A.
B. Knights
| C. Gold Cost | D. Base Size | E. Unit Size | F. Speed | G. Health | H. Initiative | I. Armor | J. Nerve |
|---|---|---|---|---|---|---|---|
| 100 | 32mm | 5 | 5” | 2 | 2 | 2+ | 9 |
WEAPON PROFILES
| K. Weapon | L. Type | M. Rng | N. To Hit | O. A | P. P | Q. D | R. Gold |
|---|---|---|---|---|---|---|---|
| Sword | Melee | - | 3+ | 2 | -1 | 1 | 0 |
| Halberd* | Melee | - | 3+ | 2 | -1 | 1 | 2 |
| Holy Sword | Melee | - | 3+ | 2 | -2 | -D3 | 2 |
| Holy Grenade* | Arc | 8” | 3+ | D3 | -1 | 1 | 0 |
S. EQUIPMENT
All models in this unit can take either; swords and shields, or halberds. One model in this unit can replace its weapons with a banner, halberd, and sword a different model in this unit can take a war instrument, and sword. Each model in this unit also has a holy seal(s). The champion in this unit can take a holy sword. Unit is equipped with holy grenades.
T. SPECIAL RULES
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking.
Banner: units with a model equipped with this equipment give models of the same friendly army within 12" inches +1 morale. Trolls, sheep and giants do not benefit from this rule.
Halberds — Phalanx: Enemy units charging this unit do not count as having charged for initiative, weapon bonuses or special abilities. They must make a dangerous terrain test equal to the number of models in this unit. Models equipped with this weapon deal 2 damage instead of 1 against units with 5 or more health, except Siege and Warlord units. A model touching an allied model in the same unit may attack if that allied model is touching an enemy unit.
Holy Seal(s): For each point of damage taken on this unit roll a dice on a 6+ the damage is ignored.
Holy Grenade: Place a holy grenade model within 8 inches of the bearer then roll a disperse dice every unit within 3" inches of where the holy grenade lands takes the attacks. Only one model in the units can use this weapon per round.
Shields: Models equipped with shields reroll ones to block.
War Instrument: units with a model equipped with this equipment give models within 12" inches +1 to move/charge/advance.
A. Unit Type: The icon identifies the unit's army slot. Knights are Troops.
B. Unit Name: Knights is the unit name used by rules and army selection.
C. Gold Cost: 100 gold buys the entire unit of five Knights before upgrades.
D. Base Size: Each Knight uses a 32mm base.
E. Unit Size: This unit contains five models.
F. Speed: Each Knight can move 5 inches on a normal move.
G. Health: Each Knight has 2 health. Remove a model when all its health is lost.
H. Initiative: Compare Initiative to decide which unit attacks first in combat. Knights have Initiative 2.
I. Armor: Knights block hits on 2+ before Pierce and other modifiers.
J. Nerve: Knights have Nerve 9. Compare morale rolls against this value as described in the Morale Phase.
K. Weapon: The weapon name. An asterisk (*) marks an additional weapon rule explained in this unit entry, such as Halberd or Holy Grenade.
L. Type: Melee weapons fight in combat. Straight ranged weapons require a clear line to their target; Arc weapons may fire over intervening targets. Spell profiles resolve only
through their spell rules. Unlisted means the weapon type has not been supplied.
M. Rng: Range in inches. A dash on a melee weapon means no ranged attack. Holy Grenade instead gives its 8-inch placement distance in its special rule. Follow all minimum ranges, placement distances and areas of effect in the weapon or spell rule.
N. To Hit: The weapon's target number on a D6 before modifiers. A Knight's Sword hits on 3+. Roll separately for models or weapons with different hit values; the Champion's +1 to hit still applies.
O. A: Attacks per model with this weapon. Each Knight makes 2 Sword attacks, so five eligible Knights make 10 before modifiers. Holy Grenade makes D3 attacks and is limited to one model per unit per round. A is printed directly in every completed weapon profile.
P. P: Pierce modifies Armor when blocking a hit. The Sword's -1 Pierce changes 3+ Armor to a 4+ block roll. A dash means no Pierce modifier.
Q. D: Damage per hit that is not blocked. Sword, Halberd and Holy Grenade each deal 1 damage. Roll D3 or D6 when listed. Excess damage from one attack does not spill to another model unless a rule says otherwise.
R. Gold: Weapon cost per model. Halberds cost 2 gold per Knight, so five cost 10 extra gold. Zero adds no gold. A blank or Unlisted entry does not supply a usable value or make an option free.
S. Equipment: This text lists carried weapons and available upgrades, and which models may take them. A model may take only one of each offered item unless stated otherwise.
T. Special Rules: The unit and equipment abilities are explained in this entry. Apply them alongside the normal attack sequence and follow their timing, limits and exceptions.
Paladin
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 32mm | 1 | 5” | 5 | 2 | 2+ | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Holy Sledge Hammer* | Melee | - | 2+ | 4 | -3 | D3 | 0 |
| Holy Grenade* | Arc | - | 2+ | D3 | -2 | 1 | 0 |
| Beam of Light* | Spell | 3" / 6" | 2+ | D6 | -4 | 1 | — |
EQUIPMENT
This model is equipped with a holy sledge hammer, Holy Grenades, and a spell tome. This unit can be dwarven paladin for 10 gold cheaper(making it 130 gold) or can take wings for 65 gold .
SPECIAL RULES
Devotion Aura: Units within 6 inches reroll save rolls of 1. Units that already have shields reroll save rolls of 1 and 2 instead. This does not apply to siege units.
Holy Grenade: Place a holy grenade model within 8 inches of the bearer then roll a disperse dice every unit within 3" inches of where the holy grenade lands takes the attacks. Only one model in the units can use this weapon per round.
Holy Sledge Hammer: This weapon becomes D6 damage when attacking undead and units with the word demon in their name.
Human: This unit gains +1 health and a spell tome.
Wings: This unit gains +3 inches to its move, +2 health and +2 attacks with its Holy Sledge Hammer. Its base size becomes 60mm. Flying: Models with Flying may move through units and impassable terrain and ignore terrain effects.
In the Skies (with Wings): During deployment, you may declare this unit to be In the Skies. It starts off the board and may appear at the end of any turn's move phase anywhere 9 inches from enemy units. No more than half your army may deploy using In the Skies or In the Grave.
Spell Tome: The bearer gains +1 to cast.
SPELLS - CASTER(0)
Beam of Light: Cast on 7+. Place a beam of light model on a 40mm base within 3 inches. Friendly units within 6 inches heal D6 health. Undead and demon units within 6 inches take D6 attacks at -4 pierce and 1 damage. It cannot return lost models and does not affect siege units. This heal can be used at any point once per round.
Divine Shield: Cast on 8+. Place a divine shield around the caster. The model cannot be targeted by spells or weapons while the spell is on them. Remove it at the beginning of your next magic phase. Units in combat with the shielded caster may leave combat freely if only engaged with them. Models touching the Divine Shield model count as in base contact with the caster.
Wizard
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 120 | 32mm | 1 | 6” | 6 | 4 | 5+ | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Staff | Melee | - | 4+ | 4 | -1 | D3 | 0 |
| Fireball* | Spell | 18" | 4+ | D6 | -1 | 1 | — |
EQUIPMENT
This model is equipped with a staff. This unit can take either a health potion or a mana potion.
SPECIAL RULES
Brilliance Aura: Friendly units within 6 inches gain +1 to cast.
Health Potion: At any point once per game this model can gain D6 Health.
Mana Potion: At any point once per game gain +2 to cast all spells for the remainder of the round.
SPELLS - CASTER(2)
Portal: Cast on 7+. Place two portal models anywhere more than 12 inches from enemy units. On your next magic phase and each later magic phase, one unit within 3 inches may be removed from one portal and set up within 3 inches of the other. Siege and behemoth units cannot use portals. Wizard spells can be cast through a portal using the distance from the caster to the other portal. Portals must be placed 9 inches from enemy units.
Fireball: Cast on 6+. Choose a target within 18 inches and place a Fireball on a 32mm base halfway between the target and the caster, or as close to the middle as possible if models are in the way. At the beginning of your next turn the target takes D6 attacks at -1 pierce and 1 damage and may Catch Fire. On turn 4 it damages at the end of the round. Catch Fire: When a weapon or spell with Catch Fire hits, roll a D6. On a 4+, the hit model takes 1 additional damage; roll again, and on a 5+ it takes 1 additional damage; roll again, and on a 6+ it takes 1 further damage. This damage is doubled against Treants and units of type Siege or Fortification. Skeletons, Liches and Demons are unaffected.
Polymorph: Cast on 9+. Replace a model chosen by the controlling player within a unit of your choosing within 12 inches with a sheep. That model is considered part of that unit and keeps its previous unit type. If dispelled, return the model to its original form with its previous health. This cannot target cavalry, siege, King on Gryphon, Orc Boss on Wyvern, Vampire on Skeletal Wyvern, or Elven Druid on a Dragon.
Water Elemental: Cast on 8+. Place a Water Elemental unit within 3 inches.
Sheep
| Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|
| 60mm | 1 | 6” | 1 | 4 | - | 4 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Hooves | Melee | - | 6+ | 2 | - | 1 | 0 |
This unit is equipped with hooves.
Water Elemental
| Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|
| 50mm | 1 | 4” | 4 | 2 | - | - |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Fists | Melee | - | 4+ | 4 | -1 | D3 | 0 |
SPECIAL RULES
Ethereal: This unit can only be attacked, targeted, damaged, or engaged in combat by models with Caster, spells, Flaming Sword, Soul Blade, Blade of Corruption, or other Ethereal units. Other units may move through Ethereal units.
Fearless: This unit does not take morale tests.
Peasants
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 80 | 32mm | 10 | 6” | 2 | 4 | 5+ | 7 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Pitchfork | Melee | - | 4+ | 2 | - | 1 | 0 |
| Torch* | Unlisted | - | 4+ | 2 | 1 | 1 | 0 |
| Net* | Arc | 8" | 4+ | 1 | - | - | 5 |
| Sword | Melee | - | 3+ | 2 | -1 | 1 | 0 |
EQUIPMENT
All models in this can take either; pitchforks or longbows and torches. Two models in this unit can take a net in addition to their pitchfork. One model in this unit may be replaced with a knight with sword and shield for an extra 20 Gold .
SPECIAL RULES
Horde: If a unit with the same name is within 3 inches, gain +1 melee attack and +1 morale, to a maximum of +1 each.
Net: Players who successfully hit an enemy unit with this weapon can choose which model in that unit loses the flying ability and suffer -1 to hit until your next turn to place a 2" inch by 2" whicker net on the model. If missed, roll a disperse dice and 2D6 see where the whicker net lands that units is now net instead.
Torch — Catch Fire: When a weapon or spell with Catch Fire hits, roll a D6. On a 4+, the hit model takes 1 additional damage; roll again, and on a 5+ it takes 1 additional damage; roll again, and on a 6+ it takes 1 further damage. This damage is doubled against Treants and units of type Siege or Fortification. Skeletons, Liches and Demons are unaffected.
Dwarves
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 80 | 25mm | 5 | 5” | 2 | 3 | 5+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Boom Stick* | Straight | 18" | 3+ | 1 | -2 | 1 | 0 |
| Buttstock | Melee | - | 4+ | 1 | - | 1 | 0 |
| Flintlock Pistol | Straight | 12" | 3+ | 1 | -2 | 1 | 0 |
| Pickaxe | Melee | - | 4+ | 3 | - | 1 | 0 |
| Holy Grenade* | Arc | - | 3+ | D3 | -2 | 1 | 0 |
EQUIPMENT
All models in this unit are equipped with boomsticks and buttstock. The champion is instead equipped with a flintlock pistol and a pickaxe and holy grenades..
SPECIAL RULES
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking.
Hard to Hit: This unit is -1 to hit with all weapons, and can still charge and attack when retreating from combat.
Forward Deploy: During deployment, this unit can be set up in no man's land or your own deployment zone, outside 9 inches from enemy units.
Boom Stick: this weapon gains +1 attack at half range.
Holy Grenade: Place a holy grenade model within 8 inches of the bearer then roll a disperse dice every unit within 3" inches of where the holy grenade lands takes the attacks. Only one model in the units can use this weapon per round
Mounted Knights
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 170 | 35x60mm | 3 | 14” | 4 | 2 | 2+ | 9 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Hooves | Melee | - | 3+ | 2 | - | 1 | 0 |
| Pike* | Melee | - | 3+ | 2 | -2 | D3 | 0 |
| Sword | Melee | - | 3+ | 2 | -1 | 1 | 0 |
| Holy Grenade* | Arc | - | 3+ | D3 | -2 | 1 | 0 |
EQUIPMENT
Each model in this unit is equipped with hooves, pike, holy seal(s), holy grenades and sword.
SPECIAL RULES
Impact(1): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking.
Scout: This unit may make one move before the game begins.
Pike: Enemy units charging this unit do not count as having charged for initiative, weapon bonuses or special abilities. They must make a dangerous terrain test equal to the number of models in this unit. Models equipped with this weapon deal 2 damage instead of 1 against units with 5 or more health, except Siege and Warlord units. A model touching an allied model in the same unit may attack if that allied model is touching an enemy unit.
Holy Seal(s): For each point of damage taken on this unit roll a dice on a 6+ the damage is ignored.
Holy Grenade: Place a holy grenade model within 8 inches of the bearer then roll a disperse dice every unit within 3" inches of where the holy grenade lands takes the attacks. Only one model in the units can use this weapon per round.
Gyrocopter
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 60mm | 1 | 14” | 8 | 1 | 2+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Rotor Blades | Melee | - | 4+ | 3 | -2 | 1 | 0 |
| Flak Cannon | Straight | 18" | 3+ | D6 | -2 | 1 | 0 |
EQUIPMENT
This model is equipped with rotor blades, flak cannon, holy seal(s), and bombs.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Holy Seal(s): For each point of damage taken on this unit roll a dice on a 6+ the damage is ignored.
Bombs: Once per game, after this model finishes a move, choose one enemy unit it moved over this turn. That unit suffers D6 attacks at -1 pierce and 1 damage. These attacks hit on 4+.
Crash and Burn: When this model is destroyed, roll a disperse die and a D6. Move the model that many inches in the direction shown before removing it. Every unit whose base it crosses or touches suffers D3 attacks at -1 pierce and 1 damage.
Steam Tank
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 205 | No Base | 1 | 5” | 12 | 1 | 2+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Great Cannon | Straight | 42" | 3+ | 2 | -4 | D6 | 0 |
| Flak Cannon | Straight | 18" | 3+ | D6 | -2 | 1 | 0 |
| Bumper | Melee | - | 4+ | 3 | - | 1 | 0 |
EQUIPMENT
This model is equipped with a great cannon, flak cannon, holy seal(s), bumper.
SPECIAL RULES
Explodes: When this model is destroyed, every unit within 3 inches suffers D6 attacks at -2 pierce and 1 damage. Resolve all of these attacks before removing the model.
Impact(3): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Holy Seal(s): For each point of damage taken on this unit roll a dice on a 6+ the damage is ignored.
King on Gryphon
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 385 | 100mm | 1 | 12” | 18 | 4 | 3+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 3+ | 2 | -2 | D3 | 0 |
| Flaming Sword* | Melee | - | 3+ | 4 | -2 | D3 | 0 |
| Maw | Melee | - | 3+ | 1 | -3 | D3 | 0 |
| Holy Grenade* | Arc | - | 3+ | D3 | -2 | 1 | 0 |
EQUIPMENT
This model is equipped with a massive claws, holy grenade, flaming sword, maw, holy seal(s), and a shield.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Nimble: After this unit charges and finishes its attacks, it may move 6 inches. If it destroys a unit, it may still make this move.
Impact(3): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Shouting Commander: Units within 12 inches reroll hit rolls of 1 and 2.
Flaming Sword: When a weapon or spell hits with this special rule, roll a dice on a 4+ that model takes an additional damage, roll again on a 5+ that model takes an additional damage, roll a dice again on a 6+ that model takes another damage. This damage is doubled against treants and units of unit type siege and fortification. This ability does not affect skeletons, liches or demons.
Holy Seal(s): For each point of damage taken on this unit roll a dice on a 6+ the damage is ignored.
Holy Grenade: Place a holy grenade model within 8 inches of the bearer then roll a disperse dice every unit within 3" inches of where the holy grenade lands takes the attacks. Only one model in the units can use this weapon per round.
King's Coffers: This unit may take an additional magic item. It can have 2 or 1 and another warlord can take one.
Orc Boss
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 130 | 50mm | 1 | 4” | 8 | 2 | 3+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Great Axe | Melee | - | 2+ | 3 | -3 | D3 | 0 |
| Crushing Fists | Melee | - | 2+ | 3 | -1 | D3 | 0 |
| Hooves | Melee | - | 2+ | 2 | - | 1 | 0 |
| Tusks | Melee | - | 2+ | 1 | - | 1 | 0 |
EQUIPMENT
This model is equipped with a great axe and massive fists. This model may take a mount.
SPECIAL RULES
Keep em in Line: Once per round for each model with this rule, when an allied orc or goblin unit within 3 inches fails morale, it may avoid routing. It must instead take one attack from one of this model's weapons. This cannot be used on a unit with Boss in its name.
Orcish Battle Cry: Units within 12 inches can advance and charge, and gain +1 to hit with all weapons.
Mount: Units equipped with this gain hooves weapons, +8" to their speed and +2 health. Orc Mounts in addition get the tusks weapon. Mounted Warlords are considered to be the cavalry unit type as well as being on a 35x60mm base except for the orc one which is on a 42x75mm base instead.
Orc Witch
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 110 | 32mm | 1 | 5” | 6 | 3 | 5+ | 8 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Staff | Melee | - | 3+ | 4 | -1 | D3 | 0 |
| Vomit | Ranged | 8" | 3+ | D3 | -1 | 1 | 0 |
| Arc Lightning* | Spell | 12" | 3+ | 6 | - | — | — |
| First bounce* | Spell | 8" | 3+ | 3 | - | — | — |
| Second bounce* | Spell | 4" | 3+ | 1 | - | — | — |
EQUIPMENT
This model is equipped with a staff. This model may take one Goblin Potion Stira, Vomit.
SPECIAL RULES
Green Energy: For every 5 models with Orc or Goblin in their name within 8 inches, this unit gains +1 to cast. A Rock Launcha counts as 4 models, or 5 with a Goblin Rigger. If the final casting result is 13 or higher, every unit within 3 inches of the caster suffers D6 attacks at -2 pierce and 1 damage, then remove the caster.
Goblin Potion Stira: Goblins are ignored for the purposes of morale tests. Units with this equipment are considered to be units with one model for purposes of morale test as well.
Vomit: Units hit by this weapon have -1 armor for the rest of the round. Only one model in the units can use this weapon per round.
SPELLS - CASTER(1)
Arc Lightning: Cast on 6+. Place a lightning cloud model on a 60mm base within 3 inches. It may attack one unit within 12 inches for 6 attacks with no pierce, then bounce to one unit within 8 inches of the first unit for 3 attacks with no pierce, then bounce to another unit within 4 inches of the second unit for 1 attack with no pierce. Lightning Cloud gains +1 attack on each bounce for every +1 to cast from Green Energy.
Bloodlust: Cast on 7+. Place a Bloodlust droplet model on a 25mm base within 12 inches of the caster and 1 inch of a target unit. The droplet moves with that unit. The chosen unit's melee attacks gain +1 attack, and the unit gains +1 initiative, +1 move, +1 advance, +1 charge, and Fearless (it does not take morale tests). This spell cannot be used on siege units. Bloodlusted units cannot use Keep 'em in Line.
Demonic Ritual: Cast on 8+. Place a Demon unit within 3 inches. In addition, the caster takes 1 damage the first time this is cast, or it may sacrifice a non-warlord model within 3 inches. Demons cannot be removed by normal dispels, but Dispelable can still damage them through dispel. Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt a dispel. Both players roll 2D6; the dispeller must roll higher. A successful dispel removes a model with 2 health or less, or deals D3 damage to a model with more than 2 health. Multiple warlords cannot challenge the same target in one round.
Goblin Potion Stira
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 5 | 40mm | 1 | 6” | 1 | 4 | 6+ | 6 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Spoon | Melee | - | 5+ | 2 | - | 1 | 0 |
EQUIPMENT
This unit is equipped with a Witch's cauldron and spoon.
SPECIAL RULES
Hard to Hit: This unit is -1 to hit with all weapons, and can still charge and attack when retreating from combat.
Witch's Cauldron: The bearer can give a one unit within 3" inches envenomed weapons until the end of the round. Envenomed Weapon: For each attack that damages a unit, place a poison counter beside that unit. At the end of its controlling player's move phase, it takes 1 additional damage per poison counter. Each counter also reduces its move, advance, charge and Nimble movement by 1 inch. Treants and units with Dispelable cannot be poisoned.
Demon
| Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|
| 60mm | 1 | 8” | 10 | 3 | 4+ | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 2+ | 6 | -2 | D3 | 0 |
| Fireball* | Spell | 18" | 2+ | D6 | -1 | 1 | — |
| Immolation* | Spell | 3" | 2+ | D6 | -1 | 1 | — |
EQUIPMENT
This unit is equipped with massive claws.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt to dispel this unit. Both players roll 2D6; the dispeller must roll higher. A successful dispel removes a model with 2 health or less, or deals D3 damage to a model with more than 2 health. Multiple warlords cannot challenge the same target in one round.
Keep em in Line: Once per round for each model with this rule, when an allied orc or goblin unit within 3 inches fails morale, it may avoid routing. It must instead take one attack from one of this model's weapons. This cannot be used on a unit with Boss in its name.
SPELLS - CASTER(2)
Fireball: Cast on 6+. Choose a target within 18 inches and place a Fireball on a 32mm base halfway between the target and the caster, or as close to the middle as possible if models are in the way. At the beginning of your next turn the target takes D6 attacks at -1 pierce and 1 damage and may Catch Fire. On turn 4 it damages at the end of the round. Catch Fire: When a weapon or spell with Catch Fire hits, roll a D6. On a 4+, the hit model takes 1 additional damage; roll again, and on a 5+ it takes 1 additional damage; roll again, and on a 6+ it takes 1 further damage. This damage is doubled against Treants and units of type Siege or Fortification. Skeletons, Liches and Demons are unaffected.
Immolation: Cast on 6+. Place an immolation model around the caster. Units within 3 inches take D6 attacks at -1 pierce and 1 damage at the end of your move phases. Models touching the immolation model count as in base contact with the caster. The spell also gives +1 armor. Any new unit that gets within 3 inches takes D6 attacks at -1 pierce and 1 damage once per round
Orcs
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 120 | 32mm | 10 | 5” | 2 | 3 | 4+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Axe | Melee | - | 3+ | 2 | -1 | 1 | 0 |
| Longbow | Arc | 24" | 5+ | 1 | -1 | 1 | 2 |
| Dagger | Melee | - | 3+ | 2 | - | 1 | 0 |
| Great Axe | Melee | - | 3+ | 2 | -3 | D3 | 0 |
EQUIPMENT
All models in this unit can take either; axes and shields, or longbows and daggers. One model in this unit can replace its shield with a war instrument. The Champion in the unit with axes and shields can replace those weapons with a great axe.
SPECIAL RULES
Moar Arrowz: When holding and shooting, unmodified hit rolls of 6 generate one additional attack. These attacks cannot generate more attacks. Ranged weapons suffer -6 inches range.
Horde: If a unit with the same name is within 3 inches, gain +1 melee attack and +1 morale, to a maximum of +1 each.
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking. Orc champions instead gain +1 health, +1 armor, +1 attack, +1 damage, -1 initiative, and -1 move.
Shields: Models equipped with shields reroll ones to block.
War Instrument: units with a model equipped with this equipment give models within 12" inches +1 to move/charge/advance
Goblins
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 70 | 25mm | 10 | 6” | 1 | 4 | - | 7 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Spear* | Melee | - | 5+ | 2 | -1 | D3 | 0 |
EQUIPMENT
All models in this unit are equipped with a spear.
SPECIAL RULES
Horde: If a unit with the same name is within 3 inches, gain +1 melee attack and +1 morale, to a maximum of +1 each.
Hard to Hit: This unit is -1 to hit with all weapons, and can still charge and attack when retreating from combat.
Spears: Enemy units charging this unit do not count as having charged for initiative, weapon bonuses or special abilities. They must make a dangerous terrain test equal to the number of models in this unit. Models equipped with this weapon deal 2 damage instead of 1 against units with 5 or more health, except Siege and Warlord units. A model touching an allied model in the same unit may attack if that allied model is touching an enemy unit.
Trolls
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 165 | 60mm | 3 | 6” | 8 | 3 | - | 7 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Boulder* | Arc | 8" | 4+ | 1 | -2 | D3 | 0 |
| Crushing Fists | Melee | - | 5+ | 4 | -1 | D3 | 0 |
| Vomit | Ranged | 8" | 4+ | D3 | -1 | 1 | 0 |
EQUIPMENT
Each model in this unit is equipped with a boulder, vomit and crushing fists.
SPECIAL RULES
Regeneration(D3): At the start of the controlling player's turn, this unit gains the listed amount of health. This cannot return removed models.
Dumb: Roll a D6. On a 1, this unit cannot do anything this turn except attack.
Boulder: This weapon is D6 Attacks and -3 armor piercing for D6 Damage each if it's shot by a rock launcha (This weapon also has a minimum range of 4" inches for the rock launcha). The rock launcha is 30" inch range.
Vomit: Units hit by this weapon have -1 armor for the rest of the round. Only one model in the units can use this weapon per round.
Orc Boar Riders
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 170 | 35x60mm | 3 | 12” | 4 | 3 | 4+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Hooves | Melee | - | 3+ | 2 | - | 1 | 0 |
| Tusks | Melee | - | 3+ | 1 | - | 1 | 0 |
| Sword | Melee | - | 3+ | 2 | -1 | 1 | 0 |
| Net* | Arc | 8" | 3+ | 1 | - | - | 5 |
| Great Sword | Melee | - | 3+ | 2 | -3 | D3 | 0 |
EQUIPMENT
Each model in this unit is equipped with hooves, tusks, and a sword. One model in this unit can take a net. The Champion in the unit can take a great sword.
SPECIAL RULES
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking. Orc champions instead gain +1 health, +1 armor, +1 attack, +1 damage, -1 initiative, and -1 move.
Horde: If a unit with the same name is within 3 inches, gain +1 melee attack and +1 morale, to a maximum of +1 each.
Scout: This unit may make one move before the game begins.
Net: Players who successfully hit an enemy unit with this weapon can choose which model in that unit loses the flying ability and suffer -1 to hit until your next turn to place a 2" inch by 2" whicker net on the model. If missed, roll a disperse dice and 2D6 see where the whicker net lands that units is now net instead.
Orc Rock Launcha
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 160 | 93x150mm | 1 | 4” | 10 | 1 | 4+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Boulder* | Arc | 4-30" | 4+ | D6 | -3 | D6 | 0 |
| Whip (melee)* | Melee | - | 3+ | 2 | - | 1 | 0 |
| Whip (ranged)* | Ranged | — | 4+ | 2 | - | 1 | 0 |
| Dagger | Melee | - | 3+ | 2 | - | 1 | 0 |
EQUIPMENT
This unit is equipped with Boulder, whip, and a dagger.
SPECIAL RULES
Ramshackled: Damage greater than 1 is reduced to 1 on a 6+. Rolls of 1 to hit with the boulder damage this unit by 1.
Spiked Armor: Units that hit this unit roll for each hit; rolls of 1 or 2 cause one attack back at -1 pierce and 1 damage.
Boulder: This weapon is D6 Attacks and -3 armor piercing for D6 Damage each if it's shot by a rock launcha (This weapon also has a minimum range of 4" inches for the rock launcha). The rock launcha is 30" inch range.
Whip: This weapon can be used in melee and in range.
Orc Boss on Fat Wyvern
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 365 | 100mm | 1 | 12” | 20 | 2 | 4+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Maw | Melee | - | 2+ | 1 | -3 | D3 | 0 |
| Massive Claws | Melee | - | 2+ | 2 | -2 | D3 | 0 |
| Spiked Tail | Melee | - | 2+ | 1 | -3 | D3 | 0 |
| Great Spear | Melee | - | 2+ | 5 | -2 | D3 | 0 |
| Crushing Fists | Melee | - | 2+ | 2 | -1 | D3 | 0 |
EQUIPMENT
This model is equipped with a maw, massive claws, spiked tail, great spear, and crushing fists.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Impact(3): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Keep em in Line: Once per round for each model with this rule, when an allied orc or goblin unit within 3 inches fails morale, it may avoid routing. It must instead take one attack from one of this model's weapons. This cannot be used on a unit with Boss in its name.
Rampage: Once per round, if this unit destroys every enemy unit within 3 inches, it may immediately charge and attack again instead of consolidating. The Boss on Wyvern must have been the first model to attack the destroyed unit that turn. This extra charge cannot target a warlord unless that warlord is also a behemoth.
Orcish Battle Cry: Units within 12 inches can advance and charge, and gain +1 to hit with all weapons.
Giant
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 105 | 80mm | 1 | 8” | 14 | 3 | 5+ | 8 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Giant Club | Melee | - | 3+ | 3 | -4 | D6 | 0 |
| Crushing Fists | Melee | - | 3+ | 3 | -1 | D3 | 0 |
| Toss* | Arc | 12" | 5+ | 1 | -2 | D3 | 0 |
EQUIPMENT
This unit is equipped with a giant club and crushing fists.
SPECIAL RULES
Titanic: This unit may move through allied and enemy units. Each enemy troop model with 2 health or less whose base it crosses takes 1 attack at -1 pierce and 1 damage. Before removing this model, roll a disperse die and lay it flat in that direction; every model it touches takes D3 attacks at -3 pierce and 1 damage.
Toss: Once per round, destroy an enemy model with 2 health or less in base contact, chosen by its owner, then make the Toss ranged attack even while in melee. A tossed warlord is not destroyed: roll a disperse die and 2D6 for its landing point, then it takes 1 attack at -1 pierce and D3 damage. A warlord may instead be thrown at a point; on a miss, roll D6 plus the disperse die, and it takes 1 attack at -4 pierce and D3 damage. A friendly goblin may be thrown for 1 attack at -3 pierce and D6 damage; it is destroyed if it misses and this does not affect goblin morale. Divine-shielded units may be tossed but take no damage. Using Toss prevents use of Crushing Fists or Massive Claws that round.
Necromancer
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 120 | 32mm | 1 | 6” | 6 | 4 | 5+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Staff | Melee | - | 4+ | 2 | -1 | D3 | 0 |
| Claws | Melee | - | 4+ | 2 | - | 1 | 0 |
EQUIPMENT
This model is equipped with a Staff, dark grimoire, and claws. This model can take a Lich's Phylactery.
SPECIAL RULES
Dark Grimoire: When any doubles that are rolled to cast the bearer takes D3 damage in addition this book gives +1 to cast.
Lich's Phylactery: When a lich is raised from a dead necromancer it drops a phylactery, roll a disperse dice and 1D6 from the spawned lich. This phylactery cannot move or be attacked by ranged weapons and has 1 health, no armor. One model can pick it up at any point during their move phase within 1" inch of it. A lich cannot pick up his own phylactery. If it does so, put it on the model's base; the phylactery cannot be attacked while a model is holding it. If the model holding it is destroyed the phylactery is dropped, roll a disperse dice and 1D6. A lich cannot be damaged while the phylactery is in play, if he phylactery is destroyed and the lich is removed from play.
SPELLS - CASTER(2)
Raise Dead: Cast on 6+. Place D6 skeletons or zombies that were destroyed or removed from your army within 3 inches of an eligible unit, gravestone, or corpse-apult. Enemy models already raised cannot be raised again. Enemy models can only become zombies; gravestones create skeletons; corpse carts can create either. Destroyed undead units cannot be raised. A necromancer within 3 inches of where it was destroyed may be raised as a lich with claws, massive claws, orb of corruption, Flying (it may move through units and impassable terrain and ignore terrain effects), Caster 2, and Lich's Phylactery. You cannot reraise Zombies or Skeletons.
Demonic Ritual: Cast on 8+. Place a Demon unit within 3 inches. In addition, the caster takes 1 damage the first time this is cast, or it may sacrifice a non-warlord model within 3 inches. Demons cannot be removed by normal dispels, but Dispelable can still damage them through dispel. Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt a dispel. Both players roll 2D6; the dispeller must roll higher. A successful dispel removes a model with 2 health or less, or deals D3 damage to a model with more than 2 health. Multiple warlords cannot challenge the same target in one round.
Death Knight
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 32mm | 1 | 5” | 6 | 4 | 2+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Soulblade* | Melee | - | 2+ | 4 | -1 | D3 | 0 |
| Hooves | Melee | - | 2+ | 2 | - | 1 | 0 |
EQUIPMENT
This model is equipped with a Soulblade, and hooves. This unit can take a mount.
SPECIAL RULES
Unholy Aura: Units within 6 inches gain regeneration (1) and +2 speed. Regeneration (1): At the start of their controlling player's turn, affected units regain 1 health. This cannot return removed models.
Death Pact: Once per round on a 2+, destroy a friendly non-warlord, non-siege model within range to heal this unit for that model's current health.
Mount: Units equipped with this gain hooves weapons, +8" to their speed and +2 health. Orc Mounts in addition get the tusks weapon. Mounted Warlords are considered to be the cavalry unit type as well as being on a 35x60mm base except for the orc one which is on a 42x75mm base instead
Soulblade: Every time this weapon kills a model it gains +1 Damage for the rest of the game
Skeletons
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 80 | 32mm | 10 | 6” | 1 | 3 | 3+ | - |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Sword | Melee | - | 5+ | 2 | -1 | 1 | 0 |
| Axe | Melee | - | 5+ | 2 | -1 | 1 | 0 |
| Bow | Arc | 24" | 5+ | 1 | -1 | 1 | 2 |
| Dagger | Melee | - | 5+ | 2 | - | 1 | 0 |
| Halberd* | Melee | - | 5+ | 2 | -1 | 1 | 2 |
| Sword of Darkness | Melee | - | 5+ | 2 | -1 | D3 | 10 |
EQUIPMENT
All models in this can take either; swords/axes or bows and daggers, or halberds and swords. The champion in the unit can take a sword of darkness. If the unit is equipped with halberds or bows this unit loses its champion ability.
SPECIAL RULES
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking. Orc champions instead gain +1 health, +1 armor, +1 attack, +1 damage, -1 initiative, and -1 move.
Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt to dispel this unit. Both players roll 2D6 and the higher total wins; ties fail. On a successful dispel, remove the model if it has 2 health or less. A model with more than 2 health suffers D3 damage instead. The same target cannot be challenged by multiple warlords in one round.
Fearless: This unit does not take morale tests.
Horde: If a unit with the same name is within 3 inches, gain +1 melee attack and +1 morale, to a maximum of +1 each.
Shambling: This unit cannot advance.
Halberds — Phalanx: Enemy units charging this unit do not count as having charged for initiative, weapon bonuses or special abilities. They must make a dangerous terrain test equal to the number of models in this unit. Models equipped with this weapon deal 2 damage instead of 1 against units with 5 or more health, except Siege and Warlord units. A model touching an allied model in the same unit may attack if that allied model is touching an enemy unit.
Sword of Darkness: If this weapon destroys a model it returns a skeleton to the bearer's unit
Zombies
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 90 | 32mm | 10 | 5” | 2 | 2 | 5+ | - |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Claws | Melee | - | 5+ | 2 | - | 1 | 0 |
EQUIPMENT
Each model in this unit is equipped with claws.
SPECIAL RULES
Disease Cloud: This unit may keep one disease cloud, represented by a piece no larger than 2 by 2 inches, in unit coherency. Units within 3 inches take 1 damage at the beginning of your next turn. Each destroyed 2-health model affected by a cloud returns one model to a Zombie unit within 3 inches. This does not affect Paladins. The cloud blocks line of sight, and units within 3 inches of it are -1 to hit with ranged weapons.
Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt to dispel this unit. Both players roll 2D6 and the higher total wins; ties fail. On a successful dispel, remove the model if it has 2 health or less. A model with more than 2 health suffers D3 damage instead. The same target cannot be challenged by multiple warlords in one round.
Shambling: This unit cannot advance.
Fearless: This unit does not take morale tests.
Horde: If a unit with the same name is within 3 inches, gain +1 melee attack and +1 morale, to a maximum of +1 each.
Crawlers: Three models in the Zombie unit must be Crawlers. Each has 1 health instead of 2 and uses a 35x60mm base. When Raise Dead creates Zombies, roll once for each new model; on a 4+ it may be a Crawler, but only until all existing Crawler models in the army have been exhausted.
Wraiths
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 120 | 32mm | 3 | 8” | 2 | 3 | - | 3 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 5+ | 3 | -2 | D3 | 0 |
EQUIPMENT
Each model in this unit is equipped with massive claws.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt to dispel this unit. Both players roll 2D6 and the higher total wins; ties fail. On a successful dispel, remove the model if it has 2 health or less. A model with more than 2 health suffers D3 damage instead. The same target cannot be challenged by multiple warlords in one round.
Fearless: This unit does not take morale tests.
Fear: Units within 3 inches must reroll passed morale tests.
Ethereal: This unit can only be attacked, targeted, damaged, or engaged in combat by models with Caster, spells, Flaming Sword, Soul Blade, Blade of Corruption, or other Ethereal units. Other units may move through Ethereal units.
In The Shadows: During deployment, this unit may be declared In The Shadows and begin off the board. At the end of the move phase of any turn, it may appear anywhere more than 9 inches from enemy units and within 3 inches of a terrain piece.
Stitched Abominations
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 170 | 60mm | 3 | 5” | 8 | 2 | - | - |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Giant Meat Cleaver | Melee | - | 5+ | 2 | -3 | D3 | 0 |
| Chain Hook* | Straight | 12" | 5+ | 1 | -3 | D3 | 0 |
EQUIPMENT
Each model in this unit is equipped with giant meat cleavers and chain hooks.
SPECIAL RULES
Disease Cloud: This unit may keep one disease cloud, represented by a piece no larger than 2 by 2 inches, in unit coherency. Units within 3 inches take 1 damage at the beginning of your next turn. Each destroyed 2-health model affected by a cloud returns one model to a Zombie unit within 3 inches. This does not affect Paladins. The cloud blocks line of sight, and units within 3 inches of it are -1 to hit with ranged weapons.
Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt to dispel this unit. Both players roll 2D6 and the higher total wins; ties fail. On a successful dispel, remove the model if it has 2 health or less. A model with more than 2 health suffers D3 damage instead. The same target cannot be challenged by multiple warlords in one round.
Shambling: This unit cannot advance.
Fearless: This unit does not take morale tests.
Fear: Units within 3 inches must reroll passed morale tests.
Chain Hook: If this weapon hits its target it can pull models into melee range, however it cannot break enemy unit coherency unless the number of models is the same as the number of chain hooks that hit the enemy unit. If that's the case the unit is brought close to the bearer of the weapon without breaking enemy unit coherence.
Corpse-apult
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 170 | 120x90mm | 1 | 4” | 9 | 1 | 4+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Dagger | Melee | - | 4+ | 2 | - | 1 | 0 |
| Corpse* | Arc | 36" | 4+ | D6 | -3 | D3 | 0 |
EQUIPMENT
This model is equipped with a dagger and corpse. Special Rules
SPECIAL RULES
Corpse: When units are hit by this weapon place a disease cloud next to the unit it lasts the rest of
the round. If this weapon misses, roll a disperse dice and a D6 to see where the disease cloud lands. (This weapon also has a minimum range of 4" inches). Unlike other damage this damage by this weapon carries over model to model in the same unit.
Vampire on Skeletal Wyvern
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 385 | 100mm | 1 | 12” | 16 | 5 | 3+ | 9 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Maw | Melee | - | 2+ | 1 | -3 | D3 | 0 |
| Massive Claws | Melee | - | 2+ | 2 | -2 | D3 | 0 |
| Blade of Corruption* | Melee | - | 2+ | 3 | -1 | D3 | 0 |
EQUIPMENT
This model is equipped with a maw, massive claws, blood chalice and a blade of corruption.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Dispelable: A level 1 caster within 14 inches or a level 2 caster within 18 inches may attempt to dispel this unit. Both players roll 2D6 and the higher total wins; ties fail. On a successful dispel, remove the model if it has 2 health or less. A model with more than 2 health suffers D3 damage instead. The same target cannot be challenged by multiple warlords in one round.
Vampyrism Aura: Each damage dealt with melee weapons heals units within 6 inches by the same amount.
Impact(3): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Blade of Corruption: If the blade of corruption damages the enemy unit the model that took damage has -1 armor for the rest of the round.
Blood Chalice: Until this unit has killed a model this game, its Blade of Corruption gains +1 attack, and the unit gains +1 initiative, +1 move, +1 advance and +1 charge. It is Fearless and does not take morale tests. These bonuses end as soon as it kills a model.
Bear Druid
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 120 | 50mm | 1 | 6” | 8 | 3 | 5+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Claws | Melee | - | 3+ | 6 | - | 1 | 0 |
EQUIPMENT
This model is equipped with claws. This unit can take a homecoming stone
SPECIAL RULES
Homecoming Stone: Once per turn you may return an allied unit within 12" inches of the bearer to 3" inches of your gaia's forest. You may only have one of this in your army.
SPELLS - CASTER(1)
Bear Form: Cast on 5+. Remove the caster and replace it with a bear form unit. If this model is dispelled, replace it with the caster model with the current health plus any heals it received in bear form. The dire bear can return to its caster form at any point during the player's next turn.
Rejuvenation: Cast on 6+. Place a coiled golden string on a model within 12 inches. The wrapped model gains 1 health at the start of each player turn, including enemy turns. This cannot be used on siege units or units named Treant. This heal can be used at any point once per round.
Bear Form
| Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|
| 60mm | 1 | 6” | 10 | 4 | - | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 2+ | 6 | -2 | D3 | 0 |
| Maw | Melee | - | 2+ | 1 | -3 | D3 | 0 |
EQUIPMENT
This unit is equipped with massive claws, and maw.
SPECIAL RULES
Bear Roar: Friendly units within 12 inches gain +1 damage with all weapons.
Demon Slayer
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 32mm | 1 | 7” | 6 | 4 | 5+ | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Spell Burn* | Straight | 18" | 4+ | 1 | -1 | 1 | 0 |
| Poison Warglaive | Melee | - | 2+ | 4 | -3 | D3 | 0 |
| Immolation* | Spell | 3" | 4+ | D6 | -1 | 1 | 0 |
EQUIPMENT
This model is equipped with Spell Burn, magic war paint and a poison warglaive. This unit can take a homecoming stone.
SPECIAL RULES
Hard to Hit: This unit is -1 to hit with all weapons, and can still charge and attack when retreating from combat.
Blink: Once per round this unit may move 8 inches as if it had been flying. During this move it may pass through units and impassable terrain and ignore terrain effects.
Homecoming Stone: Once per turn you may return an allied unit within 12" inches of the bearer to 3" inches of your gaia's forest. You may only have one of this in your army.
Mana Burn: This weapon can be used on units with the ability caster even if they're not the closest target regardless if their of unit type warlord. For each spell in play that the target has; it deals an additional damage in addition that caster is -2 to cast all spells until your next turn.
Poison Warglaive: For each attack that damages a unit, place a poison counter beside that unit. At the end of its controlling player's move phase, it takes 1 additional damage per poison counter. Each counter also reduces its move, advance, charge and Nimble movement by 1 inch. Treants and units with Dispelable cannot be poisoned.
SPELLS - CASTER(0)
Immolation: Cast on 6+. Place an immolation model around the caster. Units within 3 inches take D6 attacks at -1 pierce and 1 damage at the end of your move phases. Models touching the immolation model count as in base contact with the caster. The spell also gives +1 armor. Any new unit that gets within 3 inches takes D6 attacks at -1 pierce and 1 damage once per round.
Druid of the Wind
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 32mm | 1 | 7” | 6 | 3 | 5+ | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Claws | Melee | - | 3+ | 4 | - | 1 | 0 |
| Tornado* | Spell | — | 4+ | D3 | -3 | — | — |
| Magic Bolt* | Spell | 18" | 4+ | D3 | -1 | 1 | — |
EQUIPMENT
This model is equipped with claws. This unit can take a homecoming stone.
SPECIAL RULES
Homecoming Stone: Once per turn you may return an allied unit within 12" inches of the bearer to 3" inches of your gaia's forest. You may only have one of this in your army.
SPELLS - CASTER(2)
Butterfly Fire: Cast on 5+. Place a Butterfly Fire model on a 40mm base within 3 inches. It can move 8 inches and has Flying. Units within 3 inches lose -1 armor. Models with Flying may move through units and impassable terrain and ignore terrain effects.
Tornado: Cast on 7+. Put an enemy unit on top of the cyclone model. That unit cannot do anything until your next turn. The unit in the cyclone cannot be attacked in combat except by flying units, but it can be attacked by ranged attacks. Behemoth units cannot be targeted. If the spell is removed, the affected model takes D3 attacks at -3 pierce.
Crow Form: Cast on 5+. Remove the caster and replace it with a crow form unit. If this model is dispelled, replace it with the caster model with the current health plus any heals it received in crow form.
Magic Bolt: Cast on 6+. Choose a target within 18 inches and place the spell model on a 32mm base halfway between the target and the caster, or as close to the middle as possible if models are in the way. At the beginning of your next turn the target takes D3 attacks at -1 pierce and 1 damage. On turn 4 it damages at the end of the round.
Crow Form
| Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|
| 50mm | 1 | 8” | 6 | 4 | - | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 3+ | 3 | -2 | D3 | 0 |
| Maw | Melee | - | 3+ | 1 | -3 | D3 | 0 |
| Magic Bolt* | Spell | 18" | 3+ | D3 | -1 | 1 | — |
EQUIPMENT
This unit is equipped with massive claws, and maw.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
SPELLS - CASTER(1)
Magic Bolt: Cast on 6+. Choose a target within 18 inches and place the spell model on a 32mm base halfway between the target and the caster, or as close to the middle as possible if models are in the way. At the beginning of your next turn the target takes D3 attacks at -1 pierce and 1 damage. On turn 4 it damages at the end of the round.
Elves
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 100 | 32mm | 5 | 7” | 2 | 4 | 4+ | 9 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Spear* | Melee | - | 4+ | 3 | -1 | D3 | 0 |
| Longbow | Arc | 24" | 3+ | 1 | -1 | 1 | 2 |
| Dagger | Melee | - | 4+ | 3 | - | 1 | 0 |
| Bird of Prey* | Arc | 14" | 5+ | 1 | - | 1 | 0 |
| Moon Spear* | Melee | - | 4+ | 1 | -1 | 1 | 10 |
| Moonbow* | Arc | 24" | 3+ | 1 | -1 | 1 | 10 |
EQUIPMENT
All models in this can take either; spears or longbows and daggers. One model in this unit with a spear can take a banner, a different model in this unit can take a war instrument. The champion can take a bird of prey and a moon spear or a moonbow and dagger.
SPECIAL RULES
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking. Orc champions instead gain +1 health, +1 armor, +1 attack, +1 damage, -1 initiative, and -1 move.
Banner: units with a model equipped with this equipment give models of the same friendly army within 12" inches +1 morale. Trolls, sheep and giants do not benefit from this rule.
Bird of Prey: Unit that takes damage from this weapon suffers -1 to hit for the rest of the game. Units can only be affected by this ability once per game it does not stack. This weapon can attack warlords even if they're not the closest unit. This weapon is 5+ to hit.
Moonbow: This weapon gains -1 pierce and +1 damage for each spell within 3" inches of the bearer.
Moon Spear: This weapon gains -1 pierce and +1 damage for each spell within 3" inches of the bearer.
War Instrument: units with a model equipped with this equipment give models within 12" inches +1 to move/charge/advance
Spears: Enemy units charging this unit do not count as having charged for initiative, weapon bonuses or special abilities. They must make a dangerous terrain test equal to the number of models in this unit. Models equipped with this weapon deal 2 damage instead of 1 against units with 5 or more health, except Siege and Warlord units. A model touching an allied model in the same unit may attack if that allied model is touching an enemy unit.
Wisps
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 80 | 32mm | 3 | 8” | 1 | 3 | - | - |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Zap | Melee | - | 5+ | 2 | -1 | 1 | 0 |
EQUIPMENT
Each model in this unit is equipped with zap.
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Implode: Remove one model with this rule. Casters within 6 inches suffer -2 against enemy casters for their next spell phase, make a dispel roll for every spell within 3 inches, and deal D6 attacks at -1 pierce to each Dispelable unit within range.
Renew: Heal Treants, Treant Elder, or Gaia's Forest within 3 inches for 1 health per wisp in the unit.
Fearless: This unit does not take morale tests.
Ethereal: This unit can only be attacked, targeted, damaged, or engaged in combat by models with Caster, spells, Flaming Sword, Soul Blade, Blade of Corruption, or other Ethereal units. Other units may move through Ethereal units.
Tree Dance: When this unit is within 3 inches of Gaia's Forest, it may Tree Dance. Place each Wisp within 1 inch of a different model in the forest, ignoring coherency, and gain 1 additional favor per Wisp for each turn spent this way. The unit can do nothing else that turn. Before moving on a later turn, redeploy the unit within 3 inches of Gaia's Forest.
Treants
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 50mm | 3 | 4” | 4 | 1 | - | 9 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 4+ | 3 | -2 | D3 | 0 |
EQUIPMENT
Each model in this unit is equipped with massive claws.
SPECIAL RULES
Shambling: This unit cannot advance.
Deer Riders
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 140 | 35x60mm | 3 | 14” | 4 | 3 | 5+ | 9 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Hooves | Melee | - | 4+ | 2 | - | 1 | 0 |
| Spear* | Melee | - | 4+ | 3 | -1 | D3 | 0 |
| Moon Spear* | Melee | - | 4+ | 1 | -1 | 1 | 10 |
EQUIPMENT
Each model in this unit is equipped with hooves and a spear. The Champion model in this unit can take a moon spear.
SPECIAL RULES
Champion: One model in the unit is the champion. Champions get +1 to hit when attacking.
Impact(1): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Nimble: After this unit charges and finishes its attacks, it may move 6 inches. If it destroys a unit,
it may still make this move.
Scout: This unit may make one move before the game begins.
Spear : Enemy units charging this unit do not count as having charged for initiative, weapon bonuses or special abilities. They must make a dangerous terrain test equal to the number of models in this unit. Models equipped with this weapon deal 2 damage instead of 1 against units with 5 or more health, except Siege and Warlord units. A model touching an allied model in the same unit may attack if that allied model is touching an enemy unit bearer.
Moon Spear: This weapon gains -1 pierce and +1 damage for each spell within 3" inches of the beare
Ballista
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 170 | 80mm | 1 | 3” | 7 | 2 | 4+ | 9 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Ballista Bolt* | Straight | 30" | 3+ | 1 | -3 | D6 | 0 |
| Dagger | Melee | - | 4+ | 3 | - | 1 | 0 |
EQUIPMENT
This model is equipped with a ballista bolt, and a dagger.
SPECIAL RULES
Ballista Bolt: Draw a line up to 36" inches with this weapon if it hits its first target in a line the next 2 units the line cross take an attack. The second one takes 1 attack -2 pierce D3 damage, The third unit takes 1 attack -1 1 damage. This weapon must have a straight attack with no obstruction line to its target to be shot from the base.
Arch Druid on a Dragon
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 385 | 100mm | 1 | 12” | 20 | 4 | 3+ | 10 |
WEAPON & SPELL PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Maw | Melee | - | 3+ | 1 | -3 | D3 | 0 |
| Massive Claws | Melee | - | 3+ | 2 | -2 | D3 | 0 |
| Staff | Melee | - | 3+ | 2 | -1 | D3 | 0 |
| Fire Breath* | Straight | 8" | 2+ | 6 | -1 | 1 | 0 |
| Entangling Roots* | Spell | 18" | 2+ | D3 | -1 | 1 | — |
| Spirit Bird* | Spell | 18" | 2+ | D3 | -1 | 1 | — |
EQUIPMENT
This model is equipped with a maw, massive claws, staff, fire breath
SPECIAL RULES
Flying: Models with this rule may move through units and impassable terrain, and may ignore terrain effects.
Impact(3): When this model charges, it gets the listed number of attacks that hit on 2+, with no pierce and 1 damage.
Fire Breath — Catch Fire: When a weapon or spell with Catch Fire hits, roll a D6. On a 4+, the hit model takes 1 additional damage; roll again, and on a 5+ it takes 1 additional damage; roll again, and on a 6+ it takes 1 further damage. This damage is doubled against Treants and units of type Siege or Fortification. Skeletons, Liches and Demons are unaffected.
SPELLS - CASTER(2)
Entangling Roots: Cast on 7+. Choose an enemy unit within 18 inches of the caster or spell with this ability. The chosen unit cannot move and takes D3 attacks at -1 armor and 1 damage at the beginning of your next magic phase, then the roots are removed. This cannot be used on Behemoth units.
Spirit Bird: Cast on 6+. Choose a target within 18 inches and place the spell model on a 32mm base halfway between the target and the caster, or as close to the middle as possible if models are in the way. At the beginning of your next turn the target takes D3 attacks at -1 pierce and 1 damage. On turn 4 it damages at the end of the round.
Treant Elder
| Gold Cost | Base Size | Unit Size | Speed | Health | Initiative | Armor | Nerve |
|---|---|---|---|---|---|---|---|
| 205 | 63.5mm | 1 | 4” | 18 | 1 | 4+ | 10 |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Massive Claws | Melee | - | 4+ | 8 | -2 | D3 | 0 |
| Toss* | Arc | 12" | 3+ | 1 | -2 | D3 | 0 |
EQUIPMENT
This unit is equipped with massive claws.
SPECIAL RULES
Titanic: This unit may move through allied and enemy units. Each enemy troop model with 2 health or less whose base it crosses takes 1 attack at -1 pierce and 1 damage. Before removing this model, roll a disperse die and lay it flat in that direction; every model it touches takes D3 attacks at -3 pierce and 1 damage.
Toss: Once per round, destroy an enemy model with 2 health or less in base contact, chosen by its owner, then make the Toss ranged attack even while in melee. A tossed warlord is not destroyed: roll a disperse die and 2D6 for its landing point, then it takes 1 attack at -1 pierce and D3 damage. A warlord may instead be thrown at a point; on a miss, roll D6 plus the disperse die, and it takes 1 attack at -4 pierce and D3 damage. A friendly goblin may be thrown for 1 attack at -3 pierce and D6 damage; it is destroyed if it misses and this does not affect goblin morale. Divine-shielded units may be tossed but take no damage. Using Toss prevents use of Crushing Fists or Massive Claws that round.
Summon Wisps: Return one fully destroyed wisp unit within 3 inches of the treant. The treant cannot attack with melee or ranged weapons this round.
Gaia’s Forest
| Gold Cost | Base Size | Unit Size | Health | Initiative | Armor |
|---|---|---|---|---|---|
| 0 | No Base | 1 | - | 1 | 5+ |
WEAPON PROFILES
| Weapon | Type | Rng | To Hit | A | P | D | Gold |
|---|---|---|---|---|---|---|---|
| Roots* | Melee | - | 2+ | D3 | -1 | 1 | 0 |
| Bird of Prey* | Arc | 14" | 5+ | 1 | - | 1 | 0 |
EQUIPMENT
This unit is equipped with Roots, and Bird of Prey.
SPECIAL RULES
Gaia's Aura: While elven models are within this forest they gain +1 to cast +1 to hit with ranged weapons models outside the forest are -1 to hit units inside Gaia's forest.
Roots: A unit damaged by this weapon cannot move until the end of its next activation.
Bird of Prey: Unit that takes damage from this weapon suffers -1 to hit for the rest of the game. Units can only be affected by this ability once per game it does not stack. This weapon can attack warlords even if they're not the closest unit. This weapon is 5+ to hit.