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From each category (Light infantry, Heavy Infantry, etc.) you can design any
number of units with a Rarity of 0 for your army, as long as they belong to the
same race as you. You can also design one unit with a Rarity of 1 or more from
each category, again as long as it belong to the same race as you.
You can design units from a different race and take them as Dogs of
War. If they have a Rarity of 0 they are unlimited Rare for your army. If they
have a Rarity of 1 or more you must pay an additional +1 pt/model for each
point of Rarity and the unit will be 0-1 Rare.
In case of contradictions the unit entries are overruled by the special
abilities section, which is in turn overruled by the races section.
If you have any problems study the examples at the end of this section and
hopefully it will be more clear.
Bretonnians
Bretonnian units designed here benefit from all army-wide Bretonnian rules,
where appropriate. In other words Knights get the Lady's Blessing and the Lance
formation for free. They do not, however, get Standard Bearers for free but
must pay the normal price. Hopefully this balances out.
Chaos armies
Mortal units in armies led by a Daemonic general have an additional +1 Rarity
and vice-versa. Note that units created using this system does not
follow the system where all Mortal/Daemonic units are Core if your general is
Mortal/Daemonic.
Orcs & Goblins
Only one unit in the army may be Big 'Uns (Elite + Strongmen) and as usual you
must have at least the same number of "Regular 'Uns" as Big 'Uns (see
Orcs & Goblins army book page 6).
Tomb Kings
Units in the Tomb King army may not have Heavy armour, nor may they have
Barding.
Initial Rarity: 0
Unit size: 10+
Who can be a medium infantry unit?
Dwarves (non-chaotic only) - 7 pts
Elves (all kinds) - 7 pts
Common Goblins - 2 pts
Halflings - 2 pts
Hobgoblins - 3 pts
Humans - 4 pts
Common Orcs - 5 pts
Sauri - 10 pts
Skaven - 4 pts
Skeletons - 8 pts
Equipment: Hand weapon and light armour (apart from Sauri, who only
have a hand weapon)
Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +1 pt
Halberds: +2 pts
Morning stars: +1 pt
Spears: +2 pts
Optional missile weapons (up to one):
Throwing axes: +4 pts with BS3, +5 pts with BS4
Optional armour (up to one):
Shields: +1 pt
Sea Dragon cloaks: +2 pts
Optional special abilities:
Elite: +1 pt
Hatred (specific): +1 pt
Immune to Panic: +1 pt
Masters of Spear: +1 pt
Rending weapons: +1 pt/weapon
Strongmen: +1 pt
Command group:
Champion: +10 pts (+1A)
Standard bearer: +10 pts
Musician: +5 pts
Initial Rarity: 0
Unit size: 10+
Who can be a light infantry unit?
Elves (all kinds) - 6 pts
Goblins (all kinds) - 1 pt
Halflings - 1 pt
Hobgoblins - 2 pts
Humans - 3 pts
Skaven - 3 pts
Skeletons - 7 pts
Skinks - 2 pt
Equipment: Hand weapon
Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Morning stars: +1 pt
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Spears: +2 pts
Optional missile weapons (up to one):
Short bows: +2 pts with BS3, +3 pts with BS4
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Slings: +4 pts with BS3, +5 pts with BS4
Throwing knives/stars: +2 pts with BS3, +3 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Optional armour (up to one):
Shields: +1 pt
Sea Dragon cloaks: +2 pts
Optional special abilities:
Elite: +1 pt
Marksmen: +1 pt/missile weapon
Poisoned weapons: +1 pt/weapon
Quick footed: +1 pt
Rending weapons: +1 pt/weapon
Skirmish: +1 pt
Scouts: +1 pt
Command group:
Champion: +5 pts (if armed with a missile weapon and no extra close combat
weapons, +1BS) or +10 pts (otherwise, +1A)
Standard bearer: +10 pts
Musician: +5 pts
Initial Rarity: 0
Unit size: 10+
Who can be a heavy infantry unit?
Chaos Warriors - 13 pts
Dwarves (all kinds) - 7 pts
Elves (High and Dark only) - 7 pts
Humans - 4 pts
Common Orcs - 5 pts
Black Orcs - 9 pts
Sauri - 11 pts
Skaven - 4 pts
Skeletons - 8 pts
Wights - 11 pts
Equipment: Hand weapon and light armour
Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +1 pt
Great weapons: +2 pts
Halberds: +2 pts
Pikes: +6 pts
Optional armour (up to two):
Upgrade Light armour to Heavy armour: +1
Upgrade Light armour to Superheavy armour: +3
Shields: +1 pt
Sea Dragon cloaks: +3 pts
Optional special abilities:
Anointed weapons: +2 pts
Blessed: +2 pts
Disciplined: +1 pt
Elite: +1 pt
Hatred (general): +2 pts
Hatred (specific): +1 pt
Immune to Fear: +1 pt
Immune to Panic: +1 pt
Immune to Psychology: +3 pts
Killing Blow: +1 pt
Rending weapons: +1 pt
Strongmen: +1 pt
Stubborn: +1 pt
Command group:
Champion: +10 pts (+1A)
Standard bearer: +10 pts
Musician: +5 pts
One unit of heavy infantry with a Rarity of 1 or more may carry a magic banner
worth up to 50 pts.
Initial Rarity: 0
Unit size: 10+
Who can be a missile infantry unit?
Dwarves (all kinds) - 6 pts
Elves (all kinds) - 6 pts
Goblins (all kinds) - 1 pt
Halflings - 1 pt
Hobgoblins - 2 pts
Humans - 3 pts
Orcs (Common and Savage) - 4 pts
Skaven - 3 pts
Skeletons - 7 pts
Skinks - 2 pts
Equipment: Hand weapon
Optional missile weapons (must choose one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Crossbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Handguns: +5 pts with BS3, +6 pts with BS4
Blunderbusses: +4 pts
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Blowpipes: +4 pts with BS3, +5 pts with BS4
Optional armour:
Light armour: +1 pt
Shield: +1 pt
Optional special abilities:
Marksmen: +1 pt
Poisoned weapons: +1 pt
Rending weapons: +1 pt
Skirmish: +1 pt
Scouts: +1 pt
Command group:
Champion: +5 pts (+1BS)
Standard bearer: +10 pts
Musician: +5 pts
Initial Rarity: 0
Unit size: 10+
Who can be a unit of raving mad nutters?
Dwarves (all kinds) - 6 pts
Elves (Dark and Wood) - 6 pts
Humans - 3 pts
Savage Orcs - 4 pts
Skaven - 3 pts
Equipment: Hand weapon
Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +1 pt
Great weapons: +2 pts
Morning stars: +1 pt
Brace of pistols: +5 pts with BS3, +6 pts with BS4
Optional missile weapons (up to one):
Throwing axes: +4 pts with BS3, +5 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Brace of pistols: +5 pts with BS3, +6 pts with BS4
Optional armour:
Shield: +1 pt
Warpaint: +1 pt
Optional special abilities:
Anointed weapons: +2 pts
Blessed: +2 pts
Elite: +1 pt
Frenzy: +2 pts
Hatred (general): +2 pts
Hatred (specific): +1 pt
Immune to Fear: +1 pt
Immune to Panic: +1
Immune to Psychology: +3 pts
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Resilient: +1 pt
Skirmish: +1 pt
Strongmen: +1 pt
Unbreakable: +3 pts
Command group:
Champion: +10 pts (+1A)
Standard bearer: +10 pts
Musician: +5 pts
Initial Rarity: 0
Unit size: 5+
Who can be a unit of fast cavalry?
Elves (all kinds) on Elven Steeds - 15 pts
Common Goblins on Wolves - 10 pts
Hobgoblins on Wolves - 11 pts
Humans on Warhorses - 11 pts
Skeletons on Skeletal Steeds - 13 pts
Equipment: Hand weapon
Special rules: Fast cavalry
Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +2 pts
Morning stars: +2 pts
Spears: +1 pt
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Optional missile weapons (up to one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Throwing axes: +4 pts with BS3, +5 pts with BS4
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Optional armour (up to one):
Light armour: +2 pts
Shields: +2 pts
Sea Dragon cloaks: +3 pts
Warpaint: +3 pts
Optional special abilities:
Elite: +1 pt
Expert riders: +1 pt
Marksmen: +1 pt
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Rough riders: +1 pt
Command group:
Champion: +14 pts (+1BS if armed with a missile weapon and no extra close
combat weapons, otherwise +1A)
Standard bearer: +14 pts
Musician: +7 pts
Initial Rarity: 1
Unit size: 5+
Who can be a unit of medium cavalry?
Chaos Warriors on Chaos Steeds - 25 pts
Elves (all kinds) on Elven Steeds - 16 pts
Dark Elves on Cold Ones - 23 pts
Wood Elves on Warhawks - 20 pts
Common Goblins on Wolves - 11 pts
Hobgoblins on Wolves - 12 pts
Humans on Warhorses - 12 pts
Orcs (Common and Savage) on Boars - 15 pts
Sauri on Cold Ones - 30 pts
Skeletons on Skeletal Steeds - 14 pts
Skinks on Cold Ones - 20 pts
Wights on Skeletal Steeds - 18 pts
Equipment: Hand weapon and light armour (apart from Savage Orcs and
Sauri who only have a hand weapon)
Optional close combat weapons (must choose one):
Additional hand weapons: +2 pts
Flails: +2 pts
Morning stars: +2 pts
Spears: +1 pt
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Optional missile weapons (up to one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Throwing axes: +4 pts with BS3, +5 pts with BS4
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Optional armour (up to two):
Upgrade Light armour to Heavy armour: +1 pt
Shields: +2 pts
Sea Dragon cloaks: +3 pts
Optional special abilities:
Disciplined: +1 pt
Elite: +1 pt
Expert riders: +1 pt
Frenzy: +2
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Command group:
Champion: +14 pts (+1A)
Standard bearer: +14 pts
Musician: +7 pts
Initial Rarity: 0
Unit size: 5+
Who can be a unit of heavy cavalry?
Chaos Warriors on Chaos Steeds - 26 pts
Dark Elves on Cold Ones - 24
Elves (High and Dark) on Elven Steeds - 17 pts
Humans on Warhorses - 13 pts
Black Orcs on Boars - 22 pts
Wights on Skeletal Steeds - 19 pts
Equipment: Hand weapon and heavy armour
Optional close combat weapons (must choose one):
Flails: +2 pts
Great weapons: +2
Lances: +2 pts
Cavalry hammers: +6 pts
Optional armour:
Upgrade Heavy armour to Superheavy armour: +2 pts
Shields: +2 pts
Sea Dragon cloaks: +3 pts
Barding for steeds: +2 pts
Optional special abilities:
Anointed weapons: +2 pts
Blessed: +2 pts
Disciplined: +1 pt
Elite: +1 pt
Frenzy: +2 pts
Hatred (general): +2 pts
Hatred (specific): +1 pt
Immune to Fear: +1 pt
Immune to Panic: +1 pt
Immune to Psychology: +3 pts
Strongmen: +3 pts
Command group:
Champion: +18 pts (+1A)
Standard bearer: +18 pts
Musician: +9 pts
One unit of heavy cavalry with a Rarity of 1 or more may carry a magic banner
worth up to 50 pts.
Example 1 - Dark Elf House Guard (Medium infantry)...............10
pts/model (Core)
House Guard are private soldiers hired by wealthy Dark Elves to protect
their houses and towers from their rivals. They are sometimes brought along to
battle by their masters where they wield wickedly sharp halberds.
| |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| House Guard |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
8 |
| Guard Captain |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
2 |
8 |
Unit size: 10+
Equipment: Rending Halberds and Light armour
Special rules: The House Guard's Halberds are Armour piercing.
Options:
- Any unit may be equipped with shields for +1 pt/model
- Any unit may upgrade one House Guard to a Musician for +5 pts.
- Any unit may upgrade one House Guard to a Standard Bearer for +10 pts.
- Any unit may upgrade one House Guard to a Guard Captain for +10 pts.
Choices taken: Elves with Light armour (7) + Halberds (2) + Redinding
weapons (1) = 10 pts
Rarity: 0
Notes: The House Guard do not get a rarity increase for taking Rending
weapons because they are Dark Elves.
Example 2 - Tilean Assassins (Light infantry)...............13 pts/model
(Rare)
For the right ammount of coin a general with contacts in the Tilean
underworld can secure the services of the Guild of Assassins. These masters of
infiltration will sneak behind the enemy line, attacking unguarded war machines
and falling upon enemy leaders and wizards when they think themselves safe.
| |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Assassin |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
| Assassin Master |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
2 |
7 |
Unit size: 5-15
Equipment: Two poisoned hand weapons and poisoned throwing knives
Special rules: Assassins are Skirmishers and Scouts
Options:
- Any unit may upgrade one Assassin to an Assassin Master for +10 pts.
Choices taken: Humans (3) + Additional hand weapons (2) + Throwing
knives (2) + Elite (1) + Poison for hand weapons (2) + Poison for throwing
knives (1) + Skirmish (1) + Scouts (1) = 13 pts
Rarity: Originally 0 + 1 (Poison) + 1 (Scouts) = 2
Notes: Their unit size was originally 10+, but since they are Scouts
it's altered to 5-15. Note also that although the assassins pay three times for
Poison they only get +1 to their Rarity.
Example 3 - Sigmarite Chaos Hunters (Heavy infantry)...............15
pts/model (0-1 Rare)
The daemonhunting templars of Sigmar are grim faced and dour men, sworn to
root out Chaos wherever it may be found. Clad in the finest armour and wielding
mighty double handed warhammers blessed by the Grand Theogonist himself.
| |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Chaos Hunter |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
| Justicar |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
2 |
8 |
Unit size: 10+
Equipment: Blessed Great Hammers and Full plate armour.
Special rules: The Chaos Hunters Hate all models in a Chaos army
and are Immune to Fear. Their Great Hammers count as magical weapons.
Options:
- Any unit may upgrade one Chaos Hunter to a Musician for +5 pts.
- Any unit may upgrade one Chaos Hunter to a Standard Bearer for +10 pts.
- The unit may carry a magic banner worth up to 50 pts.
- Any unit may upgrade one Chaos Hunter to a Justicar for +10 pts.
Choices taken: Humans with light armour (4) + Great weapons (2) +
Superheavy armour upgrade (3) + Anointed weapons (2) + Disciplined (1) + Elite
(1) + Hatred (specific) (1) + Immune to Fear (1)
Rarity: 0 + 1 (Anointed weapons) + 1 (Disciplined) + 1 (Immune to Fear)
Notes: I could have given them I4 for free, but decided to let them stay
at I3 because it felt more appropriate for a unit with Great weapons.
Example 4 - Knights of Holy Wrath (Heavy cavalry)...............23
pts/model (Special)
The stronghold of the Knights of Holy Wrath is situated in the dark region
of Sylvania. Caught in a hopeless struggle against the seemingly endless
numbers of undead that infest that land the knights have become bitter and
twisted as the land itself. Showing no mercy towards those who oppose them they
are now only barely held in check by the willpower of their Grand Master.
| |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Knight |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
| First Knight |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
2 |
8 |
| Warhorse |
8 |
3 |
- |
3 |
3 |
1 |
3 |
1 |
5 |
Unit size: 5+
Equipment: Flails and Full plate armour. Ride barded warhorses
Special rules: The Knights of Holy Wrath are subject to Frenzy
Options:
- One unit of Knights of Holy Wrath may be upgraded to the Inner Circle for
+3 pts/model. The Inner Circle Knights and First Knights are all S4.
- Any unit may upgrade one Knight to a Musician for +9 pts.
- Any unit may upgrade one Knight to a Standard Bearer for +18 pts.
- One unit may carry a magic banner worth up to 50 points.
- Any unit may upgrade one Knight to First Knight for +18 pts.
Choices taken: Humans on warhorses with heavy armour (13) + Flails
(2) + Superheavy armour upgrade (2) + Barding (2) + Disciplined (1) + Elite (1)
+ Frenzy (2) = 23
Rarity: 0 + 1 (Disciplined)
Notes: I could have given them I4 for free, but human knight are generally all
I3, so I left it. The Inner Circle option is the Strongmen ability, which adds
+1 to their Rarity, making them 0-1 Special. It is worth noting that if joined
by their Grand Master the knights' Frenzy will be nullified, as his presence
makes them Immune to Psychology.
Weapons team are rather unique things consisting of a team of two operators
manning a single large missile weapon, much like a small war machine.
Initial Rarity: 1
Unit size: 3-10
Who can be a unit of weapon teams?
Two Dwarves (all kinds) - 11 pts
Two Elves (all kinds) - 12 pts
Two Goblins (all kinds) - 7 pts
Two Halflings - 7 pts
Two Hobgoblins - 8 pts
Two Humans - 9 pts
Two Skaven - 9 pts
Equipment: Hand weapon
Special rules: Skirmish (except for dwarves)
The crew count as a single model with the profile of one, with two
exceptions: It has two attacks and adds +1 to its save, in much the same manner
as a cavalry model. The crew should be mounted on a single cavalry base along
with their weapon. The unit has a Unit Strength of 2 per team, but the teams
otherwise count as roughly man-sized.
Optional missile weapons (must choose one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Crossbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Handguns: +5 pts with BS3, +6 pts with BS4
Throwing knives/stars: +2 pts with BS3, +3 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Throwing axes: +4 pts with BS3, +5 pts with BS4
Weapon upgrade (must choose one):
Heavy (+2 Strength, +6" Range, Move-or-fire): +4 pts
Long range (+1 Strength, +12" Range)*: +3 pts
* weapons with a normal range of 20" or less only
Model-wise the weapon does not have to be the same type as the one it is
based on, a long range axe thrower might be a rock thrower, for example. Feel
free to model it as you like, just tell your opponent what it represents.
Optional armour (up to one):
Light armour: +1 pt/team
Pavise (5+ save vs normal and magical missiles): +2 pts/team (all races may
have pavises for no increase in Rarity)
Instead of forming units of their own a single weapon team may be attached
to a Core infantry unit of the same race when an army list is written. The team
will operate as a unit of its own but is deployed together with and within
3" of the parent unit and can use the parent unit's Leadership for all
tests as long as it stays within 3" of the parent unit. A weapon team can
not be singled out by shooting as long as it is within 3" of a friendly
unit of 5 or more models. Weapon teams operating on their own like this may not
have pavises.
If taken in this manner the team does not take up a Special / Rare choice, but
it's points cost is added to that of the parent unit. The team does not add to
the unit size of the unit and count as dead from the moment it is deployed.
A unit may only have one attached weapon team.
Initial Rarity: 1 (2 for cannons)
Unit size: 1 (1-2 light artillery pieces may be bought as a single
choice)
What types of war machines can be light artillery?
Light cannons - 50 pts
Light stone throwers - 25 pts
Light bolt throwers - 10 pts
Who can crew which types of light artillery?
Three Dwarves (non-chaotic) (all): +25 pts
Two Elves (all kinds) (bolt throwers): +15 pts
Three Common Goblins (stone or bolt throwers): +15 pts
Three Halflings (stone throwers): +25 pts
Two Hobgoblins (bolt throwers): +10 pts
Three Humans (all): +20 pts
Equipment: Hand weapons. The Dwarves and Elves also have light
armour.
Light artillery rules
Light cannons: Guess 0-24"; Strength 7; D3 Wounds; No save; Bounce as
normal cannons; Grapeshot.
Light stone thrower (indirect hit/direct hit): Guess 0-30"; Strength 3/6;
1/D3 Wounds; No save; Scatter as normal.
Light bolt thrower: Range 30"; Strength 5-1 per rank; D3 Wounds; No save;
Roll to hit as normal
All weapons are Move-or-fire, but may be mounted on carts (or towed, should
the weapon have wheels) for the price listed below, allowing them greater
freedom of movement.
The cart can be drawn at the speed of the animal drawing it and may make march
moves. The machine, crew and animal all flee 2D6" or 3D6" depending
on the speed of the animal (it is assumed that the crew jump onto the cart or
carriage and hitch a lift). Should the crew get charged the animal does not
fight, as it is tied into the harness. Should all the crew be killed the cart
and animal is removed.
Carts with animals
Dwarves: cart drawn by pony (M6) - 15 pts
Elves (Dark or High): cart drawn by elven steed: 30 pts
Goblins: cart drawn by a boar - 20 pts or wolf (bolt thrower only) - 30 pts
Halflings: cart drawn by pony (M6) -15 pts
Hobgoblins: cart drawn by wolf - 30 pts
Humans: cart drawn by a warhorse - 25 pts
Wood Elves do not use carts and instead they mount their light bolt throwers
in Treemen. Up to one bolt thrower may be mounted in each Treeman, bought as a
separate Rare choice. The bolt thrower may be fired as a normal missile weapon,
so it may fire if the Treeman moves with a -1 to-hit penalty, but may not be
fired if he has marched or charged, etc. When shooting at the model hits are
randomised as for shooting at a ridden monster, ie. 1-4: hits Treeman, 5-6:
hits the Elves. In combat the model fights as a ridden monster, so both Elves
and Treeman fights and attackers can choose whether to attack the Elves or the
Treeman. Note that as normal the Treeman only has to take a Break test if
it is hurt. The bolt thrower is considered to be part of the Treeman and
so may not be attacked separately, but is considered to be destroyed if the
Treeman is killed.
Initial Rarity: 1 (may be lowered to 0 at a cost of +20 pts/chariot)
Unit size: 1 (1-2 light or medium chariots of the same type may be
bought as a single choice)
Choose a chassie:
Light (S5, T4, W3, 5+ armour save, D6 impact hits) - 20 pts
Medium (S5, T4, W4, 5+ armour save, D6 impact hits) -30 pts
Heavy (S5, T5, W4, 5+ armour save, D6 impact hits) - 35 pts
Special rules: Chariots
Note that chariots built over a light chassie do not follow the same
rules as Khemri light chariots.
Who can drive a chariot (two to three models)*?
Chaos Warriors (heavy): +13 pts/crew
Elves (Dark or High) (medium or heavy): +6 pts/model
Common Goblins (light): +1 pt/crew
Hobgoblins (light): +2 pts/crew
Humans (Cathay or Norse) (medium): +3 pts/crew
Common Orcs (heavy): +5 pts/crew
Black Orcs (heavy): +9 pts/crew
Savage Orcs (heavy): +6 pts/crew
*Common Goblins are three to four
Equipment: Hand weapon (Chaos Warriors, Common Orcs and Black Orcs
also have light armour)
Animals (two to four):
Chaos Warriors: Chaos Steeds: +8 pts/animal
Elves: Elven Steeds (medium only): +8 pts/animal
Dark Elves: Cold Ones (heavy only)*: +15 pts/animal
Goblins: Wolves: +8 pts/animal
Hobgolbins: Wolves: +8 pts/animal
Humans: Warhorses: +7 pts/animal
Orcs: Boars*: +9 pts/animal
* adds +1 armour save to the chariot
Chariot options:
Scythes (+1 impact hits): +15 pts (all races may have scythes)
Warpaint (the chariot has a 6+ Ward save): +15 pts
Optional close combat weapons (up to one):
Additional hand weapons: +2 pts/crew
Flails: +2 pts/crew
Great weapons: +2 pts/crew
Halberds: +2 pts/crew
Spears: +1 pt/crew
Optional missile weapons (up to one):
Short bows: +2 pts/crew with BS3, +3 pts/crew with BS4
Bows: +4 pts/crew with BS3, +5 pts/crew with BS4
Longbows: +5 pts/crew with BS3, +6 pts/crew with BS4
Repeater crossbows: +5 pts/crew with BS3, +6 pts/crew with BS4
Throwing spears/javelins: +3 pts/crew with BS3, +4 pts/crew with BS4
Optional armour:
Upgrade Light armour to Heavy armour (+1 armour save to the chariot)*: +1
pt/crew
Barding for steeds (-1 Move, +1 armour save to the chariot)**: +2 pts/animal
* Only crew who start with light armour may upgrade it.
** Animals drawing a heavy chariot must buy barding if allowed to.
Optional special abilities:
Anointed weapons: +2 pts/crew
Elite: +1 pt/crew
Expert riders: +1 pt/crew
Frenzy: +2 pts/crew
Hatred (general): +2 pts/crew
Hatred (specific): +1 pt/crew
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Strongmen: +3 pts/crew |