General rules
Designing units
Create a
creature
|
Chaos Warriors
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
5 |
3 |
4 |
4 |
1 |
5 |
1 |
8 |
Base cost: 12 pts
Special rules: Mark of Chaos Undivided
Chaos Warriors may not take the special abilities Disciplined, Elite, Scouts,
Skirmishers or Unbreakable.
Mounted Chaos Warriors do not get a Rarity increase for the special ability
Strongmen, but if they take this they may take no extra close combat weapons.
Chaos Warriors must always upgrade their Light armour to Heavy armour at
a cost of +1 pt/model if not initially equipped with it.
Common equipment: Additional Hand Weapons, Flails, Great Weapons, Halberds,
Heavy armour and Shields.
Not Used: Chaos Warriors do not use Spears, Lances, Pikes, any kind of missile
weapons or Warpaint.
Dwarves (non-Chaotic)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 3 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
Base cost: 6 pts
Special rules: Resolute, Relentless, Ancestral grudge
Dwarves may not take the special abilities Disciplined, Poisoned weapons or
Skirmishers.
Dwarves do not have to take the Skirmishers ability to buy the Scouts ability
Dwarves must buy Light armour if given the option to do so.
Dwarves must pay an additional +2 pts for making their Handguns into
Dwarven Handguns. These are not Move-or-fire, and have a +1 to-hit
modifier at short range.
Common equipment: Additional Hand Weapons, Great Weapons, Pistols, Crossbows,
Handguns, Throwing axes, Light armour, Heavy armour, Superheavy (Gromril)
armour and Shields.
Not Used: Dwarves do not use Flails, Halberds, Pikes, Short bows, Bows,
Longbows, Repeater crossbows, Slings, Throwing knives/stars, Throwing
spears/javelins or Blowpipes.
Dwarves (Chaos)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 3 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
Base cost: 6 pts
Special rules: Resolute, Relentless, Ignore Greenskin Panic
Chaos Dwarves do not get a Rarity increase for taking the special ability
Anointed (Cursed) weapons.
Chaos Dwarves may not take the special abilities Disciplined, Poisoned weapons,
Scouts, Skirmishers or Unbreakable.
Chaos Dwarves must always buy Light armour at a cost of +1 pt/model if
not initially equipped with it.
Chaos Dwarves may always upgrade their Light armour to Heavy armour for +1
pt/model.
Common equipment: Additional Hand Weapons, Great Weapons, Blunderbusses, Light
armour, Heavy armour and Shields.
Not Used: Chaos Dwarves do not use Spears, Pikes, Short bows, Bows, Longbows,
Repeater crossbows, Slings, Throwing knives/stars, Throwing spears/javelins,
Blowpipes or Warpaint.
Elves (Dark)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
8 |
Base cost: 6 pts
Special rules: Hate High Elves
Dark Elves do not get a Rarity increase for taking the special ability Rending
weapons.
Dark Elves get an additional +1 Rarity increase for taking the special
abilities Strongmen.
No Elf may ever have a Toughness of more than 3.
Common equipment: Additional hand weapons, Great weapons, Halberds, Spears,
Lances, Repeater crossbows, Light armour, Heavy armour, Shields and Sea Dragon
Cloaks.
Not Used: Dark Elves do not use Flails, Morning stars, Pistols, Cavalry
hammers, Handguns, Slings, Throwing axes or Superheavy armour.
Dark Elves get Heavy cavalry at +1 Rarity.
Elves (High)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
8 |
Base cost: 6 pts
Special rules: Stoic
High Elves do not get a Rarity increase for taking the special abilities
Masters of Spear.
High Elves get an additional +1 Rarity increase for taking the special
abilities Strongmen.
No Elf may ever have a Toughness of more than 3.
High Elves may not take the special abilities Frenzy and Poisoned weapons.
Common equipment: Great weapons, Halberds, Spears, Lances, Bows, Longbows,
Light armour, Heavy armour and Shields.
Not Used: High Elves do not use Flails, Morning stars, Pistols, Cavalry
hammers, Handguns, Slings, Throwing knives/stars, Throwing axes, Blowpipes,
Superheavy armour or Warpaint.
High Elves get Fast cavalry at +1 Rarity.
Elves (Wood)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
8 |
Base cost: 6 pts
Special rules: Woodsmen
Wood Elves must pay an additional +1 pt for making their bows (any
kinds) into Wood Elf bows. These are Armour piercing at short range and do not
suffer the -1 to-hit penalty for shooting at long range.
Wood Elf Light infantry and Missile infantry has a unit size of 5+ instead of
10+.
Wood Elves may have both Light armour and Shields when mounted and still remain
Fast cavalry.
Wood Elves do not get a Rarity increase for taking the special ability Rough
Riders
Wood Elves get an additional +1 Rarity increase for taking the special
abilities Strongmen.
No Elf may ever have a Toughness of more than 3.
Wood Elves may not take the special ability Poisoned weapons.
Common equipment: Additonal hand weapons, Spears, Bows, Longbows, Light armour
and Shields.
Not Used: Wood Elves do not use Flails, Morning stars, Pikes, Pistols, Cavalry
hammers, Handguns, Slings, Throwing knives/stars, Throwing axes, Blowpipes,
Heavy armour or Superheavy armour.
Goblins (Common)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
2 |
4 |
3 |
3 |
1 |
2 |
1 |
6 |
Base cost: 1 pt
Special rules: Fear Elves, Animosity
Goblins on foot pay 1 pt for spears instead of 2.
Mounted Goblins pay 1 pt for Light armour and 1 pt for Shields instead of 2.
Goblins pay 1 pt less for musicians and 2 pts less for Champions and Standard
bearers.
Goblins may not take the special ability Poisoned weapons.
Goblins get an additional +1 Rarity increase for taking the special abilitiy
Skirmish.
Goblins taking any type of gunpowder weapon automatically get the Reliable
ability for free.
Common equipment: Additional Hand Weapons, Spears, Short bows, Light armour and
Shields.
Not Used: Goblins do not use Flails, Pikes, Lances, Bows, Longbows, Crossbows,
Repeater crossbows, Throwing axes, Heavy armour or Superheavy armour.
Goblins (Night)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
2 |
4 |
3 |
3 |
1 |
3 |
1 |
5 |
Base cost: 1 pt
Special rules: Fear Elves, Hate Dwarfs, Animosity
Goblins on foot pay 1 pt for spears instead of 2.
Goblins pay 1 pt less for musicians and 2 pts less for Champions and Standard
bearers.
Any non-skirmishing unit of Night Goblin infantry may be joined by Fanatics
and/or be equipped with Nets (see Orcs & Goblins army book)
Goblins may not take the special ability Poisoned weapons.
Goblins get an additional +1 Rarity increase for taking the special abilitiy
Skirmish.
Goblins taking any type of gunpowder weapon automatically get the Reliable
ability for free.
Common equipment: Additional Hand Weapons, Spears, Short bows and Shields.
Not Used: Goblins do not use Flails, Pikes, Lances, Bows, Longbows, Crossbows,
Repeater crossbows, Throwing axes, Blowpipes, Light armour, Heavy armour,
Superheavy armour or Warpaint.
Halflings
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
2 |
4 |
2 |
1 |
1 |
5 |
1 |
8 |
Base cost: 1 pt
Special rules: Woodsmen
Halflings on foot pay 1 pt for spears instead of 2.
Halflings may not take the special abilities Poisoned weapons
Halflings taking any type of gunpowder weapon automatically get the Reliable
ability for free.
Common equipment: Spears, Short bows, Bows, Light armour and Shields.
Not used: Halflings do not use Flails, Great weapons, Halberds, Pikes, Lances,
Longbows, Repeater crossbows, Handguns, Throwing spears/javelins, Throwing
axes, Blowpipes, Heavy armour, Superheavy armour or Warpaint.
Hobgoblins
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
2 |
1 |
6 |
Base cost: 2 pts
Special rules: Animosity
Mounted Hoboblins pay 1 pt for Light armour and 1 pt for Shields instead of 2.
Hobgoblins may not take the special abilities Poisoned weapons
Hobgoblins taking any type of gunpowder weapon automatically get the Reliable
ability for free.
Common equipment: Additional Hand Weapons, Short bows, Bows, Light armour and
Shields.
Not Used: Goblins do not use Flails, Pikes, Lances, Longbows, Crossbows,
Repeater crossbows, Slings, Throwing spears/javelins, Blowpipes, Heavy armour
or Superheavy armour.
Humans (Bretonnia)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Base cost: 3 pts
Special rules: None
Bretonnian Heavy Cavalry that only have the special abilities Disciplined and
Elite get -1 Rarity.
Bretonnians may not take the special abilities Poisoned weapons
Common equipment: Additional Hand Weapons, Great weapons, Halberds, Morning
stars, Spears, Lances, Bows, Longbows, Light armour, Heavy armour, and Shields.
Not Used: Pikes, Pistols, Repeater crossbows, Handguns, Slings, Throwing
knives/stars, Throwing spears/javelins, Throwing axes, Blowpipes, Superheavy
armour or Warpaint.
Bretonnians get Fast cavalry at +1 Rarity.
Humans (Cathay)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Base cost: 3 pts
Special rules: None
Cathay Humans do not get a Rarity increase for taking the special ability
Rending weapons.
Common equipment: Additional Hand Weapons, Flails, Great weapons, Halberds,
Spears, Bows, Longbows, Repeater crossbows, Handguns, Throwing knives/stars,
Light armour, Heavy armour, and Shields.
Not Used: Morning stars, Pikes, Pistols, Cavalry hammers, Crossbows, Throwing
axes, Superheavy armour or Warpaint.
Humans (Empire)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Base cost: 3 pts
Special rules: None
Empire Heavy Cavalry that only have the special abilities Disciplined and Elite
get -1 Rarity.
Empire may not take the special abilities Poisoned weapons
Common equipment: Additional Hand Weapons, Flails, Great weapons, Halberds,
Morning stars, Pistols, Spears (infantry only), Lances, Bows (infantry only),
Longbows (infantry only), Crossbows, Handguns, Throwing knives/stars, Light
armour, Heavy armour, Superheavy (Full plate) armour and Shields.
Not Used: Spears (cavalry), Repeater crossbows, Slings, Throwing
spears/javelins, Throwing axes, Blowpipes and Warpaint.
Humans (Norse)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Base cost: 3 pts
Special rules: None
Norse may not take the special abilities Poisoned weapons
Common equipment: Additional Hand Weapons, Flails, Great weapons, Morning
stars, Spears, Bows, Throwing axes, Light armour and Shields.
Not Used: Halberds, Pikes, Pistols, Lances, Longbows, Crossbows, Repeater
crossbows, Handguns, Throwing knives/stars, Blowpipes or Superheavy armour.
Humans (Tilea)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Base cost: 3 pts
Special rules: None
Heavy Cavalry that only have the special abilities Disciplined and Elite get -1
Rarity.
Common equipment: Additional Hand Weapons, Flails, Great weapons, Halberds,
Morning stars, Pikes, Pistols, Spears, Lances, Crossbows, Handguns, Throwing
knives/stars, Light armour, Heavy armour, and Shields.
Not Used: Repeater crossbows, Throwing axes, Blowpipes, Superheavy armour and
Warpaint.
Orcs (Common)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 |
Base cost: 4 pts
Special rules: Choppa, Ignore Goblin panic, Animosity
Common Orcs pay 1 point less than normal for Bows.
Common Orc Champions cost 3 points more than other Champions, but always have
WS4, S4 and A2. This is not further increased by Elite or Strongmen.
Common Orcs may not take the special abilities Marksmen, Poisoned weapons,
Scouts, Skirmishers.
Common equipment: Additional Hand Weapons, Great weapons, Spears, Bows, Light
armour and Shields.
Not used: Common Orcs do not use Pistols, Lances, Longbows, Repeater crossbows,
Slings, Handguns, Throwing knives/stars, Throwing spears/javelins, Blowpipes,
Heavy armour or Superheavy armour.
Orcs (Black)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
4 |
3 |
4 |
4 |
1 |
2 |
1 |
8 |
Base cost: 8 pts
Special rules: Choppa, Ignore Greenskin panic, Quell Animosity
Black Orc units of all kinds have an additional +2 Rarity Increase.
Black Orcs may not take the special abilities Marksmen, Poisoned weapons,
Scouts, Skirmishers.
Mounted Black Orcs with the special ability Strongmen may take no extra close
combat weapons.
Black Orc Champions cost 3 points more than other Champions, but always have
WS5, S5 and A2. This is not further increased by Elite or Strongmen.
Black Orcs may not take the special abilities Disciplined, Marksmen, Poisoned
weapons, Scouts, Skirmishers.
Common equipment: Additional Hand Weapons, Great weapons, Heavy armour and
Shields.
Not used: Black Orcs do not use Spears, Lances, any kinds of missile weapons or
Superheavy armour.
Orcs (Savage)
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 |
Base cost: 6 pts
Special rules: Choppa, Ignore Goblin panic, Animosity, Frenzy
Savage Orcs pay 1 point less than normal for Bows.
Common Orc Champions cost 3 points more than other Champions, but always have
WS4, S4 and A2. This is not further increased by Elite or Strongmen.
Savage Orcs may not take the special abilities Marksmen, Poisoned weapons,
Scouts.
Common equipment: Additional Hand Weapons, Great weapons, Spears, Bows, Shields
and Warpaint.
Not used: Savage Orcs do not use Halberds, Morning stars, Pikes, Pistols,
Lances, Longbows, Crossbows, Repeater crossbows, Slings, Handguns, Throwing
knives/stars, Throwing spears/javelins, Blowpipes, Light armour, Heavy armour
or Superheavy armour.
Sauri
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
0 |
4 |
4 |
1 |
1 |
2 |
7 |
Base cost: 11 pts
Special rules: Cold-blooded, Scaly skin (6+), Predatory Fighters
Sauri may not take the special ability Poisoned weapons.
Common equipment: Great weapons, Halberds, Spears, Light armour and Shields.
Not used: Sauri do not use Flails, Morning stars, Pikes, Lances, any kinds of
missile weapons, Heavy armour or Superheavy armour.
Skaven
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
Base cost: 3 pts
Special rules: Strength in numbers, Life is cheap, He who runs away lives to
fight another day, Lead from the rear
Skaven on foot pay 1 pt for spears instead of 2
Skaven do not get a Rarity increase for taking the special abilities Anointed
(Warpstone) weapons or Poisoned weapons and may combine the two abilities.
Skaven taking any type of gunpowder weapon automatically get the Reliable
ability for free.
Common equipment: Additional hand weapons, Flails, Great weapons, Halberds,
Spears, Slings, Throwing knives/stars, Light armour, Heavy armour and Shields.
Not Used: Skaven do not use Pikes, Lances, Short bows, Bows, Longbows,
Crossbows, Repeater crossbows, Throwing spears/javelins, Throwing axes,
Superheavy armour or Warpaint.
Skaven get Heavy infantry at +1 Rarity.
Skeletons
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
2 |
2 |
3 |
3 |
1 |
2 |
1 |
3 |
Base cost: 7 pts
Special rules: Undead
Skeletons pay 1 pt for Bows, but may not have a shield at the same time.
Mounted Skeletons pay 1 pt for Light armour and 1 pt for Shields instead of 2.
Mounted Skeletons have Leadership 5.
Should they take any other form of missile weapon they will pay 2 pts less for
this than models with BS 3.
Mounted Skeletons who are Fast cavalry pay nothing for this ability, but may
not have any kind of armour.
Skeletons may not take the special abilities Expert riders, Frenzy, Hatred,
Marksmen, Poisoned weapons, Resilient, Scouts, Skirmish, Strongmen, Stubborn or
Unbreakable.
Common equipment: Spears, Bows, Light armour and Shields.
Not used: Skeletons do not use Flails, Pistols, Cavalry hammers, Short bows,
Longbows, Repeater crossbows, Handguns, Slings, Throwing stars/knives, Throwing
axes, Blowpipes, Superheavy armour or Warpaint.
Skinks
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 6 |
2 |
3 |
3 |
2 |
1 |
4 |
1 |
5 |
Base cost: 2 pts
Special rules: Cold-blooded, Aquatic
Skinks on foot pay 1 pt for spears instead of 2
Skinks may take the special ability Poisoned weapons for their missile weapons
for free.
If given the ability to take the Skirmish ability Skinks will automatically
have it, and must pay +2 pts if they wish to not have Skirmish.
Skinks do not get a Rarity increase for taking the special abilities Poisoned
weapons or Scouts.
Skinks may not take the special ability Strongmen.
Common equipment: Additional hand weapons, Spears, Short bows, Throwing
spears/javelins, Blowpipes and Shields.
Not used: Skinks do not use Flails, Great weapons, Halberds, Morning stars,
Pikes, Pistols, Lances, Bows, Longbows, Crossbows, Repeater crossbows,
Handguns, Throwing axes, Heavy armour or Superheavy armour.
Wights
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
4 |
4 |
1 |
3 |
1 |
8 |
Base cost: 10 pts
Special rules: Undead, Wight blades (counts as magical, Killing Blow)
Wight units of all kinds have an additional +1 Rarity Increase.
Wights may not take the special abilities Expert riders, Frenzy, Hatred,
Killing Blow, Marksmen, Poisoned weapons, Resilient, Scouts, Skirmish,
Strongmen, Stubborn or Unbreakable.
Common equipment: Halberds, Lances, Light armour, Heavy armour and Shields.
Not used: Wights do not use Spears, Cavalry hammers, any kind of missile
weapons, Superheavy armour or Warpaint. |