Kings of War
Kings of War Rulebook
Table of Contents
Table of Contents
The Rules
Units
In Kings of War, all units are made up of one or more models. These models must be glued on the bases provided with them and formed up into units as described below. Each unit belongs to one of the following categories:
Infantry (Inf)
Infantry units normally consist of models mounted on 20 mm or 25 mm square bases, fielded five models wide.
The smallest infantry units are therefore made up of just five models, but such units are rare and normally comprised of extremely powerful warriors. More commonly, units consist of ten models in two ranks of five, fifteen in three ranks, twenty in four ranks or twenty-five in five ranks, which is the largest standard unit.
The number of models that make up a unit is specified in its stats (explained below), and will normally correspond to the number of models you get in boxes supplied by Mantic.
Hordes
Hordes are the largest infantry unit in Kings of War and are highly resilient and dangerous. They have a frontage of ten models and are three, four, five or six ranks deep.
Large Infantry
Some infantry units consist of large infantry models mounted on larger bases (40 mm square, for example). These units can normally be fielded as a single model, as three models in a file in the case of a Troop, or as two ranks of three models in the case of a Regiment.
Cavalry (Cav)
Cavalry units normally consist of models mounted on 25 mm by 50 mm rectangular bases, fielded five models wide. Cavalry are not usually as numerous as infantry on the battlefield, but the very rare cavalry Hordes are also fielded ten models wide.
Large Cavalry
Some cavalry units consist of large cavalry models mounted on larger bases (for example, 50 mm square bases, or 50 mm by 100 mm rectangular bases). These units can be fielded as a single model, as three models in a file in the case of a Troop, or as two ranks of three models in the case of a Regiment.
Heroes or Monsters (Hero, Monster)
A Hero or Monster is a unit consisting of a single model. It is either going to be a large beast or construct (Monster) or a mighty lord of its race (Hero); or even a combination of the two, like a mighty commander mounted on a great war-beast, which still counts as a single unit and is simply treated as a Hero.
War Engines (War Eng)
A War Engine is a unit consisting of a single war machine, like a catapult or a bolt thrower. It will also have a number of crew models, but these are purely decorative and should be arranged around the machine in a suitably entertaining fashion.
Front, Rear, Flank
Normally in Kings of War, units have four facings: front, rear, left flank and right flank. Each of these facings possesses an 'arc', an area determined by drawing imaginary lines at 45 degree angles from each corner of the unit.
Line of Sight
During the game, you will at times need to determine whether one of your units can see another one, normally an enemy unit that your unit intends to charge or shoot.
Arc of Sight. First, we'll assume that your unit can only see things that are at least partially in its front arc – its 'arc of sight'. The flank and rear arcs are completely blind.
Real Line of Sight. Of course, terrain and other units can still get in the way and hide targets that are in your unit's arc of sight. To determine whether your unit can actually see a target that is in its arc of sight, simply lean down on the table and look from behind the head of the unit's Leader (see below). If the unit's Leader can 'see' any part of the target's torso or head (ignore weapons, banners or other decorations, limbs, tails, wings, etc.), then the entire unit can see it.
It is acceptable to 'see' a target unit by looking over the heads of an intervening unit, assuming that the target is tall enough for your Leader to actually see its torso or head. It is not acceptable however to 'see' an enemy through the tiny gaps in-between the models of any intervening units – assume that units are 'solid'.
If you're unsure whether your Leader can see a target unit or not, roll a die. On a 4+ he can see it, on 3 or less he cannot.
Unit Leaders
Unit Leaders are very important, and should be represented by suitably imposing models so that they clearly stand out from the rest of the unit. To avoid any doubt, they are always placed in the centre of the unit's front rank, or as close as possible to the centre in the case of units with an even number of models in the front rank.
Leaders are the commanders of the unit, the ones issuing orders to their comrades. This means they are important points of reference for some of the rules used in Kings of War. It is worth noting that some races or units will refer to a unit leader with different titles, such as "Champion" for example. This is purely aesthetic and makes no difference at all in game terms.
If a unit consists of a single model (like a War Engine, a Hero or Monster), that model counts as the Leader.
Stats
Each unit in Kings of War has a name and a series of statistics (for short, we call them 'stats'), which define how powerful it is in the game. These are:
- Type. What type of unit and how many models it comprises.
- Speed (Sp). How fast the unit moves, in inches.
- Melee (Me). The score needed by the unit to hit in melee.
- Ranged (Ra). The score needed by the unit to hit with ranged attacks. If it has no normal ranged attacks, this is a '–'.
- Defence (De). The score the enemy requires to damage the unit.
- Attacks (At). The number of dice the unit rolls when attacking, both at range and in melee.
- Nerve (Ne). A combination of the unit's size and its training and discipline, this stat shows how resistant it is to damage suffered.
- Special. Any special equipment (like ranged weapons) and rules the unit has.
Example:
Elf Bowmen (Type: Infantry)
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | 4+ | 4+ | 10 | 11/13 | 120 |
| Regiment (20) | 6 | 4+ | 4+ | 4+ | 10 | 14/16 | 160 |
| Horde (40) | 6 | 4+ | 4+ | 4+ | 20 | 21/23 | 305 |
Measuring Distances
You can measure distances at any time you like. Distances are always measured to or from the nearest points between the bases of the nearest models in the two units. Note that in a few cases, the rules will tell you that the distance has to be measured from the base of the unit's Leader instead.
In order to avoid confusion, keep your units at least 1" away from all other units (friends and enemies) at all times. This is not true when charging – see "Charge!" below.
The Turn
Much like chess, Kings of War is played in turns. Just roll a die to decide who is going to have the first turn – the player winning the die roll decides who goes first. That player moves, shoots and strikes blows in close combat with his units – this concludes Turn 1 of the game. After that, his opponent takes a turn – Turn 2 of the game, and then the players keep alternating this way until an agreed time limit or turn limit is reached.
In his turn a player goes through the following three phases:
- Move phase;
- Shoot phase;
- Melee phase.
We'll examine each of these phases in detail on the following pages.
Dice. In these rules, whenever we refer to a die or dice, we mean a normal six-sided die, which we call D6. Sometimes we also use terms like 'D3', which is the result of a D6 divided by 2 (rounding up), or 'D6+1', meaning rolling a D6 and adding 1 to the result, or 2D6, which is rolling two dice and adding them together.
Re-rolls. When you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again. The second result stands, even if it's worse than the first.
Move
During the Move phase of your turn, pick each of your units in turn, and the unit's Leader will give them one of the following orders:
Halt. The unit does not move at all.
Change Facing. The unit remains stationary and can pivot around its centre to face any direction.
Advance. The unit can advance straight forward up to a number of inches equal to its Speed. At any point during this move (i.e. before or after advancing, or anywhere along its advance), the unit can also make a single pivot around its centre of up to 90 degrees from its original facing.
Back. The unit can move straight backwards at up to half of its Speed.
Sidestep. The unit can move sideways straight to its left or straight to its right at up to half of its Speed.
At the Double. The unit can advance straight forward up to double its Speed.
Charge. This is by far the most exciting of orders. It is also the most complicated and so it's described in detail below.
Unit Interpenetration
Friends. Friendly units can be moved through (except when charging, see below), but you cannot end a unit's move on top of another unit, so you'll have to be sure that your units have enough movement to end up clear of their friends. Also, at the end of their move, your units must be at least 1" away from friendly units. This ensures that both you and your opponent can clearly tell them apart.
Enemies. Enemy units, on the other hand, block movement. Your units can never approach to within 1" of them, except when charging.
Interpenetration When Pivoting. In reality, regimented units are more flexible in rearranging their ranks than our miniatures, so we allow units that are pivoting around their centre as part of their move (whether it's a Change Facing, an Advance, etc.), to move through both friends and enemy units, and all types of terrain, including blocking terrain and even the edge of the table.
They must of course still end their move clear of blocking terrain (and completely on the table!), and 1" away from both friendly and enemy units.
Charge!
A charge is the only way your units can move into contact with the enemy. A unit can charge a single enemy unit ('the target') as long as the following conditions are met:
- The target is at least partially in your unit's front arc;
- The unit's Leader can see the target;
- The distance between the base of the unit's Leader and the closest point of the target is equal to or less than double your unit's Speed;
- There is enough space for your unit to physically move into contact with the target by moving as described below.
Moving Chargers. As they move, charging units can move forward without measuring how much distance they actually cover, and pivot twice around their centre up to 90º, at any point during their move.
They must, however, always use the shortest way possible, going around any blocking terrain and any unit in their way (friends and foes). Note that they must go through any area of difficult terrain or obstacle that would normally slow down their movement. These elements of terrain do not slow down Charge moves, but they cause the charging unit to suffer a slight penalty in the ensuing melee.
Basically, the only thing that matters during a Charge move is that the unit has physically enough space to move into contact with the target.
Once the charging unit is in contact with the target, align it with the side of the target you are charging so that it is flush with it.
Finally, shuffle the chargers sideways until their Leader is facing directly opposite the centre of the target unit, or as close as possible to it.
Flank and Rear Charges. If a charging unit's Leader is mostly in the target's front arc when the order to Charge is given, the unit must charge the target's front facing.
If a charging unit's Leader is mostly in the target's right or left flank arc when the order to Charge is given, the unit must charge the target's appropriate flank facing.
If a charging unit's Leader is mostly in the target's rear arc when the order to Charge is given, the unit must charge the target's rear facing.
Multiple Charges Against the Same Target. If two or more of your units are able to charge the same enemy unit, they can do so, as long as they can fit. Just issue a simultaneous order to all of the units that are charging the same target.
Once contact is made, any units that have charged the same facing of the target will have to share the space available as equally as possible, so shuffle them sideways.
If there isn't enough space for all of the units to fit against the facing of the target they are charging, some of the units will not charge and must be given a different order.
Remember that when charging, units don't have to stay 1" away from friends and enemies, and this means that sometimes a charging unit may end up in contact with both its target and one or more enemy units it has not charged (e.g. when charging a unit that is part of a tight enemy battle line). In this case, you'll have to nudge these enemy units backwards until they are no longer touching.
Defending Obstacles. Sometimes an enemy will be placed right behind an obstacle, as this makes for a strong defensive position. Your units can still charge a target behind an obstacle. Measure the distance to the obstacle rather than the target unit.
Terrain
Elements of terrain make your table look more impressive, but they also make the game more complex, so don't use too much terrain in your first games of Kings of War.
In war games, terrain is normally made in either of two ways: single terrain pieces or areas of terrain. Before the game, it's always a good idea to agree with your opponent how you are going to treat each of the pieces of terrain on the table.
Single Terrain Pieces
These are individual pieces like a lone tree, a house, a boulder, a fence, a hedge or a wall. They will be either blocking terrain, an obstacle or decorative terrain.
- Blocking Terrain. Units cannot move across blocking terrain and must go around it. We recommend treating buildings, high walls and other large pieces as blocking terrain.
- Obstacles. Obstacles are long and narrow pieces of terrain, like a low wall, a fence, a hedge, a stream, etc. – something that a roughly man-sized creature could see over and clamber across easily. Units can move over obstacles normally (even ending halfway over them), but cannot cross them while moving 'At the Double'.
- Decorative Terrain. A unit can move over decorative terrain pieces as it pleases, ignoring them altogether and nudging them out of the way if it ends its move on top of any (but remember to put them back in their original position once the unit moves off!). This is best for small terrain pieces like small bushes or individual trees.
Areas of Difficult Terrain
This type of terrain consists of things like woods, farms/hamlets, crop fields, areas of broken, rocky terrain or scree, and so on. They are normally made by gluing a number of pieces of terrain onto a large base. This conveniently shows the area of the terrain – the entire area of this base counts as difficult terrain. Units can move through these areas, but every inch they cross counts as two inches.
Shoot
When you're done moving all of your units, it's time to shoot with any of them that can do so. Pick one of your units at a time, choose a target for them, and let loose!
If you start the Shoot phase and have not issued orders to all of your units, it is assumed that all units you have not ordered during the Move phase have been ordered to Halt.
If a unit has two or more types of ranged attacks (including magical ones), it can only use one per turn.
Moving and Shooting. Units that have received an 'At the Double' order that turn are too busy moving to be able to shoot.
Melee and Shooting. Units that are in base contact with enemies cannot shoot, and cannot be shot at.
Disrupted. Units that have just come out of combat with the enemy (i.e. had been charged in the previous enemy turn and survived) cannot shoot or use any other form of ranged attack. This is because they still have their close combat weapons out and need the rest of the Shoot phase to put them away, prepare their missile weapons and recover the necessary concentration and organization that are necessary to start using their ranged attacks again.
Picking a Target
A unit can pick a single enemy unit as a target for its ranged attacks as long as the following conditions are met:
- The target is at least partially in the unit's front arc.
- The target is visible to the unit's Leader.
- The distance between the base of the unit's Leader and the closest point of the target is equal to or less than your unit's weapon range.
Ranges
The ranges of the most common weapons used in Kings of War are:
- Bows, crossbows, rifles: 24"
- Pistols, javelins, thrown weapons: 12"
If a unit has a ranged attack with a range that is different from the ones above, it will be specified in its special rules.
Shooting and Hitting the Target
Once the target has been picked, roll a number of dice equal to the firing unit's Attacks value. Your unit's dice rolls, with any modifiers that apply, must score a number equal to or higher than its Ranged Attack value in order to hit its target. Discard any dice that score less than that.
Modifiers. A number of factors can make a hit less likely to happen. The most common are:
- Extreme Range (-1). The target is over half of the attack's range away.
- Soft Cover (-1). The target is in soft cover (see below).
- Hard Cover (-2). The target is in hard cover (see below).
- Moving (-1). The firing unit received any order other than Halt that turn.
For each of these factors, deduct the modifier from the score rolled by the dice. For example, if your unit normally needs a 4+ to hit, but it's shooting at a target in cover, you will need 5 or more to hit instead. If the target was at extreme range as well, you would need 6s.
Any dice that rolls a 1 is always a miss, regardless of modifiers. However, if modifiers to the roll mean that the unit would need more than 6 to hit, it can still shoot and will need 6 to hit, but it only rolls dice equal to half of its Attacks (rounding down).
Damaging the Target
After discarding any dice that missed, pick up the dice and roll them again, to try and damage the enemy unit. The number your unit needs to damage the target is equal to the target's Defence value. This roll can sometimes be modified by special rules, etc.
Any die that rolls a 1 always fails to damage, regardless of modifiers. If a modifier brings the score required to damage a target to above 6, that target cannot be damaged.
Recording Damage. For each hit that scores damage, place a damage marker next to the unit. This represents physical damage and casualties as well as a decline in the unit's morale, cohesion and will to fight on. As the unit accumulates damage markers, it might be more convenient to record this by writing it down, placing a die (possibly an unusual one, of a different size or colour, to avoid rolling it by mistake) next to a damage marker behind the unit, or using some other suitable tokens.
Cover Versus Ranged Attacks
To decide whether the target unit is in cover, take a look at it from behind the head of the firing unit's Leader.
- If he can see more than half of the target unit clearly, the target is not in cover.
- If at least half of the target unit is out of sight or partially obscured by intervening terrain or models, the target is in cover.
- If at least half of the target unit is inside an area of difficult terrain, the target is in cover. Players may agree at the beginning of the game that some areas of difficult terrain do not confer any cover (like quicksand, for example).
- If the line of sight of the unit Leader goes through 3" or more of an area of difficult terrain, the target is in cover (unless you have agreed that the area of difficult terrain does not confer cover, see above).
- If you're not sure whether the target is in cover or not, roll a die. On a 4+ it is not; on a 3 or less it is.
- If the majority of the cover comprises things that in reality would hide the unit but not stop any bullets, arrows or shrapnel, use the soft cover modifier. This includes enemy and friendly troops, on account that they'd try to get out of the way of the shots as much as possible. Otherwise, use hard cover. Agree before the game what is going to count as hard and soft cover.
Testing Nerve
At the end of the Shoot phase, test the Nerve of any unit you inflicted damage on in that phase. This test is described under Nerve below, and will determine whether the damaged units stand, waver or run away.
Melee
When you're done shooting with all of your units, it's time for your warriors to strike against the enemies that they have charged that turn. In your turn the impetus of the charge means that your men will be doing most of the fighting, while the enemy mostly defend themselves. If the enemy is not annihilated or routed, your men will fall back and brace themselves, since the enemy will charge back into the fight during their turn.
At this stage, there will be a number of combats on the table equal to the number of enemy units you charged in the Move phase. Pick one of these combats and resolve it completely before moving to the next, and so on until all combats have been resolved.
Striking
To attack the unit you charged, roll a number of dice equal to the charging unit's Attacks value.
If your unit is attacking an enemy to the flank, it doubles its Attacks. If your unit is attacking an enemy to the rear, it trebles its Attacks.
Hitting the Target
This process is exactly the same as described for ranged attacks, except that it uses the unit's Melee value rather than the Ranged one, and the modifier below rather than the ones for shooting.
Modifiers. A number of factors can make a hit less likely to happen. The most common is:
- Defensive Position/Disrupted Charge (-1). The target is behind an obstacle and/or the chargers' move has gone through any portion of one or more areas of difficult terrain or obstacles.
Damaging the Target
This process is exactly the same as described for ranged attacks.
Recording Damage. This process is exactly the same as described for ranged attacks.
Testing Nerve
At the end of each combat, if you have managed to score at least one point of Damage on the target, test the target's Nerve. This test is described under Nerve below, and will determine whether the damaged units stand, waver or run away.
Regroup!
Target Destroyed – Chargers Regroup. At the end of each combat, if your unit(s) managed to rout the target, it can do one of the following:
- Stay where it is and pivot around its centre to face any direction (as per a Change Facing order).
- Move directly forward D6" (it must move the full distance rolled, but must stop 1" away from other units).
- Move directly backwards D3" (with the same restrictions).
Target Remains – Chargers Pull Back. If, on the other hand, your unit did not manage to rout its enemies and is therefore still in contact with them, it must be moved directly back 1" – your warriors have been fought off and must fall back, close ranks and brace themselves for the inevitable counterattack.
Remember that if the target survived, it will be able to act normally in its next turn, except that it will not be able to Shoot, as it has been disrupted by the melee.
Also remember at this point to separate any unit that ended up very close to other enemy units when charging the target, so that they are 1" apart once again.
Nerve
As a unit accumulates damage, it will become more and more likely to lose cohesion, until eventually it will turn tail and run from the field, never to return.
When to Test. At the end of both the Move and Shoot phase of your turn, you test the Nerve of any enemy unit you managed to inflict damage upon during that phase. In the Melee phase, however, this test is done immediately at the end of each combat, if you managed to inflict damage on the target during that combat.
How to Test. Each unit has two numbers under its Nerve value. The first number is the unit's Wavering limit, the second number is its Routing limit.
To test the Nerve of an enemy unit, roll 2D6 and add to the result the points of damage currently on the unit, plus any other modifiers that apply (such as banners and musicians – see below). This is the total you're using to 'attack' the enemy unit's Nerve. This total is then compared with the Nerve value of the enemy unit.
- If the total is equal to or higher than the unit's Routing limit, the unit suffers a Rout (see below).
- If the total is lower than the Routing limit but equal to or higher than the Wavering limit, the unit suffers a Wavering result (see below).
- If the total is lower than the unit's Wavering limit, then the unit is said to be Steady, which means it is completely unaffected and continues to fight on as normal.
For example, let's assume you are testing the Nerve of an enemy unit that has a Nerve of 11/13 and has suffered 3 points of damage. If you roll a seven or less, your total will be ten or less and the enemy will be Steady. If you roll an eight or nine, your total will be eleven or twelve and the enemy will be Wavering. If you roll a ten or more, the enemy Routs!
Steady. The unit continues to fight normally and does not suffer any negative effects. Remember however that units capable of ranged attacks, which have been disrupted by being engaged in close combat, will not be able to use their ranged attacks in their next turn. You may want to mark these units with a "disrupted" counter.
Wavering. The unit continues to fight, but is severely disordered. In its next Move phase, it can only be given one of the following orders: Halt, Change Facing or Back. In addition, the unit is so disrupted that it will not be able to shoot in its next Shoot phase. It is normally a good idea to mark Wavering units with a token of some kind (like a bit of cotton wool).
Rout! The unit routs off the field, is destroyed, or surrenders to the enemy – in any case, as far as this game is concerned, it is destroyed. Remove it.
Exceptional Morale Results.
- Double Six – We Are Doomed. If you roll double six when testing Nerve and the unit is not Routed, it will still suffer from a result of Wavering, as news of defeat starts to spread through the ranks.
- Double One – Hold Your Ground. If you roll snake eyes (double one) when testing Nerve, the enemy is filled with implacable resolve and will always be Steady and fight on, regardless of any modifier.
Banners & Musicians. Some units have the option of being given banners and/or musicians. These models replace a normal model in the unit's front rank and confer the following bonuses:
- Banners. When testing the Nerve of an enemy unit that has a banner, you suffer a -1 penalty to your total, as the enemy will be braver under the colours of their lord. Note that this does not apply to Heroes that carry banners.
- Musicians. When testing the Nerve of an enemy unit in combat with one or more of your units containing a musician, you can add +1 to your total, as the terrifying effects of the instrument take their toll on the foe's morale.
War Engines
For your convenience, we have collected in one place all of the exceptions that apply to War Engines.
Arcs. War Engines have no flank or rear arc.
Line of Sight. War Engines can see all around – always pivot the machine to face towards the intended target and look from the point of view of its barrel or another clearly identifiable aiming point. Tell your opponent where you're looking from and then stick to that.
Move. War Engines can only be ordered to Halt or to Advance, in which case they are free to move in a straight line in any direction.
Terrain. War Engines treat all obstacles as blocking terrain instead.
Shooting.
- Moving and Firing. All War Engines have the Reload special rule (see Special Rules below).
- Picking a Target. When firing a War Engine, simply pivot it on the spot to point at the intended target and then check its line of sight, as described above. This does not count as moving.
- Range. Unless differently specified in their rules, War Engines have a range of 48".
Melee.
- Attacking War Engines. War Engines are really useless in combat, so units attacking a War Engine always treble their Attacks, regardless of position. Remember also that even if they survive such an onslaught, they get disrupted as normal.
Special Rules
Some units, or even entire armies, possess what we call 'special rules'. Each of these special rules is an exception to the normal rules. The most common are listed below.
Blast (Dn). This rule is used for all weapons that explode on impact with the target or otherwise inflict massive amounts of damage with a single hit. If the unit's ranged attack hits the target, roll a die as indicated in the bracket and multiply the hit by the result of the die. For example, if a unit suffers a hit from a Blast (D6) ranged attack, it will suffer from one to six hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused.
Breath Attack (n). This rule is used for dragon breath and other attacks where a great gout of flame or toxic gas fills an area. The unit has a ranged attack for which you roll (n) dice rather than the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of any modifier.
Crushing Strength (n). This rule is used to represent the devastating effects of melee hits from creatures of terrible strength or that are equipped with very heavy close combat weapons or magical weaponry. All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Elite. Whenever the unit rolls to hit, it can re-roll one of the dice that failed to hit.
Fly. The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. As a consequence, in melee it never suffers the -1 to hit penalty for charging a defensive position or for a disrupted charge. The unit also has the Nimble special rule.
Grapeshot. Instead of normal shot, cannons can be loaded with buckets of nails, bullets and other assorted nastiness, which allows them to be fired against enemies nearby like a massive shotgun. The unit may either fire normally or fire a Breath Attack (10) with Piercing (1).
Headstrong. Whenever the unit begins a turn Wavering, it rolls a die. On a 4+ it shrugs off the effects of Wavering and can act normally that turn.
Heal (n). The unit has a ranged attack that can only target friendly units, including when in melee with the enemy (and not the healing unit itself). You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of any modifier. For every hit inflicted, the friendly unit removes a point of damage that it has previously suffered.
Indirect Fire. The unit fires indirectly, which means it never suffers any to hit modifiers for range or cover (but it does still need to see its target!). On the other hand, it can never shoot targets within 12".
Individual. Units with this rule are normally made of a single model representing a roughly man-sized individual. These behave in a very different manner from regimented units or very large creatures:
- The individual does not have any flank or rear facings. Consequently, it is able to see, and therefore shoot and charge, all around.
- The individual can make any number of pivots around its centre as it moves, including At the Double!
- Enemies never double/treble their Attacks when fighting the individual, including War Engines with the Individual special rule. Similarly, the individual does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still treble its attacks against war engines, however.
- When shooting against the individual, enemies suffer an additional -1 penalty on their rolls to hit.
- When charging the individual, move into contact with it normally, but after making contact, turn the individual to face the front of one of the units you charged it with rather than the other way around. In addition, if the individual is routed and the charger decides to advance D6" directly forward, it can make contact with another enemy unit. This is treated as a successful charge and the charger is lined up against the new enemy as normal and can immediately attack again! This rule applies to charging individuals as well.
Inspiring. If this unit, or any friendly unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands.
Nimble. The unit can make a single extra pivot of up to 90 degrees around its centre at any point during its movement, even At the Double!
Phalanx. The unit rolls an extra 5 Attacks in melee if it is a Regiment, or 10 extra Attacks if it is a Horde. These attacks are added after multiplying the Attacks for flank/rear charges. In addition, Cavalry units and units with the Fly special rule that charge this unit's front suffer a -1 penalty on their rolls to hit.
Piercing (n). This rule is used for all ranged attacks that can penetrate armour with ease (such as shots from rifles and war engines), as well as spells and other magical ranged attacks. All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage. In addition, ranged attacks with a Piercing value of at least (3) are so powerful that they can punch their way through cover easily, so they never suffer the -1 penalty for soft cover on their rolls to hit. They also suffer a -1 rather than -2 to hit when shooting at targets in hard cover.
Regeneration. Every time this unit receives an order (including Halt!), before doing anything else, roll three dice. For every result of 4+, the unit recovers a point of damage it has suffered previously during the game. However, if the unit suffers any damage from a Breath Attack or a Zap!, this rule stops working for the rest of the game.
Reload! The unit can fire only if it received a Halt order that turn.
Shambling. The unit cannot be ordered 'At the Double'. In addition, it treats Wavering results as Steady instead.
Stealthy. Enemies shooting against the unit suffer an additional -1 to hit modifier.
Vanguard. The unit can make a single At the Double move after set-up is finished, but before the players roll to decide who goes first. If both armies have units with this rule, roll a die. The highest scorer decides who begins to move one of his Vanguard units first, then the players alternate until all Vanguard units have been moved.
Vicious. Whenever the unit rolls to damage, it can re-roll one of the dice that failed to damage.
Zap! (n). The unit has a ranged attack. You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 24", always hits on 4+ (regardless of modifiers) and is Piercing (1).
Picking a Force
You can play Kings of War with just a few units per side, without worrying about the two sides being equally matched. This is great for learning the game, but after you've become familiar with the rules and have amassed a large collection of models, you might want to try a game where the forces facing one another across the battlefield are balanced, so that both players have an equal chance of winning the game.
In order to achieve this, you and your opponent must pick an army before the game. First agree a total of points, say for example 2,000 points. Then start picking units from the force lists provided in this book – each unit costs a certain amount of points, as listed in its entry in the appropriate force list (including any options like banners and musicians). For example a regiment will cost around 100 points. As you pick them and include them in your army, keep adding their cost until you have reached the total you agreed. You can of course spend less than the agreed total, which is a very brave thing to do.
The only limit set to stop ruthless gamers from concocting absurd armies is that for every 'solid unit' in your army, you can include 1 War Engine and 1 Hero or Monster (HoM).
For 'solid unit' we mean any unit of at least 20 Infantry (or 3 Large Infantry) or 10 Cavalry (or 3 Large Cavalry). For example, including 3 solid units gives you access to up to 3 War Engines and up to 3 Heroes or Monsters.
Note that some units have an asterisk next to their name (for example: Gargoyles*). This indicates that the unit is never counted as a 'solid unit', regardless of the number of models it includes. These are called irregular units, and they are not 'solid units' because they are not representative of the core, or mainstay force, of their army.
In addition, if a unit has [1] after its name in the list, it is a Living Legend and this means that only one such unit exists and can therefore be included in the army.
Allies & Alignments. You are free to mix units from different races in your army, as long as you always keep in mind that you need a solid unit of a specific race to include each War Engine and Hero or Monster of that race.
You can also join forces with your friends and play with several allied armies on either or both sides, as long as the points values are balanced.
However, alliances between races that are hated enemies in the Kings of War background are not very 'realistic', so each army is given a specific Alignment – either Good, Evil or Neutral. Good races should never ally with Evil races, but anybody can ally with Neutral races. Don't mix Evil and Good units in the same army, unless your opponent agrees.
An Example Force. A sample 800-point Undead force built from the force lists: a Wraith (Necromancer) equipped with an artefact (135 pts), a Horde of Skeletons with an artefact, banner and musician (210 pts), a Regiment of Revenants with banner and musician (135 pts), a Troop of Revenant Cavalry with banner (100 pts), a Regiment of Skeletons with spears, banner and musician (110 pts), a Troop of Ghouls (45 pts), and a Balefire Catapult (65 pts) – total 800 points.
Magic Artefacts
Magical artefacts bestow bonuses to the unit they are given to. Each unit can have a single artefact chosen from the list below, which is normally carried by the unit's Leader. The cost of the artefact is added to that of the unit.
Unless the artefact specifies otherwise, the following limits also apply:
- Each artefact is unique and therefore can only be chosen once per army.
- War Engine units cannot choose artefacts.
- Monster units cannot choose artefacts (but Hero units definitely can).
- Living Legends (i.e. units with a [1] limit) cannot choose artefacts.
Artefacts are magical in nature, and all of them have the magical power of changing their shape to suit the race of the warrior carrying them (for example, a Blade of Slashing could be an elegant sword in the hands of an Elf, but a crude meat cleaver in the hands of an Orc). As the presence of these items is not obvious, players must tell their opponent which artefact any of their units is carrying as they deploy them on the battlefield. If both players agree before deployment, you may want to play with 'hidden artefacts' instead.
Note that when an item refers to 'normal' ranged attacks, it means shots from bows, crossbows, rifles, pistols, javelins, thrown weapons and the like, and not those conferred or covered by a special rule (e.g. Breath Attacks, Zap!, Heal, etc.).
| Artefact | Cost | Effect |
|---|---|---|
| Blade of Slashing | 5 pts | The unit rolls one extra die when attacking in melee. |
| Fire-oil | 5 pts | If the unit's attacks (ranged or melee) cause any damage on a unit with the Regeneration rule, the target stops regenerating for the rest of the game. |
| Mace of Crushing | 5 pts | When the unit attacks in melee, roll one of its dice separately. This one attack has Crushing Strength (1), or if the unit already has Crushing Strength, this one attack's Crushing Strength is increased by 1. |
| Piercing Arrow | 10 pts | Every time the unit uses a ranged attack, roll one of its dice separately. This one attack has the Piercing (4) rule on top of any other special rule. This artefact only works on 'normal' ranged attacks. |
| Talisman of Inspiration | 10 pts | This artefact can only be used by Heroes. The Hero has the Inspiring special rule. |
| Brew of Haste | 15 pts | The unit has +1 Speed. |
| Pipes of Terror | 15 pts | If this unit inflicts damage on an enemy in melee, it adds an additional +1 to the ensuing Nerve test. |
| Blasting Arrow | 20 pts | Every time the unit uses a ranged attack, roll one of its dice separately. This one attack has the Blast (D6) rule on top of any other special rule. This artefact only works on 'normal' ranged attacks. |
| Blessing of the Gods | 20 pts | The unit has the Elite special rule. |
| Brew of Courage | 20 pts | When testing Nerve against this unit, the enemies suffer an additional -1 to their total. |
| Chant of Hate | 20 pts | The unit has the Vicious special rule. |
| Steed-bane Incense | 20 pts | Cavalry units and units with the Fly special rule suffer from a -1 penalty to hit this unit in melee. |
| Brew of Strength | 25 pts | The unit has Crushing Strength (1), or if the unit already has Crushing Strength, it is increased by 1. |
| Boots of Levitation | 25 pts | This artefact can only be used by Heroes. The Hero can Advance and then shoot as if it had Halted that turn. It can also move At the Double and shoot as if it had Advanced that turn. |
| Helm of Confidence | 25 pts | The unit always counts as within range of a unit with the Inspiring special rule. |
Game Scenario
1) Prepare your Forces. First of all you and your opponent need to pick armies to an agreed total of points, using the process described in Picking a Force.
2) Choose a Gaming Area. We assume that games of Kings of War will be played on a 6'x4' foot table or other flat surface, like a floor.
3) Place the Terrain. Before the game, it's a good idea if you and your opponent put some terrain on the battlefield. Arrange it in a sensible manner. Alternatively, find a third and neutral person to lay out the terrain for you. During this stage it's vital that you agree what each piece of terrain is going to count as during the game – is it blocking terrain, an obstacle, a piece of decorative terrain or an area of difficult terrain?
4) Duration. The game lasts twelve turns (each player taking six turns). At the end of turn 12, the player rolls a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends – work out the winner as described below.
You can of course vary the number of turns you want to play for, or decide to play for a set amount of time instead (e.g. two hours), after which the game continues until each player has had the same number of turns. Alternatively, you could also play a Timed Game, as explained in the Timed Games section below.
5) Victory! So, when the game ends, who is going to be the winner? To determine that, roll a die:
| Roll | Type of Game |
|---|---|
| 1-2 | Kill! |
| 3-4 | Pillage! |
| 5-6 | Kill and Pillage! |
Kill. At the end of the game, add up the cost of all enemy units you Routed. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 20% of the total cost of the armies, that player wins, otherwise the game is a draw. For example, in a game where armies are 2,000 points, you need at least 400 points more than your opponent to win.
Pillage. Place D3+4 objective markers on the battlefield. For objective markers you should use 25 mm round bases, but coins or other items of similar size are also acceptable.
Both players roll a die. Whoever scores highest places a marker anywhere on the battlefield. Players then take turns to place objective markers, which must be more than 12" apart from one another.
If, at the end of the game you have at least a unit within 3" of an objective and there are no enemy units within 3" of it, you control that objective. Units with the Individual special rule are always ignored from the point of view of controlling objectives (if it helps, remove them from the table before determining control of objectives). A single unit can control any number of objectives. If you control two more objectives than your opponent, you win, otherwise the game is a draw.
Kill and Pillage. Proceed as for Pillage above, but at the end of the game count the points just like in a Kill game. In addition to points for Routing units, however, any objective you control at the end of the game (as described in Pillage) is worth an amount of points equal to 10% of the total cost of the armies. For example, in a game where armies are 2,000 points, each objective is worth 200 points.
6) Set-up. After rolling for the type of game and setting up the objectives, if any, both players roll a die. The person scoring highest chooses one long edge of the battlefield as his own and then places one of his units on that side of the battlefield, more than 12" from the middle line of the table. His opponent then does the same on the opposite side of the table. Set-up areas extend 12" in from each long table edge. The players keep alternating in doing this until they have placed all of their units onto the table.
7) Who Goes First? Both you and your opponent roll a die. The highest scorer chooses whether he is going to have the first turn or give the first turn to his opponent instead. Game on!
Advanced Rules
This section offers a collection of different suggestions that change the way you play Kings of War. None of the rules in this section are mandatory – tweak and add house rules to your games to really make them your own.
The following rules and suggestions are a pick-and-mix affair. All of them can be played together at once, added to the core rules to form a coherent campaign and siege system, or you can cherry pick the bits you want to use.
With the exception of the multi-player suggestions, all of the optional rules need some extra models or terrain, and they add a little complexity to the games, which is why they are kept in their own section separate from the fast, clean core rules.
There are five sections to these additional rules: Timed Games, Expanded Terrain Rules, Suggestions for Multi-Player Games, How to Fight Sieges, and Campaign Rules.
Timed Games
The game can be played with a time limit to add pressure to decision-making.
Chess Clocks. The best tool for timed games is a chess clock, which divides time equally between players. Agree a number of turns for the game and an amount of time per player, and set the chess clock accordingly. For a 2,000-point game, six turns and one hour per player is suggested, but this can be adjusted to taste.
After deciding which player begins to set up, start that player's clock. Once he's finished setting up his first unit, he stops his clock and activates his opponent's clock, and so on. Once set-up is finished, stop both clocks and roll to see who has the first turn. Once the winner of the roll has made his choice, re-start that player's clock. That player plays a turn then stops his clock and activates the opponent's clock, and so on.
The game ends at the agreed number of turns and victory conditions are worked out as normal. However, if a player runs out of time during one of his turns, the game ends instantly and his entire army routs – immediately remove all of his remaining units, as if they suffered a Rout result, and work out the victory conditions as normal. However, in an objective-based game (Pillage or Kill and Pillage), the opponent is allowed to keep moving his units for as many turns as there are left in the game in order to grab objectives before the victory conditions are worked out.
Other Timers. If you don't have a chess clock, a stopwatch, hourglass or egg timer will do fine. Each player gets an agreed amount of time per turn (agree first how many turns the game is going to last for). A suggested pace is around two to three minutes per 500 points in the game (say, ten minutes in a 2,000-point game). If a player runs out of time during his turn, his move ends and any melee that has not been fought yet is cancelled – move the chargers back 1". Set a time limit for set-up too (30 seconds per unit works fine).
Be Nice! Stop the chess clock or timer if a player is distracted from the game, or if the players need to check a rule or an unclear line of sight. It is also best if any unit destroyed during your turn is removed by the opponent, together with its damage markers, at the beginning of his turn.
Terrain & Buildings
The core terrain rules offer a simple way to include farms, forests and hills on the battlefield. This section adds rules for three new types of terrain: Dangerous Terrain, Buildings, and Natural Strongholds.
Dangerous Terrain. Dangerous terrain is an area of difficult terrain that fights back. Treat it as difficult terrain for movement purposes. However, Dangerous terrain has fighting stats just like a normal unit. Each turn, at the end of your Melee phase, you must roll to attack any unit (friend and foe!) that is inside any Dangerous terrain, or even just in contact with it. Roll the terrain's attacks as if the terrain was attacking that unit to its front. No to-hit modifiers ever apply.
Terrain attacks once per player's turn. Dangerous terrain doesn't have values for Defence or Nerve and cannot be attacked or damaged any more than normal terrain can. Example dangerous terrain profiles:
| Terrain | Me | At | Special |
|---|---|---|---|
| Tar Pit | 4+ | 5 | Crushing Strength (2) |
| Cursed Tombs | 4+ | 5 | – |
| Swamp | 3+ | 6 | – |
| Living Forest | 5+ | 4 | Vicious |
| Lava Pools | 4+ | 5 | Crushing Strength (3) |
Buildings. Buildings can be treated as more than simple blocking terrain. Only infantry can move into buildings; large infantry are normally excluded unless the building is partly ruined. Each building has a maximum unit size that can fit inside it, and only one unit may occupy a building at a time.
A unit that touches an unoccupied building during an Advance order may occupy it. A unit that occupies a building is placed inside it if the model allows, or otherwise sits off the table (leave the Leader by the entrance to show where the unit is). A unit occupying a building may leave with an Advance order when it chooses; it may not charge or move At the Double out of a building.
A unit inside a building can trace line of sight from any window and is assumed to have a front facing all round, so it may shoot in any direction it can see a target. Example buildings: small farmhouse (1 Regiment of Infantry), barn (1 Troop of Infantry), ruined keep (1 Horde of Infantry or 3 Troops of Large Infantry).
Shooting at Units in Buildings. The shot is worked out as normal, tracing line of sight to any opening in the target building. The occupying unit counts as being in cover (normally hard cover, unless agreed otherwise).
Fighting in Buildings. An enemy unit can attack a unit occupying a building by moving into contact with the building under a Charge order. The occupying unit counts as fighting from a defended position, so all attacks against it are at -1 to hit. Work out the melee as normal and test Nerve if appropriate. Three outcomes are possible: the defending unit holds its ground (remains Steady) and the attacker must move back 1" as normal, out of contact with the building; the defending unit Wavers (same as above); or the defending unit is Routed (remove it as usual, and the attacking unit must take its place inside the building).
Natural Strongholds. Natural strongholds are areas of dense and difficult ground that offer a natural defensive position (a tangled forest edge, a craggy hillside, a marsh). They make a good defender's advantage in a scenario. In game, treat them as buildings, above, except that natural strongholds don't have windows to see out of, so they aren't as helpful for line of sight.
Multi-Player Games
Multi-player games fall into three categories, each suited to different handling: a training game for a newcomer to the rules, a challenge for a club veteran, and a giant game for everyone to get involved in.
Training Games. Play on a normal-sized table with a normal-sized game. The new player is teamed up with a more experienced player on the same side of the table, commanding a third or half of that side's points, ideally fighting against veterans rather than other newcomers. With an experienced hand to ask advice from, the game can flow without needing to stop and look things up constantly.
A Veteran's Challenge. The veteran plays one against two challengers. Each challenger fields an army two-thirds the size of the veteran's, so the veteran is outnumbered in points overall. The two challengers' armies move and fight as a single side (sharing a time allocation in a timed game). Any of the Advanced Rules can be added, but a basic game works fine. To make it harder for the challengers, you can restrict their communication (e.g. three written messages passed at a rate of one per turn, with the veteran able to intercept a message on a 5+).
Giant Games. A giant game features several normal-sized armies on each side on as large a table as can be found. Army sizes don't need to match exactly – an overall balance across sides matters more than precise points parity. Pitfalls to avoid: set aside enough time for setting up and packing away as well as playing; keep the scenario simple, since large games can run out of time before reaching a conclusion – a timer helps, and playing over more than one day is an option if a single conclusive session isn't practical.
Siege Warfare
A siege can be fought as a stand-alone game or as part of a campaign; the tabletop battle itself is the same either way. Sieges are usually fought on a 6x4 foot table, like normal Kings of War battles.
Setting up a Siege Game. Decide who is the attacker and who defends the walls. The attacker gets 2,000 points to buy his army using the normal rules; the defender only gets 1,000 points. In addition, both players get a number of choices of siege equipment (see Buying Siege Equipment, below).
The defender picks one long edge of the table and sets up his walls: an 8" gap is left at each end of the table, a 12"-18" span of wall runs along the defender's edge, and an area for the defender's terrain lies inside the wall line. The main gate must be in the long face of the wall, facing the enemy. Any area terrain defences bought by the defender are set up now; these may be placed outside the walls but not within 8" of a table edge. The attacker then deploys his army within 8" of the opposite long edge of the table. Finally, the defender deploys his troops on or within the walls, towers and keeps he is defending.
Turn Order & Game Duration. The attacker takes the first turn. The game lasts for a total of at least 14 turns (7 for each player). At the end of turn 14, the defender rolls a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends.
Victory! The attackers win if they have more points worth of units on or inside the walls than the defenders when the game ends. Any other result is a win for the defenders.
Buying Siege Equipment. Both attacker and defender pick additional siege equipment on top of their normal units. The number of choices they can make is based on the number of solid units in their army (the same count used for the Hero/War Engine allocation). A player may only buy pieces labelled for his own role (Attacker or Defender). The defender gets enough wooden palisade to make the basic wall circuit for free. Each "section" of wall is about a foot long. Unless there is a good in-game reason, a defender should not mix stone and wooden defences.
| Item | Side | Cost |
|---|---|---|
| Upgrade all wooden palisade sections to stone walls | Defender | 2 |
| Upgrade a basic palisade or wall section to a main gate | Defender | 2 |
| Upgrade a basic palisade or wall section to a postern gate | Defender | 1 |
| Add buttresses to two basic stone wall sections | Defender | 1 |
| Wooden tower | Defender | 1 |
| Stone tower | Defender | 2 |
| Dwarf Minefield | Defender | 2 |
| Caltrops | Defender | 1 |
| Boiling Oil | Defender | 1 |
| Siege Tower (unit upgrade) | Attacker | 2 |
| Mantlets (unit upgrade) | Attacker | 1 |
| Battering Ram (unit upgrade) | Attacker | 1 |
| Scaling ladders and grappling hooks (unit upgrade) | Attacker | 1 |
| Fire pots (unit upgrade) | Attacker | 1 |
Walkways. Regardless of material, a wall has a walkway around the top that can hold up to one unit of infantry or large infantry deep (including heroes on foot); the width of wall taken up is the unit's normal frontage. Units can move onto, off and along the walkway with any movement order. Without scaling ladders, the walkway may only be moved onto from inside the walls, not from outside. Models on a walkway count as in hard cover when shot at from outside the defences.
Attacking the Defences Themselves. An attacker may try to smash the walls rather than go over or around them. Each section of wall, tower or gatehouse has its own Defence/Nerve profile and is attacked separately, using the normal attack process. Only attacks with a high Piercing or Crushing Strength value can meaningfully damage fortifications.
Nerve tests for defences work like a normal Nerve test (roll plus damage to date), but the results are applied differently:
- A Wavering result means the defences are badly shaken and vulnerable, but the defenders shore them up and the effect wears off after one turn. If a section suffers a second Wavering result while one is already in effect in the same turn, it collapses instead, as if a Rout result had been rolled.
- A Rout result means the defences have collapsed and a breach has appeared. This destroys the section and any unit even partly in or on it, with no way to avoid it. Any unit within 6" of either side of the collapsing defences takes D6 hits from flying debris; roll a Nerve test if any damage is caused. Remove the destroyed section, leaving a gap in the wall (treat the breach as difficult terrain).
Fortification Profiles.
| Fortification | Defence | Nerve |
|---|---|---|
| Wooden Palisade | 8+ | 15/19 |
| Stone Walls | 10+ | 18/22 |
| Main Gate Section – Palisade | 8+ | 16/20 |
| Main Gate Section – Wall | 10+ | 20/24 |
| Main Gate Section – Gate itself | 8+ | 13/17 |
| Postern Gate – Palisade | 8+ | 15/19 |
| Postern Gate – Wall | 10+ | 18/22 |
| Postern Gate – Gate itself | 8+ | 13/17 |
| Tower – Wood | 8+ | 18/22 |
| Tower – Stone | 10+ | 22/26 |
A player must have exactly one Main Gate Section and cannot have more. A Postern Gate is a normal wall section with a small gate: to move out of it, a unit must start its turn touching the inner wall and its whole move takes it through the wall to end up touching the outside by the gate; a postern gate cannot be opened from the outside by the enemy.
Buttresses. +2 to each Nerve threshold on the attached wall section. They cannot be targeted separately and stand or fall with the wall they are attached to.
Tower. A tower can hold a single unit of infantry and a single war engine on top. The unit inside is treated as if it was in a building when fighting enemy troops on the walkway of the walls adjoining it, and cannot be attacked from outside the wall. Units inside a tower may charge enemies on the adjacent walkways (unlike troops in ordinary buildings).
Dwarf Minefield. Me 3+, At 3, Crushing Strength (2), Blast (D3). Only Dwarfs or their allies can buy this item. Treat it as an area of dangerous terrain no more than 6" by 6".
Caltrops. Me 4+, At 5. For cavalry and large cavalry units, treat this as an area of dangerous terrain no more than 6" by 6". Other unit types are slow enough to see and avoid the caltrops, so treat the area as difficult terrain (not dangerous) for them.
Boiling Oil. If a unit with boiling oil is on a walkway with an enemy unit touching the wall beneath, it may attack with the oil: roll 10 dice, hitting on 2+, with Crushing Strength (3). Boiling oil is one use only per game.
Unit Upgrades. These are items of equipment added to a particular unit; a unit may only carry one upgrade, and may not voluntarily abandon it during the game. If the unit routs, the upgrade is left on the battlefield at the point where it fled and may be picked up by another eligible unit that does not already carry an upgrade.
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Siege Tower. De 8+, Ne 10/14. The unit that the siege tower is attached to is responsible for pushing it toward the enemy walls; it can defend itself if attacked, but the only order it can be given is Advance. At the start of the game, one war engine from the army may be nominated to ride on top of the tower (it cannot leave the tower), and one additional unit of infantry (no larger than the unit pushing the tower) can be carried hidden inside, safe from enemy shooting until it reveals itself. When the siege tower touches the enemy wall, the hidden unit may drop the drawbridge and move onto the walkway to attack without the ladder-attack penalty. If the siege tower is touching a wall, friendly units may also use it as a giant scaling ladder.
-
Mantlets. A unit with a mantlet counts as being in cover, but cannot move At the Double until the mantlets are abandoned.
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Battering Ram. Me 4+, At 1, Crushing Strength (3). A unit with a battering ram can use it to attack a wall, gate, tower or other enemy fortification it is in contact with.
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Scaling Ladders and Grappling Hooks. If a unit carrying scaling ladders touches a wall, it can set them up (place ladder models against the wall). Ladders can scale a normal wall section or a postern gate section, but not towers or main gates. Once placed, any friendly unit may use them to move up the walls; if the carrying unit dies, the ladders remain in place. A unit cannot set up ladders and attack a unit on the walkway in the same turn.
If a unit is in contact with a wall that has scaling ladders on it, and an enemy unit is on the walkway above, the unit may attack up the ladders using half its normal number of attack dice; the target also counts as defending an obstacle. If the attackers fail to break the defenders, they go back down and are left touching the base of the wall; the defenders are not obliged to countercharge down the ladders, but may shoot at the attackers or drop boiling oil on them, or attempt to push the ladders down (by giving the walkway unit a Move at the Double order – it does not move, but rolls a die; on a 4+ the ladders are pushed down and must be set up again on a later turn).
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Fire Pots. One use only per game. Stone fortifications can only have their gates set on fire; wooden fortifications can be burned anywhere. A unit with fire pots must move into contact with what it wants to set alight. At the end of the attacker's turn, roll D3 – this many fire points start the blaze, each point causing 1 damage to the target (test its Nerve immediately). At the end of each subsequent attacker's turn, roll another D3, add it to the total fire points, and test Nerve again. When the target is destroyed, the fire goes out for lack of fuel. A defending unit can try to put out a fire by spending its entire turn in contact with the burning section doing nothing else, rolling D3 per unit fighting the fire and reducing the fire points by that amount; if brought to zero, the fire is out for the rest of the game.
(A narrative battle report, "The Fall of Ironhold Bridge," follows in the source and is omitted here as flavor fiction rather than a rule.)
Campaigns
A campaign is a series of tabletop battles linked together to form a story: armies fall back as territory is captured, cities are besieged and fall, and individual units can become veterans or gain reputations for cowardice. A campaign is generally run in a series of campaign turns, playing out grand strategy on a map, alternating with battles fought out on the tabletop.
Running a Campaign. Appoint a campaign organiser to keep things moving, resolve orders, and act as an impartial referee. To set one up: decide who will organise it, draw up a map, decide the victory conditions, recruit players, and tell everyone the expected length, victory conditions, and army sizes before starting. It helps to define a clear goal (such as capturing an enemy capital, or playing to a fixed number of campaign turns) so players know what they're working toward, and to keep the scope modest for a first attempt – a short, successful campaign builds enthusiasm for the next one better than an overambitious one that stalls. Keeping players engaged turn to turn (being realistic about how much time they have to arrange and play their battles, and having a plan for what happens if a player drops out) is generally the deciding factor in whether a campaign succeeds.
Campaign Rules
The system below is one practical way to run a campaign; treat it as a starting point to adapt to your own group.
A Map. This system uses an abstract map: each player has a capital city and 1, 2 or 3 towns (everyone starts with the same number). The objective is normally to capture one or more enemy capitals. To attack an enemy capital, a player must first capture one or more of that enemy's towns, to have a safe supply route for the siege; if the attacker loses control of that town, the siege of the capital must be lifted.
Initial Positions. Each player secretly allocates his troops (as points) to his town(s)/capital garrisons and to field armies, then all players reveal their allocations simultaneously. A field army can share a space with a town or city. These limits apply for the whole campaign:
- Field Army: 1,500 to 3,000 points (each player starts with 3,000 points total, up to 2,000 of which can be in a single field army).
- Garrison: 500 to 1,000 points (the capital garrison may hold any amount, since it absorbs leftover units).
If an army or garrison falls below its minimum after recovering battle losses, it is disbanded and the survivors return to their own capital to reorganise (this does not apply to the capital garrison). You only need to write an exact army list for a garrison or field army the first time it fights a tabletop battle; after that, the survivors of that list continue to form the garrison or army, and can be added to or changed but not freely rewritten.
Campaign Turns. Each campaign turn represents a month. In each campaign turn, give one order to each field army (garrisons stay where they are); choose one of:
- Hold. The army remains where it is and does nothing.
- March. Secretly write down the place the army is to march to (it cannot march to an enemy capital until you control one of that enemy's towns). If the army isn't already engaged in a battle, move it into the target area. If that area is unoccupied, it is captured (including an undefended town or capital, which surrenders rather than fight). If a battle is already happening there, the marching army's commander may intervene (arriving on a random flank on turn D3+2 of the battle, on either side; a battle can have up to two intervening armies, one per flank – a third must fall back) or fall back to where it started. If the area holds an enemy army, fight a battle (this cancels any other unresolved order for that area); if it holds only an enemy garrison, fight a siege.
- Rest. The army tries to rebuild its strength. Roll 2D6 per 100 points (or part) the player is below his 3,000-point total across all armies and garrisons combined. The target number depends on location: own capital 2+, own town 3+, a captured (enemy) town 5+. Each successful roll gains 100 points to spend immediately on new units for that army (unspent points are lost). In addition, whenever an army shares a space with a friendly town or city and there's no battle there, it may freely drop off or pick up points/units with that town, within the normal limits.
Orders are written down secretly, collected, and drawn one at a time by the campaign organiser (or a neutral bystander if the organiser is also playing), resolving each on the master map in the order drawn.
Results of Battle. The losing army, and any army that intervened, must retreat, in this order of preference: to a location owned by the retreating player containing a friendly army or garrison not currently in a battle; to an empty location owned by that player; or to that player's own capital (even if it is currently under siege, though the retreating army cannot recover losses there in that case). The retreating player chooses among equally valid options.
Recovering Losses After a Battle. Best resolved with the models still on the table. Units still on the table at the end of the battle are assumed to replace their losses with stragglers and lightly injured troops, and fight at full strength next time. For each unit that was Routed, both players roll a D6 (announcing which unit) to see what remains:
| Roll | Result |
|---|---|
| 1-2 | The unit has sustained too many casualties to be reformed. Remove it from the army roster. |
| 3-4 | The unit reforms at the next smaller size of the same troop type. If there is no smaller size, it is disbanded as above. |
| 5-6 | The unit reforms at full effect for the next battle. |
Experience & Reward. Each surviving unit on the winning side gains 1 point of experience; each surviving unit on the losing side gains 2 points of experience. Track this on the army roster. When a unit has gained 1 point of experience per 100 points of its cost, it gains the Elite special rule (for example, a 35-point unit becomes Elite after a single battle, win or lose; a 380-point unit needs 4 points of experience). This is a simple starting system that can be expanded with further skills or upgrade tables as a group gets more experienced with running campaigns.
Wrapping Up a Campaign. When the victory conditions are met, gather the players to announce the result and award any prize. It's a good time to gather feedback on what worked and what didn't, to improve the next campaign.
Force Lists
The following are the army lists used to pick a force, as described in Picking a Force. Each entry gives the unit's type, its available sizes with full stats and points cost, any Special rules it always has, and any Options that can be bought for it. Unless stated otherwise, a Banner option costs +15 pts and a Musician option costs +10 pts. Faction background/flavor text from the source book is omitted here; only the mechanical army-list data is transcribed.
Dwarfs
Alignment: Good
Army Special Rules. All units are Headstrong.
Dwarven Throwing Mastiffs. Mark a unit that has been equipped with throwing mastiffs with one or more such models. The unit then counts as being equipped with a throwing weapon that can be used only once per game (remove the mastiff markers once the weapon is used up). When you release the hounds, roll 5 dice to hit, regardless of the firer's Attacks. Dogs always hit on 4+ regardless of modifiers. Then, for each point of damage caused, roll to hit and to damage again, as the surviving dogs savage the unfortunate opponents. Repeat this process again and again until you fail to score any damage. Against units with the Shambling special rule, you can re-roll any dice that fails to damage.
Ironclad – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | – | 5+ | 10 | 11/13 | 85 |
| Regiment (20) | 4 | 4+ | – | 5+ | 10 | 14/16 | 110 |
| Horde (40) | 4 | 4+ | – | 5+ | 20 | 21/23 | 210 |
Options: Banner (+15 pts); Musician (+10 pts); Dwarven Throwing Mastiff (+15 pts).
Ironguard – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 4 | 3+ | – | 5+ | 5 | 10/12 | 55 |
| Half-Regt. (10) | 4 | 3+ | – | 5+ | 10 | 11/13 | 100 |
| Regiment (20) | 4 | 3+ | – | 5+ | 10 | 14/16 | 130 |
Options: Banner (+15 pts); Musician (+10 pts).
Shieldbreakers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | – | 4+ | 10 | 11/13 | 85 |
| Regiment (20) | 4 | 4+ | – | 4+ | 10 | 14/16 | 110 |
| Horde (40) | 4 | 4+ | – | 4+ | 20 | 21/23 | 210 |
Special: Crushing Strength (1). Options: Banner (+15 pts); Musician (+10 pts); Dwarven Throwing Mastiff (+15 pts).
Bulwarkers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | – | 5+ | 10 | 11/13 | 95 |
| Regiment (20) | 4 | 4+ | – | 5+ | 10 | 14/16 | 125 |
| Horde (40) | 4 | 4+ | – | 5+ | 20 | 21/23 | 245 |
Special: Phalanx. Options: Banner (+15 pts); Musician (+10 pts); Dwarven Throwing Mastiff (+15 pts).
Ironwatch – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | 5+ | 4+ | 10 | 11/13 | 100 |
| Regiment (20) | 4 | 4+ | 5+ | 4+ | 10 | 14/16 | 130 |
| Horde (40) | 4 | 4+ | 5+ | 4+ | 20 | 21/23 | 245 |
Special: Crossbows, Piercing (1), Reload! Options: Banner (+15 pts); Musician (+10 pts); Exchange crossbows for rifles, gaining Piercing (2) (+15 pts).
Rangers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | 4+ | 4+ | 10 | 11/13 | 135 |
| Regiment (20) | 4 | 4+ | 4+ | 4+ | 10 | 14/16 | 175 |
| Horde (40) | 4 | 4+ | 4+ | 4+ | 20 | 21/23 | 330 |
Special: Light crossbows (treat as bows), Crushing Strength (1), Vanguard. Options: Banner (+15 pts); Musician (+10 pts).
Berserker Brock Riders – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 4+ | – | 4+ | 15 | 14/16 | 120 |
| Regiment (10) | 8 | 4+ | – | 4+ | 30 | 20/22 | 230 |
Special: Vicious. Options: Banner (+15 pts); Musician (+10 pts).
Berserkers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 5 | 4+ | – | 3+ | 10 | 12/14 | 65 |
| Half-Regt. (10) | 5 | 4+ | – | 3+ | 20 | 14/16 | 115 |
| Regiment (20) | 5 | 4+ | – | 3+ | 25 | 20/22 | 170 |
Options: Banner (+15 pts); Musician (+10 pts).
Ironbelcher Cannon – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | 5+ | 5+ | 1 | 10/12 | 85 |
Special: Blast (2D6+1), Piercing (4), Grapeshot, Elite (if within 6" of a Warsmith).
Ironbelcher Organ Gun – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | 5+ | 5+ | 15 | 10/12 | 80 |
Special: Range 24", Piercing (2), Elite (if within 6" of a Warsmith).
Flame Belcher – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | – | 5+ | * | 10/12 | 65 |
Special: Breath Attack (22), Elite (if within 6" of a Warsmith).
Battle Driller – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 4+ | – | 5+ | 2D6* | 10/12 | 50 |
Special: Crushing Strength (1), Individual. *Roll for the number of Attacks every time you resolve a melee.
Dwarf King – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 3+ | – | 6+ | 5 | 14/16 | 130 |
Special: Crushing Strength (1), Individual, Inspiring.
Dwarf Army Standard Bearer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 4+ | – | 5+ | 1 | 10/12 | 30 |
Special: Individual, Inspiring.
Berserker Lord – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 3+ | – | 4+ | 8 | 16/18 | 110 |
Special: Crushing Strength (1), Individual, Inspiring (Berserkers only). Options: Mount on a brock, increasing Speed to 8 (+20 pts).
Warsmith – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 4+ | – | 5+ | 2 | 10/12 | 75 |
Special: Crushing Strength (1), Individual, Inspiring (War Engines only).
Herneas the Hunter [1] – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 3+ | 3+ | 5+ | 3 | 12/14 | 130 |
Special: Skewerer (treat as a bow with Piercing (3)), Crushing Strength (2), Individual, Inspiring (Rangers only), Stealthy, Vanguard.
Steel Behemoth – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 6+ | – | 6+ | 20 | 16/18 | 200 |
Special: Breath Attack (10), Crushing Strength (3).
Elves
Alignment: Good
Army Special Rules. Unless otherwise specified, all units are Elite.
Elven Sabre-Toothed Pussycat. Mark a Hero that is accompanied by a sabre-toothed pussycat with an Elven cat model. The Hero then counts as being equipped with a throwing weapon that can be used only once per game (remove the cat once it has been unleashed). This weapon can only be used against Heroes or Monsters, War Engines, and units of Infantry or Cavalry of 10 models or less. When you send the cat to seek its prey, roll 5 dice to hit, regardless of the firer's Attacks. The cat always hits on 4+, regardless of modifiers, and has the Piercing (1) rule. Then, for any point of damage caused, roll to hit and to damage again. Repeat this process again and again until you fail to score any damage.
Spearmen – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | – | 4+ | 10 | 11/13 | 80 |
| Regiment (20) | 6 | 4+ | – | 4+ | 10 | 14/16 | 110 |
| Horde (40) | 6 | 4+ | – | 4+ | 20 | 21/23 | 210 |
Special: Phalanx. Options: Banner (+15 pts); Musician (+10 pts).
Sea Guard – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Regiment (20) | 6 | 4+ | 4+ | 4+ | 10 | 14/16 | 200 |
| Horde (40) | 6 | 4+ | 4+ | 4+ | 20 | 21/23 | 380 |
Special: Bows, Phalanx. Options: Banner (+15 pts); Musician (+10 pts).
Palace Guard – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 6 | 3+ | – | 4+ | 5 | 10/12 | 50 |
| Half-Regt. (10) | 6 | 3+ | – | 4+ | 10 | 11/13 | 90 |
| Regiment (20) | 6 | 3+ | – | 4+ | 10 | 14/16 | 120 |
Special: Crushing Strength (1). Options: Banner (+15 pts); Musician (+10 pts).
Bowmen – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | 4+ | 4+ | 10 | 11/13 | 120 |
| Regiment (20) | 6 | 4+ | 4+ | 4+ | 10 | 14/16 | 160 |
| Horde (40) | 6 | 4+ | 4+ | 4+ | 20 | 21/23 | 305 |
Special: Bows. Options: Banner (+15 pts); Musician (+10 pts).
Scouts – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | 4+ | 3+ | 10 | 11/13 | 105 |
| Regiment (20) | 6 | 4+ | 4+ | 3+ | 10 | 14/16 | 140 |
Special: Bows. A Troop has Nimble & Vanguard. Options: Banner (+15 pts); Musician (+10 pts).
Sylvan Kin – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 6 | 4+ | – | 4+ | 10 | 10/12 | 60 |
| Half-Regt. (10) | 6 | 4+ | – | 4+ | 20 | 11/13 | 105 |
| Regiment (20) | 6 | 4+ | – | 4+ | 20 | 14/16 | 140 |
Special: Vanguard. This unit is not Elite.
Forest Shamblers – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 4+ | – | 5+ | 3 | –/12 | 40 |
| Troop (3) | 6 | 4+ | – | 5+ | 9 | –/14 | 90 |
| Regiment (6) | 6 | 4+ | – | 5+ | 18 | –/17 | 160 |
Special: Shambling, Crushing Strength (1), Vanguard. This unit is not Elite.
Stormwind Cavalry – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 9 | 3+ | – | 5+ | 8 | 11/13 | 95 |
| Regiment (10) | 9 | 3+ | – | 5+ | 16 | 14/16 | 170 |
Special: Crushing Strength (2). Options: Banner (+15 pts); Musician (+10 pts).
Drakon Riders – Large Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 3 | 10/12 | 70 |
| Troop (3) | 10 | 3+ | – | 5+ | 9 | 12/14 | 160 |
| Regiment (6) | 10 | 3+ | – | 5+ | 18 | 15/17 | 305 |
Special: Crushing Strength (2), Fly. Options (Troops and Regiments only): Banner (+15 pts); Musician (+10 pts).
Bolt Thrower – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | – | 4+ | 4+ | 2 | 10/12 | 75 |
Special: Blast (D3), Piercing (2).
Dragon Breath – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | – | 4+ | 4+ | * | 10/12 | 60 |
Special: Breath Attack (20).
Elven King – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 5 | 14/16 | 120 |
Special: Crushing Strength (1), Individual, Inspiring. Options: Mount on a horse, increasing Speed to 9 (+20 pts); Sabre-Toothed Pussycat (+20 pts).
Elven Mage-Queen – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | – | 4+ | 1 | 11/13 | 120 |
Special: Heal (3), Individual, Zap! (5). Options: Mount on a horse, increasing Speed to 9 (+10 pts); Sabre-Toothed Pussycat (+20 pts).
Elven Prince – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 3 | 11/13 | 60 |
Special: Crushing Strength (1), Individual. Options: Mount on a horse, increasing Speed to 9 (+10 pts); Sabre-Toothed Pussycat (+20 pts).
Elf Army Standard Bearer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 4+ | – | 4+ | 1 | 10/12 | 30 |
Special: Individual, Inspiring. Options: Mount on a horse, increasing Speed to 9 (+5 pts).
The Green Lady [1] – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | – | – | 6+ | – | 14/16 | 200 |
Special: Fly, Heal (6), Inspiring, Regeneration. Options: Up to 2 Sabre-Toothed Pussycats (+50 pts each).
Tree Herder – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 6+ | 5 | 18/20 | 275 |
Special: Crushing Strength (3), Vanguard. A Tree Herder is not Elite.
Elf Lord on Drakon – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 5 | 14/16 | 150 |
Special: Crushing Strength (2), Fly, Inspiring.
Elf Lord on Battle Dragon – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 8 | 17/19 | 350 |
Special: Breath Attack (15), Crushing Strength (3), Fly, Inspiring.
Kingdoms of Men
Alignment: Neutral
Army Special Rules.
- Pike Phalanx. The unit rolls an extra 10 Attacks in melee if it is a Regiment, or 20 extra Attacks if it is a Horde. These attacks are added after multiplying the Attacks for flank/rear charges. In addition, Cavalry units and units with the Fly special rule that charge this unit's front suffer from a -2 penalty on their rolls to hit.
- Very Inspiring. This is the same as the Inspiring special rule, except that it has a range of 12".
Foot Guard – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 3+ | – | 5+ | 10 | 11/13 | 90 |
| Regiment (20) | 5 | 3+ | – | 5+ | 10 | 14/16 | 115 |
| Horde (40) | 5 | 3+ | – | 5+ | 20 | 21/23 | 220 |
Options: Banner (+15 pts); Musician (+10 pts); Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1)).
Spear Phalanx – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 4+ | 10 | 10/12 | 70 |
| Regiment (20) | 5 | 4+ | – | 4+ | 10 | 13/15 | 95 |
| Horde (40) | 5 | 4+ | – | 4+ | 20 | 20/22 | 180 |
Special: Phalanx. Options: Banner (+15 pts); Musician (+10 pts).
Shield Wall – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 4+ | 10 | 10/12 | 60 |
| Regiment (20) | 5 | 4+ | – | 4+ | 10 | 13/15 | 80 |
| Horde (40) | 5 | 4+ | – | 4+ | 20 | 20/22 | 150 |
Options: Banner (+15 pts); Musician (+10 pts).
Pole-Arms Block – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 3+ | 10 | 10/12 | 60 |
| Regiment (20) | 5 | 4+ | – | 3+ | 10 | 13/15 | 80 |
| Horde (40) | 5 | 4+ | – | 3+ | 20 | 20/22 | 150 |
Special: Crushing Strength (1). Options: Banner (+15 pts); Musician (+10 pts).
Pike Phalanx – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Regiment (20) | 5 | 4+ | – | 3+ | 10 | 13/15 | 95 |
| Horde (40) | 5 | 4+ | – | 3+ | 20 | 20/22 | 180 |
Special: Pike Phalanx. Options: Banner (+15 pts); Musician (+10 pts).
Missile Troops Block – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 5+ | 5+ | 3+ | 10 | 10/12 | 75 |
| Regiment (20) | 5 | 5+ | 5+ | 3+ | 10 | 13/15 | 100 |
| Horde (40) | 5 | 5+ | 5+ | 3+ | 20 | 20/22 | 190 |
Special: Bows. Options: Banner (+15 pts); Musician (+10 pts); Exchange bows for crossbows for free, gaining Piercing (1) and Reload! Or instead exchange bows for arquebuses (treat as rifles, +15 pts), gaining Piercing (2) and Reload!
Ogres – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 3 | 10/12 | 45 |
| Troop (3) | 6 | 3+ | – | 5+ | 9 | 12/14 | 115 |
| Regiment (6) | 6 | 3+ | – | 5+ | 18 | 15/17 | 190 |
Special: Crushing Strength (1). Options: Exchange shields with two-handed weapons for free (lower Defence to 4+, but gain Crushing Strength (2)). Troops and Regiments can also have: Banner (+15 pts); Musician (+10 pts).
Ogre Shooters – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | 5+ | 4+ | 3 | 10/12 | 55 |
| Troop (3) | 6 | 3+ | 5+ | 4+ | 9 | 12/14 | 140 |
| Regiment (6) | 6 | 3+ | 5+ | 4+ | 18 | 15/17 | 225 |
Special: Heavy crossbows (treat as rifles), Reload!, Piercing (2), Crushing Strength (1). Options: Exchange heavy crossbows with blunderbusses for free – Piercing goes down to (1), but the unit gains Breath Attack (3 per model).
Militia Mob* – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 5+ | – | 3+ | 10 | 8/11 | 35 |
| Regiment (20) | 5 | 5+ | – | 3+ | 10 | 11/14 | 45 |
| Horde (40) | 5 | 5+ | – | 3+ | 20 | 18/21 | 85 |
Options: Banner (+15 pts); Musician (+10 pts).
Penitents Mob – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 5+ | – | 3+ | 15 | 8/11 | 75 |
| Regiment (20) | 5 | 5+ | – | 3+ | 15 | 11/14 | 100 |
| Horde (40) | 5 | 5+ | – | 3+ | 30 | 18/21 | 190 |
Special: Crushing Strength (1), Headstrong. Options: Banner (+15 pts); Musician (+10 pts).
Knights – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 3+ | – | 5+ | 8 | 11/13 | 95 |
| Regiment (10) | 8 | 3+ | – | 5+ | 16 | 14/16 | 175 |
| Horde (20) | 8 | 3+ | – | 5+ | 32 | 21/23 | 335 |
Special: Crushing Strength (2), Headstrong. Options: Banner (+15 pts); Musician (+10 pts).
Mounted Sergeants – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 9 | 4+ | – | 4+ | 8 | 10/12 | 70 |
| Regiment (10) | 9 | 4+ | – | 4+ | 16 | 13/15 | 125 |
Special: Crushing Strength (1). Options: Banner (+15 pts); Musician (+10 pts).
Mounted Scouts – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 9 | 5+ | 5+ | 3+ | 5 | 10/12 | 70 |
Special: Bows, Nimble. Options: Musician (+10 pts); Exchange bows with pistols for free (gain Piercing (1) but halve their range) or exchange bows with rifles for free (gain Piercing (2) and Reload!).
Trebuchet – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | 9/11 | 60 |
Special: Blast (2D6), Indirect Fire, Piercing (3).
Cannon – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | 9/11 | 75 |
Special: Blast (2D6), Piercing (4), Grapeshot.
Organ Gun – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 12 | 9/11 | 65 |
Special: Range 24", Piercing (2).
Mortar – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | 9/11 | 50 |
Special: Blast (2D6), Indirect Fire, Piercing (2).
Rocket Artillery – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | 9/11 | 60 |
Special: Blast (3D6), Indirect Fire, Piercing (1).
General – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 3+ | – | 5+ | 4 | 13/15 | 110 |
Special: Crushing Strength (1), Individual, Very Inspiring. Options: Mount on a horse, increasing Speed to 9 (+20 pts), or mount on a Pegasus, increasing Speed to 10 and gaining Fly, but losing the Individual special rule (+40 pts).
General on Winged Beast – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 6 | 15/17 | 190 |
Special: Crushing Strength (2), Fly, Very Inspiring.
Hero – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 3+ | – | 5+ | 3 | 10/12 | 50 |
Special: Crushing Strength (1), Individual. Options: Mount on a horse, increasing Speed to 9 (+10 pts), or mount on a Pegasus, increasing Speed to 10 and gaining Fly, but losing the Individual special rule (+20 pts).
'The Captain' [1] – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 3+ | – | 5+ | 3 | 11/13 | 125 |
Special: Crushing Strength (1), Individual, Very Inspiring. Master Tactician – after deployment, but before Vanguard moves, roll a D3-1. The result is the number of extra friendly units that can make a move as if they had the Vanguard rule. Options: Mount on a horse, increasing Speed to 9 (+10 pts).
Ogre Captain – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 5 | 14/16 | 125 |
Special: Crushing Strength (2), Inspiring (Ogres only).
Army Standard Bearer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 4+ | 1 | 9/11 | 30 |
Special: Individual, Very Inspiring. Options: Mount on a horse, increasing Speed to 9 (+5 pts).
Wizard – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 4+ | 1 | 10/12 | 60 |
Special: Breath Attack (6), Individual, Zap! (3). Options: Mount on a horse, increasing Speed to 9 (+10 pts), or mount on a Pegasus, increasing Speed to 10 and gaining Fly, but losing the Individual special rule (+20 pts).
Priest – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 4+ | 2 | 10/12 | 60 |
Special: Crushing Strength (1), Headstrong, Heal (1), Individual, Very Inspiring (Penitents only). Options: Mount on a horse, increasing Speed to 9 (+10 pts).
Abyssal Dwarfs
Alignment: Evil
Army Special Rules. All units are Vicious.
Mutated Throwing Mastiffs. The same as Dwarven Throwing Mastiffs, except they re-roll failed rolls to damage against all enemies.
Yellow-Bellied. This unit is not Vicious and is immune to the effect of the Inspiring rule. In addition, any time it receives a Charge order, you must roll a die. If the result is a 1, the unit misunderstands the order and treats it as a Halt order instead.
Blacksouls – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | – | 5+ | 10 | 11/13 | 85 |
| Regiment (20) | 4 | 4+ | – | 5+ | 10 | 14/16 | 110 |
| Horde (40) | 4 | 4+ | – | 5+ | 20 | 21/23 | 210 |
Options: Banner (+15 pts); Musician (+10 pts); Mutated Throwing Mastiff (+20 pts); Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1)).
Decimators – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 4 | 4+ | – | 4+ | 10 | 11/13 | 115 |
| Regiment (20) | 4 | 4+ | – | 4+ | 10 | 14/16 | 150 |
| Horde (40) | 4 | 4+ | – | 4+ | 20 | 21/23 | 285 |
Special: Thunderpipe (Troops & Regiments have Breath Attack (20); Hordes have Breath Attack (40)), Piercing (1), Reload! Options: Banner (+15 pts); Musician (+10 pts).
Immortal Guard – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 4 | 3+ | – | 5+ | 5 | 10/12 | 55 |
| Half-Regt. (10) | 4 | 3+ | – | 5+ | 10 | 11/13 | 100 |
| Regiment (20) | 4 | 3+ | – | 5+ | 10 | 14/16 | 130 |
Options: Banner (+15 pts); Musician (+10 pts); Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1)).
Abyssal Berserkers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 5 | 4+ | – | 3+ | 10 | 11/13 | 55 |
| Half-Regt. (10) | 5 | 4+ | – | 3+ | 20 | 12/14 | 100 |
| Regiment (20) | 5 | 4+ | – | 3+ | 25 | 17/19 | 150 |
Special: Crushing Strength (1). Options: Banner (+15 pts); Musician (+10 pts).
Slave Orcs* – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 4+ | 10 | 10/12 | 60 |
| Regiment (20) | 5 | 4+ | – | 4+ | 10 | 13/15 | 80 |
Special: Crushing Strength (1), Yellow-Bellied.
Abyssal Halfbreeds – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 3+ | – | 4+ | 7 | 11/13 | 95 |
| Regiment (10) | 8 | 3+ | – | 4+ | 14 | 14/16 | 170 |
Special: Crushing Strength (2), Regeneration. Options: Banner (+15 pts); Musician (+10 pts).
Lesser Obsidian Golems – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 6+ | 3 | –/12 | 40 |
| Troop (3) | 5 | 4+ | – | 6+ | 9 | –/14 | 90 |
| Regiment (6) | 5 | 4+ | – | 6+ | 18 | –/17 | 160 |
Special: Crushing Strength (2), Shambling.
Gargoyles* – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 10 | 4+ | – | 3+ | 5 | 9/11 | 50 |
| Half-Regt. (10) | 10 | 4+ | – | 3+ | 10 | 10/12 | 90 |
Special: Fly, Regeneration.
Katsuchan Rocket Launcher – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | 5+ | 5+ | 1 | 10/12 | 70 |
Special: Blast (3D6), Indirect Fire, Piercing (1).
'Dragon' Fire-team – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | – | 4+ | * | 10/12 | 40 |
Special: Breath Attack (10), Individual.
Angkor Heavy Mortar – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | 5+ | 5+ | 1 | 10/12 | 90 |
Special: Blast (3D6), Indirect Fire, Piercing (3).
G'rog Mortar – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | – | 5+ | 5+ | 1 | 10/12 | 60 |
Special: Blast (2D6), Indirect Fire, Piercing (2).
Overmaster – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 3+ | – | 6+ | 5 | 14/16 | 130 |
Special: Crushing Strength (1), Individual, Inspiring.
Overmaster on Great Abyssal – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 8 | 17/19 | 340 |
Special: Breath Attack (10), Crushing Strength (3), Fly, Inspiring.
Army Standard Bearer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 4+ | – | 5+ | 1 | 10/12 | 30 |
Special: Individual, Inspiring.
Iron-caster – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 4+ | – | 5+ | 2 | 11/13 | 100 |
Special: Crushing Strength (1), Heal (1 – War Engines only), Individual, Inspiring (War Engines only), Zap! (3).
Supreme Iron-caster on Great Winged Halfbreed – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 4+ | – | 5+ | 5 | 15/17 | 300 |
Special: Crushing Strength (2), Fly, Heal (2 – War Engines only), Inspiring, Zap! (5).
Abyssal Halfbreed Champion – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 3+ | – | 5+ | 6 | 14/16 | 165 |
Special: Crushing Strength (3), Individual, Inspiring, Regeneration.
Ba'su'su the Vile [1] – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 8 | 15/17 | 190 |
Special: Crushing Strength (2), Fly, Individual, Inspiring (Gargoyles only), Regeneration.
Greater Obsidian Golem – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 6+ | 8 | –/18 | 160 |
Special: Shambling, Crushing Strength (3).
Goblins
Alignment: Evil
Army Special Rules. Unless specified, all units are Utterly Spineless.
Utterly Spineless. Any time the unit receives a Charge order, you must roll a die. If the result is a 1, the unit misunderstands the order and treats it as a Halt order instead.
Small Sharpstick Thrower. Not as powerful as a full-size version, this artillery piece is still quite unpleasant. The unit has 1 ranged attack with Range 36" and the Piercing (1) and Blast (D3) special rules.
Big Shield. All attacks (ranged and melee) from enemies that are in the unit's front arc treat its Defence as 6+ rather than 4+.
Sharpsticks – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Regiment (20) | 5 | 5+ | – | 4+ | 10 | 12/14 | 75 |
| Horde (40) | 5 | 5+ | – | 4+ | 20 | 19/21 | 140 |
Special: Phalanx. Options: Banner (+15 pts); Musician (+10 pts).
Spitters – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Regiment (20) | 5 | 5+ | 5+ | 3+ | 10 | 12/14 | 90 |
| Horde (40) | 5 | 5+ | 5+ | 3+ | 20 | 19/21 | 170 |
Special: Bow. Options: Banner (+15 pts); Musician (+10 pts).
Rabble – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Regiment (20) | 5 | 5+ | – | 4+ | 10 | 12/14 | 60 |
| Horde (40) | 5 | 5+ | – | 4+ | 20 | 19/21 | 115 |
Options: Banner (+15 pts); Musician (+10 pts).
Mawbeasts Pack – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 6 | 3+ | – | 3+ | 5 | 9/11 | 40 |
| Regiment (10) | 6 | 3+ | – | 3+ | 10 | 12/14 | 75 |
Special: Crushing Strength (2), Nimble. (The handler models are purely decorative.)
Fleabag Rider Sniffs – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 10 | 4+ | 5+ | 3+ | 8 | 9/11 | 65 |
| Regiment (10) | 10 | 4+ | 5+ | 3+ | 16 | 12/14 | 120 |
Special: Bows, Nimble. Options: Musician (+10 pts).
Fleabag Riders – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 10 | 4+ | – | 4+ | 8 | 9/11 | 65 |
| Regiment (10) | 10 | 4+ | – | 4+ | 16 | 12/14 | 120 |
Special: Crushing Strength (1), Nimble. Options: Banner (+15 pts); Musician (+10 pts).
Trolls* – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 4+ | – | 5+ | 3 | 9/11 | 50 |
| Troop (3) | 6 | 4+ | – | 5+ | 9 | 11/13 | 120 |
| Regiment (6) | 6 | 4+ | – | 5+ | 18 | 14/16 | 230 |
Special: Crushing Strength (2), Regeneration. Trolls are not Utterly Spineless, as that would require too much intelligence on their part.
War-Trombone – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | – | 4+ | * | 8/10 | 45 |
Special: Breath Attack (20), Piercing (1).
Sharpstick Thrower – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | 8/10 | 35 |
Special: Blast (D6), Piercing (3).
Big Rocks Thrower – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | 8/10 | 50 |
Special: Blast (2D6), Indirect Fire, Piercing (3).
Biggit – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | 5+ | 4+ | 3 | 9/11 | 30 |
Special: Bow, Individual, Inspiring. Options: Mount on a Fleabag, increasing Speed to 10 (+5 pts).
Wiz – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 5+ | – | 4+ | 1 | 9/11 | 50 |
Special: Individual, Inspiring, Zap! (3). Options: Mount on a Fleabag, increasing Speed to 10 (+10 pts).
Flaggit – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 5+ | – | 3+ | 1 | 8/10 | 20 |
Special: Individual, Inspiring. Options: Mount on a Fleabag, increasing Speed to 10 (+5 pts).
Sharpstick Slasher – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | 5+ | 4+ | 8 | 11/13 | 175 |
Special: Crushing Strength (3), Small Sharpstick Thrower.
Mincer – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 4+ | 3D6* | 9/11 | 50 |
Special: Big Shield, Crushing Strength (1). *Roll for the number of Attacks every time you resolve a melee.
Giant – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | – | 5+ | 2D6* | 16/19 | 180 |
Special: Crushing Strength (3). Giants are not Utterly Spineless, as that would require too much intelligence on their part. *Roll for the number of Attacks every time you resolve a melee.
Magwa & Jo'os [1] – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 4+ | 3 | 10/12 | 125 |
Special: Crushing Strength (3), Individual, Inspiring, Vicious, Zap! (3). Here the Utterly Spineless rule represents Magwa's troubles controlling his ferocious pet: keep the models within 1" of each other; the Magwa model is purely decorative and is always ignored except when working out the range of his Inspiring rule and the range and line of sight of his Zap! rule.
Orcs
Alignment: Evil
Army Special Rules. All units have the Crushing Strength (1) special rule, or better if stated in their entry.
Goblin Stabby Sneek. Mark a Krudger that is accompanied by a Sneek with an appropriate model. The Krudger then counts as being equipped with a throwing weapon. When you send the Sneek on a stabby mission, roll 3 dice to hit, regardless of the firer's Attacks. The Sneek always hits on 4+, regardless of modifiers. Roll to damage as normal. After this, roll a die. On a 3 or less the Sneek has been caught by the enemy and is removed. On a 4+ he goes, stabs and returns to the Krudger's side.
Goblin Zappy Sneak. Mark a Krudger accompanied by a Sneek with an appropriate model. The Krudger has the Zap (1) special rule. Each time you order the Zappy Sneek to zap someone, roll a die. On a 2+ the Sneek obeys, but if you roll a 1, he zaps the Krudger instead and disappears in a puff of smoke (remove the model).
Ax – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 5+ | 10 | 10/12 | 75 |
| Regiment (15) | 5 | 4+ | – | 5+ | 10 | 12/14 | 90 |
| Krudgiment (20) | 5 | 4+ | – | 5+ | 10 | 13/15 | 100 |
| Horde (30) | 5 | 4+ | – | 5+ | 20 | 17/19 | 150 |
| Krudghorde (40) | 5 | 4+ | – | 5+ | 20 | 20/22 | 190 |
Options: Banner (+15 pts); Musician (+10 pts).
Greatax – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 3+ | – | 4+ | 10 | 10/12 | 80 |
| Regiment (20) | 5 | 3+ | – | 4+ | 10 | 13/15 | 105 |
| Horde (40) | 5 | 3+ | – | 4+ | 20 | 20/22 | 200 |
Special: Crushing Strength (2). Options: Banner (+15 pts); Musician (+10 pts).
Sniff – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 6 | 4+ | 5+ | 3+ | 5 | 9/11 | 50 |
| Half-Regt. (10) | 6 | 4+ | 5+ | 3+ | 10 | 10/12 | 90 |
Special: Bows, Vanguard. Options: Musician (+10 pts).
Trolls* – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 4+ | – | 5+ | 3 | 9/11 | 50 |
| Troop (3) | 6 | 4+ | – | 5+ | 9 | 11/13 | 120 |
| Regiment (6) | 6 | 4+ | – | 5+ | 18 | 14/16 | 230 |
Special: Crushing Strength (2), Regeneration.
Morax – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 3+ | – | 4+ | 20 | 10/12 | 115 |
| Regiment (20) | 5 | 3+ | – | 4+ | 20 | 13/15 | 150 |
Options: Banner (+15 pts); Musician (+10 pts).
Orclings* – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 5+ | – | 3+ | 5 | 7/10 | 25 |
| Troop (3) | 4 | 5+ | – | 3+ | 15 | 9/12 | 70 |
| Regiment (6) | 4 | 5+ | – | 3+ | 30 | 12/15 | 135 |
Special: Vicious. Orclings do not have Crushing Strength.
Gore Riders – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 3+ | – | 5+ | 8 | 10/12 | 85 |
| Regiment (10) | 8 | 3+ | – | 5+ | 16 | 13/15 | 150 |
Special: Crushing Strength (2). Options: Banner (+15 pts); Musician (+10 pts).
Fight Wagons – Large Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 6 | 9/11 | 70 |
| Troop (3) | 6 | 3+ | – | 5+ | 18 | 11/13 | 150 |
| Regiment (6) | 6 | 3+ | – | 5+ | 36 | 14/16 | 285 |
Options: Banner (+15 pts); Musician (+10 pts).
Gore Chariots – Large Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 3+ | – | 5+ | 3 | 9/11 | 55 |
| Troop (3) | 7 | 3+ | – | 5+ | 9 | 11/13 | 120 |
| Regiment (6) | 7 | 3+ | – | 5+ | 18 | 14/16 | 230 |
Special: Crushing Strength (2). Options: Banner (+15 pts); Musician (+10 pts).
Krudger – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 3+ | – | 5+ | 5 | 13/15 | 120 |
Special: Crushing Strength (2), Individual, Inspiring. Options: Mount on a Gore, increasing Speed to 8 (+20 pts); Goblin Stabby Sneak (+10 pts); Goblin Zappy Sneak (+15 pts).
Krudger on Slasher – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 3+ | – | 5+ | 10 | 16/18 | 200 |
Special: Crushing Strength (3), Inspiring.
Krudger on Winged Slasher – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 10 | 16/18 | 300 |
Special: Crushing Strength (3), Fly, Inspiring.
Flagger – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 3+ | – | 4+ | 2 | 9/11 | 30 |
Special: Individual, Inspiring. Options: Mount on a Gore, increasing Speed to 8 (+5 pts).
Giant – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | – | 5+ | 2D6* | 16/19 | 180 |
Special: Crushing Strength (3). *Roll for the number of Attacks every time you resolve a melee.
Krudger on Gore Chariot – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 3+ | – | 5+ | 7 | 14/16 | 145 |
Special: Crushing Strength (3), Inspiring. Options: Goblin Stabby Sneak (+10 pts); Goblin Zappy Sneak (+15 pts).
Wip the Half-cast [1] – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 4+ | – | 4+ | 1 | 11/13 | 120 |
Special: Elite, Heal (3), Individual, Zap! (5). Note: Wip does not have Crushing Strength.
Twilight Kin
Alignment: Evil
Army Special Rules. All units have the Vicious special rule.
Twilight Spearmen – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | – | 4+ | 10 | 11/13 | 85 |
| Regiment (20) | 6 | 4+ | – | 4+ | 10 | 14/16 | 110 |
| Horde (40) | 6 | 4+ | – | 4+ | 20 | 21/23 | 210 |
Special: Phalanx. Options: Banner (+15 pts); Musician (+10 pts).
Darksome Guard – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 6 | 3+ | – | 4+ | 5 | 10/12 | 50 |
| Half-Regt. (10) | 6 | 3+ | – | 4+ | 10 | 11/13 | 90 |
| Regiment (20) | 6 | 3+ | – | 4+ | 10 | 14/16 | 120 |
Special: Crushing Strength (1). Options: Banner (+15 pts); Musician (+10 pts).
Buccaneers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | 4+ | 4+ | 15 | 11/13 | 115 |
| Regiment (20) | 6 | 4+ | 4+ | 4+ | 15 | 14/16 | 150 |
| Horde (40) | 6 | 4+ | 4+ | 4+ | 30 | 21/23 | 285 |
Special: Hand crossbows (treat as thrown weapons). Options: Banner (+15 pts); Musician (+10 pts).
Blade-Dancers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 7 | 3+ | – | 3+ | 10 | 10/12 | 60 |
| Half-Regt. (10) | 7 | 3+ | – | 3+ | 20 | 11/13 | 110 |
| Regiment (20) | 7 | 3+ | – | 3+ | 25 | 14/16 | 160 |
Special: This unit always has a Musician (cost already included), Headstrong. Options: Banner (+15 pts).
Twilight Crossbowmen – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | 4+ | 4+ | 10 | 11/13 | 120 |
| Regiment (20) | 6 | 4+ | 4+ | 4+ | 10 | 14/16 | 160 |
| Horde (40) | 6 | 4+ | 4+ | 4+ | 20 | 21/23 | 305 |
Special: Light crossbows (treat as bows). Options: Banner (+15 pts); Musician (+10 pts).
Gargoyles* – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 10 | 4+ | – | 3+ | 5 | 9/11 | 50 |
| Half-Regt. (10) | 10 | 4+ | – | 3+ | 10 | 10/12 | 90 |
Special: Fly, Regeneration.
Shadows – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | 4+ | 3+ | 10 | 11/13 | 105 |
| Regiment (20) | 6 | 4+ | 4+ | 3+ | 10 | 14/16 | 140 |
Special: Light crossbows (treat as bows). Nimble & Vanguard (Troop only). Options: Banner (+15 pts); Musician (+10 pts).
Dark Knights – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 3+ | – | 5+ | 9 | 11/13 | 95 |
| Regiment (10) | 8 | 3+ | – | 5+ | 18 | 14/16 | 175 |
Special: Crushing Strength (2). Options: Banner (+15 pts); Musician (+10 pts).
Heralds of Woe – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 10 | 4+ | 4+ | 3+ | 5 | 11/13 | 90 |
| Regiment (10) | 10 | 4+ | 4+ | 3+ | 10 | 14/16 | 160 |
Special: Light crossbows (treat as bows), Nimble. Options: Musician (+10 pts).
Abyssal Riders* – Large Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | – | 5+ | 4 | 10/12 | 60 |
| Troop (3) | 7 | 4+ | – | 5+ | 12 | 12/14 | 140 |
| Regiment (6) | 7 | 4+ | – | 5+ | 24 | 15/17 | 265 |
Special: Crushing Strength (1), Regeneration. Options (Troops and Regiments only): Banner (+15 pts); Musician (+10 pts).
Lower Abyssals* – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 4+ | 20 | 11/13 | 115 |
| Regiment (20) | 5 | 4+ | – | 4+ | 20 | 14/16 | 150 |
| Horde (40) | 5 | 4+ | – | 4+ | 40 | 21/23 | 285 |
Special: Regeneration. Options: Banner (+15 pts); Musician (+10 pts).
Twilight Bolt Thrower – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | – | 4+ | 4+ | 2 | 10/12 | 75 |
Special: Blast (D3), Piercing (2).
Twilight Dragon Breath – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | – | – | 4+ | * | 10/12 | 60 |
Special: Breath Attack (20).
Dark Lord – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 5 | 14/16 | 120 |
Special: Crushing Strength (1), Individual, Inspiring. Options: Mount on a horse, increasing Speed to 9 (+20 pts), or mount on a Black Pegasus, increasing Speed to 10 and gaining Fly, but losing the Individual special rule (+40 pts).
Dark Lord on Dragon – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 8 | 17/19 | 350 |
Special: Breath Attack (15), Crushing Strength (3), Fly, Inspiring.
Lordling on Winged Abyssal – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 5 | 13/15 | 120 |
Special: Crushing Strength (2), Fly.
High Priestess of the Abyss – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | – | 4+ | 1 | 11/13 | 110 |
Special: Breath Attack (10), Individual, Zap! (5). Options: Mount on a horse, increasing Speed to 9 (+10 pts), or mount on a Black Pegasus, increasing Speed to 10 and gaining Fly, but losing the Individual special rule (+40 pts).
Twilight Army Standard Bearer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 4+ | – | 4+ | 1 | 10/12 | 30 |
Special: Individual, Inspiring. Options: Mount on a horse, increasing Speed to 9 (+5 pts).
Dark Avenger – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 5+ | 3 | 11/13 | 60 |
Special: Crushing Strength (1), Individual. Options: Mount on a horse, increasing Speed to 9 (+10 pts), or mount on a Black Pegasus, increasing Speed to 10 and gaining Fly, but losing the Individual special rule (+20 pts).
Abyssal Fiend – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 4+ | – | 5+ | 7 | 19/21 | 325 |
Special: Crushing Strength (3), Regeneration. Options: Can have wings, gaining Fly and increasing Speed to 10, but reducing Defence to 4+ (+25 pts); can have the Breath Attack (10) special rule (+25 pts); can have the Zap! (5) special rule (+25 pts).
Death Stalker Simulacre [1] – Monster
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | – | 6+ | 10 | 20/22 | 375 |
Special: Crushing Strength (3), Elite.
Assassin – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 3+ | 3+ | 4+ | 4 | 11/13 | 90 |
Special: Thrown weapons. Crushing Strength (1), Vanguard, Individual, Piercing (1), Stealthy.
Undead
Alignment: Evil
Army Special Rules. All units are Evil Dead.
Evil Dead. Every time the unit manages to inflict one or more points of damage against an enemy in melee, it regains a single point of damage that it has previously suffered.
Dark Surge (n). The unit has a ranged attack that can only target friendly Shambling units. You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of any modifier. For every hit inflicted, the friendly unit moves straight forward a full inch (stopping 1" from friendly units). If this movement brings it into contact with an enemy unit, treat this as a successful charge. However, the charged unit will not take any Nerve tests for damage it has taken in that Shoot phase.
Undead Giant Rats (or are they Dogs?). Mark a unit that has been equipped with Undead Giant Rats (or Dogs?) with one or more such models. This increases the effects of the Evil Dead rule – the unit recovers one point of damage it has suffered per point of damage it inflicts in melee, rather than a single one. However, at the end of each melee in which the unit fights, roll a die. On a result of 1-3 the Rats (Dogs?) have been trampled in the melee – remove the models, and the unit loses this ability.
Revenants – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 4+ | – | 5+ | 10 | –/14 | 85 |
| Regiment (20) | 5 | 4+ | – | 5+ | 10 | –/17 | 110 |
| Horde (40) | 5 | 4+ | – | 5+ | 20 | –/24 | 210 |
Special: Shambling. Options: Banner (+15 pts); Musician (+10 pts); Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1)).
Wraiths – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 10 | 4+ | – | 6+ | 5 | –/12 | 110 |
| Half-Regt. (10) | 10 | 4+ | – | 6+ | 10 | –/13 | 200 |
| Regiment (20) | 10 | 4+ | – | 6+ | 10 | –/16 | 265 |
Special: Crushing Strength (1), Fly, Shambling.
Skeletons – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 5+ | – | 4+ | 10 | –/13 | 55 |
| Regiment (20) | 5 | 5+ | – | 4+ | 10 | –/16 | 70 |
| Horde (40) | 5 | 5+ | – | 4+ | 20 | –/23 | 135 |
Special: Shambling. Options: Banner (+15 pts); Musician (+10 pts); Undead Giant Rats (Dogs?) (+30 pts); Take spears, gaining Phalanx, for +5 pts (Troops), +15 pts (Regiments) or +25 pts (Hordes).
Skeleton Archers – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 5 | 6+ | 5+ | 3+ | 10 | –/13 | 55 |
| Regiment (20) | 5 | 6+ | 5+ | 3+ | 10 | –/16 | 70 |
| Horde (40) | 5 | 6+ | 5+ | 3+ | 20 | –/23 | 135 |
Special: Bows. Shambling. Options: Banner (+15 pts); Musician (+10 pts); Undead Giant Rats (Dogs?) (+30 pts).
Mummies – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 4 | 4+ | – | 6+ | 5 | –/14 | 120 |
| Half-Regt. (10) | 4 | 4+ | – | 6+ | 10 | –/17 | 220 |
| Regiment (20) | 4 | 4+ | – | 6+ | 10 | –/24 | 295 |
Special: Crushing Strength (2), Regeneration, Shambling.
Wights – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (3) | 5 | 4+ | – | 5+ | 9 | –/15 | 180 |
Special: Crushing Strength (4), Vicious, Shambling.
Zombies – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Regiment (20) | 5 | 5+ | – | 3+ | 15 | –/15 | 65 |
| Horde (30) | 5 | 5+ | – | 3+ | 30 | –/19 | 95 |
| Swarm (40) | 5 | 5+ | – | 3+ | 30 | –/22 | 120 |
| Endless Swarm (60) | 5 | 5+ | – | 3+ | 40 | –/30 | 200 |
Special: Shambling. Options: Banner (+15 pts); Musician (+10 pts).
Ghouls – Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (10) | 6 | 4+ | – | 3+ | 10 | 9/11 | 60 |
| Regiment (20) | 6 | 4+ | – | 3+ | 10 | 12/14 | 80 |
| Horde (40) | 6 | 4+ | – | 3+ | 20 | 19/21 | 150 |
Werewolves – Large Infantry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 3+ | – | 6+ | 3 | 10/12 | 70 |
| Troop (3) | 9 | 3+ | – | 6+ | 9 | 12/14 | 150 |
| Regiment (6) | 9 | 3+ | – | 6+ | 18 | 15/17 | 285 |
Special: Crushing Strength (1), Nimble.
Soul Reavers – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 3+ | – | 6+ | 13 | 12/14 | 185 |
| Regiment (10) | 8 | 3+ | – | 6+ | 26 | 15/17 | 335 |
Special: Crushing Strength (2). Options: Banner (+15 pts); Musician (+10 pts).
Revenant Cavalry – Cavalry
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| Troop (5) | 8 | 4+ | – | 5+ | 8 | –/14 | 85 |
| Regiment (10) | 8 | 4+ | – | 5+ | 16 | –/17 | 155 |
Special: Crushing Strength (2), Shambling. Options: Banner (+15 pts); Musician (+10 pts).
Balefire Catapult – War Engine
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | – | 5+ | 4+ | 1 | –/12 | 65 |
Special: Blast (2D6), Indirect Fire, Piercing (3), Shambling.
Mhorgoth the Faceless [1] – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 4+ | – | 6+ | 5 | 17/19 | 400 |
Special: Crushing Strength (1), Breath Attack (15), Dark Surge (12), Fly, Heal (6), Inspiring, Zap! (6), Regeneration.
Undead Army Standard Bearer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 4+ | 1 | –/12 | 25 |
Special: Shambling, Individual, Inspiring. Options: Mount on an undead horse, increasing Speed to 8 (+5 pts).
Vampire on Undead Pegasus – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 3+ | – | 5+ | 10 | 14/16 | 285 |
Special: Crushing Strength (2), Dark Surge (3), Fly, Heal (3), Inspiring, Zap! (3).
Vampire Lord – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 3+ | – | 6+ | 8 | 14/16 | 275 |
Special: Crushing Strength (2), Dark Surge (3), Heal (3), Individual, Inspiring, Zap! (3). Options: Mount on an undead horse, increasing Speed to 8 (+20 pts).
Cursed Pharaoh – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 4+ | – | 6+ | 5 | 18/20 | 200 |
Special: Crushing Strength (2), Dark Surge (6) (Mummies only), Individual, Inspiring (Mummies only), Regeneration.
Necromancer – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 5+ | – | 4+ | 1 | 11/13 | 110 |
Special: Dark Surge (8), Heal (3), Individual, Zap! (3). Options: Mount on an undead horse, increasing Speed to 8 (+15 pts).
Liche King – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 5+ | – | 4+ | 1 | 14/16 | 180 |
Special: Dark Surge (10), Heal (5), Individual, Zap! (5). Options: Mount on an undead horse, increasing Speed to 8 (+20 pts).
Revenant King – Hero
| Unit Size | Sp | Me | Ra | De | At | Ne | Pts |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 4+ | – | 5+ | 5 | 14/16 | 120 |
Special: Crushing Strength (1), Dark Surge (6), Individual, Inspiring. Options: Mount on an undead horse, increasing Speed to 8 (+15 pts).
Tournaments
This section gives an example tournament pack, based on the one Mantic uses for its own events, as a starting point for organising a Kings of War tournament.
Armies. This tournament uses the Kings of War 2012 rules (3rd edition), with a maximum total of 1750 points. Players may choose from the eight official Kings of War army lists: Elves, Orcs, Dwarfs, Kingdoms of Men, Abyssal Dwarfs, Undead, Goblins, Twilight Kin. Fan-made lists are considered unofficial and may not be used. No allies are allowed – only 'pure' armies.
Army Composition. Unique individuals (units marked with a [1] after their name in the list) cannot be included in tournament armies. Players are permitted to use non-Mantic miniatures in their armies. A copy of the Force List must be submitted to the organisers at the start of the tournament, with all units, points costs and additional equipment written out in full.
1. Game Time and Victory Conditions. The tournament consists of six games and uses chess clocks; each player has forty-five minutes for the game, including set-up. The scenario for each game is announced by the organiser at the start of that game. At the table, players discuss the (fixed) terrain, place any objective markers, and roll off for table side.
Set-up, Vanguard moves and turns are all played to the clock as described under Timed Games: players roll off to decide who starts each stage, that player's clock is started, and the clock is swapped as players alternate actions (set-up unit by unit, Vanguard move by move, turn by turn); each clock is stopped once its stage is complete for both players. The game lasts twelve turns (six per player); at the end of turn 12 the player rolls a die – on a 1-3 the game ends, on a 4-6 both players play an extra turn and then it ends, with the winner worked out as normal.
If a player runs out of time during one of his turns, the game ends instantly and his entire army routs – remove all of his remaining units as if they suffered a Rout result, then work out the victory conditions as normal. Players cannot end a turn early while actions they have started (such as a melee from a charge) are still unresolved, but they can simply order all units to Halt in the Move phase and shoot with none in the Shoot phase.
2. Turns. First-round match-ups are random. From the second round on, players are paired using a Swiss system: matched on the same number of Tournament Points (TP) in descending order (Victory = 3 TP, Draw = 1 TP, Loss = 0 TP). Players tied on TP are matched by descending Attrition Score – the total points value of enemy units routed by that player so far in the tournament (including in Pillage games). Players tied on both TP and Attrition Score are paired in alphabetical order.
3. Winning the Tournament. The winner is determined at the end of the last round: the player with the most TP wins; ties are broken by the higher Attrition Score; further ties are broken by the result of a match between the tied players, if they played one during the tournament; if they never met, the tournament ends in a joint victory and the tied players share the first prize.
Notes. There are no sportsmanship scores at this tournament, but all games are expected to be played fairly, respectfully and in a fun, inclusive spirit. It is fine to ask an opponent to show you the rule or characteristic in question so you can check it yourself – ask nicely, try to resolve any problems between yourselves first, and bring the organisers in if you can't. When customising the tournament rules for a different army size, scale the game length in proportion – about 15 minutes per player for every full 500 points in the army (so a 2,000-point game suits a two-hour game, one hour per player).