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WARMASTER

ARMY LISTS
These are copies of the official army lists that
come as part of the Warmaster rules & annuals
~ reformatted for the players convenience.

by Pete at The Wargames Directory


,,

Empire, Undead, Chaos, Orcs & Goblins, High Elves, Dwarfs


Lizardmen, Bretonnians, Kislev, Vampire Counts & Dark Elves

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EMPIRE ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Halberdiers Infantry 3 3 6+ - 3 45 2/- -
Handgunners Infantry 3/1 3 0 - 3 65 -/3 *1
Crossbowmen Infantry 3/1 3 0 - 3 55 2/- -
Flagellants Infantry 5 3 0 - 3 70 -/1 *2
Skirmishers Infantry 4 3 0 or 6+ - +1 25 -/- *3
Knights Cavalry 3 3 4+ - 3 110 -/- -
Pistoliers Cavalry 3/1 3 5+ - 3 95 -/4 *4
Hellblaster Artillery 1/6-3-1 2 0 - 1 50 -/1 -
Cannon Artillery 1/2+b 2 0 - 2 85 -/1 -
Steam Tank Machine 2/2+b 3 3+ - 1 120 -/1 -

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Wizard Wizard +0 - - 7 1 45 -/1 -
Griffon Mn-Mount +2 - - - 1 +80 -/1 *5
War Altar Ch-Mount +1 - - - 1 +15 -/1 *6

Special Rules
1. Handgunners
o count enemy armour as one less

2. Flagellants
o always use initiative to charge - can't be given orders instead
o never use initiative to evade
o can't be driven back by shooting
o do not roll for drive-backs
o must pursue where possible
o do not suffer terror

3. Skirmishers
o never fight as independent units
o may add 1 stand to any infantry unit
o same armour as parent unit (0 or 6+)
o can be removed from parent unit as casualty
o never count as casualty when issuing orders
o never count as part of parent unit formation

4. Pistoliers
o 15cm max shoot range
o can shoot to side or rear without facing

5. Griffon
o can be ridden by Generals, Heroes & Wizards
o can fly up to 100cm
o +2 to attacks of rider
o causes terror

6. War Altar
o mount for wizard only
o +1 to attack
o +1 when casting a spell

Spells
Ball of Flame 5+ 30cm units take 3 shooting attacks - unengaged driven back, engaged carry hits over
Voice of Command 5+ 30cm target unit can move as if it received an order - one per unit/turn
Weird Enchantment 4+ 30cm target unit half-pace, count all enemy as terrifying, all terrifying enemy as OK,
lasts until end of opposing players turn, once per unit/turn
Teleport 2+ - move wizard to new position then can attempt to cast new spell on 4+

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UNDEAD ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Skeletons Infantry 2 3 6+ - 3 30 2/- -
Skeleton Bowmen Infantry 2/1 3 0 - 3 35 2/- -
Skeleton Cavalry Cavalry 2 3 5+ - 3 60 -/- -
Skeleton Chariots Chariot 3/1 3 5+ - 3 110 -/3 -
Carrion M0nster 2 3 6+ - 3 65 -/1 *1
Bone Giant M0nster 6 4 4+ - 1 125 -/1 *2
Sphinx M0nster 4 6 3+ - 1 150 -/1 *3
Skull Chukka Artillery 1/3 3 0 - 1 85 -/1 -
Bone Thrower Artillery 1/1 per 2 0 - 2 65 -/1 -

Tomb King General +2 - - 9 1 130 1 *4


Liche Priest Wizard +1 - - 8 1 90 -/2 *5
Zombie Dragon Mn-Mount +3 - - - - +100 -/1 *6
Liche Chariot Ch-Mount +1 - - - - +10 -/1 *7

Common Rules
All Undead
o never act on initiative
o only move when ordered (except Carrion)
o unaffected by command penalty when enemy within 20cm
o unaffected by command penalty for terror
o unaffected by the confusion rule

Special Rules
1. Carrion
o can fly up to 100cm
o can home-back at start of command phase

2. Bone Giant
o causes terror
o -1 command penalty, even when attached to a unit as a brigade

3. Sphinx
o causes terror
o if 3-5 hits accumulated in a turn, max hits reduced to 3 for rest of battle

4. Tomb King
o +1 for all attacks of one unit within 20cm during combat phase - only once per battle

5. Liche Priests
o cast spells like other Wizards

6. Zombie Dragon
o can be ridden by Tomb King or Liche Priest
o can fly up to 100cm
o +3 to attacks of rider
o can use Breath attack when joined to a unit - range of 20cm, used against one target and has 3 attacks
o causes terror

7. Liche Chariot
o can be ridden by Tomb King or Liche Priest
o +1 to attacks

Spells
Raise Dead 5+ 30cm 3 infantry stands placed in a combat engagement, don't count as charging
Touch of Death 4+ contact 3 combat attacks on unit touching unit wizard is with, carry hits over
Doom & Despair 4+ 60cm unit cannot charge/pursue/advance, lasts until end opponent turn, one unit/turn
Death Bolt 5+ 30cm 3 shooting attacks, armour has no effect, causes drive backs, must have LOS,
cannot target engaged units

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CHAOS ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Chaos Warriors Infantry 4 4 4+ - 3 150 1/- -
Marauders Infantry 3 3 5+ - 3 60 1/- -
Ogres Infantry 4 4 5+ - 3 105 -/1 *1
Trolls Infantry 5 3 5+ - 3 110 -/3 *2
Marauder Horsemen Cavalry 3 3 5+ - 3 90 -/4 -
Chaos Knights Cavalry 4 4 4+ - 3 200 -/4 -
Chaos Hounds Cavalry 3 3 0 - 3 30 -/2 -
Chariots Chariot 3 3 5+ - 3 95 -/3 -
Harpies Monster 2 3 6+ - 3 65 -/1 *3
Dragon Ogres Monster 6 4 5+ - 3 250 -/1 -
Chaos Spawn Monster 3/3 4 3+ - 1 110 -/2 *4

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/1 -
Sorcerer Wizard +1 - - 8 1 90 -/1 -
Chaos Dragon Mn-Mount +3 - - - 1 +100 -/1 *5

Special Rules
1. Ogres
o must use initiative to charge humans (not Dwarves, Elves etc) if within 20cm at start of command phase

2. Trolls
o -1 command penalty, even when brigaded
o in each round of combat, after stands removed, can remove one hit (regenerate)

3. Harpies
o can fly up to 100cm
o cannot be joined by a character

4. Chaos Spawn
o can shoot up to 15cm in any direction
o cannot act on own initiative
o cannot be given orders on their own but can if part of a brigade that has more non-Spawn units than Spawn
o does not add to the size of a brigade
o will halt when not joined to another unit
o cannot make way for friendly units
o cannot be driven back by shooting
o they pursue, retreat, advance & fall back as normal in combat

5. Chaos Dragon
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +3 to attacks of rider
o can also shoot fire but only when character rider has joined another unit and is not engaged in combat
o shooting fire has a range of 20cm, can be used against a single target and has 3 attacks
o causes terror

Spells
Boon of Chaos 4+ contact +1 to combat attacks of all stands in unit the wizard has joined, including own
attack, lasts for duration of combat phase
Anger of the Gods 4+ 30cm all units suffer -1 command penalty, lasts until end of opponent turn, units can
only be affected by one of these spells at one time
Rage of Chaos 5+ 30cm affects one unit for duration of combat round, player may roll 1 dice per stand and
add to unit attacks, if duplicate rolled - all extra hits struck on own unit
Curse of Chaos 5+ 30cm 3 shooting attacks, armour has no effect, causes drive backs, must have LOS, can't
target an engaged unit

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ORC & GOBLIN ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Orc Warriors Infantry 4 3 6+ - 3 60 2/- -
Black Orcs Infantry 4 4 5+ - 3 110 -/1 -
Goblins Infantry 2/1 3 0 - 3 30 2/- *1
Trolls Infantry 5 3 5+ - 3 110 -/3 *2
Ogres Infantry 4 4 5+ - 3 105 -/1 *3
Boar Riders Cavalry 4 3 5+ - 3 110 -/- -
Wolf Riders Cavalry 2/1 3 6+ - 3 60 -/- *4
Wolf Chariots Chariot 3 3 6+ - 3 80 -/3 -
Giant Monster 8 8 5+ - 1 150 -/1 *5
Rock Lobber Artillery 1/3 3 0 - 1 75 -/1 -

Orc General General +2 - - 8 1 95 1 -


Orc Hero Hero +1 - - 8 1 80 -/2 -
Orc Shaman Wizard +0 - - 7 1 45 -/1 -
Goblin Hero Hero +1 - - 7 1 45 -/2 -
Goblin Shaman Wizard +0 - - 6 1 30 -/1 -
Wyvern Mn-Mount +2 - - - 1 +80 -/1 *6
Boar Chariot Ch-Mount +1 - - - 1 +10 -/1 *7

Special Rules
1. Goblins
o can shoot bows up to 15cm

2. Trolls
o -1 command penalty, even when attached to a unit as a brigade
o in each round of combat, after stands removed, can remove one hit (regenerate)

3. Ogres
o must use initiative to charge humans (not Dwarves, Elves etc) if within 20cm at start of command phase

4. Wolf Riders
o shoot bows up to 15cm in any direction without turning to face

5. Giant
o must always be given a separate order
o cannot be brigaded with other troops although can brigade with other giants
o if order fails, test giants response (see Page 137 of the rules) - test each separately if brigaded
o causes terror
o if 4-7 hits accumulated in a turn, max hits & attacks reduced to 4 for rest of the battle

6. Wyvern
o can be ridden by Generals, Heroes & Wizards
o can fly up to 100cm
o +2 to attacks of rider
o causes terror when attached to a unit

7. Boar Chariot
o can be ridden by Generals, Heroes & Wizards
o +1 to attacks of rider

Spells
Foot of Gork 6+ 50cm 6 attacks on unengaged enemy unit, cannot be driven back
Gotcha! 5+ 30cm 3 shooting attacks on each unit within range, unengaged units driven back, engaged carry
hits over
Gerroff! 5+ 60cm target driven back 5 x d6cm towards own table edge, unengaged units only, once per unit
Waaagh! 4+ 30cm +1 to attacks of each stand/character, only one spell per unit

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HIGH ELF ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Spearmen Infantry 3 3 5+ - 3 60 2/- -
Archers Infantry 3/1 3 6+ - 3 75 1/- *1
Silver Helms Cavalry 3 3 4+ - 3 110 -/- -
Reavers Cavalry 3/1 3 6+ - 3 100 -/3 *1
Chariots Chariot 3 3 5+ - 3 95 -/3 -
Giant Eagles Monster 2 3 6+ - 3 70 -/1 *2
Dragon Riders Monster 6/3 6 4+ - 1 350 -/1 *3
Bolt Throwers Artillery 1/3 2 0 - 2 65 -/1 *4

General General +2 - - 10 1 155 1 -


Hero Hero +1 - - 8 1 80 -/1 -
Wizard Wizard +0 - - 8 1 85 -/1 -
Giant Eagle Mn-Mount +2 - - - - +20 -/1 *5
Dragon Mn-Mount +3 - - - - +100 -/1 *3
Chariot Ch-Mount +1 - - - - +10 -/1 *6

Special Rules
1. Archers & Reavers
o +1 to shooting attacks

2. Giant Eagles
o can fly up to 100cm

3. Dragon
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +3 to attacks of rider
o can also shoot fire but only when character rider has joined another unit and is not engaged in combat
o shooting fire has a range of 20cm, can be used against a single target and has 3 attacks
o causes terror
o if 3-5 hits accumulated in a turn, max hits & attacks reduced to 3 for rest of the battle

4. Bolt Throwers
o +1 bonus to hit

5. Giant Eagle
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +2 to attacks of rider

6. Chariot
o can be ridden by Generals, Wizards and Heroes
o +1 to attacks of rider

Spells
Storm of Stone 6+ 30cm each enemy unit takes d3 shooting attacks, not driven back, hits carry over
Light of Battle 5+ 30cm +1 to attacks to all units/characters, only once per unit/turn
Heaven's Fire 5+ 30cm a missile unit can shoot even if it has already done so, once per unit/turn,
not artillery/machines
Hail of Destruction 5+ 30cm 3 shooting attacks, armour has no effect, causes drive backs, must have LOS,
cannot target engaged units

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DWARF ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Warriors Infantry 3 4 4+ - 3 110 2/- -
Handgunners Infantry 3/1 4 6+ - 3 90 -/- *1
Rangers Infantry 3/1 4 5+ - 3 110 -/2 *2
Troll Slayers Infantry 5 4 0 - 3 80 -/2 *3
Cannon Artillery 1/2 2 6+ - 2 90 -/1 -
Flame Cannon Artillery 1/2d6 2 6+ - 1 50 -/1 -
Gyrocopter Machine 1/3 3 5+ - 1 75 -/1 -

General General +2 - - 10 1 155 1 -


Hero Hero +1 - - 8 1 80 -/1 -
Runesmith Wizard +1 - - 8 1 90 -/1 -
Anvil Special +1 - - - 1 +10 -/1 *4

Special Rules
1. Handgunners
o -1 from enemy armour when hit

2. Rangers
o can pursue any retreating enemy

3. Troll Slayers
o always use initiative to charge
o cannot be given orders
o never use initiative to evade
o cannot be driven back by shooting
o never roll for drive-backs
o must pursue or advance where possible
o unaffected by terror
o +1 to attacks against monsters
o surviving stands at the end of the game count as destroyed for enemy victory points
o units that are completely destroyed at the end of the game are not included in the enemy victory points!

4. Anvil
o used by a Runesmith
o +1 to die roll when attempting to dispel enemy spells (only once in a battle)

Spells
A Runesmith can attempt to nullify an enemy spell on 4+ but only one attempt per spell.

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LIZARD ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Skinks Infantry 2/1 3 6+ - 3 40 2/- *1
Saurus Infantry 4 3 6+ - 3 60 2/- -
Temple Guard Infantry 4 3 5+ - 3 75 -/1 -
Salamanders Infantry 2/2 3 6+ - +1 25 -/- *2
Kroxigor Infantry 5 3 4+ - 3 135 -/2 -
Cold One Riders Cavalry 4 3 4+ - 3 140 -/2 -
Terradons Monster 2/1 3 6+ - 3 80 -/1 *3
Stegadon Monster 10/3 8 4+ - 1 250 -/1 *4

Slann Mage General +0 - - 9 1 135 1 *5


Saurus Hero Hero +2 - - 6 1 55 -/1 -
Skink Hero Hero +0 - - 8 1 70 -/2 -
Skink Shaman Wizard +0 - - 6 1 30 -/1 -
Stegadon Mn-Mount +5 - - - - +90 -/1 *6
Palanquin Sp-Mount +2 - - - - +20 -/1 *7
Carnosaur Mn-Mount +3 - - - - +85 -/1 *8

Common Rules
All Infantry
o unaffected by command penalty for dense terrain

Special Rules
1. Skinks
o can shoot bows up to 15cm in any direction without turning to face

2. Salamanders
o may add 1 stand to Saurus & Skink units - no command penalty when losing this stand
o can shoot fire up to 15cm in any direction without turning to face
o shoot at 1 attack against charging enemy

3. Terradons
o can fly up to 100cm
o can shoot bows up to 15cm in any direction without turning to face

4. Stegadon
o causes terror
o cannot be brigaded with other Stegadons
o riders can shoot bows up to 15cm in any direction without turning to face
o if 5-7 hits accumulated in a turn, attacks reduced to 5/2 & max hits reduced to 4 for rest of the battle

5. Slann Mage
o has same abilities as a wizard
o can re-roll when casting a spell

6. Stegadon Mount
o can only be ridden by Slann Mage
o causes terror when attached to a unit

7. Palanquin
o can only be ridden by Slann Mage
o classed the same as infantry for movement purposes

8. Carnosaur
o can be ridden by Skink Hero, Saurus Hero or Shaman
o causes terror when attached to a unit

Spells
Gaze of Sotek 5+ 30cm 3 shooting attacks, armour has no effect, can cause drive backs, LOS
Mazdamundi's Revenge 5+ 60cm cannot move by initiative or orders, cannot shoot, LOS
Wings in the Jungle 5+ contact unit joined by wizard can move, brigade/characters don't move
Shield of the Old Ones 5+ 30cm units armour increased by 1 for duration of combat phase

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BRETONNIAN ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Bowmen Infantry 3/1 3 0 - 3 55 -/- -
Men-at-Arms Infantry 3 3 6+ - 3 45 1/- -
Peasants Infantry 3 3 0 - 3 30 -/4 *1
Squires Cavalry 3/1 3 6+ - 3 90 1/4 -
Knights Cavalry 3 3 4+ - 3 110 1/- *2
Grail Knights Cavalry 3 3 4+ - 3 120 -/1 *3

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Enchantress Wizard +0 - - 7 1 45 -/1 -
Pegasus Mn-Mount +1 - - - 1 +15 -/1 *4
Unicorn Mn-Mount +1 - - - 1 +15 -/1 *5

Special Rules
1. Peasants
o -1 to command roll unless part of a brigade containing units other than peasants
o can only use initiative to evade
o no charge bonus

2. Knights
o always use initiative to charge an enemy unit where possible
o never use initiative to evade
o unaffected by terror

3. Grail Knights
o always use initiative to charge an enemy unit where possible
o never use initiative to evade
o unaffected by terror
o +1 to attack when charging enemy in the open

4. Pegasus
o can be ridden by a General, Enchantress or Hero
o +1 to attacks of rider
o can fly up to 100cm

5. Unicorn
o can only be ridden by Enchantress
o +1 to attacks
o +1 when casting a spell (only once in a battle)

Spells
Aerial Shield 4+ 15cm all units may re-roll failed armour rolls from shooting, only one per unit
Shield of Combat 4+ contact unit may re-roll failed armour rolls from combat, only one per unit
Eerie Mist 4+ 30cm enemy units cannot use initiative, -1 command penalty, LOS not required, lasts
until end of opponents turn, only one per unit/turn
Lady's Favour 5+ 30cm friendly unit can move as if ordered in command phase, only affects one unit -
not brigades/characters, no LOS required

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KISLEVITE ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Knights Cavalry 3 3 4+ - 3 110 -/4 -
Horse Archers Cavalry 3/1 3 6+ - 3 80 2/- *1
Bowmen Infantry 3/1 3 0 - 3 55 -/- -
Axemen Infantry 3 3 6+ - 3 45 2/- -
Bears Monster 5 3 0 - 3 85 -/1 *2
War Wagon Artillery 3/3 4 4+ - 1 130 -/1 *3

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Shaman Wizard +0 - - 7 1 45 -/1 -
Bear Mn-Mount +1 - - - 1 +10 -/1 *4
Tzarina Special +0 - - - 1 +25 -/1 *5

Special Rules
1. Horse Archers
o can shoot bows up to 15cm in any direction without turning to face

2. Bears
o can move as infantry through woods and mountains although they cannot claim defended status
o can only be brigaded with other bears
o gain 1 free attack when scoring more hits than enemy during first round of combat
o always pursue/advance where possible

3. War Wagon
o cannot charge
o moves at infantry pace & has same restrictions as artillery
o can shoot up to 30cm in any direction without turning to face
o enemy armour value reduced by 1
o can either move or form a stockade when an order given (cannot use initiative to form a stockade)
o when using initiative to evade, it cannot form a stockade that turn
o if already stockaded at start of command phase, will cease to be stockaded if evading or moves
o counts as a fortified target when stockaded
o cannot be driven back by shooting when stockaded but still rolls for confusion
o unstockaded - cannot pursue and is destroyed if forced to retreat
o stockaded - will neither pursue nor retreat and does not suffer penalty for side/rear combat

4. Bear
o may be ridden by General, Heroes and Shamans
o +1 to attack of rider

5. Tzarina
o the General may be the Tzarina Katarina riding a horse-drawn sled (not a chariot)
o has the power of a wizard & can carry 1 wizard item
o +1 when casting a spell (only once during a battle)

Spells
Icy Blast 5+ 30cm3 shooting attacks, armour has no effect, can be driven back, must have LOS,
cannot target engaged units
Chill 4+ 30cm -1 attack modifier for each stand in unit for remainder of combat phase, once per
unit/turn, use against engaged enemy units
Monster Bear! 4+ contact +2 to attacks when wizard attached to engaged unit, also causes terror, +4 if used
by Tzarina
Freeze 6+ 60cm against unengaged unit, LOS required, roll d6 - if score equal/greater than number
of hits then 1 stand destroyed, causes drive-backs

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VAMPIRE COUNTS ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Skeletons Infantry 2 3 6+ - 3 30 2/- -
Zombies Infantry 2 4 0 - 3 35 2/- -
Ghouls Infantry 4 3 0 - 3 55 -/- -
Grave Guard Infantry 3 3 5+ - 3 60 -/4 -
Ethereal Host Infantry 3/1 4 0 - 3 90 -/2 *1
Grave Knights Cavalry 3 3 4+ - 3 110 -/4 -
Dire Wolves Cavalry 2 3 0 - 3 40 -/4 *2
Fell Bats Monster 2 3 6+ - 3 65 -/1 *3

Vampire Lord General +2 - - 9 1 150 1 *4


Vampire Hero +1 - - 8 1 80 -/2 -
Necromancer Wizard +0 - - 7 1 45 -/1 *5
Winged Nightmare Mn-Mount +2 - - - - +80 -/1 *6
Black Coach Ch-Mount +1 - - - - +40 -/1 *7

Common Rules
All Vampire Count Units (except Ghouls)
o never act on initiative
o unaffected by command penalty when enemy within 20cm
o unaffected by command penalty for terror
o unaffected by confusion
Special Rules
1. Ethereal Hosts
o cause terror
o cannot be driven back by shooting
o always fight the enemy as if in the open

2. Dire Wolves
o +1 when charging enemy in the open
o cannot have magic items

3. Fell Bats
o can fly up to 100cm & can home-back
o unaffected by terrain command penalty

4. Vampire Lord
o can cast spells like a necromancer

5. Winged Nightmares
o can be ridden by Vampire Lord, Vampire Heroes & Necromancers
o can fly up to 100cm
o causes terror when attached to another unit

6. Black Coach
o can be ridden by Vampire Lord or Vampire Hero
o causes terror

Spells
Raise Dead 5+ 30cm a unit of 3 Skeleton or Zombie stands is created, no LOS required, can
be placed anywhere round a unit, doesn't count as charging, ignore
when calculating victory points
Vanhel's Danse Macabre 5+ 40cm unit can move up to full pace, no LOS required, cannot be cast on
Ghouls, once per unit in a turn
Deathbolt 5+ 30cm 3 shooting attacks against unengaged enemy unit within LOS, no
armour save
Curse of Years 6+ contact 6 attacks against enemy unit in the first round of combat

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DARK ELF ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Spearmen Infantry 3 3 5+ - 3 60 2/- -
Crossbowmen Infantry 3/1 3 6+ - 3 75 1/- *1
Witch Elves Infantry 5 3 0 - 3 70 -/2 *2
Dark Riders Cavalry 3/1 3 6+ - 3 100 -/4 *1
Cold One Knights Cavalry 3 3 4+ - 3 110 -/- -
Harpies Monster 2 3 6+ - 3 65 -/1 *3
War Hydra Monster 6/2 4 4+ - 1 135 -/1 *4
Bolt Thrower Artillery 1/3 2 0 - 2 65 -/1 *5

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Sorceress Wizard +0 - - 8 1 80 -/1 -
Manticore Mn-Mount +2 - - - - +80 -/1 *6
Chariot Ch-Mount +1 - - - - +10 -/1 -

Special Rules
1. Crossbowmen & Dark Riders
o fire once at 30cm or twice at 15cm and stationary

2. Witch Elves
o always use initiative to charge enemy
o never use initiative to evade
o cannot be driven back by shooting
o must pursue/advance where possible
o unaffected by terror

3. Harpies
o can fly up to 100cm
o cannot be joined by a character

4. War Hydra
o cannot be brigaded with other units
o causes terror
o breathe fire up to 20cm with 2 attacks

5. Bolt Thrower
o +1 bonus to hit

6. Manticore
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +2 to attacks of rider
o causes terror

Spells
Doom Bolt 5+ 30cm 3 shooting attacks - affects all units in a line up to 30cm, unengaged units can
be driven back, hits carry over
Beast Master 6+ 30cm each enemy cavalry/chariot/monster confused
Dominion 4+ 30cm unit cannot move/charge/pursue/advance, continues until opponents turn,
LOS not required, only once per unit/turn
Soul Stealer 5+ contact unit takes 3 attacks, armour has no effect, hits carried over

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