
indicated by the ‘point’ of the D10 face. This is the long as they would otherwise be considered
same as described for an overhead shot that goes within cover.
off target, see page 33, if you’re not sure how this
works. The monster’s order dice is changed to
Run and the beastie heads off in the direction STUBBORN
shown, at a 2M Run move plus the dice score of Stubborn types shrug off discouragement and
the D10. danger with a sneer and a contemptuous gesture,
If there are units in its path it tramples over them before pausing to spit in your eye for good measure.
and continues moving. If it ends its move within If a unit has the stubborn rule then every time it
1″ of another unit then it tramples on it, and the takes and passes an order test it removes two pins
unit must also move away to comply with the instead of one. It still removes one pin if the order
usual gap rule (page 14 if you’re wondering). test is failed.
Should the unit be unable to move for whatever
reason then move the stampeding monster
instead, but the unit still gets trampled. SURLY
A unit that is trampled on suffers hand-to-hand Surly troops are uppity beggars who don’t know
attacks from the monster in the same way as a their place. They have no respect for their
unit it has charged. It doesn’t matter whether the betters. They are probably plotting rebellion even
unit is a friend, foe or innocent bystander, if it’s as we speak. Ungrateful sods. Always moaning
in the way it gets trampled. Any crew the monster about how down-trodden they are and mithering
has do not fight; they are too busy hanging on, on about ‘oppression’ and their so-called ‘rights’.
screaming, weeping, praying and so forth. Note And they smell.
that the monster does not exchange missiles even If a unit is surly then it can’t benefit from the
if it is capable of doing so, it just tramples, command, follow or hero rules. The troops
tramples, tramples… steadfastly ignore all efforts of the high and
Units trampled on haven’t been engaged in mighty to cajole them into action.
combat and can’t fight back, they just get bowled
aside or flattened by the stampeding monster.
Trampled units take a pin for every casualty
76 | Special Rules

TERROR Some especially powerful individuals get a more


effective version of the basic rule and they are
Most extremely large monsters are
described as tough 2, tough 3, etc. This means
understandably terrifying and their mere
they can roll more than one failed Res test at a
proximity is sufficient to reduce your average
time, a tough 2 can re-roll two failed Res tests, a
person to a jabbering incontinent heap.
tough 3 three failed tests and so on. This is only of
Fortunately, our combatants are made of sterner
value where a tough combatant has suffered two
stuff, but even so we must take some account of
or more hits and failed two or more Res tests as a
vast terrifying beasties.
consequence. Bear in mind a model with tough 2
Terror affects most units, but cannot affect doesn’t get to re-roll the same failed Res test
another unit that causes terror itself. In addition, twice; if just one Res test is failed the model gets
some units are immune to terror due to special just one chance to re-roll in the same way as the
rules of their own. These exceptions are covered basic tough rule.
in the descriptions for the special rules
concerned, for example undead.
When a unit takes an order test within 15″, no UNDEAD
pins are removed from the testing unit regardless You can’t easily frighten the undead. Even the
of the test result or any special rule that thought of brown envelopes stamped HMRC stirs
otherwise allows units to remove pins when no terror in their bones, nor do the contents of
testing. Even stubborn units, that normally such bring tears to their lidless eyes, for they are
remove two pins when successfully given orders, bereft of life’s agonies and have no more care
remove no pins within 15″ of a terrifying enemy. than rock and stone. Lucky bleeders.

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

Choking Attacks. If the unit has the undead rule VENOMOUS


all hits from choking attacks are automatically
Venomous attacks are hand-to-hand attacks
resisted and cause no damage. Choking attacks
associated with toxic or poisonous stings or bites
include such things as gases, vapours and the
from monstrous creatures such as giant
rancid breath of some monsters.
scorpions. This is typically indicated as a special
Venomous Attacks. If the unit has the undead rule rule on the creature’s stat line together with the
all hits from venomous attacks count as normal number of attacks and strike value. For example,
attacks and receive no bonus ‘hit’ as described for 1x HtH SV4 Venomous.
venomous attacks.
Where any of a unit’s attacks are venomous work
Dread. If a unit has the undead rule it is not out how many venomous hits are scored in hand-
affected by dread and therefore does not suffer to-hand fighting as normal. If at least one hit is
any of the associated penalties for shooting at or scored, then add one further hit to the total.
fighting a dreaded enemy.
Terror. Undead are not affected by the rules for
WARHORSE
terror, and suffer none of the penalties imposed on
A warhorse is a mount of especially sturdy and
other units that are confronted by terrifying enemy.
martial character, bred to bear the weight of steel-
clad aristocracy without complaint. If a rider is
UNSTOPPABLE mounted upon a warhorse then this cancels out
the heavily laden rule, allowing the unit to make a
Unstoppable missiles don’t stop when they hit
sprint move where it is otherwise allowed to do so,
something but pass straight through and can
and restoring the Ag and Init stat penalties where
strike targets behind as described in the Weapons
those would otherwise be applied.
and Armour section on page 48. Cannons and
large bolt-throwing engines have this special rule.
In addition, if the target is a monstrosity and it WHIRLING DERVISHES
suffers damage as a result of a hit from an Goblin whirling dervishes are an unusual and all-
unstoppable missile, instead of rolling just once on round dangerous troop type comprising a number
the damage chart roll twice and apply both results. of drugged-up deranged goblins armed with long
chains to the end of which is fastened a heavy
weight; frequently a cannon ball, sometimes
VENGEFUL another goblin.
Vengeful troops get awfully mean when their
Fuelled by a secret blend of intoxicants of a
comrades are hurt and are likely to fight all the
mysterious and almost certainly lethal nature, the
harder just to get their own back. Attacking them
goblin devotee whirls round-and-round in
just gets them angry. Better to let them cool down
uncontrollable mirth, scattering friends, foes and
a bit. A nice cup of tea perhaps?
onlookers in all directions. Whilst under the
If a vengeful unit wins the first round of close influence, the goblin appears unstoppable;
combat then it must elect to fight a follow on possessed of incredible strength and impossible to
combat where it can do so, the player has no reason with. Sooner or later the rotating fool
choice in the matter, and the vengeful unit always spins into something too big to smash, or other
follows on if possible. whirling dervishes. If not killed outright the
In follow-on combat, whether they have won, lost goblin is invariably knocked unconscious or
or drawn the initial round of hand-to-hand mangled to pieces. Although a number of whirling
fighting, vengeful troops always fight with double dervishes comprise a unit, they fight in a manner
their attacks. unlike other troops and require special rules.
78 | Special Rules

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

Either way, the player moves all the remaining WOODSMEN


dervishes back into formation. Note that the
Why anyone would want to live in a wood – let
dervishes can move entirely through the unit they
alone up a tree – is anyone’s guess, but among
were previously fighting, and can do so without
your tree-hugging types nothing could be better.
penalty; they ‘burst’ through their enemy and
Needless to say, what with all the communing
come out the other side. Assuming the dervishes
with nature and being at one with the forest,
move off without running into another unit their
units with the woodsman rule get to be awfully
action is complete … much to everyone’s relief.
familiar with trees. Awfully familiar.
If the unit that has been attacked by the dervishes
If a unit has the woodsmen rule then any models
is defeated it can consolidate after the dervishes
within wooded terrain that are otherwise entitled
have moved, assuming it survives to do so. If
to a cover bonus to their Res add a further one to
victorious the unit can consolidate after the
that bonus.
dervishes are removed.
Units with the woodsmen rule treat rough
wooded terrain as open terrain, which means
WILD MONSTER they don’t need to test their Agility when they
Wild monsters are barely controllable creatures move through or into it. It’s almost as if the trees
and your best chance is to point them at the get out of their way. And who can blame them.
enemy and hope they get the right idea. They can
be directed by you up to a point, but are
intractable, volatile beasts and unpredictable at WOUND
the best of times. Wild monsters are selected from Only very powerful individuals and some
the monster force list and can be included as part extraordinary monsters have the wound special
of your warband. They fight as part of your rule. In effect a wound gives the model an extra life.
warband … most of the time anyway. A model with the wound special rule is not
Wild monsters cannot benefit from the command, removed as a casualty when it fails a Res test and
hero or follow special rule of your warband’s would otherwise fall casualty. The model becomes
characters. ‘wounded’ instead. A wounded model can fight
on, but if it fails a further Res test it is removed as
Going wild! If a wild monster fails an order test on
a casualty just like any other model.
the roll of a 10, then it immediately takes D6 pins.
If this is sufficient to auto-break the monster then Each wound suffered in hand-to-hand fighting
it goes wild. The unit counts as a casualty as counts as a casualty when it comes to allocating
would any other automatically broken unit. pins and working out results.

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.

ZEALOUS If a unit with the zombie special rule fails an


order test it automatically gets an advance order
Zealous types are motivated by a vision of the
rather than going down.
world that bears almost no relationship to
actuality. I would say they were away with the Zombies cannot make a sprint move.
faeries, but quite frankly the faeries are hard- Zombies can make a standard 2M run move with
headed realists compared to this lot. the appropriate order, but must test their Agility
Zealous individuals are prone to fanciful visions once they have done so and take a pin if this is
and strange otherworldly motivations. They are failed. I.e. they test for making a run like other
unmoved by rational concerns, deaf and blind to units test for sprints. They are too shambolic to
the real world, and entirely obsessed with run very fast and would probably just fall to bits if
whatever rich internal life is going on between they tried.
their ears. They are more common than you Zombies cannot benefit from the hero, follow or
might imagine. command special rule of a character model unless
Zealous units ignore the penalty from pins when it has the Zombie Master special rule (see below).
taking a break test. They still acquire pins like
other units, but take no account of them when
taking break tests. They are still destroyed or ZOMBIE MASTER
routed if they fail their break test,and are Zombies are generally blind and deaf to the
destroyed if they accumulate as many pins as encouragement of the living. Cries of, ‘go get
their Command stat, just like other units. them brains’ generally go over their heads,
assuming they have heads, which cannot be taken
If a Zealous unit should fail an order test it can re-
for granted. Only a zombie master, a powerful and
roll the result. Obviously, the second result stands
assuredly evil sorcerer or undead entity, can hope
even if worse. Heaven knows what is going on the
to control a zombie.
minds of the zealots. It is better not to ask.
If a character model has the zombie master
special rule, then it can use its hero, follow and
ZOMBIE command special rule on behalf of a zombie unit
Zombies don’t go down if they fail an order test. within range. In other words, the zombies can use
Oh no. They just keep coming, no matter how the character’s Command stat for taking any
mangled, decayed or badly confused they might Command-based tests, or Initiative stat for
be. The basic zombie motivation is to hurl making reaction tests.

Skeleton Warriors by Warlord Games


82 | Special Rules

Summary of Special Rules


This is a summary of all the special rules. It is included as a way of quickly referencing a rule when
required during play. It’s also a more convenient way of jogging your memory about a special rule
while reading elsewhere, or of comparing two special rules at the same time. For the full detail of
the rules, explanation and appalling jokes you will have to read the full text I’m afraid.

Allied Monster Unaffected by Command, Hero or Follow rules.

Baleful Glare Ranged attack 20″, 1+D3 pins and take break test.

Beastly Breath D6 ranged attacks 20″. SV3 Choking.

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.

Unaffected by Command, Hero or Follow rules. On failed order roll of 10 takes


Bound Monster
D6 pins.

Challenge Once per game can issue challenge in close combat.

Chunder Ranged attack 10″. Opponent’s Res 5. Empty on roll of 6+.

Choking No armour bonus or cover bonus allowed.

Command Friends with 10″ can use unit’s Command stat.

Crazed Auto-pass order test or reaction to charge. Cannot be routed. Immune to dread.
Psychotic Immune to terror.

Dead-Eye Shot Re-roll one missed shot.

Deathly Chill No armour bonus allowed.

Disciplined Lose all pins on passed Rally test.

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.

-1 to hit shooting/close combat. -1 to break test if defeated by dreaded enemy.


Dread
Dread units are immune to dread.

Drop Ranged attack 10″. No cover bonus allowed.

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

Fire +1 extra pin when hit by shooting or close combat.

Frenzied
+1 Attack on charge.
Charge

Flaming Breath Ranged attack 20″. Fire Attack. As stats.

5″ move. Difficult terrain/obstacles impassable. Fire order to roll. Moves 10″,


players roll-off and winner directs the wheel up to 45 degrees, repeat. Falls over
Flaming Wheel
on double, leaves table, or hits difficult terrain/obstacle. Units in path suffer D6
SV 6 fire attacks. One use only!

Moves over terrain/obstacles without penalty. Enemy cannot charge or follow-on


Flies in combat unless they can also fly or if flyers are down. Flying machines that go
down over impassable terrain are destroyed.

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

Overhead Shoots overhead as described in the rules for shooting.

-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

Rapid Sprint The unit sprints 4M rather than 3M.

Regenerate Re-roll failed Res and take pin if successful.

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.

Slow Unit’s basic move as stated.

Spectral As Undead. In addition, all fire attacks have no effect. All rough ground/obstacles
Undead count as open terrain for movement.

Auto-destroyed if their sorcerer is slain. Can be sacrificed in exchange for a


Spirit re-roll. Can fight hand-to-hand, and can make ranged attack during exchange
of missiles.

On a failed Order test of 10 stampedes. Moves 2M+D10 score in direction shown.


Stampede Units trampled are fought in close combat. Once the stampede is over the unit
goes down and takes one pin per unit trampled.

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.

Surly Cannot benefit from Command, Follow or Hero rules.

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).

Cannot be routed. Automatically resist choking and venomous attacks. Immune to


Undead
Dread. Immune to terror.

Unstoppable shot as described in the rules for Weapons and Armour. Rolls twice
Unstoppable
on the monstrosity damage table.

Must follow-on if unit wins combat where possible. Double attacks in


Vengeful
follow-on combat.

Venomous Add one hit if any hits are scored.

Warhorse Cancels out Heavily Laden rule.


Special Rules | 85

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.

+1 cover bonus if within wooded cover. Treat rough wooded terrain as


Woodsman
open ground.

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.

TEST TO CAST INVOCATION


Just tried to cast that game winning spell and
To see if the spell is successfully cast make a D10
failed? Annoying isn’t it. Prepared to risk the
test against the spell’s casting value. Each spell’s
wrath of whatever mysterious and whimsical
casting value is given as part of the description of
entities rule over the wizard’s source of power? If
the spell. This test is taken in the same way as
so, you can test again by making an invocation to
other D10 tests in the game: scores equal to or
the wizard’s magical overlord and patron.
under the required value are passes, and scores
greater than the required value are fails. A wizard can make an invocation if the casting
test is failed on any roll other than a 10 (i.e. so
Pass The spell is cast as described.
long as it is not a miscast). Just take the test again
Fail The spell is not cast. However, unless a 10 and abide by the result. A wizard can only make
has been rolled the caster can try again one invocation in response to a failed spell.
by using an invocation to re-roll the dice
A wizard can make only a number of invocations
if you are feeling brave!
in the game equal to the wizard’s Magic Level.
As always rolls of 1 and 10 stand and cannot be This is one of the advantages of a wizard of Magic
re-rolled. In addition, on the roll of a 10 not only Level 3 as opposed to a more lowly Magic Level 1.
is the spell not cast but something has gone
There is also a price to be paid when a wizard
horribly wrong. The wizard must make a further
calls upon the fickle masters of magic. If a wizard
roll for a miscast as explained later. Don’t worry
makes an invocation and fails to cast the spell the
too much about this troublesome occurrence for
wizard takes one pin as a penalty.
now. Miscasts are not invariably fatal and can
even be welcome on occasion.
When a spell is cast successfully it takes effect as DISPELS
described. Some spells require the caster to have When a spell is cast successfully one opposing
line of sight (LOS) to the target in the same way as wizard gets a chance to try and counter the spell.
for shooting, for example a fiery balls spell. Other It doesn’t matter whether the dispelling wizard
88 | Spells and Sundry Wizardry

already has an order or not: where they are MISCASTS


otherwise allowed to do so wizards can always
On the roll of a 10 when making a casting test
attempt to counter opposing spells regardless of
something has gone horribly wrong: the spell has
their order status.
been miscast. The player must make an
To make a successful dispel the player must roll a immediate roll for a miscast result. Roll a D10 and
D10 and score under the value already rolled to consult the table on pages 90-91.
cast the spell. In other words you have to ‘beat’
the score already rolled. For example, if the
casting wizard rolled a 5 to cast the spell the SPELLS
dispel is successful on the roll of a 4 or less. It The following spells are listed in the order of
follows that a spell cast on a 1 cannot be dispelled, difficulty as indicated by the spell’s casting value.
of course, as it is impossible to roll less than 1. As this is a basic D10 test the higher the value the
easier the spell is to cast. For example, a spell
Pass The original spell is cancelled out and has
with a casting value of 8 is cast on a dice roll of 1
no effect – it has been successfully
to 8 and only failed on a 9 or 10, whilst a spell
dispelled.
with a casting value of 7 is cast on a roll of 1 to 7.
Fail The countermanding magic fails to
Regardless of the score required, and of any
overcome the opposing spell. The
bonuses that might accrue or penalties that might
original spell takes effect as
apply, rolls of a 1 are always a pass and cannot be
intended and the dispelling
dispelled, rolls of a 10 are always a fail and result
wizard suffers a pin.
in a miscast.
Note that a wizard who fails to
dispel an enemy’s spell suffers a
pin as a penalty. This means FIERY BALLS
there is always a potential cost Hurling sorcerous fire is obviously one of the first
to be paid when attempting a things on the syllabus at magic school and always
dispel! They don’t call sorcery a useful spell to have at your command. One of
‘fickle’ for nothing you know. the best things about your magical fire ball is that
it is extremely easy to cast. The greater a wizard’s
Marike, Guardian of the Sea,
Magic Level the more fiery balls the caster can
by Dark Sword Miniatures
hurl at once too; so it is a spell that has equal
appeal whether you are a magical rookie or a
thaumaturgical top dog.

Upon the sea-cliffs of Narn, by the Casting Value. 9


shores of the Sorrowing Sea, there rises Range. 20″ measuring from the wizard to the
a tower – a solitary tower – and within target unit.
that tower thee. Its walls are raised of
rubies, as thine lips are ruby red, and Target. A wizard can target an enemy unit within
cold seas beat about its feet wild waves range and LOS worked out the same way as for
of stolen blood. Beneath thine gaze the shooting. If the spell is successfully cast the target
waters wail, such tears as spirits weep is struck by flaming balls of fire, and hits are
they shed, no living thing that sea doth distributed onto the target in the same way as for
sail but shadows of the drowned. It is thy shooting with the player whose unit has been
doom to rule that wrack, thine realm struck allocating hits.
that haunt of ghast and gaunt, thy Effect. Magic missile. The target is struck by
soldiery commanded forth from foam deadly fire balls. To work out how many hits are
and froth commended. So might it be scored roll a D3 and add the caster’s Magic Level.
forever more by the shores of the
Sorrowing Sea, in the shade of the Ruby
Tower – and within that tower thee.
Spells and Sundry Wizardry | 89

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.

Target. Any enemy unit on the tabletop. Continued on page 92


Miscast Table
The caster is turned into a large toad. The wizard cannot be killed whilst in toad form. Hits on the unit
are allocated as normal and any hits allocated to the toad are ignored. That’s the good news. The bad
news is that the wizard cannot cast spells whilst a toad, cannot cast dispells, make attacks, shoot, use
Command or Initiative stats on behalf of the unit, or do anything at all other than move with the unit.
The caster can return to human (or whatever) form if the unit is given a successful rally order and,
once pins have been removed following the order, if the unit has no pins upon it (or the minimum in
the case of a wounded wizard). The wizard model is then returned to the wizard’s original shape and

1 function but cannot cast a spell that turn.


Although, the wizard is impervious to harm whilst a toad, the entire unit including the toad/wizard
is destroyed if it reaches its pin limit and automatically breaks (the same as for any other unit). If the
wizard is riding a chariot or monstrosity and has the wound special rule, the toad/wizard survives
the destruction of the chariot/monstrosity as described in the corresonding rules sections ... but is
still a toad!
If only the toad remains from the unit at the end of the game the unit counts as destroyed for purposes
of working out which side has won. In such a case the caster is doomed to eternity as a toad and a
steady diet of flies and beetles.

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

ENCHANTED SHIELD Casting Value. 8


This spell creates a magical barrier over one Range. The spell is cast upon the wizard and
friendly unit, protecting it from missile attacks automatically affects all friendly units within 10″,
for the duration of the current turn. This is a measuring from the wizard model to the unit in
useful spell if cast at the right time and a good the normal way.
way of advancing troops forward into a fight
Target. The spell effects all friendly units within
without taking hits from incoming missiles. It’s
10″ of the caster including the caster’s own unit.
not an especially difficult spell to cast and makes
a good alternative to the more effective, but more Effect. Roll a D6 and add the wizard’s Magic Level.
difficult, Sorcerer’s Shield. It can also be cast from You can remove this total number of pins from
a longer range, enabling the caster to stay safely the units affected. You can remove these pins
out of harm’s way! from any or all of the units affected, and you can
remove more pins from some units than others, it
Casting Value. 8
is up to you. For example, if you rolled a 3 and
Range. 10″ per Magic Level measuring from the have a Magic Level of 1 you might remove all four
wizard to the target unit. So, a level 1 wizard has pins from one unit even if there are four units
a range of only 10″ but a level 3 wizard 30″. with pins affected by the spell.
Target. Any friendly unit within range. It is not
necessary for the caster to have LOS to the target.
AURA OF TIMIDITY
This spell can be cast upon the wizard’s own unit
The wizard casts an aura of timidity and
if desired. Place a suitable marker on the unit to
diffidence that fills the hearts of enemies with
show that the enchanted shield has been cast
dread! This is a mirror of the aura of courage
upon it.
spell, with the added advantage that its range is
Duration. This spell lasts until the end of the turn. extended for wizards of higher Magic Levels. It’s
Effect. Any ranged attack upon the unit will another subtle spell that can be more dangerous
automatically miss on any Acc roll other than a 1. to the enemy than might appear the case at
Note that the spell affects all ranged attacks first, and can be a battle winner if used
where Acc is rolled including attacks from carefully. Its range makes it especially useful for
monsters such as flaming breath and baleful Magic Level 3 wizards.
glare, as well as any exchange of missiles. It does Casting Value. 8
not affect spells where no Acc roll is made, even if
Range. The spell is cast upon the wizard and
they inflict hits in the same way as shooting
automatically affects all enemy units within 10″ of
attacks, for example fiery balls. The spell does not
the wizard if Magic Level 1, 20″ for level 2 and 30″
stop the unit itself from shooting if it is otherwise
for level 3, measuring from the wizard model to
able to do so.
the unit.
Target. The spell affects all enemy units within
AURA OF COURAGE range of the caster.
The wizard casts an aura of resolve and
Effect. Roll a D6. You can distribute this total
confidence that lifts the hearts of all friends
number of pins amongst the units affected. You
within its ambience! This is a very useful way of
can load all the pins onto one unit if you wish or
removing pins upon a unit. Its effects may be
spread them about in any way you like. This can
somewhat more subtle than your quotidian
potentially bring units to their automatic break
lightning bolts but it is a spell which will always
point and destroy them.
come in handy no matter what enemies you face.
Spells and Sundry Wizardry | 93

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.

WHO CAN CARRY MAGIC WEAPONS?


Only a warlord, wizard or hero can carry a magic
weapon and no model can carry more than one.
Magic weapons cost the points value shown.
A model carrying a magic sword can’t have any
other hand-to-hand weapon, but can carry a missile
weapon if otherwise allowed. Similarly, a model
carrying a magical missile weapon can’t carry
another missile weapon, but can have an ordinary
hand-to-hand weapon in addition.

‘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

MAGIC SWORDS MAGIC MISSILE WEAPONS


The following magic swords are offered for the The following magic weapons are offered to those
discerning warlord and, for those who wish, the who prefer to keep their enemy at a distance.
same weapons can also be represented as an axe
or mace.
SKULL CRUSHER
The skull crusher is a mace or hammer that can
FOE STRIKER be thrown at an enemy and which magically
The foe striker boosts the wielder’s strike value returns to the hand of the wielder. The weapon
by a further +1. As ordinary swords have a strike can also be used in hand-to-hand fighting with a
value of 1 already this means the foe striker has a Strength bonus of +1 and during an exhange of
2. Like all swords there is a +1 Strength bonus too. missiles, and confers a strike value of 2 as a
missile and hand-to-hand weapon.
Strength Bonus +1
Strike Value 2 Range 10″ short only

Points Value 10 Strength Bonus +1 HtH only


Strike Value 2

HELM CLEAVER Points Value 15


The helm cleaver boosts the wielder’s strike value
by a further 2. As ordinary swords have a strike
value of +1 already this means the foe striker has a LIGHTNING SPEAR
3. Like all swords there is a +1 Strength bonus too. The lightning spear is a spear that can be thrown
at an enemy during an exchange of missiles. The
Strength Bonus +1
weapon can also be used in hand-to-hand fighting
Strike Value 3 and confers a strike value of 2 as a missile and
Points Value 20 hand-to-hand weapon.
Range exchange of missiles only
WAR BRINGER Strike Value 2
The war bringer gives the wielder an extra attack Points Value 10
in hand-to-hand fighting. Like all swords there is
a +1 Strength bonus too.
HtH Attacks +1 BOW OF BURNING GOLD
The bow of burning gold shoots
Strength Bonus +1
magical arrows that give the model a +1 accuracy
Strike Value 1 bonus and hits with a strike value of 2. It has a
Points Value 10 range of 30″.
Range short 0-10″ long 10-30″
BATTLE SMITER Accuracy +1
The battle smiter gives the wielder an additional
Strike Value 2
+1 bonus to Strength. As ordinary swords have +1
Strength, the battle smiter has +2. Points Value 20

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

MOVEMENT AND LINE OF SIGHT Line of sight. Open.


By default all area terrain is considered to be Cover. Res +2.
open terrain for movement and line of sight (LOS) Movement. Rough.
unless agreed otherwise before the game or
established previously by common consent.
DENSE WOODLAND
Dense woodland is considerably more thickly
COMMON AREA TERRAIN overgrown with larger trees and tangled
The following list covers the usual kinds of undergrowth. Dense woodlands are too thickly
features we find on most wargames tables. Feel overgrown for models to see from one side to the
free to make up more. If you are playing your first other. Models within 2″ of the edge can see out
games or if you want to play without worrying too and can be seen by the enemy. Models within the
much about different kinds of terrain we’d area can see each other within 2″.
suggest you stick to a few pieces of low scrub to
Line of sight. Within 2″ of Edge or Enemy.
begin with.
Cover. Res +2.
Rules for moving through rough terrain can be
Movement. Rough.
found in the Movement section on page 23. Rules
for cover are included in the Shooting section on
page 30. The rules for line of sight (LOS) can also THICK FOREST
be found in the Shooting section.
By forest we mean even denser plant growth
making movement harder still and impassable for
chariots and artillery. Units taking an Agility test
LOW SCRUB
suffer a -2 penalty. You wouldn’t want to include
Low Scrub is an area of scattered, mostly low
too much thick forest on a wargames table as it
vegetation that offers a slight degree of cover but
will slow down movement considerably. Models
which does not impede the movement of models.
within 2″ of the edge can still see out and can be
Think of this as low bushes, heathland or bracken.
seen normally. Models within the area can see
Line of sight. Open. each other within 2″.
Cover. Res +1. Line of sight. Within 2″ of Edge or Enemy.
Movement. No penalty. Cover. Res +2.
Movement. Rough -2. Impassable to chariots
and artillery.
SCRUB
Scrub is either more closely packed than low scrub
comprising thorny, tangled or luxuriant vegetation ROCKY GROUND OR RUBBLE
perhaps with the odd gnarly tree or bush.
This is an area covered in scattered rocks and
Line of sight. Open. small boulders, or the rubbled ruins of
Cover. Res +1. buildings, perhaps up to
about half the height of
Movement. Rough.
a man and possibly with
the odd larger boulder
LIGHT WOODLAND OR ORCHARD here and there.

Light woodland or orchards comprises a scatter of Line of sight. Open.


trees and scrub. An area of light woodland is not Cover. Res +1.
sufficiently thick to block line of sight but offers
Movement. Rough.
substantial cover to troops within it.
Barbarian
by North Star
100 | Terrain

BOULDER FIELD OR STANDING RUINS Movement. Rough -2. Impassable to chariots


and artillery.
This is an area of densely strewn large rocks or an
area of standing ruins of man height or perhaps Special rule. This is the same as a marsh (above)
even taller. Boulder fields or ruins are substantial and in addition, if the unit’s Agilty test is failed
enough to block line of sight from one side to on a roll of a 10 then one of their number
another in a comparable way to dense woodland. selected at random is immediately drawn to their
Models within 2″ of the edge or each other can see destruction beneath the mire – remove the model
and be seen in the same way as described above as a casualty.
for woodlands and forests. Terrain counts as
rough and is impassable to chariots and artillery.
MUD OR SAND
Line of sight. Within 2″ of Edge or Enemy. An area of deep mud or soft sand is likely to slow
Cover. Res +2. down models attempting to move through it.
Movement. Rough -2. Impassable to chariots Deep mud features might be found by rivers
and artillery. where they have flooded their banks, water
meadows, and coastal mud flats. Soft sands might
be found as coastal dunes or deserts.
MARSH OR BOG
Line of sight. Open.
A marsh or area of boggy ground is extremely
Cover. None.
difficult to move through. Units testing Agility
suffer a -2 penalty and chariots and artillery Movement. Rough.
cannot cross as all. The little low-growing
vegetation that may emerge from its depths is not
sufficient to offer shelter, and generally speaking
BROKEN GROUND
these are places to avoid when at all possible. Broken ground is ground that is rough or uneven,
possibly because it has been prepared for
Line of sight. Open. cultivation, but perhaps ground that has been
Cover. None. cleared in readiness for building, or maybe as a
Movement. Rough -2. Impassable to chariots result of a bush fire or some natural catastrophe.
and artillery. Broken ground offers no cover and no restriction
of sight, but stands to slow down units moving
Special rule. If units fail their Agility test when
within it.
attempting to move into or through a marsh then
they do not move at all. In addition, a unit that Line of sight. Open.
fails an Agilty test for moving into or through a Cover. None.
marsh gains a pin.
Movement. Rough.

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

Line of sight. Open.

Obstacles Cover. Res +2.


Movement. Obstacle.
By ‘obstacles’ we mean low linear obstacles that
pose a hindrance to movement and which offer
physical protection from missile fire in some HEDGE OR CLOSE VEGETATION
cases. Think of these as defensible barriers like a A hedge of whatever local vegetation is favoured
low wall, a tangled line of vegetation, a rubble for the purpose, serving as a field barrier for crops
barricade or a rocky outcrop. or stockade for lifestock. Vegetation provides only
Obstacles can also be gullies, streams or ditches, limited cover but is better than nothing!
even though these are obviously negative Line of sight. Open.
landscape features and not something anyone
Cover. Res +1.
could shelter behind.
Movement. Obstacle.
The basic rules for moving up to and over
obstacles are described in the Movement rules on
page 21. ROCKS, WALL OR RAMPART
Ideally, a model obstacle should be no taller than This is a barrier formed of rocks, whether a
your model warriors, but so long as players agree natural formation or piled up to make an
beforehand there is no need to be strict about obstacle, or a low wall or possibly an earthwork
this. Obstacles can be as long as you wish – just go thrown up to make a barrier. These are solid and
with what looks right. substantial defences whether deliberately
intended to be so or otherwise, and troops will be
able to make effective use of them.
MOVEMENT AND LINE OF SIGHT Line of sight. Open.
By default an Agility test is required when
Cover. Res +2.
crossing an obstacle as described in the Movement
rules. Unless players agree otherwise obstacles are Movement. Obstacle.
always open terrain for line of sight (LOS).

COMMON OBSTACLES
Skeleton Warriors by Warlord Games

Here are rules for the most common features


found on the typical wargames table.
Rules for moving over obstacles can be found in
the Movement section on page 21. Rules for cover
are included in the Shooting section on page 30.
The rules for line of sight can also be found in the
Shooting section.

HASTY BARRICADE/IMPROVISED BARRIER


A hastily erected barricade built from whatever
happens to be lying around, including building
debris, barrels, sacks, abandoned carts, old bones,
mangled bodies and so on.
102 | Terrain

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 you adopt the above rule, it is suggested that HILLY TERRAIN


models on the same hill can always see each other
if they are within 2″ even if the midpoint of the STEEP SLOPES OR LOOSE SCREE
hill lies between them. Otherwise opposing units A hill could include an area of steep slopes, scree
can find themselves divided by the midpoint of a or perhaps gullies, marked out as area terrain in
hill and theoretically out of sight though only a the usual manner. Such slopes might by covered
hair’s breadth apart! in loose rubble or scree making it impossible to
gain a solid purchase, or the ground itself might
be pot holed or unstable.
MASSIVE TOPOGRAPHY
Line of sight. Open.
You can’t draw line of sight over intervening
topography such as a gigantic boulder, rocky Cover. None.
spire, volcanic plug and such like. These are
Movement. Rough.
massive, impassable features, and they block LOS
in the same way as does a hill.
CLIFFS
A hill might be demarked by a sheer drop or cliff.
HIGH GROUND
A fairly low sheer drop can be regarded as purely
At the start of the game players can designate
decorative, serving to delineate the boundaries of
any especially tall uplands as high ground:
a hill or high ground. These rules govern
generally speaking the very tops of the tallest
substantial cliffs that are otherwise impossible to
hills or distinctly high spots that overlook the
cross on foot.
tabletop terrain.
Cliffs can only be crossed by climbing. A unit can
Units on high ground can see over area terrain,
attempt to climb up or down a cliff if it begins its
obstacles and units on lower ground, as described
move at the foot or edge of the cliff. All the
in the rules for Shooting on page 26.
models in the unit must be either touching the
Units on high ground can only see over lower cliff or within 1″ of it.
hills, impassable topography, or buildings where
The unit must make an advance move action (M)
players have previously agreed these features are
and must take an Agility (Ag) test. If successful
overlooked by high ground.
the unit moves up or down the cliff measuring the
vertical distance as part of its move. If
unsuccessful the unit does not move.
MOVING INTO BUILDINGS
Buildings How many troops can get into a building?
Where buildings feature in games, players must
We don’t want to overcomplicate our game too agree beforehand how many troops can get
much by providing detailed rules for buildings, inside. For example, we might agree that all
but the odd watchtower and hovel will enliven hovels or single storey buildings can take ten
the occasional game so we shall cover the basics. human-sized models.
As a general rule, models can’t enter buildings if
BUILDINGS AND LINE OF SIGHT they are obviously too large to do so, for example
if they are huge monsters or monstrous machines.
In principle, you can’t draw line of sight through
Otherwise, players can allow models to occupy
an intervening building in exactly the same way
buildings as seems appropriate for the size of the
as massive terrain features like solid rocky spires
building itself. For example, we might allow
and gigantic boulders. You can’t see through a
monsters to enter a building counting as two
building just as you can’t see over a hill. Just try it
ordinary sized models.
sometime and you’ll see what I mean.
Models inside buildings can see out and can be
seen assuming the buildings in question have ENTERING BUILDINGS
doors, windows or open platforms. For example, To enter a building a unit must be ordered to run.
models in a watchtower can see out (which is At least one model must reach an opening such as
handy) and they can also be seen (which is less so). a door or window. Any other models in the unit
Buildings don’t confer any line of sight advantage can enter if they can reach any part of the
unless it has been agreed beforehand to count building or move to within 1″ of it. Place the
them as high ground. This is up to the players. For models inside or remove them from the table
example, you might agree to count a watchtower where this is impractical.
on a regular sized hill as high ground, enabling If only part of a unit can get inside then treat the
any watchers to overlook lower area terrain, building as part of the unit’s formation. The rest of
obstacles or units. the unit forms a group within 1″ of the building.
Terrain | 105

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.

That’s more like it! A medieval style


house of timber, wattle and daub, and
SHOOTING AND BUILDINGS maybe even the odd bit of brick and
stone. Probably a couple of storeys too.
Suitably armed troops can shoot from openings +3 Or could be a simple wooden
such as doors or windows, or from the open watchtower with a nice solid timber
platforms of towers or ramparts. Agree battlement to shelter behind and a
beforehand how many models can shoot from a shingle roof to keep the rain off.
window or door; two per window is a good
A solidly constructed stone or brick-
number for a typical aperture. built house or a modest fortification
+4 such as a rampart of rammed earth
If a unit is in a tower then it is allowed to split its
faced with timber or stone.
ranged attacks when given a fire order. It doesn’t
have to shoot with all of its models at the same Now we are talking serious
target. Declare which models are shooting at fortifications, and not really the kind of
thing we want to worry about in our
which targets once the fire order has been +5 game. A fortified gatehouse or a fortified
successfully given. Players might also want to house such as a bastle, peel tower, or
allow other tall buildings to count as towers for tower house.
splitting fire; if there is any doubt, decide which
buildings are considered to be towers before
the game. If a unit is split between a building and models in
the open, then models that can be seen in the
open are always hit first when it comes to
SHOOTING AT MODELS IN BUILDINGS distributing hits against the unit from shooting.
Models in buildings can be shot at if there are
windows, doors or other openings for the enemy
106 | Terrain

SHOOTING AT A BUILDING If an overhead shot results in a template touching


a building without its centre laying over the
If a ranged attack has a strike value (SV) of 5 or
building itself, then the building isn’t hit with
greater it can potentially damage a building. The
sufficient force to cause any damage and any
player must declare that shots are being directed
models inside are not affected.
against the building itself and not against the
models inside. Buildings are large targets and so Overhead shots directed against a building don’t
+1 Acc to hit. suffer the -1 Acc penalty for shooting at targets
inside buildings. They do suffer the usual -2
If a building is shot at by a unit and suffers one or
modifier for overhead shooting though.
more SV5 hits, the building suffers 2D6 damage.
Note it doesn’t matter how many hits are inflicted Any hits scored on the building are distributed
in total, only that at least one hit is scored. Roll amongst the models inside. If there are models
damage and record the total in some fashion. A belonging to the same unit outside the building
building can take 10 damage for every ‘pip of Res no hits are distributed onto them.
save as shown on the chart above. So, a building
If hits have a strike value (SV) of 5 or more then
with +2 Res has 20 damage in total, a building
the building suffers damage in addition to any
with +3 Res has 30, and so on. Players can agree to
hits scored against its occupants. This is the
use different values if they wish by allocating
advantage of overhead attacks, they are useful for
damage before the game starts.
lobbing huge missiles at buildings and potentially
Once a building has suffered damage equal to or knocking them down.
greater than its damage value it is destroyed. Any
models inside can try to escape by testing their
Agility, test for each model. Any models that pass FIGHTING AND BUILDINGS
their Agility test can escape by making a single M A unit can attack an enemy unit inside a building
move out of the building, in the same way as a by charging to a door or other opening.
unit consolidating from combat. Any models that
Both sides get to exchange missiles in the usual
fail to escape are destroyed unless they have the
way, with the defenders enjoying the benefit of
wound special rule, in which case they survive
being in a building. Both sides fight hand-to-
with a wound. Once the unit has escaped it goes
hand, but only attackers who are able to enter the
down, if it is not down already, and takes a pin.
building can take part in hand-to-hand fighting.
Once units are fighting hand-to-hand defenders
SHOOTING OVERHEAD AT BUILDINGS get none of the cover benefits of being in a
Any kind of overhead attack will hit a building if building. The fight is assumed to take place inside
the exact centre of the template lands on the the building with both units fighting within.
building. If it does so, no other targets are hit. The If the attackers win the hand-to-hand fighting then
shot will affect the models inside the building and the defeated unit must make the usual break test,
potentially the building itself. and if it passes must consolidate by leaving the

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

building. The defeated unit has been driven out!


The door is resisting all attempts to
Measure the consolidation move from any door, break it down. The attackers suffer a
window or suitable opening. The attackers are left further round of shooting from the
in possession of the building and can occupy it up 10 defenders as above, and must then
to its normal maximum limit. Any attackers left consolidate as if defeated in hand-to-
hand fighting. The fight is over and the
outside the building at this point can enter using a attackers have failed to get inside.
consolidation move if there is room for them.
If the defenders win the hand-to-hand fighting
then the attackers must make the usual break test Once a door is broken down it is broken down for
and are hurled back out of the building assuming the rest of the game, and enemies can make
they pass the test. Measure the consolidation move further assaults against the building without
for those inside from the attacker’s point of entry. making the test.
In the case of a draw the attackers are denied
entry and must consolidate in the same way as if
defeated. Defenders keep possession of a building
SETTING FIRE TO BUILDINGS
in the case of a draw. There are few scenarios as satisfying as burning
down the opposing side’s house and home! While
players are free to improvise detailed rules for
BARRICADING OR FORTIFYING ENTRANCES such arsonous activities, it is usually best to keep
these things simple.
Buildings can have fortified or barricaded
entrances. This makes sense if a building is a Stone and brick fortifications can’t be casually
tower or fortification. We wouldn’t expect folks to torched during play, unless players agree
be able to just walk in uninvited without wiping otherwise of course.
their feet.
Other buildings can be set alight by a unit that
If an entrance is barricaded or fortified attackers ends its turn touching the building, and assuming
have to break it down before they can fight. Make there are no enemy either inside or within 5″.
the charge and exchange of missiles as normal. Mark the building with flames and smoke to taste.
Roll a D10. Once buildings are set alight they suffer 2D6
damage from fire at the end of each turn, unless
The door is broken down immediately – the fire is extinguished in the meantime.
1 proceed with hand-to-hand combat.
Buildings can also be set alight if struck by any
The door is broken down after a short fire hits. Roll a D10. On a score of 1-5 the building
interval. The defenders can shoot any is set alight. Just make the one roll on account of
missiles they have again. In effect
2-5 they get a second round of missiles hits from a single unit, it doesn’t matter how
whilst the attackers are hammering at many flaming hits are suffered.
the door. Then proceed with hand-to-
hand combat. Burning buildings can be extinguished by a unit
that ends its turn touching the building or which
The door is proving a bit stubborn! The is inside the building, and if there are no enemies
attacker can elect to give up the attempt within 5″ of it. Roll a D10. On a score of 1-5 the fire
as a bad job and make a consolidation
move as if defeated, in which case the is successfully extinguished.
6-9 fight is over and the attackers have Players are at liberty to exclude specific units
failed to get inside. Or the attackers can
suffer another round of shooting from from the above rules by mutual agreement. For
the defenders as above, and then roll example, could a unit of hounds or dumb animals
again on this chart. really set fire to something? It is hoped not else
we are all in trouble.
II
Scenarios
Playing a Game | 109

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.

PLAYING A GAME In some scenarios the game is instead played from


the short edges like this:
A scenario describes the basic details of how to
set up the forces, any terrain that is required, and
the objective of the game. Every game involves a
scenario of some kind, even if it is no more than,
‘You line up over there, I’ll line up over here, and
we’ll bash the living daylights out of each other.’
PLAYER A

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.

SETTING UP THE TERRAIN


The following guidelines make it easy to set up
games quickly using whatever scenery is at hand.
PLAYER B If players would
sooner lay out the
battlefield in a
mutually agreeable
way then that’s
fine too.

Ogres with Blunderbuss


by Mantic Games
110 | Playing a Game

IN GENERAL Impassable Features. For example a rocky spire


or massive boulder.
Each scenario gives an outline of the scenery
required, but it is up to the players to decide what Buildings. For example a hovel or watch tower
terrain to use.
Feel free to decorate the table with the odd tree,
If hills are to be included then set these up first rock, meandering goat, itinerant beggar or
before arranging the rest of the terrain. wandering minstrel. Such features need play no
part in the game and can be ignored, moved when
Set up all the terrain before deciding which side
necessary or removed altogether. They help to
of the table each player will fight from. This way
colour our landscape and conjure an image of a
it’s in both players’ interests to create a fair
world beyond the tabletop.
battlefield.

HOW MUCH TERRAIN PLACING HILLS


Always place hills or other upland areas before
A scenario might specify some of the terrain, but
placing other terrain. If a scenario specifies the
it is up to the players to agree what kind of
placement of hills put these down first.
terrain and how much to use in total. On a six foot
table we recommend six items of the following Players take it in turns to place hill pieces
terrain in addition to any hills. If your table is from those selected, rolling a dice to decide who
longer than the standard allow an extra item per goes first.
additional foot.
Agree upon any high ground once all the hills
Terrain is described in the Terrain section on have been positioned, as this may influence where
page 98 and is chosen from the following: other terrain is placed.
Area Terrain. For example a wood or swamp Players who have terrain boards that incorporate
hills and upland areas can set these up in any
Obstacles. For example a length of wall or hedge.
Playing a Game | 111

mutually agreeable fashion and agree upon any CHOOSING SIDES


areas of high ground as before.
Once the terrain has been set up, nominate one
table edge as side ‘A’ and both players roll a dice.
The highest score starts from side ‘A’.
PLACING TERRAIN
Once hills are positioned take the remaining In some scenarios one or other players starts
terrain items. Place any terrain specified by the from a position other than an edge, but in either
scenario first. Any further terrain is selected and case roll randomly to determine which player is
positioned by the players one after the other. ‘A’ and which is ‘B’.
Roll a dice to decide who selects and places an
item first.
DEPLOYMENT
Once all the terrain has been placed, or once the
Unless a scenario specifies how units are to
players are happy with the terrain at any point,
be deployed, the default or standard method is
the game is ready to begin. If players agree any
as follows.
hills or other terrain can be rearranged if it is felt
a better game will result. Use the warband’s order dice as randomising
chits to deploy. Place one order dice in the dice
bag for each unit and draw them out one at a
DESIGNATE HIGH GROUND time. When a warband’s dice is drawn the player
AND OVERLOOKING TERRAIN selects a unit and places it on the table. Once all
units are deployed the game is ready to begin.
Agree on any high ground if you have not already
done so. High ground overlooks area terrain, The scenario description states where units are
obstacles or units on lower ground. High ground allowed to deploy. In most cases this is within one
overlooks hills, massive topography, buildings standard move of the edge, i.e. within 5″.
and other high ground only if players agree
beforehand.
10″ GAP RULE FOR DEPLOYMENT
Regardless of where units are allowed to deploy,
at the start of the game units can never be
deployed within 10″ of enemy units that are
already deployed. In other words, there must
always be more than 10″ between opposing units
at the start of the game.

DEPLOYING HALF A FORCE


Some scenarios specify that half – or some other
proportion – of a warband must be deployed in a
specific way. For example, in some scenarios half
the warband is deployed on the table at the start
of the game, whilst the remainder of the force
moves onto the table during play.
‘Half ’ – or whatever proportion of the warband is
specified – is defined in terms of the number of
order dice for that force.
When working out a proportion of a warband a
monstrosity with more than one order dice is
The goblins struck the front line at a run, smashing into shields, screaming and clawing in their
insatiable thirst for blood. They had already slain many that day and the field was strewn with bodies.
The corpses of greenskins and men lay scattered over the rise and the grass was slick with gore both red
and noisomely dark.
‘Close ranks… close ranks…’ the Captain cried. The ranks of battle-hardened mercenaries drew tightly
together, leaving a ragged circle of green-skinned dead around the crown of the hill.
Rumpo stepped into place with the rest of them – but being only a Halfing and therefore half the size of
his companions he found himself pressed between two towering warriors and struggling for breath.
Bran Olson grinned at Rumpo and stepped slightly to one side making a little more room for his
companion. The Halfling noticed that Bran’s blade ran with goblin blood. A killing-fire burned behind
his fearless eyes.
‘Cheer up little friend!’ said Bran, ‘Soon maybe we feast in the halls of the dead – yes!’ The huge
northman laughed aloud as if their impending deaths were some tremendous joke.

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.

GAME DURATION VICTORY CONDITIONS


Except where stated otherwise, games are played Each game has its own victory conditions based
until either one side is depleted below half upon the objective for that scenario.
strength, or until six turns have elapsed, at which
However, in any game an alternative way of
point a test is made to determine if a further turn
deciding which side has won is by comparing the
is played. Some games also have specific
points value of units removed as casualties.
objectives, and the game ends once this objective
has been achieved. At the end of the game, if one side is broken and
the other is not, the side that is broken has lost
the battle. In this case it’s not really necessary to
Earth Elemental
work out the points values of casualties, but you
by Mantic Games
can if you wish. Regardless of the points scored by
each side the unbroken force is still the winner,
but the difference in scores gives you an idea of
how the two sides have fared.
If neither or both sides are broken at the end of
the game add up the points values of all the units
removed as casualties. The side that has lost the
least value of units is the winner. If this value is
equal the result is a draw.
If the difference in scores is 10 points or less the
battle has been won by a gnat’s whisker and the
victorious player might well count themselves
fortunate. This is not a rule. Just saying.
Scenarios
The following scenarios are all designed to be as evenly matched as possible and require little
or nothing in the way of unusual or specific terrain. The idea is that any of these scenarios can
be played at a typical club or at short notice without too much by way of preparation. Some
have objectives, which can be represented either by models, items or markers, but these can be
improvised very easily if necessary.

Scenario 1

Upon the Field of Battle

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

Okay so it’s not the cleverest or most original SET UP


scenario in the world, but sometimes all you want
Set up the terrain as described
to do is get together for a good old fashioned
under Setting Up the Terrain
carve-up to settle things once and for all. In this
on page 109. Once the terrain
battle you confront your opponent over neutral
is set up, roll randomly to
ground and the winner is the warband that
determine which player starts
inflicts the most damage on the enemy.
from which long table edge.
Halfling Adventurer,
Belinda Blackberry by
Midlam Miniatures
Scenario 1 | 115

Player A deploys within one move of edge

Player B deploys within one move of edge

DEPLOYMENT than the opponent regardless of casualties. See


Victory Conditions on page 113.
Deploy both armies on the table within 5″
distance of the edge as described under
Deployment on page 111.
NOTES
This is our basic and most simple
OBJECTIVE scenario in terms of the set up,
deployment and objective. For that
Both sides have the same simple objective,
reason we give it first of all the
namely to destroy enemy units to a greater points
scenarios – it uses the default
value than they themselves suffer.
rules and serves as an example
of how these
GAME DURATION are applied.
The terrain
The game is played until one side reaches its break
you use and
value or until six turns have elapsed, then roll
how it is arranged
randomly to see if another turn is to be played as
will make this game
described under Game Duration on page 113.
infinitely variable,
and many players will
VICTORY be content to use it as their
default encounter. There
Compare the points values of units removed as
is nothing wrong with
casualties. The side that has lost the fewest points
that either.
is the winner.
Remember, if one side is broken and the other is Naiad Wormrider
not, the broken side cannot score more points Centurion by
Mantic Games
Scenario 2

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

Player A deploys half of their warband within one move of edge

Player B deploys half of their warband within one move of edge

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.

GAME DURATION the least points is the winner. See Victory


Conditions on page 113.
The game is played until one side reaches its break
value or until six turns have elapsed, then roll
randomly to see if another turn is to be played as
NOTES
described under Game Duration on page 113.
In this game each player has a choice of bringing
units into play in the first turn from their own
VICTORY base edge, or waiting a turn and bringing them
onto the table along the flanks. It’s another
If one side is unbroken at the end of the game
straightforward conflict that can be set up and
and the opposing side is broken, the unbroken
played without much preparation, but the
side wins.
opportunity to send units round the flanks
Otherwise, compare the points values of units expands the tactical options over the basic Upon
removed as casualties, and the side that has lost the Field of Battle scenario.
Scenario 3

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

SET UP to take an order test to do so, units entering in a


subsequent turn must pass an order test to enter.
Set up the terrain as described under Setting Up
It is up to the player whether to bring all of his
the Terrain on page 109. Ideally, terrain can be a
units on in the first turn or whether to hold any
mix of low scrub and bogs, with the odd massive
back for a subsequent turn.
megalith to block movement, and hills arranged
along the flanks.
OBJECTIVE
DEPLOYMENT The retreating side must get as many units off the
opposing table edge as possible, whilst the
In this scenario one side is heading back home
attackers must stop them by killing or delaying as
following a raid or hunt, whilst the other is trying
many units as they can.
to intercept it. Roll a dice at the start of the game
to randomly determine which side will be the
retreating side and which the attacker. GAME DURATION
The retreating force begins on the table at the Play for the usual six turns or until one side is
start of the game deployed anywhere with 10" of broken, and then test to play a further turn, as
described under Game Duration on page 113.
Scenario 3 | 119

The retreating warband begins the game deployed on


the table within 10" of the long edge and no closer than
10" to any side edge.

The attacker enters from the first turn


anywhere along the opposite long edge.

Centaur Barbarian Garr’Sher


by Heresy Miniatures

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

SET UP Deploy the rest of both armies on the table within


5″ distance of the edge as described under
Place a hill in the middle of the table with a
Deployment on page 111.
watchtower upon its summit. The players now set
up the surrounding terrain as described under
Setting Up the Terrain on page 109, except that
OBJECTIVE
no terrain can placed on or within 5" of the hill.
The objective of the defender is to retain
Once the terrain is set up the players dice to possession of the watchtower at the end of the
decide which side starts from which of the game. The objective of the attacker is to take
opposing long table edges. possession of the watchtower or to destroy it.

DEPLOYMENT GAME DURATION


Both players roll a dice to decide which of them The game ends at the end of the turn if the
controls the tower. The player who controls the watchtower is destroyed.
tower becomes the defender and deploys one unit
Unless the watchtower is destroyed the game is
inside. The other player becomes the attacker.
played until one side reaches its break value or

Ghouls by
Heresy Miniatures
Scenario 4 | 121

Player A deploys within one move of edge

WATCHTOWER

Player B deploys within one move of edge

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

Pillage the Village

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

SET UP itself or within its buildings if the player wishes.


Units occupying buildings can be kept off the
This game is played from the short edges of the
table if the models don’t easily allow for
table as shown on page 109 Playing a Game.
placement inside, in which case make a suitable
To begin with we need to create a village or note of which units are in which buildings.
farmstead at one end of the table. About three
The attacker can deploy any units within 10″ of
small buildings will suffice to represent the
the opposing short edge, up to the entire army is
village. Place these approximatley 10″ from one
so desired.
short table edge and more than 5″ apart. You can
add further small buildings, water troughs, or Alternatively, up to half the attacking units can
other features to make a suitably bucolic scene if be brought onto the table from either long edge
you wish. in the attacker’s half of the table, from turn 2
onwards. Units entering the table in this way
The rest of the terrain is set up as described in the
must take an order test to come on.
section Setting up the Terrain on page 109.
Because the village already occupies a good chunk
of the table you might wish to reduce the
OBJECTIVE
remainder of the terrain to four or five pieces
The objective is for the attackers to reach and loot
rather than the usual six. Once the terrain is set
the village and for the defenders to stop them.
up, roll randomly to determine which player is
the attacker and which the defender.

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

The defender deploys within 20" of the


table edge and can deploy within the
ATTACKER village or buildings if desired.

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.

played as described under Game Duration SPECIAL SCENARIO RULES


on page 113.
The game also ends at the end of any turn if all three
LOOTING THE VILLAGE
buildings have been either looted or destroyed.
The village houses are domestic structures and
not especially defensible. They have a +2 Res and
VICTORY 20 damage and are large enough for ten-man-
sized models apiece. They cannot be barricaded.
The defenders win outright if all three buildings
are intact and have not been looted by the end of Buildings can be damaged by ranged attacks or
the game. set on fire by fire attacks from missiles in the
usual way. Buildings can also be set on fire by
The attackers win if two or three buildings have
troops as described in the terrain rules. See page
been either looted or destroyed by the end of
107 for details.
the game.
If a unit of attackers occupies a building at the
If one building is looted or destroyed at the end of
end of any turn then that building is considered
the game the result is a draw.
to have been looted.
Scenario 6

The Sacred Relic

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

GAME DURATION SPECIAL SCENARIO RULES


The game ends at the end of any turn if the sacred
relic is successfully carried from the table. CAPTURING THE RELIC
To capture the relic, a warrior unit must move
Otherwise, the game is played until one side
into touch with it. Place the captured relic with
reaches its break value or until six turns have
one of the models in the unit to show that the
elapsed, then roll randomly to see if another turn
unit is carrying it. The relic cannot be moved in
is to be played as described under Game Duration
the same turn it is captured.
on page 113.
So long as the relic remains in the hands of its
captors it is carried along as they move and can be
VICTORY passed freely from model to model at any time. If
If one side succeeds in carrying away the relic the model carrying it is slain the relic is passed to
before the end of the game it is the clear winner. another, and so on, so long as there is at least one
If neither side succeeds in carrying away the model left in the unit.
relic then the side in possession of it at the end
A unit that has captured the relic cannot make a
of the game is the winner so long as it could
sprint move whilst carrying it. If the unit makes a
reach its own table edge within two run moves.
sprint move the relic is abandoned and is left
Otherwise, there is no outright winner and the
behind as the unit moves.
result is a draw.
If the unit carrying the relic is destroyed or
routed then it is dropped where it is.
126 | Scenario 6

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.

ALTERNATIVE SPECIAL RULE


The altar is protected by the ghostly presence of Wraith by Dark
the heroic king buried beneath. To capture the Sword Miniatures

BARROW WIGHT
Warrior Unit

Unit: Barrow Wight Ag Acc Str Res Init Co Special

Tough, Spectral Undead,


1 x Barrow Wight 5 5 5 5 5 9
3x HtH Deathly Chill Attacks

Miniatures by North Star


Scenario 7

The Rogue Beast

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.

Not broken at the end of the game 3VP

Holds the heart on the table


3VP
at the end of the game
Half of player B’s forces can enter in turn 1
Carry the heart off the table and the remainder from turn 2.
6VP
by the end of the game

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.

SPECIAL SCENARIO RULES So watch out! If you fancy more of a challenge


then you can substitute any of the monsters from
the monster list, all the way up to a dragon if you
THE BEAST are feeling especially brave (see page 237ff).
For purposes of describing the scenario our beast Note that the beastie has the crazed psychotic
will be the dreaded Wild Boar of Glughm – but rule, meaning it automatically passes any order
could equally well be a wolf, hound, stag, bear or test or reaction test made to charge. It cannot be
Scenario 7 | 129

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.

CAPTURING THE BEAST’S HEART


To capture the objective the beast must be
slain and its heart carried from the table. The
heart can be carried by any unit other than a
flying unit.
When the beast fights combat the
opposing player takes the role of
the beast, rolling any dice required
or electing to follow up where the
opportunity permits.
Once the beast is slain, by whatever
Snow Troll
means the players employ, remove the
by Mantic Games

THE WILD BOAR OF GLUGHM


Beast Unit

Unit: Game Objective Ag Acc Str Res Init Co Special

3x HtH SV4, Wounds 2,


1 x Wild Boar of Glughm 5 - 8 10 8 9
Crazed Psychotic
III
Army
Lists
Fantasy Warbands | 133

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.

BASIC APPROACH of wizards, access to certain spells, whether flying


units will take part, if monstrosities are
Choose a warband from the appropriate list to a
permitted, and so on for all details of the
total maximum points value of 1000 points. Every
warbands described. Not all players will wish to
unit has a points cost and various upgrades and
options are available at additional cost. play in the same way or even the same way all the
time. What works in one situation – a huge
You can play games with smaller or larger weekend multiplayer bash between old friends –
warbands than 1000 points if you wish. The game might not work in another –a pre-arranged
is sufficiently flexible to accommodate values of competition between gamers who have never met
from 500 points to 2000 or more depending on the before. We respectfully ask players to bear this in
type of troops involved. Smaller games than this mind when reading what follows. Our warband
tend to give us too few units for a satisfying game. lists allow for a wide variety of approaches when
More than 2000 points can mean we have too playing our game but how you choose to play is
many units to handle comfortably. These issues up to you.
can be overcome if players choose their forces
carefully. For example, 500 points of Goblins can
be quite a large force as Goblins are not worth CHOOSING UNITS
many points, whilst 2000 points of Knights can be
Each warband must include a warlord – the
a relatively compact force of expensive elites.
individual whose warband it is! Most lists include
Players are entirely at liberty to agree to limit the only one warlord, but some give the player a
numbers of units of various kinds, the magic level choice of two or more.
134 | Fantasy Warbands

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.

Unit: Barbarian Chieftain Ag Acc Str Res Init Co Special

1 x Barbarian Chieftain with Tough, Command, Follow,


5 5 5 5(6) 8 8
sword or axe, light armour 3x HtH, Wound

2 x Barbarian Bodyguard with


5 5 5 5(6) 7 7 -
sword or axe, light armour

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

MOUNTED BARBARIAN CHIEFTAIN


Warlord Mounted Unit Points Value: 122

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

1 x Mounted Barbarian Chieftain


Tough, Command, Follow,
with sword or axe, 5 5 5 6(7) 8 8
Fast 8, 3x HtH, Wound
light armour

2 x Mounted Barbarian
Bodyguard with sword or axe, 5 5 5 6(7) 7 7 Fast 8
light armour

0 x Warhorses - - 5 - - - 1x HtH SV1

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

BARBARIAN CHIEFTAIN IN CHARIOT


Warlord Chariot Unit Points Value: 152

Special: You must include one of Barbarian Chieftain, Mounted Barbarian Chieftain or Barbarian Chieftain in
Chariot unit in your warband and one only.

Unit: Barbarian Chieftain


Ag Acc Str Res Init Co Special
riding chariot

1 x Chariot with Chieftain and


Large, Tough, Fast 8,
crew in chariot pulled by 3 - - 10 - -
Irresistible Charge
horses

1 x Barbarian Chieftain with [Tough], Command, Follow,


[5] 5 5 [5(6)] 8 8
sword or axe, [light armour] 3x HtH, [Wound]

1 x Barbarian crew with sword


- 5 5 - - - -
or axe

2 x Horses - - - - - - -

0 x Warhorses - - 5 - - - 1x HtH SV1

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.

Unit: Barbarian Shaman Ag Acc Str Res Init Co Special

1 x Barbarian Shaman with


5 5 5 5 7 8 Tough, Wound, Magic Level 1
sword or axe

0 x Barbarian Bodyguard with


5 5 5 5 7 7 -
sword or axe

0 x Elemental Spirits Spirit, 1x HtH SV1,


5 5 5 5 5 5
Exchange of Missiles SV1

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.

Unit: Barbarian Hero Ag Acc Str Res Init Co Special

1 x Barbarian Hero with sword or Tough 2, Hero,


5 5 6 6(7) 9 9
axe, light armour 3x HtH, Wound

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

Vercingetorix, Gallic Celt


Chieftain by Warlord Games

BARBARIAN HERO IN CHARIOT


Chariot Unit Points Value: 158

Special: You can include a maximum of one Barbarian Hero or Barbarian Hero in Chariot in your warband.

Unit: Barbarian Hero


Ag Acc Str Res Init Co Special
riding chariot

1 x Chariot with Hero and crew Large, Tough, Fast 8,


3 - - 10 - -
in chariot pulled by horses Irresistible Charge

1 x Barbarian Hero with sword or [Tough 2], Hero, 3x HtH,


[5] 5 6 [6(7)] 9 9
axe, [light armour] [Wound]

1 x Barbarian crew with sword


- 5 5 - - - -
or axe

2 x Horses - - - - - - -

0 x Warhorses - - 5 - - - 1x HtH SV1

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

Unit: Barbarian Warriors Ag Acc Str Res Init Co Special

1 x Barbarian Warrior Leader


with sword or axe, light 5 5 5 5(6) 7 8 Tough
armour

4 x Barbarian Warrior with


5 5 5 5(6) 7 7 -
sword or axe, light armour

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

Unit: Barbarian Archers Ag Acc Str Res Init Co Special

1 x Barbarian Archer Leader with


5 5 5 5 7 8 Tough
sword or axe, bow

4 x Barbarian Archer with sword


5 5 5 5 7 7 -
or axe, bow

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

Unit: Barbarian Horsemen Ag Acc Str Res Init Co Special

1 x Horseman Leader with sword


5 5 5 6(7) 7 8 Tough, Fast 8
or axe, light armour

2 x Horseman with sword or axe,


5 5 5 6(7) 7 7 Fast 8
light armour

0 x Warhorses - - 5 - - - 1x HtH SV1

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.

Unit: Barbarian Berserkers Ag Acc Str Res Init Co Special

1 x Berserker Leader with sword


5 5 5 5(6) 7 8 Tough, Berserk
or axe, light armour

4 x Berserkers with sword or axe,


5 5 5 5(6) 7 7 Berserk
light armour

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

Unit: Barbarian Hero


Ag Acc Str Res Init Co Special
riding chariot

1 x Chariot: Barbarian crew, Large, Fast 8,


3 - - 10 - -
pulled by two horses Irresistible Charge

2 x Barbarian crew with sword


- 5 5 - 7 8 -
or axe

2 x Horses - - - - - - -

0 x Warhorses - - 5 - - - 1x HtH SV1

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

Unit: Warhounds Ag Acc Str Res Init Co Special

1 x Pack Master with sword or


5 5 5 5(6) 7 8 Tough, Rapid Sprint
axe, light armour

4 x Warhounds 5 - 5 6 5 5 Savage, Rapid Sprint, 1x HtH SV1

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

Unit: Barbarian Brats Ag Acc Str Res Init Co Special

1 x Barbarian Brat Leader with


6 5 4 4 7 8 Tough
rock

4 x Barbarian Brat with rock 6 5 4 4 7 7 -

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

Special: You can include a maximum of one Mammoth in your warband.

Unit: Mammoth Ag Acc Str Res Init Co Special

Large, MoD 2, 5x HtH SV5,


1 x Mammoth with four riders 4 - 5 12 - -
Surly, Stampede

4 x Barbarian crew with spears - 5 5 - 5 8 -

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

BARBARIAN STONE THROWER


Artillery Unit Points Value: 81

Unit: Barbarian
Ag Acc Str Res Init Co Special
Stone Thrower

3 x Barbarian crew with daggers,


5 5 5 5 7 7 Large, Slow 3
stone throwing engine

Equipment

• 1 x Small Stone Thrower

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

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Rock 0-10" - - 0 Can also be used in HtH

Sling 0-10" 10-20" - 0 2x ranged attacks on Fire order

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

Rock Hand-to-Hand Combat 0 Can also be thrown as ranged weapon

Dagger Hand-to-Hand Combat 1 -

Sword or Axe Hand-to-Hand Combat 1 +1 Strength

Can also be used during exchange


Spear Hand-to-Hand Combat 1
of missiles

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.

Unit: Beastman Chieftain Ag Acc Str Res Init Co Special

1 x Beastman Chieftain with Tough, Command, Follow,


sword or axe, medium 5 4 6 6(8) 7 8
armour 3x HtH, Wound

2 x Beastman Bodyguard with


sword or axe, medium 5 4 6 6(8) 7 7 -
armour

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

BEASTMAN CHIEFTAIN IN CHARIOT


Warlord Chariot Unit Points Value: 171

Special: You must include one Beastman Chieftain or Beastman Chieftain in Chariot unit in your warband and
one only.

Unit: Beastman Chieftain


Ag Acc Str Res Init Co Special
riding chariot

1 x Chariot with Chieftain and


Large, Tough, Fast 6,
crew in chariot pulled by 5 - - 10 - -
Irresistible Charge
wild boars

1 x Beastman Chieftain with


[Tough], Command, Follow,
sword or axe, [medium [5] [4] 6 [6(8)] 7 8
3x HtH, [Wound]
armour]

1 x Beastman Crew with sword


- - 6 - - - -
or axe

2 x Wild Boars - - 6 - - - 1x HtH SV3

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.

Unit: Beastman Shaman Ag Acc Str Res Init Co Special

1 x Beastman Shaman with


5 4 6 6 7 8 Tough, Wound, Magic Level 1
sword or axe

0 x Beastman Shamanic Cultists


5 4 6 6 7 7 -
with sword or axe

0 x Animal Spirit Guide or Spirit, 1x HtH SV1,


5 6 6 6 3 3
Familiar Exchange of Missiles SV1

Options

• Upgrade Shaman to Magic Level 2 @25pts


• Upgrade Shaman to Magic Level 3 @50pts
• Give unit Savage rule @1pt per model
• Add up to 4 Shamanic Cultists @13pts each OR
Add up to 4 Animal Spirit Guides @23pts each
• Give Shamanic Cultists light armour @2pt per Cultist model
increasing Res to 6(7)

Female Dragonkin Mage


by Dark Sword Miniatures

BEASTMAN SHAMAN IN CHARIOT


Chariot Unit Points Value: 153

Special: You can include a maximum of one Beastman Shaman or Beastman Shaman in Chariot in your warband.

Unit: Beastman Shaman


Ag Acc Str Res Init Co Special
riding chariot

1 x Chariot with Shaman and


Large, Tough, Fast 6,
crew in chariot pulled by 5 - - 10 - -
Irresistible Charge
wild boars

1 x Beastman Shaman with [Tough], [Wound],


[5] [4] 6 [6] 7 8
sword or axe Magic Level 1

1 x Beastman Crew with sword


- - 6 - - - -
or axe

2 x Wild Boars - - 6 - - - 1x HtH SV3

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.

Unit: Minotaur Lord Ag Acc Str Res Init Co Special

1 x Minotaur Lord, sword or axe, Large, Tough, 3x HtH,


4 4 6 8(9) 8 8
light armour Frenzied Charge, Wound

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.

Unit: Centaur Lord Ag Acc Str Res Init Co Special

1 x Centaur Lord, sword or axe, Large, Tough, Fast 8,


7 6 6 6(8) 8 8
medium armour 3 x HtH, Wound

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.

Unit: Infantry Unit Ag Acc Str Res Init Co Special

1 x Beastman Leader with sword


5 4 6 6(7) 7 8 Tough
or axe, light armour

4 x Beastman with sword or axe,


5 4 6 6(7) 7 7 -
light armour

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

Unit: Infantry Unit Ag Acc Str Res Init Co Special

1 x Beastman Leader with sword


5 4 5 6 7 8 Tough
or axe

4 x Beastman with sword or axe 5 4 5 6 7 7 -

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

Satyrs with spears


by Wargames Foundry

LOW BEASTMAN WARRIORS


Warrior Unit Points Value: 42

Unit: Infantry Unit Ag Acc Str Res Init Co Special

1 x Low Beastman Leader with


5 5 5 5 7 7 Tough
club

4 x Low Beastman with club 5 5 5 5 7 6 -

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

Simians by Lucid Eye


152 | Army Lists: Beastmen

LOW BEASTMAN ARCHERS


Warrior Unit Points Value: 52

Unit: Infantry Unit Ag Acc Str Res Init Co Special

1 x Low Beastman Leader with


5 5 5 5 7 7 Tough
club, bow

4 x Low Beastman with club, bow 5 5 5 5 7 6 -

Options

• Give unit swords or axes @2pts per model


• Add up to 5 Low Beastmen @8pts each

Satyrs with bows


by Wargames Foundry

MINOTAURS
Monster Unit Points Value: 98

Special: You can include a maximum of one unit of Minotaurs in your warband.

Unit: Minotaurs Ag Acc Str Res Init Co Special


Large, Tough, 2x HtH,
1 x Minotaur Champion with axe 4 4 6 8 7 8
Frenzied Charge

2 x Minotaur with axe 4 4 6 8 7 7 Large, 2x HtH, Frenzied Charge

Options

• Give unit big axes @Free • Add up to 2 Minotaurs to unit @28pts


• Give unit bloomin’ big axes @1pt • Give unit Irresistible Charge instead of Frenzied
Charge @8pts per model

BEAST HOUNDS
Warrior/Beast Unit Points Value: 85

Unit: Beast Hounds Ag Acc Str Res Init Co Special

1 x Beastman Pack master with


5 4 6 6(7) 7 8 Tough, Rapid Sprint
sword or axe, light armour

4 x Beast Hounds 5 - 6 7 5 5 Savage, Rapid Sprint

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.

Unit: Centaurs Ag Acc Str Res Init Co Special

1 x Centaur Champion with club 7 6 6 6 8 8 Tough, Large, Fast 8, 2x HtH

2 x Centaur with club 7 6 6 6 8 7 Large, Fast 8, 2x HtH

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.

Unit: Harpies Ag Acc Str Res Init Co Special


Flies, Fast 10, 2x HtH SV1,
3 x Harpies with rocks 10 5 5 5 9 9
1x Drops SV1
Options

• 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

BEASTMAN BOLT THROWER


Artillery Unit Points Value: 72

Unit: Beastman
Ag Acc Str Res Init Co Special
Bolt Thrower

3 x Low Beastman crew with


swords or axes, bolt throwing 5 5 5 5 7 7 Large, Slow 3
engine

Equipment

• 1 x Small Bolt Thrower

Options

• Add up to 2 Low Beastman crew to unit @10pts each • Give unit Large Bolt Thrower instead of Small Bolt
Thrower @21pts

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Rock 0-10" - - 0 Can also be used in HtH

Fire order required to shoot,


Small Bolt Thrower 0-20" 20-30" 30-40" 3
3x Ranged Attacks

Fire order required to shoot,


Large Bolt Thrower 0-20" 30-40" 40-60" 5
Unstoppable

Rock Hand-to-Hand Combat 0 Can also be thrown as ranged weapon

Sword or Axe Hand-to-Hand Combat 1 +1 Strength

Can also be used during exchange


Spear Hand-to-Hand Combat 1
of missiles

Long Spear Hand-to-Hand Combat 1 Cancels charge bonus

Halberd Hand-to-Hand Combat 2 +1 Strength

Club Hand-to-Hand Combat 0 -

Big Axe Hand-to-Hand Combat 2 -

Bloomin’ Big Axe Hand-to-Hand Combat 3 Heavily laden

Lance Hand-to-Hand Combat 1/3 SV3 on charge


Army Lists: Beastmen | 155

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.

Unit: Dwarf Lord Ag Acc Str Res Init Co Special

1 x Dwarf Lord with axe, medium Tough, Command, Follow,


4 5 6 6(8) 7 9
armour 3xHtH, Wound

2 x Dwarf Bodyguard with axe,


4 5 6 6(8) 6 8 -
medium armour

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

Male Dwarven Cleric with warhammer


by Dark Sword Miniatures

DWARF RUNESMITH
Warrior Unit Points Value: 81

Special: You can include a maximum of one Runesmith in your warband.

Unit: Dwarf Runesmith Ag Acc Str Res Init Co Special

1 x Runesmith with axe, medium Tough, 2xHtH, Wound,


4 5 6 6(8) 7 9
armour Magic Level 1

0 x Apprentice Runesmiths with


4 5 6 6(8) 6 8 -
axe, medium armour

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.

Unit: Dwarf Hero Ag Acc Str Res Init Co Special

1 x Dwarf Hero with big axe,


4 5 7 6(8) 9 9 Tough 2, Hero, 3x HtH, Wound
medium armour

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.

Unit: Dwarf Guard Ag Acc Str Res Init Co Special

1 x Dwarf Guard Leader with


bloomin’ big axe, medium 4 5 6 6(8) 6 8 Tough, Stubborn
armour

4 x Dwarf Guard with bloomin’


4 5 6 6(8) 6 8 Stubborn
big axe, medium armour

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

Unit: Dwarf Warriors Ag Acc Str Res Init Co Special

1 x Dwarf Leader with axe,


4 5 6 6(8) 6 8 Tough
medium armour

4 x Dwarf with axe, medium


4 5 6 6(8) 6 8 -
armour

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.

• Give unit halberds @1pt per model


160 | Army Lists: Dwarfs

DWARF ARCHERS
Warrior Unit Points Value: 100

Unit: Dwarf Archers Ag Acc Str Res Init Co Special

1 x Dwarf Archer Leader with


4 5 6 6(7) 6 8 Tough
axe, bow, light armour

4 x Dwarf Archer with axe, bow,


4 5 6 6(7) 6 8 -
light armour

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

Unit: Dwarf Handgunners Ag Acc Str Res Init Co Special

1 x Dwarf Handgunner Leader


with axe, handgun, light 4 5 6 6(7) 6 8 Tough
armour

4 x Dwarf Handgunner with axe,


4 5 6 6(7) 6 8 -
handgun, light armour

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

DWARF PONY RIDERS


Mounted Unit Points Value: 70

Unit: Dwarf Pony Riders Ag Acc Str Res Init Co Special

1 x Dwarf Pony Rider Leader with


4 5 6 7(8) 6 8 Tough, Fast 6
axe, light armour

2 x Dwarf Pony Rider Leader with


4 5 6 7(8) 6 8 Fast 6
axe, light armour

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

Unit: Dwarf Rangers Ag Acc Str Res Init Co Special

1 x Dwarf Ranger Leader with big


4 5 6 6(7) 6 9 Tough, Vengeful
axe, crossbow, light armour

4 x Dwarf Ranger with big axe,


4 5 6 6(7) 6 8 Vengeful
crossbow, light armour

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

DWARF CRAZED PSYCHOTIC AXE-WIELDING MANIACS


Warrior Unit Points Value: 117

Unit: Dwarf
Ag Acc Str Res Init Co Special
Crazed Psychotics

1 x Dwarf Maniac Leader with Tough, Crazed Psychotic,


4 5 6 6 6 9
big axe Stubborn

4 x Dwarf Maniac with big axe 4 5 6 6 6 8 Crazed Psychotic, Stubborn

Options

• Give unit bloomin’ big axes @1pt per model • Add up to 5 Dwarf Maniacs @21pts each

DWARF STONE THROWER


Artillery Unit Points Value: 102

Unit: Dwarf Stone Thrower Ag Acc Str Res Init Co Special

3 x Dwarf crew with axes, light


armour, stone-throwing 4 5 6 6(7) 6 8 Large, Slow 3
engine

Equipment

• 1 x Small Stone Thrower

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

Unit: Dwarf Cannon Ag Acc Str Res Init Co Special

3 x Dwarf crew with axes, light


4 5 6 6(7) 6 8 Large, Slow 3
armour, small cannon

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

Unit: Dwarf Bombard Ag Acc Str Res Init Co Special

3 x Dwarf crew with axes, light


4 5 6 6(7) 6 8 Large, Slow 3
armour, bombard

Equipment

• 1 x Bombard

Options

• Add up to 2 Dwarf crew to unit @16pts each

Dwarf Bombard
by Mantic Games
Army Lists: Dwarfs | 163

DWARF FIRE CANNON


Artillery Unit Points Value: 108

Unit: Dwarf Fire Cannon Ag Acc Str Res Init Co Special

3 x Dwarf crew with axes, light


4 5 6 6(7) 6 8 Large, Slow 3
armour, fire cannon

Equipment

• 1 x Fire Cannon

Options

• Add up to 2 Dwarf crew to unit @16pts each

DWARF BOLT THROWER


Artillery Unit Points Value: 90

Unit: Dwarf Bolt Thrower Ag Acc Str Res Init Co Special

3 x Dwarf crew with axes, light


armour, bolt-throwing 4 5 6 6(7) 6 8 Large, Slow 3
engine

Equipment

• 1 x Small Bolt Thrower

Options

• Give unit Large Bolt Thrower instead of Small Bolt • Add up to 2 Dwarf crew to unit @16pts each
Thrower @21pts

DWARF FLYING MACHINE


Monstrosity Unit Points Value: 94

Special: You can include a maximum of one Flying Machine in your warband.

Unit: Dwarf Flying Machine Ag Acc Str Res Init Co Special


Large, Flies, Fast 10, MoD2,
1 x Flying Machine with bombs 4 5 - 10 - - 0xHtH, 3x Drop SV4 Fire (Bombs),
Ramshackle Contraption

1 x Pilot with axe - 5 5 - 6 8 -

Options

• Give Flying Machine bouncing bomb instead of bombs • Make pilot Mechanical Genius @10 pts
@1pt
164 | Army Lists: Dwarfs

DWARF STEAM JUGGERNAUT


Monstrosity Unit Points Value: 245

Special: You can include a maximum of one Dwarf Juggernaut in your warband.

Unit: Steam Juggernaut Ag Acc Str Res Init Co Special

Large, MoD3, 3xHtH SV5,


1 x Steam Juggernaut with small
4 5 5 15 - - Ramshackle Contraption, Surly
cannon and Dwarf Crew
(machinery is like that!)

6 x Dwarf crew with axe - 5 5 - 6 8 -

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

WEAPON AND SPECIAL RULES SUMMARY (RANGED)


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Crossbow 0-10" 10-30" - 1 Fire order to shoot

Handgun 0-10" 10-20" - 3 Fire order to shoot

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

Small Cannon 0-10" 10-30" 30-40" 5 Fire order to shoot, Unstoppable

Large Cannon 0-10" 10-50" 50-100" 8 Fire order to shoot, Unstoppable

Fire order to shoot, Fire attacks,


Fire Cannon 0-10" 10-20" - 5
D6 hits

Bombard 10-20" 20-30" 30-40" 3 Overhead, Fire order to shoot, D4 hits

Bomb 0-10" - - 4 3x Drop SV4 Fire

Bouncing Bomb 0-20" - - 6 1x Drop SV6 Fire, Unstoppable


Army Lists: Dwarfs | 165

WEAPON AND SPECIAL RULES SUMMARY (HAND-TO-HAND)


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREMEVALUE (SV)

Axe Hand-to-Hand Combat 1 +1 to Strength

Big Axe Hand-to-Hand Combat 2 -

Bloomin’ Big Axe Hand-to-Hand Combat 3 Heavily laden

Halberd Hand-to-Hand Combat 2 +1 to Strength

Can also be thrown during


Spear Hand-to-Hand Combat 1
exchange of missiles

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.

Unit: Elven Lord Ag Acc Str Res Init Co Special

1 x Elven Lord with sword, light Tough, Command, Follow,


6 6 5 5(6) 8 9
armour 3xHtH, Wound

2 x Elven Bodyguard with


6 6 5 5(6) 8 8 -
swords, light armour

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)

Male High Elf Warrior


by Dark Sword Miniatures

MOUNTED ELVEN LORD


Warlord Mounted Unit Points Value: 128

Special: You must include one Elven Lord unit in your warband either an Elven Lord or Mounted Elven Lord and
one only.

Unit: Mounted Elven Lord Ag Acc Str Res Init Co Special

1 x Mounted Elven Lord with


Tough, Command, Follow,
sword, light armour, riding 6 6 5 6(7) 8 9
Fast 8, 3x HtH, Wound
horse

2 x Mounted Elven Bodyguard


with sword, light armour, 6 6 5 6(7) 8 8 Fast 8
riding horse

0 x Enchanted Steed - - 5 - - - 1x HtH SV1, Enchanted Steed

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.

Unit: Elven Hero Ag Acc Str Res Init Co Special

1 x Elven Hero with sword, light


6 6 5 5(6) 9 9 Tough 2, Hero, 3x HtH, Wound
armour

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

MOUNTED ELVEN HERO


Mounted Unit Points Value: 87

Special: You can include a maximum of one Elven Hero in your warband, either a Hero or Mounted Hero.

Unit: Elven Hero Ag Acc Str Res Init Co Special

1 x Mounted Elven Hero with Tough 2, Hero, 3x HtH,


sword, light armour, riding 6 6 5 6(7) 9 9
horse Fast 8, Wound

0 x Enchanted Steed - - 5 - - - 1x HtH SV1, Enchanted Steed

Options

• Give Hero spangly armour @15pts increasing


Res to 6(9)
• Upgrade Hero to Wounds 2 @14pts
• Upgrade Hero to Wounds 3 @28pts
• Upgrade Hero to Tough 3 @10pts
• Give Hero Haughty Disdain @10pts
• Give Hero spear @Free
• Give Hero lance @1pt
• Replace horse with Enchanted
Steed @8pts

Elf Dragon Kindred


Lord by Mantic Games
170 | Army Lists: Elves

ELVEN MAGE
Warrior Unit Points Value: 62

Special: You can include a maximum of one Elven Mage in your warband.

Unit: Elven Mage Ag Acc Str Res Init Co Special

1 x Elven Mage with sword 6 6 5 5 8 9 Tough, Wound, Magic Level 1

0 x Apprentice Mages with


6 6 5 5 8 8 -
swords
Spirit, 1x HtH SV1,
0 x Bound Daemons 5 5 5 5 3 3
Exchange of Missiles SV1
Options

• 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.

Unit: Elven Guard Ag Acc Str Res Init Co Special

1 x Elven Guard Leader with


6 6 5 5(6) 8 8 Tough
spear, light armour

4 x Elven Guard with spear, light


6 6 5 5(6) 8 8 -
armour

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

Female Dark Elf Warrior


by Dark Sword Miniatures
Army Lists: Elves | 171

ELVEN WARRIORS
Warrior Unit Points Value: 95

Unit: Elven Warriors Ag Acc Str Res Init Co Special

1 x Elven Leader with sword,


6 6 5 5(6) 8 8 Tough
light armour

4 x Elven Warrior with spear,


6 6 5 5(6) 8 8 -
light armour

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

Unit: Elven Archers Ag Acc Str Res Init Co Special

1 x Elven Leader with sword,


6 6 5 5 8 8 Tough
long bow

4 x Elven Archer with sword,


6 6 5 5 8 8 -
long bow

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

Unit: Elven Rangers Ag Acc Str Res Init Co Special

1 x Ranger Leader with sword,


7 7 5 5(6) 8 9 Tough, Woodsman
long bow, light armour

4 x Elven Ranger with sword,


7 7 5 5(6) 8 9 Woodsman
long bow, light armour

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

Unit: Elven Cavalry Ag Acc Str Res Init Co Special

1 x Elven Leader, sword, riding


6 6 5 6 8 9 Tough, Fast 8
horse

2 x Elven Cavalry, sword, riding


6 6 5 6 8 8 Fast 8
horse

0 x Enchanted Steed - - 5 - - - 1x HtH SV1, Enchanted Steed

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

Unit: Elven Knights Ag Acc Str Res Init Co Special

1 x Knight Leader, lance. spangly


6 6 5 6(9) 8 9 Tough, Fast 8, Haughty Disdain
armour, riding horse

2 x Elven Knight, lance, spangly


6 6 5 6(9) 8 9 Fast 8, Haughty Disdain
armour, riding horse

0 x Enchanted Steed - - 5 - - - 1x HtH SV1, Enchanted Steed

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.

Unit: Giant Eagle Ag Acc Str Res Init Co Special

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

Unit: Elven Chariot Ag Acc Str Res Init Co Special

1 x Elven Chariot with 2 Elven Large, Irresistible Charge,


6 - - 10 - -
crew pulled by 2 horses Fast 8

2 x Elven crew with sword,


- 6 5 - 8 9 Haughty Disdain
long bow

2 x Horses - - - - - - -

0 x Enchanted Steed - - 5 - - - 1x HtH SV1, Enchanted Steed

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

ELVEN BOLT THROWER


Artillery Unit Points Value: 93

Unit: Elven Bolt Thrower Ag Acc Str Res Init Co Special

3 x Elven crew with swords, light


6 6 5 5(6) 8 8 Large, Slow 3
armour, bolt-throwing engine

Equipment

• 1 x Small Bolt Thrower

Options

• Give unit Large Bolt Thrower instead of Small Bolt • Add up to 2 Elven crew to unit @17pts each
Thrower @21pts

Elf Bolt Thrower


by Mantic Games

ELVEN STONE THROWER


Artillery Unit Points Value: 105

Unit: Elven Stone Thrower Ag Acc Str Res Init Co Special

3 x Elven crew with swords,


light armour, stone-throwing 6 6 5 5(6) 8 8 Large, Slow 3
engine

Equipment

• 1 x Small Stone Thrower

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

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Long Bow 0-10" 10-30" - 1 -

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

Sword Hand-to-Hand Combat 1 +1 Strength

Long Spear Hand-to-Hand Combat 1 Cancels charge bonus

Can also be thrown during exchange


Spear Hand-to-Hand Combat 1
of missiles

Lance Hand-to-Hand Combat 1/3 SV3 on charge

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

Gnolls appear to have originated in literature as a portmanteau word combining gnome


and troll, but they have since evolved a character and appearance at the hands of creators
of roleplaying games and miniature lines. Not really a traditional creature of folklore,
they might best be described as dog-like or hyena-like beastmen. Indeed, suitable models
might easily be incorporated into or used to represent a Beastman Warband. Players are
welcome to use that selector instead of this one if they wish. This list is almost entirely
inspired by the existence of readily available miniatures with some embellishment to
provide options for players who fancy converting or adopting chariots and war machines.
Our Gnoll War Party is primarily an infantry list but Gnolls are tough warriors and capable
combatants so this should not prove a hindrance. Unfortunately, they are not terribly
good shots, so even though they have options for missile weapons it’s not wise to rely
upon their ranged abilities. Even Gnoll archers are pretty good close-quarter fighters
though. As well as your basic Gnoll warriors armed with axes or swords, we’ve allowed
for a unit of Guards who can carry a variety of nasty weapons including big axes, morning
stars and halberds. There are also scouts, who have the rapid sprint and infiltrator rules,
and Trackers who manage packs of ferocious hyenas.
Gnoll Chieftains are tough fighters – we figure they have to be to stay top dog – and are
accompanied by bodyguards who are well armed and armoured by Gnoll standards. Those
standards are pretty low on the whole, with equipment that is battered and clothes that
may be little more than rags, but this matters little when Gnoll warriors close in for the
kill! Similarly beragged and bedraggled we have the Gnoll Shaman who combines shabby-
chic with masterful spell casting abilities.
For those who are prepared to indulge in a little modelling we
have included a chariot pulled by hyenas – although players might Gnoll Chieftain
equally wish to use boars or hounds as substitutes and we shall by North Star
not quibble. Finally, a stone thrower is offered, although none is
available at the time of writing any suitable model will pass
muster and crew can easily be converted from any of the model
ranges on offer.

GNOLL CHIEFTAIN
Warlord Warrior Unit Points Value: 112

Special: You must include one Gnoll Chieftain unit in your warband and one only.

Unit: Gnoll Chieftain Ag Acc Str Res Init Co Special

1 x Gnoll Chieftain with axe or Tough, Command, Follow,


5 4 7 7(8) 7 8
sword, light armour 3x HtH, Wound

2 x Gnoll Guard with axes or


5 4 6 7(8) 7 7 -
swords, light armour

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.

Unit: Gnoll Shaman Ag Acc Str Res Init Co Special

1 x Gnoll Shaman with axe or


5 4 6 7 7 8 Tough, Wound, Magic Level 1
sword

0 x Totem Beasts: Dogs, Wolves


Gnoll 5 - 5 6 5 5 Savage, 1x HtH SV1
or Hyenas
Apothecary
by North 0 x Animal Spirit Guides or Spirit, 1xHtH SV1,
5 6 6 6 3 3
Star Familiars Exchange of Missiles SV1

Options

• Upgrade Gnoll Shaman to Magic • Upgrade Gnoll Shaman to Tough 2 @10pts


Level 2 @25pts • Add up to 4 Totem Beasts @14pts each OR
• Upgrade Gnoll Shaman to Magic Add up to 4 Animal Spirit Guides or Familiars
Level 3 @50pts @23pts each

GNOLL CHAMPION
Warrior Unit Points Value: 83

Special: You can include a maximum of one Gnoll Champion unit in your warband.

Unit: Gnoll Champion Ag Acc Str Res Init Co Special

1 x Gnoll Champion with axe or


5 4 7 7(8) 8 8 Tough 2, Hero, 3x HtH, Wound
sword, light armour

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

Unit: Gnoll Warriors Ag Acc Str Res Init Co Special

1 x Gnoll Pack Master with axe or


5 4 5 7 7 8 Tough
sword

4 x Gnoll Warrior with axe or


5 4 5 7 7 7 -
sword

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.

Unit: Gnoll Guard Ag Acc Str Res Init Co Special

1 x Gnoll Guard Pack Master with


5 4 6 7 7 8 Tough
axe or sword

4 x Gnoll Guard with axe or


5 4 6 7 7 7 -
sword

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

Unit: Gnoll Archers Ag Acc Str Res Init Co Special

1 x Gnoll Pack Master with bow


5 4 5 7 7 8 Tough
and dagger

4 x Gnoll Archer with bow and


5 4 5 7 7 7 -
dagger

Options

• Give unit swords/axes instead of daggers @1pts • Add up to 5 Gnoll Archers


per model @14pts each
• Give unit crossbows instead of bows @1pts per model Gnoll Archer
by North Star

GNOLL SCOUTS
Warrior Unit Points Value: 92

Special: You can include a maximum of one unit of Gnoll Scouts in your warband.

Unit: Gnoll Scouts Ag Acc Str Res Init Co Special

1 x Gnoll Pack Master with axe or


5 4 5 7 7 8 Tough, Rapid Sprint, Stealthy
sword

4 x Gnoll Scout with axe or sword 5 4 5 7 7 7 Rapid Sprint, Stealthy

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.

Unit: Gnoll Trackers Ag Acc Str Res Init Co Special

1 x Gnoll Tracker with axe or


5 4 5 7 7 8 Tough, Rapid Sprint, Woodsmen
sword

1x HtH SV1, Savage,


4 x Hyenas 5 - 5 7 5 5
Rapid Sprint, Woodsmen

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

Unit: Gnoll Chariot Ag Acc Str Res Init Co Special

1 x Chariot: Gnoll crew, pulled by Large, Irresistible Charge,


3 - - 10 - -
two hyenas Rapid Sprint, Fast 6

2 x Gnoll crew with sword or axe - 4 5 - 7 8 -

2 x Hyenas - - 5 - - - 1x HtH SV1

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

GNOLL STONE THROWER


Artillery Unit Points Value: 96

Unit: Gnoll Stone Thrower Ag Acc Str Res Init Co Special

3 x Gnoll crew with daggers,


5 4 5 7 7 8 Large, Slow 3
stone-throwing engine

Equipment

• 1 x Small Stone Thrower

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

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Crossbow 0-10" 10-30" - 1 Fire order to shoot

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

Sword or Axe Hand-to-Hand Combat 1 +1 Strength

Flail, Chainmace or
Hand-to-Hand Combat 1 Armour +1 maximum bonus
Morning Star

Halberd Hand-to-Hand Combat 2 +1 Strength

Huge Sword, Mace or


Hand-to-Hand Combat 2 -
Warhammer

Daggers Hand-to-Hand Combat 1 -

Can also be thrown during exchange


Spear Hand-to-Hand Combat 1
of missiles

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.

Unit: Goblin Chieftain Ag Acc Str Res Init Co Special

1 x Goblin Chieftain with sword Tough, Command, 3x HtH,


6 5 4 4(5) 7 8
or axe, light armour Wound

2 x Goblin Bodyguard with sword


6 5 4 4(5) 7 7 -
or axe, light armour

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

GOBLIN CHIEFTAIN IN WOLF CHARIOT


Warlord Chariot Unit Points Value: 151

Special: You must include either a Goblin Chieftain or Goblin Chieftain in Wolf Chariot unit in your warband
and one only.

Unit: Goblin Wolf Chariot Ag Acc Str Res Init Co Special

1 x Goblin Chariot with Chieftain, Large, Tough, Irresistible


3 - - 10 - -
pulled by two wolves Charge, Fast 6, Rapid Sprint

1 x Goblin Chieftain with sword [Tough], Command, 3x HtH,


[6] 5 4 [4(5)] 8 8
or axe, [light armour] [Wound]

1 x Goblin crew with sword


- 5 4 - - - -
or axe

2 x Wolves - - 5 - - - 1x HtH SV1

0 x Dire Wolves - - 5 - - - 2x HtH SV1

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.

Unit: Goblin Shaman Ag Acc Str Res Init Co Special

1 x Goblin Shaman with sword


6 5 4 4 7 8 Tough, Wound, Magic Level 1
or axe

0 x Goblin Shamanic Cultists with


6 5 4 4 7 7 -
sword or axe
Goblin
0 x Gobble Dogs Frenzied Charge,
6 - 5 5 5 5 Shaman
2x HtH SV2
by Heresy
Options Miniatures

• 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.

Unit: Goblin Guard Ag Acc Str Res Init Co Special

1 x Goblin Leader with sword or


6 5 4 4(5) 7 8 Tough
axe, light armour

4 x Goblin Guard with sword or


6 5 4 4(5) 7 6 -
axe, light armour

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

Unit: Goblin Warriors Ag Acc Str Res Init Co Special

1 x Goblin Leader with sword or


6 5 4 4(5) 7 7 Tough
axe, light armour

4 x Goblin Warrior with sword or


6 5 4 4(5) 7 6 -
axe, light armour

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

Unit: Goblin Archers Ag Acc Str Res Init Co Special

1 x Goblin Leader with sword or


6 5 4 4 7 7 Tough
axe, bow

4 x Goblin Archer with sword or


6 5 4 4 7 6 -
axe, bow

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

GOBLIN WHIRLING DERVISHES


Warrior Unit Points Value: 90

Special: You can include a maximum of one Goblin Whirling Dervish unit in your warband.

Unit: Whirling Dervishes Ag Acc Str Res Init Co Special

3 x Whirling Dervishes 6 5 10 10 7 9 Whirling Dervishes

Options

• Add up to 2 Whirling Dervishes @30pts each

GOBLIN WOLF RIDERS


Mounted Unit Points Value: 69

Unit: Goblin Wolf Riders Ag Acc Str Res Init Co Special

1 x Goblin Wolf Rider Leader Tough, Fast 6, Rapid Sprint


6 5 5 5 7 7
with sword or axe Wolf 1x HtH SV1

2 x Goblin Wolf Rider with sword Fast 6, Rapid Sprint


6 5 5 5 7 6
or axe Wolf 1x HtH SV1

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

GOBLIN WOLF CHARIOT


Chariot Unit Points Value: 99

Unit: Goblin Wolf Chariot Ag Acc Str Res Init Co Special

1 x Goblin Chariot: Goblin crew, Large, Irresistible Charge,


3 - - 10 - -
pulled by two wolves Fast 6, Rapid Sprint

2 x Goblin crew with sword


- 5 4 - 7 7 -
or axe

2 x Wolves - - 5 - - - 1x HtH SV1

0 x Dire Wolves - - 5 - - - 2x HtH SV1

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

GOBLIN SPROG SWARM


Swarm Unit Points Value: 81

Unit: Goblin Sprog Swarm Ag Acc Str Res Init Co Special

3 x Goblin Sprog Swarm 8 5 5 6 8 8 Surly, 3x HtH SV0

Options

• Give unit rocks to throw @1pt per swarm adding • Add up to 2 Swarms @27pts per Swarm
1x Ranged attack per swarm

GOBBLE DOG PACK


Warrior/Beast Unit Points Value: 83

Unit: Gobble Dog Pack Ag Acc Str Res Init Co Special

1 x Gobble Dog Pack Master with


6 5 4 4(5) 7 7 Tough
sword or axe, light armour

4 x Gobble Dogs 6 - 5 5 5 5 Frenzied Charge, 2x HtH SV2

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

Unit: Trolls Ag Acc Str Res Init Co Special


Large, 3x HtH SV2, Chunder,
3 x Troll 4 5 6 7 4 7
Regenerate

Options

• Add up to 2 Trolls @35pts each

GOBLIN STONE THROWER


Artillery Unit Points Value: 63

Unit: Goblin Stone Thrower Ag Acc Str Res Init Co Special

3 x Goblin crew with daggers,


6 5 4 4 7 6 Large, Slow 3
stone-throwing engine

Equipment

• 1 x Small Stone Thrower

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)

GOBLIN BOLT THROWER


Artillery Unit Points Value: 51

Unit: Goblin Bolt Thrower Ag Acc Str Res Init Co Special

3 x Goblin crew with daggers,


6 5 4 4 7 6 Large, Slow 3
bolt-throwing engine

Equipment

• 1 x Small Bolt Thrower

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)

Goblin Telescope Crew


by Mantic Games
Army Lists: Goblins | 189
WEAPON AND SPECIAL RULES SUMMARY
RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Rock 0-10" - - 0 Can also be used in HtH

Target counts Res of 5, exhausted


Chunder 0-10" - - N/A
on roll of 6+

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 Hand-to-Hand Combat 0 Can also be thrown as ranged weapon

Dagger Hand-to-Hand Combat 1 -

Sword or Axe Hand-to-Hand Combat 1 +1 Strength

Can also be used during exchange


Spear Hand-to-Hand Combat 1
of missiles

Big Axe, Huge Sword,


Warhammer or Hand-to-Hand Combat 2 -
Massive Mace

Halberd Hand-to-Hand Combat 2 +1 Strength

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.

HALFLING CHIEF SHERIFF


Warlord Warrior Unit Points Value: 85

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.

Unit: Chief Sheriff Ag Acc Str Res Init Co Special

1 x Halfling Sheriff with sword or Tough, Command, Follow,


6 6 4 4 8 8
axe 3x HtH, Wound

2 x Halfling Henchmen with


6 6 4 4 7 7 -
sword or axe

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

HALFLING CHIEF SHERIFF IN CART


Warlord Chariot Unit Points Value: 130

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.

Unit: Chief Sheriff in Cart Ag Acc Str Res Init Co Special

1 x Cart with Chief Sheriff and


3 - - 10 - - Large, Tough, Fast 6
driver, pulled by one donkey

1 x Halfling Chief Sheriff with [Tough], Command, Follow,


[6] 6 4 [4] 8 8
sword or axe 3x HtH, [Wound]

1 x Halfing driver with sword or


- 6 4 - - - -
axe

1 x Donkey (pony, goat, chicken,


- - 4 - - - 1x HtH SV0
etc.)

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

HALFLING FORTUNE TELLER


Warrior Unit Points Value: 51

Special: You can include a maximum of one Halfing Fortune Teller in your warband.

Unit: Fortune Teller Ag Acc Str Res Init Co Special

1 x Halfling Fortune Teller with


6 6 4 4 7 8 Tough, Wound, Magic Level 1
club or cudgel

0 x Halfling Henchmen with clubs


6 6 4 4 7 7 -
or cudgels

Spirit, 1x HtH SV1,


0 x Spirit Guides 5 5 5 5 3 3
Exchange of Missiles SV1

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

HALFLING CLAN CHIEF


Warrior Unit Points Value: 76

Special: You can include one Halfling Clan Chief unit in your warband either a Clan Chief or Mounted Clan Chief.

Unit: Clan Chief Ag Acc Str Res Init Co Special

1 x Halfling Clan Chief with Tough 2, Hero, 3x HtH, Wound,


6 6 5 4 8 8
sword or axe 3x Ranged (if armed with bow)

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

MOUNTED HALFLING CLAN CHIEF


Mounted Unit Points Value: 87

Special: You can include one Halfling Clan Chief unit in your warband either a Clan Chief or Mounted Clan Chief.

Unit: Clan Chief Ag Acc Str Res Init Co Special

Tough 2, Hero, 3x HtH, Wound,


1 x Halfling Clan Chief with
6 6 5 5 8 8 3x Ranged (if armed with bow);
sword or axe, riding donkey
Donkey 1x HtH SV0, Fast 6

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

Unit: Halfling Sheriff Ag Acc Str Res Init Co Special

1 x Halfling Sheriff Leader with


6 6 4 4 7 8 Tough
stave

4 x Halfling Sheriff with stave 6 6 4 4 7 7 -

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

Unit: Halfling Militia Ag Acc Str Res Init Co Special

1 x Halfling Militia Leader with


6 6 4 4 7 8 Tough
club or cudgel

4 x Halfling Militia with club or


6 6 4 4 7 7 -
cudgel

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

Unit: Halfling Archers Ag Acc Str Res Init Co Special

1 x Halfling Archer Leader with


6 6 4 4 7 8 Tough
club and bow

4 x Halfling Archer with club and


6 6 4 4 7 7 -
bow

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

HALFLING URCHIN SWARM


Swarm Unit Points Value: 141

Unit: Urchin Swarm Ag Acc Str Res Init Co Special

3 x Halfling Urchin Swarm with


8 6 6 6 8 8 3x HtH, 3x Ranged
rocks

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.

Unit: Halfling Riders Ag Acc Str Res Init Co Special

1 x Halfling Leader with sword or Tough, Fast 6:


6 6 4 5 7 8
axe, riding donkey Donkey 1x HtH SV0

2 x Halfling with sword or axe,


6 6 4 5 7 7 Fast 6, Donkey 1x HtH SV0
riding donkey

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

HALFLING STONE THROWER


Artillery Unit Points Value: 72

Unit: Halfling Stone Thrower Ag Acc Str Res Init Co Special

3 x Halfling crew with daggers,


6 6 4 4 7 7 Large, Slow 3
stone-throwing engine

Equipment

• 1 x Small Stone Thrower

Options

• Give Halfling crew sword or axe @2pts per model • Add up to 2 Halfling crew to unit @6pts each

HALFLING BOLT THROWER


Artillery Unit Points Value: 60

Unit: Halfling Bolt Thrower Ag Acc Str Res Init Co Special

3 x Halfling crew with clubs,


6 6 4 4 7 7 Large, Slow 3
bolt-throwing engine

Equipment

• 1 x Small Bolt Thrower

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

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Sling 0-10" 10-20" - 0 2x ranged attacks on Fire order

Rock 0-10" - - 0 Can also be used in HtH

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

Club or Cudgel Hand-to-Hand Combat 0 -

Stave Hand-to-Hand Combat 0 +1 Strength

Rock Hand-to-Hand Combat 0 Can also be thrown as ranged weapon

Dagger Hand-to-Hand Combat 1 -

Sword or Axe Hand-to-Hand Combat 1 +1 Strength

Can also be thrown during exchange


Spear Hand-to-Hand Combat 1
of missiles

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.

Unit: Lord Knight Ag Acc Str Res Init Co Special

1 x Lord Knight with mace or Tough, Command, Follow,


4 5 5 5(8) 8 8
sword, heavy armour Heavily Laden, 3x HtH, Wound

2 x Knights with mace or sword,


4 5 5 5(8) 7 7 Heavily Laden
heavy armour

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

Ser Brynden Tully by


Dark Sword Miniatures

MOUNTED LORD KNIGHT


Warlord Mounted Unit Points Value: 128

Special: You must include one Lord Knight or Mounted Lord Knight in your warband and one only.

Unit: Lord Knight Ag Acc Str Res Init Co Special

1 x Lord Knight with mace or Tough, Command, Follow,


sword, heavy armour, riding 4 5 5 6(9) 8 8 Heavily Laden, Fast 8, 3x HtH,
horse Wound

2 x Knights with mace or sword,


4 5 5 6(9) 7 7 Heavily Laden, Fast 8
heavy armour, riding horses

0 x Warhorses - - 5 - - - 1xHtH SV1

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

• Upgrade Lord Knight to Wound 2 @18pts


Army Lists: Knights | 201

COURT WIZARD
Warrior Unit Points Value: 56

Special: You can include a maximum of one Court Wizard in your warband.

Unit: Court Wizard Ag Acc Str Res Init Co Special

1 x Court Wizard with stave 5 5 5 5 7 8 Tough, Wound, Magic Level 1

0 x Wizard’s Apprentices with


5 5 5 5 7 7 -
staves

Spirit, 1x HtH SV1,


0 x Wizard’s Familiars 5 5 5 5 3 3
Exchange of Missiles SV1

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.

Unit: Knightly Champion Ag Acc Str Res Init Co Special

1 x Knightly Champion with


Tough 2, Hero, 3x HtH, Wound,
lance, heavy armour, riding 5 5 6 6(9) 9 9
Warhorse 1x HtH SV1, Fast 8
warhorse

Options

• Give Champion Challenge rule @10pts • Upgrade Champion to Wound 2 @18pts


• Give Champion Zealous rule @5pts • Upgrade Champion to Wound 3 @36pts
• Upgrade Champion to Tough 3 @10pts

PRIEST
Warrior Command Unit Points Value: 64

Special: You can include a maximum of one Priest in your warband.

Unit: Priest Ag Acc Str Res Init Co Special

1 x Priest with mace Tough, Command,


5 5 5 5 7 9
Divine Intervention, Wound 2

0 x Supplicants with maces 5 5 5 5 7 7 -

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

Unit: Knights on Warhorses Ag Acc Str Res Init Co Special

1 x Knight Leader with mace or


Tough, Fast 8,
sword, heavy armour, riding 4 5 5 6(9) 6 8
Warhorse: 1xHtH SV1
Warhorse

2 x Knight with mace or sword,


heavy armour, riding 4 5 5 6(9) 6 7 Fast 8, Warhorse: 1xHtH SV1
Warhorse

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

Unit: Mounted Retainers Ag Acc Str Res Init Co Special

1 x Retainer Leader with sword,


5 5 5 6(7) 7 8 Tough, Fast 8
light armour, riding horse

2 x Retainer with sword, light


5 5 5 6(7) 7 7 Fast 8
armour, riding horse

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)

• Give unit spears @ Free • Add up to 2 Retainers @20pts each

• Give unit lances @1pt per model

Paladin Knights
by Mantic Games
Army Lists: Knights | 203

FOOT KNIGHTS
Warrior Unit Points Value: 77

Unit: Foot Knights Ag Acc Str Res Init Co Special

1 x Knight Leader with mace or


4 5 5 5(8) 6 8 Tough, Heavily Laden
sword, heavy armour

4 x Knight with mace or sword,


4 5 5 5(8) 6 7 Heavily Laden
heavy armour

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

Unit: Foot Retainers Ag Acc Str Res Init Co Special

1 x Sergeant with sword, light


5 5 5 5(6) 7 8 Tough
armour

4 x Retainer with sword, light


5 5 5 5(6) 7 7 -
armour

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

Unit: Archers Ag Acc Str Res Init Co Special

1 x Seargeant with dagger and


5 5 5 5 7 8 Tough
bow

4 x Archer with dagger and bow 5 5 5 5 7 7 -

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

Unit: Crossbowmen Ag Acc Str Res Init Co Special

1 x Seargeant with dagger and


5 5 5 5 7 8 Tough
crossbow

4 x Crossbowman with dagger


5 5 5 5 7 7 -
and crossbow

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

Unit: Arbalestiers Ag Acc Str Res Init Co Special

1 x Seargeant with dagger and


4 5 5 5 6 8 Tough, Heavily Laden
heavy crossbow

4 x Arbalestiers with dagger and


4 5 5 5 6 7 Heavily Laden
heavy crossbow

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

Halflings by North Star


Army Lists: Knights | 205

PEASANTS
Warrior Unit Points Value: 32

Unit: Peasants Ag Acc Str Res Init Co Special

1 x Yeoman with cudgel 5 5 5 5 6 7 Tough, Surly

4 x Peasants with cudgels 5 5 5 5 6 6 Surly

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.

Unit: Flagellants Ag Acc Str Res Init Co Special

1 x Flagellant Leader with


5 5 5 6 7 8 Tough, Zealous
scourge

4 x Flagellants with scourges 5 5 5 6 7 7 Zealous

Options

• Give unit Flaming Wheel @25pts • Add up to 5 Flagellants @16pts per model

BALLISTA
Artillery Unit Points Value: 69

Unit: Ballista Ag Acc Str Res Init Co Special

3 x Crew with daggers, bolt-


5 5 5 5 7 7 Large, Slow 3
throwing engine (ballista)

Equipment

• 1 x Small Bolt Thrower

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

Unit: Mangonel Ag Acc Str Res Init Co Special

3 x Crew with daggers, stone-


5 5 5 5 7 7 Large, Slow 3
throwing engine (mangonel)

Equipment

• 1 x Small Stone Thrower

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

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Longbow 0-10" 10-30" - 1 -

Crossbow 0-10" 10-30" - 1 Fire order to shoot

Heavy Crossbow 0-10" 10-30" - 2 Fire order to shoot, Heavily Laden

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

Flaming Wheel. D6 SV6 Fire hits


Flaming Wheel Moves 10" at a time struck on units in its path.
See Special Rules on page 68.

Cudgel Hand-to-Hand Combat 0 -

Pitchforks, Bills or
Hand-to-Hand Combat 0 Cancels charge bonus
Glaives

Can also be ‘cracked’ during


Scourge Hand-to-Hand Combat 0
the exchange of missiles
Army Lists: Knights | 207

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Stave Hand-to-Hand Combat 0 +1 Strength

Dagger Hand-to-Hand Combat 1 -

Sword or Mace Hand-to-Hand Combat 1 +1 Strength

Chain mace or
Hand-to-Hand Combat 1 Armour +1 maximum bonus
Morning star

Can also be thrown during


Spear Hand-to-Hand Combat 1
the exchange of missiles

Long Spear Hand-to-Hand Combat 1 Cancels charge bonus

Lance Hand-to-Hand Combat 1/3 SV3 on Charge

Halberd Hand-to-Hand Combat 2 +1 Strength

Massive maces or
Hand-to-Hand Combat 2 -
Warhammers

Challenge Once per game can issue challenge. Loser is destroyed.


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.
Divine Intervention Can steal an order dice from an enemy unit within 20" with successful Command test.
If fail take 1 pin instead.
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).
Pavisse Cannot be given Run order. -3 Agility. Counts as cover with +2 Res bonus.
Slow/Fast Move at the basic rate indicated.
Spirit Can be sacrificed for a re-roll. Destroyed if wizard is slain.
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.
Wounds Can lose the ‘wounds value’ of lives before a further Res fail slays. Can’t
recover pins beyond wounds suffered.
Cultist Knight
Zealous Ignore pins when taking a break test. Re-roll failed order test.
by North Star
Olympians
Army Lists: Olympians | 209

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.

Unit: Greek Lord Ag Acc Str Res Init Co Special

1 x Greek Lord with sword, Tough, Command, Follow,


5 5 5 5(7) 8 8
medium armour 3x HtH, Wound

2 x Hoplite Bodyguard with


5 5 5 5(7) 7 8 -
sword, medium armour

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

GREEK LORD IN CHARIOT


Warlord Chariot Unit Points Value: 160

Special: You must include one of Greek Lord or Greek Lord in Chariot in your warband and one only.

Unit: Greek Lord in Chariot Ag Acc Str Res Init Co Special

1 x Chariot with Lord and crew, Large, Tough, Fast 8,


3 - - 10 - -
pulled by two horses Irresistible Charge

1 x Greek Lord with sword, [Tough], Command, Follow,


[5] 5 5 [5(7)] 8 8
[medium armour] 3x HtH, [Wound]

1 x Greek crew with sword - 5 5 - - - -

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.

Unit: Greek Seer Ag Acc Str Res Init Co Special

1 x Greek Seer with sword 5 5 5 5 7 8 Tough, Wound, Magic Level 1

0 x Attendants with sword 5 5 5 5 7 7 -

Spirit, 1x HtH SV1,


0 x Nymphs 5 5 5 5 3 3
Exchange of Missiles SV1

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.

Unit: Greek Hero Ag Acc Str Res Init Co Special

1 x Greek Hero with sword,


5 5 6 6(8) 9 9 Tough 2, Hero, 3x HtH, Wound
medium armour

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

GREEK HERO CHARIOTEER


Chariot Unit Points Value: 160

Special: You can include a maximum of one Greek Hero in your warband, either a Greek Hero or Greek Hero
Charioteer.

Unit: Greek Hero Charioteer Ag Acc Str Res Init Co Special

1 x Chariot with Hero and crew, Large, Tough, Fast 8,


3 - - 10 - -
pulled by two horses Irresistible Charge

1 x Greek Hero with sword, [Tough 2], Hero,


[5] 5 6 [6(8)] 9 9
[medium armour] 3x HtH, [Wound]

1 x Greek crew with sword - 5 5 - - - -

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.

Unit: Hoplite Guard Ag Acc Str Res Init Co Special

1 x Hoplite Leader with spear,


5 5 5 5(7) 7 8 Tough, Shieldwall, Disciplined
medium armour

4 x Hoplite with spear, medium


5 5 5 5(7) 7 7 Shieldwall, Disciplined
armour

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

Unit: Hoplites Ag Acc Str Res Init Co Special

1 x Hoplite Leader with long


5 5 5 5(7) 7 8 Tough, Shieldwall
spear, medium armour

4 x Hoplite with long spear,


5 5 5 5(7) 7 7 Shieldwall
medium armour

Options

• Give unit Divine Intervention rule @10pts • Add up to 5 Hoplites @16pts each
Army Lists: Olympians | 213

PELTASTS
Warrior Unit Points Value: 67

Unit: Peltasts Ag Acc Str Res Init Co Special

1 x Peltast Leader with dagger,


5 5 5 5 7 8 Tough
javelin

4 x Peltast with dagger, javelin 5 5 5 5 7 7 -

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

Unit: Amazon Warrior Ag Acc Str Res Init Co Special

1 x Amazon Leader with sword,


5 6 5 5(6) 7 8 Tough
light armour

4 x Amazon with sword, light


5 6 5 5(6) 7 7 -
armour

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

Amazons by Lucid Eye

AMAZON ARCHERS
Warrior Unit Points Value: 72

Unit: Amazon Archers Ag Acc Str Res Init Co Special

1 x Amazon Archer Leader with


5 6 5 5 7 8 Tough
dagger, bow

4 x Amazon Archer with dagger,


5 6 5 5 7 7 -
bow

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

Unit: Amazon Cavalry Ag Acc Str Res Init Co Special

1 x Amazon Leader with sword,


5 6 5 6(7) 7 8 Tough, Fast 8
light armour

2 x Amazon Cavalry with sword,


5 6 5 6(7) 7 7 Fast 8
light armour

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.

Unit: Centaurs Ag Acc Str Res Init Co Special

1 x Centaur Champion with club 7 6 6 6 8 8 Tough, Large, Fast 8, 2x HtH

2 x Centaur with club 7 6 6 6 8 7 Large, Fast 8, 2x HtH

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.

Unit: Harpies Ag Acc Str Res Init Co Special

3 x Harpies with rocks Flies, Fast 10, 2x HtH SV1,


10 5 5 5 9 9
1x Drop SV1

Options

• Give unit Dead Eye Shot rule @10pts


• Give unit Vengeful rule @1pt per model
• Add up to 2 Harpies @50pts each

Harpies by
Wargames Foundry
Army Lists: Olympians | 215

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Sling 0-10" 10-20" - 0 2x Ranged attacks on Fire order

Javelin 0-10" - - 1 -

Rocks 0-10" - - 1 Can also be used hand-to-hand

Club Hand-to-Hand Combat 0 -

Dagger Hand-to-Hand Combat 1 -

Sword Hand-to-Hand Combat 1 +1 Strength

Can also be thrown during


Spear Hand-to-Hand Combat 1
the exchange of missiles

Long Spear Hand-to-Hand Combat 1 Cancels charge bonus

Lance Hand-to-Hand Combat 1/3 SV3 on charge

Rocks Hand-to-Hand Combat 0 Can also be thrown as ranged weapon

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.

Unit: Orc Chieftain Ag Acc Str Res Init Co Special

1 x Orc Chieftain with sword or Tough, Command, Follow,


5 4 6 5(6) 6 8
axe, light armour 3x HtH Attacks, Wound

2 x Orc Bodyguard with sword or


5 4 6 5(6) 6 7 -
axe, light armour

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

ORC CHIEFTAIN BOAR RIDER


Warlord Mounted Unit Points Value: 136

Special: You must include one Orc Chieftain or Orc Chieftain Boar Rider unit in your warband and one only.

Unit: Orc Chieftain Ag Acc Str Res Init Co Special

1 x Orc Chieftain with sword or Tough, Command, Follow,


axe, light armour, riding Wild 5 4 6 6(7) 6 8 Fast 6, Ferocious Charge, 3x HtH,
Boar Wound: Boar 1HtH Attack SV3

2 x Orc Bodyguard with sword or


Fast 6, Ferocious Charge: Boar
axe, light armour, riding Wild 5 4 6 6(7) 6 7
1HtH Attack SV3
Boar

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.

Unit: Orc Shaman Ag Acc Str Res Init Co Special

1 x Orc Shaman with sword or


5 4 6 5 6 8 Tough, Wound, Magic Level 1
axe

0 x Orc Bodyguard with sword or


5 4 6 5 6 7 -
axe

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.

Unit: Orc Champion Ag Acc Str Res Init Co Special

1 x Orc Champion with sword or Tough 2, Hero, 3x HtH, Wound,


5 4 6 5(6) 8 8
axe, light armour Ferocious Charge

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

Unit: Orc Warriors Ag Acc Str Res Init Co Special

1 x Orc Leader with sword, light


5 4 6 5(6) 6 7 Tough
armour

4 x Orc Warrior with sword, light


5 4 6 5(6) 6 7 -
armour

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

Unit: Orc Archers Ag Acc Str Res Init Co Special

1 x Orc Leader with sword, bow 5 4 6 5 6 7 Tough

4 x Orc Archer with sword, bow 5 4 6 5 6 7 -

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

Unit: Trolls Ag Acc Str Res Init Co Special

Large, 3x HtH SV2, Chunder,


3 x Troll 4 5 6 7 4 7
Regenerate

Options

• Add up to 2 Trolls @35pts each


Army Lists: Orcs | 221

ORC GUARD
Warrior Unit Points Value: 70

Special: You can include a maximum of one Orc Guard unit in your warband.

Unit: Orc Guard Ag Acc Str Res Init Co Special

1 x Orc Leader with sword or axe,


5 4 6 5(6) 6 7 Tough
light armour

4 x Orc Guard with sword or axe,


5 4 6 5(6) 6 7 -
light armour

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

ORC BOAR RIDERS


Mounted Unit Points Value: 85

Unit: Orc Boar Riders Ag Acc Str Res Init Co Special

1 x Orc Boar Rider Leader with Tough, Fast 6, Ferocious Charge:


5 4 6 6(7) 6 7
sword or axe, light armour Boar 1xHtH SV3

2 x Orc Boar Rider with sword or Fast 6, Ferocious Charge: Boar


5 4 6 6(7) 6 7
axe, light armour 1xHtH SV3

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

ORC BOAR CHARIOT


Chariot Unit Points Value: 101

Unit: Orc Boar Chariot Ag Acc Str Res Init Co Special

1 x Orc Chariot: Orc crew, pulled Large, Irresistible Charge,


3 - - 10 - -
by two boars Fast 6

2 x Orc crew with swords or axes - 4 6 - 6 7 -

2 x Boars - - 5 - - - 1xHtH Attack SV3

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

ORC STONE THROWER


Artillery Unit Points Value: 84

Unit: Orc Stone Thrower Ag Acc Str Res Init Co Special

3 x Orc crew with swords or axes,


5 4 6 5 6 7 Large, Slow 3
stone-throwing engine

Equipment

• 1 x Small Stone Thrower

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

ORC BOLT THROWER


Artillery Unit Points Value: 60

Unit: Orc Bolt Thrower Ag Acc Str Res Init Co Special

3 x Orc crew with swords or axes,


5 4 6 5 6 7 Large, Slow 3
bolt-throwing engine

Equipment

• 1 x Small Bolt Thrower

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

Orc Warband by Warlord Games


Army Lists: Orcs | 223

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Crossbow 0-10" 10-30" - 1 Fire order to shoot

Target counts Res of 5,


Chunder 0-10" - - N/A
exhausted on roll of 6+

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

Sword Hand-to-Hand Combat 1 +1 Strength

Can also be thrown during


Spear Hand-to-Hand Combat 1
exchange of missiles

Huge Sword or Big Axe Hand-to-Hand Combat 2 -


Orc Archer
Halberd Hand-to-Hand Combat 2 +1 Strength by Warlord
Improbably Huge Games
Heavily
Sword or Bloomin’ Hand-to-Hand Combat 3
laden
Big Axe

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 SPECIAL ARMY RULE


by Wargames
The Undead Hoste stands or falls with its master and is in trouble should its Warlord be slain.
Foundry
Be warned!
If your warlord is slain then no further pins are removed from your units. Orders can still be
issued as normal, and down dice recovered at the end of the turn, but no pins are removed
when you do so. There is no point in issuing a Rally order because pins can’t be removed
anyway. Similarly, any spells or special abilities that would otherwise remove pins won’t work.
Obviously, the undead force deprived of its master becomes
untenable pretty quicky. However, you can still fight on and – with
any luck – it might still be possible to score a victory despite your
leader’s demise.

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.

Unit: Necromancer Ag Acc Str Res Init Co Special


Tough, Command, 2x HtH,
1 x Necromancer with sword 5 5 5 5 7 10
Wound, Magic Level 1
0 x Skeleton Bodyguard with
5 5 5 5(6) 5 6 Undead
sword or axe, light armour

Spirit, 1x HtH SV1,


0 x Cursed Spirits 5 6 6 6 3 3
Exchange of Missiles SV1

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.

Unit: Liche Ag Acc Str Res Init Co Special


Tough, Command, 2x HtH,
1 x Liche with sword or axe 5 5 6 6 5 10
Undead, Wound, Magic Level 1
0 x Skeleton Bodyguard with
5 5 5 5(6) 5 6 Undead
sword or axe, light armour

Spirit, 1x HtH SV1,


0 x Cursed Spirits 5 6 6 6 3 3
Exchange of Missiles SV1

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

Servants of the Undead Pharaoh:


Princess by Midlam Miniatures

LICHE RIDING CHARIOT


Warlord Chariot Unit Points Value: 182

Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
Riding Helhorse and one only.

Unit: Liche Ag Acc Str Res Init Co Special

1 x Chariot with Liche and crew Large, Tough, Fast 6,


3 - - 10 - -
in chariot pulled by Helhorses Irresistable Charge, Undead
[Tough], Command, 2x HtH,
1 x Liche with sword or axe [5] 5 6 [6] 5 10
Undead, [Wound], Magic Level 1
1 x Skeleton crew with sword
- 5 5 - - - Undead
or axe

2 x Helhorses - - 5 - - - Undead, 1x HtH SV1

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.

Unit: Wraith Ag Acc Str Res Init Co Special


Tough 2, Command, 3x HtH
1 x Wraith with sword, axe or
5 5 7 7 10 10 Deathly Chill, Spectral Undead,
mace
Dread, Wound 2, Magic Level 1
0 x Skeleton Bodyguard with
5 5 5 5(6) 5 6 Spectral Undead
sword or axe, light armour

Spirit, 1x HtH SV1,


0 x Cursed Spirits 5 6 6 6 3 3
Exchange of Missiles SV1

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

Frost Wraith and


Skeletons by
North Star

WRAITH RIDING HELHORSE


Warlord Mounted Unit Points Value: 189

Special: You must include one command unit from Necromancer, Liche, Liche Riding Chariot, Wraith or Wraith
Riding Helhorse and one only.

Unit: Wraith Ag Acc Str Res Init Co Special

Tough 2, Command, Fast 8


1 x Wraith with sword, axe or 3x HtH Deathly Chill, Spectral
5 5 7 8 10 10
mace, riding Helhorse Undead, Dread, Wound 2, Magic
Level 1; Helhorse 1xHtH SV1

Spirit, 1x HtH SV1, Exchange


0 x Cursed Spirits 5 6 6 6 3 3
of Missiles SV1, Fast 8

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.

Unit: Undead Champion Ag Acc Str Res Init Co Special

1 x Undead Champion with sword Hero, Tough, Wound,


5 5 6 6(8) 5 9
and medium armour 3x HtH, Undead, Dread

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.

Unit: Skeleton Guard Ag Acc Str Res Init Co Special

1 x Skeleton Leader with spear,


5 5 5 5(6) 5 8 Tough, Undead
light armour

4 x Skeleton Guard with spear,


5 5 5 5(6) 5 6 Undead
light armour

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

Liche Lord and skeletons by North Star


230 | Army Lists: Undead

SKELETON WARRIORS
Warrior Unit Points Value: 57

Unit: Skeleton Warriors Ag Acc Str Res Init Co Special

1 x Skeleton Leader with sword,


5 5 5 5(6) 5 7 Tough, Undead
light armour

4 x Skeleton Warrior with sword,


5 5 5 5(6) 5 6 Undead
light armour

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

Unit: Skeleton Archers Ag Acc Str Res Init Co Special

1 x Skeleton Leader with sword,


5 5 5 5 5 7 Tough, Undead
bow
Skeleton
Archer by 4 x Skeleton Warrior with sword,
Warlord 5 5 5 5 5 6 Undead
bow
Games
Options

• 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

Unit: Zombies Ag Acc Str Res Init Co Special

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

Unit: Wights Ag Acc Str Res Init Co Special

1 x Wight Leader with sword or


5 5 5 7 7 8 Tough, Spectral Undead, Dread
axe

4 x Wight with sword or axe 5 5 5 7 7 7 Spectral Undead, Dread

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

Unit: Skeleton Riders Ag Acc Str Res Init Co Special

1 x Skeleton Rider Leader with


5 5 5 6(7) 5 7 Tough, Undead, Fast 8
sword, light armour

2 x Skeleton Rider with sword,


5 5 5 6(7) 5 6 Undead, Fast 8
light armour

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

Unit: Skeleton Knights Ag Acc Str Res Init Co Special

1 x Skeleton Knight Leader with


Tough, Undead, Fast 8:
lance, heavy armour riding 5 5 5 6(9) 5 8
Helhorse 1HtH SV1
helhorse

2 x Skeleton Knight with lance, Undead, Fast 8: Helhorse


5 5 5 6(9) 5 7
heavy armour riding helhorse 1HtH SV1

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

Unit: Skeleton Chariot Ag Acc Str Res Init Co Special

1 x Skeleton Chariot: Skeleton


Large, Undead, Irresistible
crew, pulled by two undead 3 - - 10 - -
Charge, Fast 8
steeds

2 x Skeleton crew with swords


- 5 5 - 5 7 Undead
or axes

2 x Undead Steeds - - - - - - Undead

0 x Helhorses - - 5 - - - Undead, HtH Attack SV1

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.

Unit: Carrion Beast Ag Acc Str Res Init Co Special

1 x Carrion Beast with rocks Large, Flies, Fast 10, 3x HtH SV3,
10 6 6 8 8 8
3x Drop SV3, Wound, Undead

0 x Skeleton Rider with sword


- 5 5 - - - Undead
or axe

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

SKELETON BOLT THROWER


Artillery Unit Points Value: 60

Unit: Skeleton Bolt Thrower Ag Acc Str Res Init Co Special

3 x Skeleton crew with daggers,


5 5 5 5 5 7 Undead, Large, Slow 3
bolt-throwing engine

Equipment

• 1 x Small Bolt Thrower

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)

SKELETON STONE THROWER


Artillery Unit Points Value: 72

Unit: Skeleton Stone Thrower Ag Acc Str Res Init Co Special

3 x Skeleton crew with daggers,


5 5 5 5 5 7 Undead, Large, Slow 3
stone-throwing engine

Equipment

• 1 x Small Stone Thrower

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

WEAPON AND SPECIAL RULES SUMMARY


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10" 10-20" - 0 -

Crossbow 0-10" 10-30" - 1 Fire order to shoot

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

Daggers Hand-to-Hand Combat 1 -

Sword, Axe or Mace Hand-to-Hand Combat 1 +1 Strength

Can also be thrown during exchange


Spear Hand-to-Hand Combat 1
of missiles

Long Spear Hand-to-Hand Combat 1 Cancels charge bonus

Lance Hand-to-Hand Combat 1/3 SV3 on Charge

Huge Sword, Big Axe,


Warhammer or Hand-to-Hand Combat 2 -
Massive Mace

Halberd Hand-to-Hand Combat 2 +1 Strength


Army Lists: Undead | 235

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.

Vampire Lord on Undead


Dragon by Mantic Games
Monsters
Army Lists: Monsters | 237

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.

AGREE TO INCLUDE MONSTERS


Before selecting their forces, players must agree to include monsters where they wish to
do so, and must set any limits or restrictions that are mutually acceptable.
For example, players might agree to allow the inclusion of a single monster unit of up to
150 points, or could allow any wild monster, or any monsters with a Res of less than 10,
and so on. Monsters from this list can only be included in a warband where the players
agree to do so.
Some of the creatures in this list are so powerful they are easily capable of putting whole
armies to flight! All talk of game balance and fairness is folly in the face of such
monstrosities and players must prepare for whatever the gods of fate deal them.
Most units in this list have three points values for the same kind of monster as as wild,
bound and allied unit. Allied monsters are the most reliable and they cost the most points.
Points added to bound and allied units are added to the unit as a whole. Note that the
points values of individual creatures remains constant when adding more models to some
units, regardless of whether the unit is wild, bound or allied. See the Special Rules section
for more about wild, bound and allied monsters.

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!

ELF HERO RIDING DRAGON


Mounted Monstrosity Unit Points Value: Combined rider and monstrosity

Unit: Elf Hero Riding Dragon Ag Acc Str Res Init Co Special

Large, Tough 2, MoD3,


7x HtH Attacks SV6,
1 x Dragon 5 4 6 15 - -
3x Flaming Breath SV3 Fire,
Dread, Terror, Flies, Fast 6

1 x Mounted Elven Hero with


[Tough 2], Hero,
sword, light armour, riding [6] 6 5 [5(6)] 8 9
3x HtH, [Wound]
dragon

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

Unit: Basilisk Ag Acc Str Res Init Co Special

Large, MoD2, 5x HtH SV4,


1 x Basilisk 5 4 6 10 5 7
Baleful Glare, Dread

Options

• None

CHIMERA
Monstrosity Unit Points Value: Wild 158, Bound 178, Allied 198

Unit: Chimera Ag Acc Str Res Init Co Special


Large, MoD2, 4x HtH SV4,
1x HtH SV10 Venomous,
1 x Chimera 5 4 6 9 5 7
3x Flaming Breath SV3 Fire,
Dread

Options

• Give Chimera Wings @10pts adding Flies special rule

COCKATRICE
Monstrosity Unit Points Value: Wild 157, Bound 177, Allied 197

Unit: Cockatrice Ag Acc Str Res Init Co Special

Large, MoD2, 5x HtH Attacks SV3,


1 x Cockatrice 5 4 7 10 5 7
Baleful Glare, Dread, Flies

Options

• None

CYCLOPS
Monstrosity Unit Points Value: Wild 150, Bound 170, Allied 190

Unit: Cyclops Ag Acc Str Res Init Co Special


Large, MoD2,
1 x Cyclops 5 5 6 12 4 8
5x HtH SV4, Dread

Options

• Give Cyclops rock to hurl @ 15pts


240 | Army Lists: Monsters

DRAGON
Monstrosity Unit Points Value: Wild 380, Bound 410, Allied 440

Unit: Dragon Ag Acc Str Res Init Co Special

Large, MoD3, Fast 6, 7x HtH SV6,


1 x Dragon 5 4 6 15 7 9 3x Flaming Breath SV3 Fire,
Dread, Terror, Flies

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

Unit: Ghouls Ag Acc Str Res Init Co Special

5 x Ghouls 5 - 5 5 7 7 2 x HtH SV1

Options

• Give unit Venomous rule @5pts • Add up to 5 Ghouls @17pts each

GIANT
Monstrosity Unit Points Value: Wild 253, Bound 283, Allied 313

Unit: Giant Ag Acc Str Res Init Co Special


Large, MoD3, 5x HtH SV5, Dread,
1 x Giant 5 5 6 13 3 8
Terror, Blundering
Options

• Give Giant rock to hurl @ 15pts • Give Giant Beastly Breath @20pts

GIANT RATS
Beast Unit Points Value: Wild 46, Bound 56, Allied 66

Unit: Giant Rats Ag Acc Str Res Init Co Special

3 x Giant Rats 6 - 4 4 7 7 2 x HtH SV1 Venomous

Options

• Add up to 2 Giant Rats @14pts each

Giant Rats by North Star


Army Lists: Monsters | 241

GIANT SCORPIONS
Monster Unit Points Value: Wild 57, Bound 67, Allied 77

Unit: Giant Scorpion Ag Acc Str Res Init Co Special


2 x HtH SV2, 1x HtH SV10
1 x Giant Scorpion 6 - 6 6 6 8
Venomous, Wounds
Options

• Add up to 2 Giant Scorpions @59pts each

Giant Scorpion by
Heresy Miniatures

GIANT SPIDERS
Monster Unit Points Value: Wild 50, Bound 60, Allied 70

Unit: Giant Spider Ag Acc Str Res Init Co Special

1 x Giant Spider 6 - 6 6 7 9 3x HtH SV3, Wound

Options

• Add up to 2 Giant Spiders @52pts each

GIGANTIC SPIDER
Monstosity Unit Points Value: Wild 218, Bound 238 Allied 258

Unit: Gigantic Spider Ag Acc Str Res Init Co Special


Large, MoD2, 6x HtH SV6,
1 x Gigantic Spider 6 - 6 13 7 9
Dread, Terror
Options

• Give unit Venomous attacks @5pts

GOLEM
Monster Unit Points Value: Bound 64 (only available as bound monster)

Unit: Golem Ag Acc Str Res Init Co Special


Tough, Slow 4,
1 x Golem 3 - 7 13 3 10
3x HtH SV2, Dread
Options

• Give unit Choking attacks @3pts


242 | Army Lists: Monsters

GRIFFIN
Monstrosity Unit Points Value: Wild 144, Bound 164 Allied 184

Unit: Griffin Ag Acc Str Res Init Co Special

Large, MoD2, 5x HtH SV3, Dread,


1 x Griffin 5 - 6 10 5 7
Savage, Fast 6, Flies

Options

• None

HIPPOGRIFF
Monstrosity Unit Points Value: Wild 138, Bound 159, Allied 179

Unit: Hippogriff Ag Acc Str Res Init Co Special

Large, MoD2, 5x HtH SV3,


1 x Hippogriff 5 - 6 10 5 7
Dread, Fast 6, Flies

Options

• None

HYDRA
Monstrosity Unit Points Value: Wild 182, Bound 202, Allied 222

Unit: Hydra Ag Acc Str Res Init Co Special

Large, MOD2, 9x HtH SV2,


1 x Hydra 5 5 5 9 7 7
Stubborn, Dread, Regenerate

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

Unit: Manticore Ag Acc Str Res Init Co Special

Large, MoD2, 5x HtH Attacks


1 x Manticore 5 5 6 12 5 7
SV4, Beastly Breath, Dread

Options

•Give Manticore Wings @10pts adding Flies special rule


Army Lists: Monsters | 243

OGRES
Monster Unit Points Value: Wild 28, Bound, 38 Allied 48

Unit: Ogres Ag Acc Str Res Init Co Special

1 x Ogre with big axe, huge mace


5 5 5 8 7 7 Large, 2x HtH, Frenzied Charge
or warhammer

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)

Special: Choose one kind of swarm.

Unit: Swarm Ag Acc Str Res Init Co Special

3 x Ratswarm – furry things 6 - 4 5 3 8 3x HtH SV1 Venomous

3 x Batswarm – flappy things 6 - 4 5 3 8 3x HtH SV1, Flies, Fast 7

3 x Spiderswarm – scuttling things 6 - 4 5 3 8 4x HtH SV0

3 x Frogswarm – slimey things 6 - 4 5 3 8 3xHtH SV0, Dread

3 x Beeswarm – stinging things 6 - 4 5 3 8 3x HtH SV0 Venomous, Flies

3 x Serpentswarm – wriggly things 6 - 4 5 3 8 4x HtH SV0, Venomous, Slow 4

Options

• Add up to 2 Swarms @25pts each

WYVERN
Monstrosity Unit Points Value: Wild 160 Bound 180 Allied 200

Unit: Wyvern Ag Acc Str Res Init Co Special


Large, MoD2, 5x HtH SV3
1 x Wyvern 5 5 6 10 5 7 Venomous, Beastly Breath,
Dread, Flies

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)

Unit: Giant Treeman Ag Acc Str Res Init Co Special

Large, MoD2, 5x HtH SV4,


1 x Giant Treeman 5 5 6 12 2 8 Blundering, Slow 4, Woodsman,
Stubborn, Tough, Dread

Options

• Give Giant Treeman rock to hurl @ 15pts

TREEMEN/DRYADS
Monster Unit Points Value: Allied 53 (available as Allied only)

Unit: Treeman Ag Acc Str Res Init Co Special

Large, 2x HtH SV3, Blundering,


1 x Treeman 5 5 6 8 2 8 Slow 4, Woodsman, Stubborn,
Tough

Options

• Add up to 2 Treemen/Dryads @33pts each

TROLLS
Monster Unit Points Value: Wild 105, Bound, 115 (available as Wild or Bound only)

Unit: Trolls Ag Acc Str Res Init Co Special

Large, 3x HtH SV2, Chunder,


3 x Trolls 4 5 6 7 4 7
Regenerate

Options

• Add up to 2 Trolls @35pts each

CAVE BEAR
Monster Unit Points Value: Wild 62 (available as Wild only)

Unit: Cave Bear Ag Acc Str Res Init Co Special

Large, 3x HtH SV3, Irresistable


1 x Cave Bear 5 5 6 8 2 8
charge, Frenzied charge, Wound

Options

• Make Were Bear @ 20pts making unit Allied


Army Lists: Monsters | 245

BRONTOSAUR
Monstrosity Unit Points Value: Wild 115 Bound 135 (Wild or Bound only)

Unit: Brontosaur Ag Acc Str Res Init Co Special


Large, MoD2, 5x HtH SV3,
1 x Brontosaur 4 - 5 12 5 7
Blundering, Stampede
Options

• None

TYRANNOSAUR
Monstrosity Unit Points Value: Wild 188 Bound 208 (Wild or Bound only)

Unit: Tyrannosaur Ag Acc Str Res Init Co Special


Large, MoD2, 5x HtH SV5, Dread,
1 x Tyrannosaur 6 - 7 12 7 7
Terror, Irresistable charge
Options

• None

The Hunter – Draconid with Dino


Mount by Dark Sword Miniatures

HORNED DINOSAUR
Monstrosity Unit Points Value: Wild 122 Bound 142 (Wild or Bound only)

Unit: Horned Dinosaur Ag Acc Str Res Init Co Special


Large, MoD2, 3x HtH SV5, Dread,
1 x Horned Dinosaur 5 - 6 12 7 7
Stampede, Irresistable charge
Options

• 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.

TURN END PHASE MOVES


1. Return dice to bag, except as noted below. Advance Up to M (5" standard)
2. Down. Units that have a Down order must pass a recovery test Run Up to 2M (10" standard)
to return it to the dice bag.
Sprint Up to 3M (15" standard)
3. Ambush. Units that have an Ambush order can choose to
retain it. Units within or entering rough ground must test Agility
and halve pace if failed.
4. Run. Fast units that have a Run order can choose to retain it.
Units can cross obstacles without penalty at M or if
Routed units must do so.
behind at stat of move, but must otherwise test Agility at
>M and come to a halt if failed.
SHOOTING
Artillery and chariots must test Agility to cross at M and
1 The unit shooting picks a target and checks range. halt if failed. They cannot cross at >M.

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.

4 Each model that has been hit tests Resist.


CLOSE COMBAT
5 Models that fall casualty are removed. Units charge into close combat with run or
6 If the target has been hit, the unit suffers 1 pin.
1 sprint move. If one charger touches both units
are engaged. All models in both units take part.

ACCURACY MODIFIERS Units exchange missiles simultaneously.


2 Casualties are removed and any unit hit by enemy
Long Range -1 shooting takes a pin and a break test if required.

Extreme Range -2 Units fight hand-to-hand simultaneously. Each


3 combatant tests Strength to score a hit. Hits are
Aimed Shot +1 allocated evenly and models struck test Resist.

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.

Less than Half Crew 6 Surviving units move apart.


-1
Artillery Out of Arc -1
Shooting Overhead -2
STRENGTH MODIFIERS

RESIST MODIFIERS Charging +1

Resist Bonus of target’s armour + Armour Winning +1

Cover Bonus of terrain + Cover Weapon Strength Bonus + Bonus

Strike Value (SV) of shooter/weapon - Strike Value Magical or Special Bonus + Bonus
Quick Reference Sheet | 247

RANGED WEAPON CHART


RANGE STRIKE
WEAPON SPECIAL RULES
SHORT LONG EXTREME VALUE (SV)

Bow 0-10″ 10-20″ - 0 -

Long Bow 0-10″ 10-30″ - 1 -

Crossbow 0-10″ 10-30″ - 1 Fire order to shoot

Heavy Crossbow 0-10″ 10-30″ - 2 Fire order to shoot, Heavily Laden

Sling 0-10″ 10-20″ - 0 2x Ranged SV0 on Fire order

Javelin 0-10″ - - 1 -

Pistol 0-10″ - - 2 -

Handgun 0-10″ 10-20″ - 3 Fire order to shoot

Rock – thrown 0-10″ - - 0 Can also be used hand-to-hand

Rock – thrown by a monster


0-10″ - - 3 -
or dropped 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

Small Cannon 0-10″ 10-30″ 30-40″ 5 Fire order to shoot, Unstoppable

Large Cannon 0-10″ 10-50″ 50-100″ 8 Fire order to shoot, Unstoppable

Bombard 10-20″ 20-30″ 30-40″ 3 Overhead, Fire order to shoot, D4 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

HAND-TO-HAND WEAPON CHART


STRIKE
WEAPON SPECIAL RULES
VALUE (SV)
Rock 0 Can also be thrown as ranged weapon

Cudgel or Club 0 -

Stave or Quarterstaff 0 Strength +1

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

Axe, Sword or Mace 1 Strength +1

Big axe, Huge sword, Massive mace or Warhammer 2 -

Bloomin’ big axe or Improbably vast sword 3 Heavily Laden

Pitchfork, Bill or Glaive 0 Cancels charge bonus

Spear 1 Can also be thrown during exchange of missiles

Long spear 1 Cancels charge bonus

Halberd 2 Strength +1

Lance 1/3 SV3 on charge


248 | Miniature Manufacturers
Find all miniatures shown in the book (and many more!) on their manufacturers’s websites

WARLORD GAMES
www.warlordgames.com

DARK SWORD MINIATURES Female Mage with staff


Orc Warriors
by Warlord Games www.darkswordminiatures.com by Dark Sword Miniatures

HERESY MINIATURES
www.heresyminiatures.com

LUCID EYE Amazon Warrior

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

NORTH STAR MILITARY FIGURES LTD.


Riverguard Captain
by Mantic Games www.northstarfigures.com

OUTLAW STUDIO MINIATURES Elementalist


by North Star
www.facebook.com/OutlawMiniatures

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

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