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Reference Sheet: Turn Sequence

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100% found this document useful (3 votes)
527 views6 pages

Reference Sheet: Turn Sequence

Uploaded by

Ermintrude
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TURN SEQUENCE 3 MAGIC

1 START OF TURN 4 SHOOTING


REFERENCE SHEET 2 MOVEMENT 5 CLOSE COMBAT

MOVEMENT
1. Declare charges PSYCHOLOGY
Indicate which units are charging and nominate the enemy unit which they are Except for hatred and frenzy, where no test is necessary, tests
going to charge. Take Panic tests for any units that are in close combat that will for psychology are taken against Leadership. Roll 2D6 – if you
be charged in the flank or rear. Opponent chooses one of the following charge score equal to or less than the troops’ Leadership value you
responses: have passed.
Stand and Shoot – You may stand and shoot if the chargers come from more
than half their charge move away. Work out casualties immediately. Panic
Hold – The unit stands and takes the charge. A unit which fails a Panic test will flee in the same way as a unit
broken in close combat or a unit which flees when charged. A unit
Flee! – The unit turns tail and runs. Models are moved immediately 2D6" away must take a Panic test in the following circumstances:
from the enemy if their Movement is 6" or less or 3D6" if their Movement is
more than 6". 1 - Fleeing friendly unit is within 4" at the start of the turn.
2 - Friends within 6" break from close combat or are destroyed.
2. Rally fleeing troops 3 - The unit is charged in the side or rear whilst engaged in combat.
Troops that fled in a previous turn can be rallied by passing a Leadership test. 4 - Fleeing friends within 4" are destroyed by chargers.
A unit must have at least 25% of its original number of models surviving to rally.
Rallied troops may not move or shoot this turn but may adopt any formation 5 - The unit suffers 25% casualties from shooting or magic.
facing the enemy. Rallied characters may cast spells as normal. Units with 6 - A unit is wiped out by shooting within 4".
Musicians will gain a +1 Ld bonus in any attempt to rally (max. Ld=10).
Fear
3. Compulsory moves A unit defeated in close combat by an enemy that it fears is
Units subject to compulsory movement must be moved now. automatically broken without a Break test if it is outnumbered.
1 - Test to overcome fear if charged by an enemy that causes fear. Make
4. Move charges this test once the enemy declares his charge. If the tester fails to
Chargers make a double move towards the target unit and must bring as many overcome fear then he must flee if outnumbered by the attackers. If
models into combat as possible. Chargers may not turn or change formation, not outnumbered, then a unit which fails its Fear test may fight on,
but can wheel once to bring more models into contact with the enemy. but requires a 6 to hit during the first turn of combat.
However, the unit need not do so if this means that it would not reach its target.
2 - Test if you wish to charge a fear-causing enemy. If you fail the test
Once a unit reaches the enemy it halts and is aligned with its opponent to form
then you may not charge and must remain stationary for the turn.
a neat battle line. If a charging unit’s target has fled but is still within charge
range it is destroyed. If the target unit flees out of reach or the charge move is
too short, the charge has failed. Move the charging unit its normal Movement Terror
unless another unit is also within range, in which case the charge may be Only one Terror test is ever taken by a unit during the game – once
redirected against this new target. A charge may only be redirected once. Units it has been taken no further Terror tests are required. Troops which
which fail to complete a charge may not shoot, although a Wizard is free to cast fail their Terror test will flee immediately exactly like troops
spells as normal. broken in combat or fleeing from a charge.
1 - Test to overcome terror if charged by or wishing to charge an enemy
5. Remaining moves that causes terror.
Any remaining units may now move. Units may move in a straight line or may 2 - Test if there is a terror-causing enemy within 6" at the start of your
manoeuvre. There are four types of manoeuvre: turn.
Wheel
Units can pivot around one corner. Measure the distance travelled by the Stupidity
outside model. A unit may wheel several times in a turn as long as it has enough Test at the start of each turn. If troops fail their test:
movement. A unit may wheel once in a charge to bring models into combat. 1 - If in close combat, half the creatures stop fighting.
Turn 2 - If not in close combat, move the unit directly forward at half normal
A unit that is not charging or marching may turn 90° or 180° by surrendering a speed.
quarter of its move. Note that each individual model turns in place; the unit as
a whole does not move. Leaders, Standard Bearers and Musicians are then Frenzy
moved to the unit’s new front rank. Troops affected by frenzy must behave as follows.
1 - Frenzied troops must charge enemy within charge reach.
Change formation
A unit may increase or decrease the number of ranks it is deployed in by one at 2 - Frenzied troops fight with +1 extra Attack.
a cost of half its move. It may increase or decrease its ranks by two if it does not 3 - Frenzied troops always pursue.
move at all. 4 - Frenzied troops are immune to other psychology.
5 - If defeated in combat they are no longer frenzied.
Reform
If it is not in close combat, a unit may reform into as many ranks as it wishes
and face in any direction it wishes. If a unit reforms it cannot move at all and Hatred
may not shoot in the Shooting phase, but Wizards are free to cast spells as Troops fighting in close combat with a hated foe behave as follows:
normal. 1 - Troops may re-roll any misses in the first turn of close combat.
2 - Troops must pursue hated enemies who flee.
Marching
A unit can march if there are no unbroken enemy models within 8" at the start
of the Movement phase. It can, however, move to within 8" of enemy units Stubborn
during its march. A marching unit moves at twice its Movement characteristic Stubborn troops behave as follows:
and the only manoeuvre it may attempt is the wheel; it can neither change 1 - Stubborn troops take all Break tests on their unmodified Leadership
formation nor turn. It may not move through difficult terrain or cross obstacles value. They do not reduce this value regardless of any combat
and must stop if it reaches such features. A unit which is marching cannot shoot results, how many casualties they have suffered or other combat
in the Shooting phase, but Wizards are free to cast spells as normal. bonuses.
SHOOTING TO WOUND CHART
Resolve each unit’s shooting one at a time, starting with weapons that TARGET’S TOUGHNESS
require the range to be guessed.
1 2 3 4 5 6 7 8 9 10
Declare target. A model armed with a missile weapon may choose any
enemy unit as a target if it lies within the model’s 90˚ fire arc and is in line 1 4 5 6 6 – – – – – –

ATTACKER’S STRENGTH
of sight. Only models in the front rank of the unit may fire their missile 2 3 4 5 6 6 – – – – –
weapons unless the unit is positioned on a hill, in which case up to two
ranks may fire. 3 2 3 4 5 6 6 – – – –
Measure range. Measure the range to the target. If targets are out of range 4 2 2 3 4 5 6 6 – – –
the shots miss automatically. 5 2 2 2 3 4 5 6 6 – –
Roll to hit. A dice roll of 1 is always a miss. 6 2 2 2 2 3 4 5 6 6 –
Firer’s BS: 1 2 3 4 5 6 7 8 9 10 7 2 2 2 2 2 3 4 5 6 6
D6 Score: 6 5 4 3 2 1 0 -1 -2 -3
8 2 2 2 2 2 2 3 4 5 6
To hit modifiers 9 2 2 2 2 2 2 2 3 4 5
+1 Shooting at large target.
-1 Shooting while moving. 10 2 2 2 2 2 2 2 2 3 4
-1 Shooting at a charging enemy.
-1 Shooting at long range.
-1 Shooting at a single character or at skirmishers. Armour Armour save
-1 Target is behind soft cover.
-2 Target is behind hard cover. None No Save modifiers
Light 6+ Strength of hit Save modifier
Roll to damage. Exactly as in close combat. 4 -1
Heavy 5+
Take armour saves. Exactly as in close combat. 5 -2
Shield +1 6 -3
Remove casualties. Exactly as in close combat. Barding +1 7 -4
Take any Panic tests. If a unit takes 25% or more casualties from Mounted +1 8 -5
shooting it must immediately take a Panic test.

CLOSE COMBAT 2. Combat results


Add up the number of wounds caused by each side in the combat and add
1. Fight combats any modifiers that apply from the following list. The side with the higher
Resolve each combat one at a time. The player whose turn it is will score has won the combat.
determine the order of the combats.
Combat resolution bonuses
Order of combat. Charging units strike first. Otherwise, models strike in
order of Initiative. +1 per rank after the first, to a maximum of +3.
+1 unit outnumbers the enemy.
Roll to hit. Check on the To Hit chart to find the score needed on a D6 to +1 Standard Bearer in front rank.
hit. When fighting against cavalry, all blows are struck against the rider +1 unit occupies higher ground.
using the rider’s Weapon Skill. A mount uses its own Weapon Skill if it has
its own Attack. +1 Flank attack. If both flanks are engaged the modifier will still only be +1.
+2 Rear attack. Combined with a flank attack, this gives a +3 bonus.
Defended obstacles. Models behind or in defended obstacles can only be +1 Overkill. A challenger who kills his opponent and inflicts more wounds than the
hit on a roll of a 6, regardless of relative Weapon Skills. Once attackers win enemy has adds +1 to the combat result score for each excess wound caused (max +5).
a round of combat, further combat rounds are fought as normal.
Roll to damage. Cross-reference the attacker’s Strength versus the 3. Losers take Break test
defender’s Toughness value on the To Wound chart to find the score The losing unit in a combat rolls 2D6 and adds the difference between the
required on a D6 to cause a wound. combat results. If the score is greater than the unit’s Leadership value the unit
has broken and will flee once all remaining combats have been resolved.
Take armour saves. Roll a D6 for each wound that is caused. A roll of 1 is
always a failure. 4. Panic tests
All units within 6" of a friendly unit that has broken or been destroyed must
Remove casualties. Remove casualties from rear ranks. Removed models
take an immediate Panic test.
do not get to attack if they have not already done so.
5. Flee!
TO HIT CHART Fleeing troops move directly away from the largest enemy unit involved in
DEFENDER’S WEAPON SKILL
the combat. If the unit normally moves 6" or less it flees 2D6". If it normally
1 2 3 4 5 6 7 8 9 10 moves more than 6" it flees 3D6". Fleeing units ignore movement penalties
ATTACKER’S WEAPON SKILL

1 4 4 5 5 5 5 5 5 5 5 for difficult ground and obstacles.

2 3 4 4 4 5 5 5 5 5 5 6. Pursuit
Victorious units will pursue fleeing troops 2D6" if their normal Movement
3 3 3 4 4 4 4 5 5 5 5
is 6" or less, 3D6" if their normal Movement is greater than 6". A victorious
4 3 3 3 4 4 4 4 4 5 5 unit that slays all of its opponents may also make a pursuit move; this is
worked out exactly the same as a normal pursuit move. If this score is equal
5 3 3 3 3 4 4 4 4 4 4 to or greater than the score rolled by the unit it is pursuing, the fleeing unit
6 3 3 3 3 3 4 4 4 4 4 is destroyed. Pursuers ignore movement penalties for difficult ground and
obstacles. If the pursuit move carries them into a fresh enemy unit this
7 3 3 3 3 3 3 4 4 4 4 counts as a new charge and is resolved in the following turn.
8 3 3 3 3 3 3 3 4 4 4 Restraining pursuit. A unit may restrain its pursuit by rolling equal to or
9 3 3 3 3 3 3 3 3 4 4 less than its Leadership value on 2D6. Units that are fighting from a building
or other defended position can automatically restrain a pursuit. Declare you
10 3 3 3 3 3 3 3 3 3 4 are not pursuing before your opponent rolls any dice.
MAGIC
many Dispel dice as you wish up to the maximum number you
have. If you wish to use any magic items to boost the dispel you
MAGIC SEQUENCE must declare this before rolling the dice. If the number rolled is
1. Generate Power and Dispel dice equal to or greater than the score rolled by the casting player,
then the spell is dispelled. If two or more 1s are rolled then the
2. Cast spells dispel fails automatically regardless of the actual score rolled.
3. Attempt to dispel
4. Spell succeeds or fails
4. Spell succeeds or fails Apply the effects of the spell as described in the Magic section.
5. Cast again. Repeat steps 2–4
6. Dispel any spells in play
5. Cast again
If you have more spells to cast and any Power dice left, you may
cast again.

6. Dispel spells in play


1. Generate Power and Dispel dice Once all spells have been cast, both players may attempt to
Power Dice dispel any spell cast in a previous turn. The opposing player
This is summarised as follows: may attempt to do so first. To dispel a spell already in play the
dice only have to equal or beat the casting value of the spell. The
Basic number of dice: 2 dice casting player may then attempt to dispel spells in play counting
For each Level 1 Wizard: +1 dice any remaining Power dice as Dispel dice and following the
For each Level 2 Wizard: +2 dice above procedure. Spells originally cast with Irresistible Force
For each Level 3 Wizard: +3 dice can be dispelled as normal.
For each Level 4 Wizard: +4 dice
Fleeing or dead Wizards do not generate Power dice.
MISCAST TABLE
Add any bonus dice provided by magic items, spells, etc.
Roll 2D6 as your opponent cackles maniacally
Dispel dice
The opposing player generates two Dispel dice (four in the case 2D6 Result
of a Dwarf army) plus a number of extra dice depending on the 2 Models in base contact, friend or foe, suffer
number and level of Wizards, Runesmiths or Runelords in his one Strength 10 hit, as does the casting Wizard.
army. This is summarised as follows: 3 The caster is blasted D6" in a random direction
Each Runesmith or Runelord: +1 dice (use the Artillery dice to determine the direction)
For each Level 1 Wizard: +1 dice and cannot cast further spells until he rolls a 6 on
a D6 at the start of his Magic phase. If blasted
For each Level 2 Wizard: +1 dice into another model he stops and both take one
For each Level 3 Wizard: +2 dice Strength 10 hit. If blasted into a wall, wood, or
For each Level 4 Wizard: +2 dice solid object, the caster takes one Strength 10 hit.
Fleeing or dead Wizards do not generate Dispel dice. 4 The opposing player may immediately cast any
one of his own spells of the same casting
Add any bonus dice provided by magic items, spells, etc. difficulty rating or less. No casting roll is required
– the spell is automatically cast – but it can be
2. Cast spells dispelled by the player whose turn it is by using
A Wizard may attempt to cast each of his spells once. Nominate Power dice in the same way as Dispel dice. A
which spell is to be cast and the target of the spell. Roll as many player needs to beat the basic casting value of the
Power dice as you wish up to the maximum allowed by the spell to dispel it.
Wizard’s level. If you roll equal to or better than the spell’s 5 The caster cannot shoot or attack this turn, is hit
casting value the spell is cast. Expended dice are removed from automatically in close combat and cannot cast
the casting player’s pile whether the spell was cast or not. A any magic this turn or in his next turn, but is
total score of 1 or 2 is always a failure, regardless of modifiers. otherwise unaffected.
Maximum Power dice rolled for a single spell 6-7 The caster cannot cast any more spells in this
Level 1 Wizard: 2 dice Magic phase.
Level 2 Wizard: 3 dice 8-9 Any remaining Power dice held by the player are
Level 3 Wizard: 4 dice removed and the Magic phase ends.
Level 4 Wizard: 5 dice 10 The caster is racked by sorcerous power and
suffers 1 wound with no saves allowed.
Miscasts
Rolling two or more 1s means the spell has been Miscast. The 11 The caster’s Magic Level is reduced by -1 and he
Wizard must roll 2D6 on the Miscast table. cannot attempt to cast the spell that he has
Miscast for the rest of the battle. If the caster’s
Irresistible Force Magic Level is reduced to 0 he can cast no further
Rolling two or more 6s means the spell has been cast with spells for the rest of the battle, but he still counts
Irresistible Force. It is cast successfully and cannot be dispelled as a First Level Wizard for the purposes of
by the opposing player. If two or more 6s and two or more 1s calculating the number of Dispel dice only.
are rolled, the spell fails and the Wizard must roll 2D6 on the 12 The spell he attempted to cast is successful and
Miscast table. counts as having been cast with Irresistible
Force, but the caster cannot cast any more spells
3. Attempt to dispel for the duration of the battle, and generates no
The opposing player may make one attempt to dispel the Dispel or Power dice.
enemy’s spell irrespective of which unit it was cast on. Roll as
THE EIGHT LORES OF MAGIC
THE LORE OF FIRE THE LORE OF THE HEAVENS
Note: All these spells are fire attacks. Spell name Cast on Range Notes

Spell name Cast on Range Notes


1. Second Sign 5+ - Gives player D3 re-rolls for the duration of turn.
of Amul
1. Fire Ball 5+ 24" D6 Strength 4 magic missile hits.
2. Portent of Far 6+ 12" Cast on friendly unit. All 1’s rolled to hit or to wound
2. Flaming Sword 6+ - Wizard gains +1 A, +3 S, all attacks hit on a 2+ may be re-rolled that turn.
of Rhuin and count as a magic weapon. Remains in play.
3. Forked Lightning 7+ - Cast on any enemy unit on table. Inflicts D6
3. Fiery Blast 8+ 24" 2D6 Strength 4 magic missile hits. Strength 4 hits.
4. Burning Head 9+ 18" Draw a line from caster, all models in direct path 4. Uranon’s 9+ - Cast on any enemy unit on table. Inflicts
suffer a Strength 4 hit. Thunder Bolt D6 Strength 4 hits with no armour saves.
5. Conflagration 11+ - Can be cast anywhere on table. D6 Strength 4 hits. 5. Storm of Cronos 9+ 12" All enemy in range and line of sight are affected.
of Doom In addition both players roll D6. If caster rolls Each unit takes D6 Strength 4 hits.
highest add his roll to the number of hits suffered.
Repeat until opponent rolls equal or highest. 6. The Comet 10+ - Place a marker on any fixed point on tabletop.
of Casandora Roll D6 at start of each player’s turn, 1-3 nothing
6. Wall of Fire 12+ 24" Can be cast on any visible unit. Each model in the happens but place another marker. On a 4-6 all units
front rank suffers an automatic Strength 4 hit. within D6" multiplied by number of markers suffer
Remains in play. Any model attempting to move 2D6 Strength 5 hits. See page 148 of the Warhammer
through it suffers a further Strength 4 hit. Does not rulebook for full rules.
affect line of sight or movement. Remains in play

THE LORE OF METAL THE LORE OF LIGHT


Spell name Cast on Range Notes Spell name Cast on Range Notes
1. Rule of 3+ 24" Affects single model. If armour save is 6+ or if no 1. Pha’s Illumination 5+ - Cast on Wizard. Wizard get 3 Attacks and
Burning Iron armour save, suffer 1 S3 hit, 5+ armour save, 1 S4 Strength 5. Cannot use weapons. Remains in play
hit or 4+ armour save or better, 1 S5 hit. This is a (see page 149 of the Warhammer rulebook).
Fire attack. 2. Shem’s 5+ 24" D6 Strength 4 magic missile hits. Counts as
2. Commandment 6+ 24" Cast on war machine or chariot. Target cannot Burning Gaze Fire attack.
of Brass move or shoot until end of its own following
turn. Unit can still flee. 3. Urru’s 6+ 18" Cast on enemy unit in Close Combat. WS of target
Dazzling Brightness unit characteristic reduced to 1 for that turn’s Close
3. Transmutation 8+ 24" Cast on unit in close combat. Unit suffers a -1 to Combat phase.
of Lead hit penalty and -1 to its armour save for the
duration of that Close Combat phase. 4. Ulzah’s 7+ - Heals all Wounds on one friendly model.
Healing Hand
4. Distillation of 8+ 24" 2D6 Strength 4 magic missile hits. Counts as
Molten Silver Fire attack. 5. Karu’s 8+ 12" All units with distance are Immune to Psychology
5. Law of Gold 9+ 24" Affects a single magic item chosen by opponent. Guardian Light and any fleeing units rally. Remains in play.
Roll D6: 1-4 item cannot be used until the end of 6. Amshu’s 9+ 24" Enemy unit reduces Movement characteristic by half
enemy’ next turn, 5-6 item is useless for the game. Blinding Light and WS and BS are reduced to 1. Lasts one turn.
6. Bane of Forged 11+ 12" Target unit gets no weapon bonuses or
Metal penalties. Missile weapons are useless for
entire game. Cannot effect war machines.

THE LORE OF SHADOW THE LORE OF LIFE


Spell name Cast on Range Notes Spell name Cast on Range Notes
1. Steed of Shadows 4+ 12" Cast on single model. May make 20" flying move. 1. Mistress of 6+ - Cast on enemy unit within 12" of a water feature or
the Marsh within 6" of the caster. Unit moves at half speed. Lasts
2. Creeping Death 6+ 24" D6 Strength 3 magic missile hits. No armour save. for one turn.
3. Pelt of Midnight 7+ 24" Cast on friendly unit. Shooting directed at unit 2. Father of the Thorn 7+ 24" Unit that is visible and not in combat suffers 2D6
requires 6 to hit. Weapons that use Scatter dice Strength 3 hits.
automatically scatter. Remains in play.
3. The Howling Wind 7+ - Cast on Wizard. No shooting with Strength 4 or less
4. Shades of Death 8+ 6" Cast on friendly unit which is not in close combat. can be targeted at units within 12" of caster. All enemy
Unit causes fear. Remains in play. unit within 12" move at half rate. Remains in play.
5. Unseen Lurker 10+ 24" Cast on friendly unit which is not in close combat. 4. Master of the Wood 7+ - Cast on enemy unit within 12" of a wooded feature.
Unit can make an 8" move. Can be used to charge feature or within 6" of the caster. Unit suffers D6
in which case enemy can only hold their ground. Strength 4 hits, plus a further D6 Strength 4 hits if it
6. Pit of Shades 11+ - Can be cast anywhere. Place 3" template over a single is partially or wholly within a wood.
target enemy unit. All models in the unit completely 5. Master of Stone 8+ - Cast on enemy unit within 12" of a rocky feature or
under the template are automatically hit, those within 6" of the caster. Unit suffers D6 Strength 5
touched by it are hit on a 4+. Models hit suffer 1 hits, plus a further D6 Strength 5 hits if it is partially
Strength 3 hit. Rolls a D6: 1-3 the unit counts as or wholly within the feature.
moving but only moves at half speed next turn, on a 6. The Rain Lord 9+ 24" Missile troops must roll 4,5 or 6 to shoot. Black
score of 4-6 the unit is unaffected. powder weapons need a 6. Lasts for entire game.

THE LORE OF BEASTS THE LORE OF DEATH


Spell name Cast on Range Notes Spell name Cast on Range Notes
1. The Oxen Stands 5+ - Fleeing friendly unit rallies immediately. 1. Dark Hand 5+ 24" D6 Strength 4 magic missile hits.
2. The Eagle’s Cry 6+ 24" Cast on enemy cavalry, swarm, chariot or of Death
monster. Affected unit takes Leadership test. If
2. Death Dealer 5+ 24" Cast on friendly unit which is engaged in close
passed, unit suffers -1 Movement penalty, flyers
reduced to 12". If failed, unit flees 2D6" directly combat. For duration of that turn casualties may
towards its own table edge. make one further Attack with their basic Strength
before being removed.
3. The Bear’s Anger 6+ - Cast on Wizard. Gains +3 A, +2 S and +1 T.
Remains for one turn. No other weapon may be 3. Steal Soul 8+ 12" Single model loses 1 Wound. No armour saves. In
used. Remains in play. addition casting Wizard gains 1 Wound.
4. The Crow’s Feast 7+ 24" 2D6 Strength 3 magic missile hits. 4. Wind of Death 8+ 24" 2D6 Strength 4 magic missile hits.
5. The Beast Cowers 8+ - Cast on enemy cavalry, swarm, chariot or 5. Drain Life 10+ 12" Each unit within range takes D6 Strength 3 hits.
monster in close combat. Creatures (not riders) No armour saves. Does not affect Undead or Chaos
require 6 to hit. Daemons.
6. The Wolf Hunts 9+ 24" Cast on friendly cavalry, swarm, chariot or 6. Doom and 12+ 24" Target suffers -3 penalty to Leadership tests. Unit
monster. Target moves 2D6" towards nearest Darkness! must pass Leadership test at the start of following
visible enemy unit. Can be used to charge in turn, otherwise it remains affected. Does not affect
which case enemy can only hold their ground. Undead or Chaos Daemons. (see page 151 of the
Warhammer rulebook for special rules).
®
Base Unit
REGIMENTS OF RENOWN Size (mm) Strength
Pirazzo’s Lost Legion, Vespero’s Vendetta, 20 x 20 1
Bearman of Urslo, The Cursed Company,

Base Size & Unit Strength Leopold’s Leopard Company, Braganza’s Besieger,
The Alcatani Fellowship, Marksman of Miragliano,
Ricco’s Republican Guard, Long Drong’s Slayer Pirate,
REFERENCE SHEET Lumpin Croop’s Fighting Cock
Al Muktar’s Desert Dog, Voland’s Venator, 25 x 50 2
Base Unit Ogla Khan’s Wolfboy
VAMPIRE COUNTS Size (mm) Strength
Asarnil the Dragonlord 50 x 50 6+1
Character on Foot 20 x 20 1
Bronzino 25 x 50 1
Nightmare Mounted Character 25 x 50 2
Bronzino’s Galloper Gun – 3(i)
Winged Nightmare Mounted Character 50 x 50 4+1
Birdman of Catrazza 40 x 40 1
Zombie Dragon Mounted Character 50 x 50 6+1
Hengus 20 x 20 1
Ghoul, Skeleton Warrior, Zombie, 20 x 20 1
Giant of Albion 50 x 50 5
Grave Guard, Banshee
Tichi Huichi’s Raider 25 x 50 2
Dire Wolf, Black Knight 25 x 50 2
Witch Hunter 20 x 20 1
Bat Swarm 40 x 40 1
Ruglud’s Armoured Orc 25 x 25 1
Fell Bat 40 x 40 1
Golgfag’s Ogre 40 x 40 3
Spirit Host 40 x 40 3
Black Coach 50 x 100 5 Base Unit
HORDES OF CHAOS Size (mm) Strength
Base Unit Mortal Character on Foot 25 x 25 1
TOMB KINGS Size (mm) Strength
Chaos Steed Mounted Character 25 x 50 2
Character on Foot 20 x 20 1
Chariot Mounted Character 50 x 100 4+1
Chariot Mounted Character 50 x 100 3+1
Daemonic Mounted Character 50 x 50 3+1
Skeletal Steed Mounted Character 25 x 50 2
Chaos Dragon Mounted Character 50 x 50 6+1
Skeleton Warrior, Tomb Guard 20 x 20 1
Exalted Daemon, Daemon Prince 40 x 40 3
Skeleton Light Horseman, 25 x 50 2
Skeleton Heavy Horseman Bloodthirster 50 x 50 7
Tomb Swarm 40 x 40 3 Great Unclean One 50 x 50 10
Chariot 50 x 100 3 Keeper of Secrets 50 x 50 6
Ushabti 40 x 40 3 Lord of Change 50 x 50 6
Carrion 40 x 40 1 Chaos Warrior (including Chosen), 25 x 25 1
Tomb Scorpion 40 x 40 3 Chaos Marauder, Bloodletter,
Daemonette, Plaguebearer,
Bone Giant 50 x 50 6 Horror, Flamer, Chaos Fury
Screaming Skull Catapult – 3(i) Mounted Daemonette, Flesh Hound, 25 x 50 2
Marauder Horseman, Chaos Warhound,
Base Unit Chaos Knight (including Chosen)
HIGH ELVES Size (mm) Strength
Chariot of Chaos 50 x 100 4
Character on Foot 20 x 20 1
Screamer of Tzeentch 40 x 40 1
Elven Steed Mounted Character 25 x 50 2
Nurgling 40 x 40 3
Great Eagle Mounted Character 40 x 40 3+1
Chaos Spawn 40 x 40 3
Griffon Mounted Character 50 x 50 4+1
Dragon Mounted Character 50 x 50 6+1 Base Unit
Chariot Mounted Character 50 x 100 4+1
BEASTS OF CHAOS Size (mm) Strength

Archer, Lothern Seaguard, Spearman, 20 x 20 1 Beast Character on Foot 25 x 25 1


Shadow Warrior, Swordmaster, Doombull 40 x 40 3
Phoenix Guard, White Lion Chariot Mounted Character 50 x 100 4+1
Silver Helm, Dragon Prince, 25 x 50 2 Gor, Ungor, Bestigor 25 x 25 1
Ellyrian Reaver (including all variants)
Tiranoc Chariot 50 x 100 4 (iii)
Warhound, Centigor 25 x 50 2
Eagles Claw Bolt Thrower – 2(i) Tuskgor Chariot 50 x 100 4
Great Eagle 40 x 40 3 Chaos Troll, Minotaur, Chaos Ogre, 40 x 40 3
Dragon Ogre
Base Unit
DOGS OF WAR Size (mm) Strength Dragon Ogre Shaggoth, Chaos Giant 50 x 50 6
Character on Foot 20 x 20 1
Base Unit
Warhorse Mounted Character 25 x 50 2 BRETONNIANS Size (mm) Strength
Pegasus Mounted Character 40 x 40 3+1 Warhorse Mounted Character 25 x 50 2
Pikeman, Crossbowman, Duellist, 20 x 20 1 Pegasus Mounted Character 40 x 40 3+1
Dwarf, Norse Marauder, Hippogryph Mounted Character 50 x 50 4+1
Paymaster’s Bodyguard, Halfling
Mounted Squire, Knight Errant, 25 x 50 2
Heavy Cavalry, Light Cavalry 25 x 50 2 Knight of the Realm, Questing Knight,
Ogre 40 x 40 3 Grail Knight
Cannon, Halfling Hot Pot – 3(i) Man-at-Arm, Bowman, Foot Squire 20 x 20 1

Product Code 60440299012


Base Unit Base Unit
CHAOS DWARFS Size (mm) Strength LIZARDMEN Size (mm) Strength
Chaos Dwarf Character on Foot 20 x 20 1 Slann Mage-Priest 50 x 50 5
(including Hobgoblin Heroes) Saurus Oldblood and Scar-Veteran 25 x 25 1
Bull Centaur Character 25 x 50 2 Skink Chief and Priest 20 x 20 1
Great Taurus or 50 x 50 4+1 Cold One Mounted Character 25 x 50 2
Lammasu Mounted Character Carnosaur Mounted Character 50 x 50 5+1
Sneaky Git, Goblin Boy, 20 x 20 1 Saurus Warrior, Temple Guard 25 x 25 1
Hobgoblin, Chaos Dwarf Warrior,
Chaos Dwarf Blunderbuss Skink Skirmisher, Chameleon Skink 20 x 20 1
Jungle Swarm, Kroxigor 40 x 40 3
Hobgoblin Wolf Rider, Bull Centaur 25 x 50 2
Saurus Cavalry 25 x 50 2
Black Orc, Orc Boy, Orc Arrer Boy 25 x 25 1
Terradon 40 x 40 1
Hobgoblin Bolt Thrower – 2(i)
Stegadon 50 x 100 8
Earthshaker Cannon – 3(i)
Salamander 40 x 40 3
Skink Handler 20 x 20 1
Base Unit
ORCS & GOBLINS Size (mm) Strength Base Unit
EMPIRE Size (mm) Strength
Goblin 20 x 20 1
Character on Foot 20 x 20 1
& Night Goblin Character on Foot
Warhorse Mounted Character 25 x 50 2
Orc, Savage Orc 25 x 25 1
& Black Orc Character on Foot Pegasus Mounted Character 40 x 40 3+1
Wolf or Boar Mounted Character 25 x 50 2 Griffon Mounted Character 50 x 50 4+1
Wyvern Mounted Character 50 x 50 5+1 Archer, Crossbowman, Spearman, 20 x 20 1
Free Company, Halberdier, Huntsman,
Chariot Mounted Character 50 x 100 (ii)
4+1 Swordsman, Handgunner, Greatsword,
Goblin, Night Goblin, Squig Herd 20 x 20 1 Flagellant
Orc Arrer Boy, Black Orc, Orc Bully 25 x 25 1 Knight, Inner Circle Knight, 25 x 50 2
Orc or Savage Orc Boy (including Big ’Uns) Pistolier, White Wolf Knight,
Inner Circle White Wolf Knight
Goblin Wolf Rider, Orc 25 x 50 2
or Savage Orc Boar Boy (including Big ’Uns) Cannon, Mortar, Helblaster – 3(i)
Snotling 40 x 40 3 Steam Tank 80 x 120 10
Goblin Wolf Chariot or Orc Boar Chariot 50 x 100 (ii)
4 Base Unit
SKAVEN Size (mm) Strength
Rock Lobber, Spear Chukka – 3(i)
Character on Foot 20 x 20 1
Doom Diver – 3
Grey Seer on Bell 40 x 60 4+1
Troll 40 x 40 3
Clanrat Slave, Clanrat, Giant Rat, 20 x 20 1
Pump Wagon 50 x 50 4 Night Runner, Poison Wind Globadier,
Stormvermin, Packmaster, Gutter Runner,
Giant 50 x 50 6 Plague Monk, Plague Censer Bearer
Rat Swarm 40 x 40 3
Base Unit Rat Ogre 40 x 40 3
DARK ELVES Size (mm) Strength
Warplock Jezzail 25 x 50 2
Character on Foot 20 x 20 1
Ratling Gun 25 x 50 2
Cold One or Dark Steed Mounted Character 25 x 50 2
Warpfire Thrower 25 x 50 2
Dark Pegasus Mounted Character 40 x 40 3+1
Warp-lightning Cannon 50 x 100 3(iv)
Black Dragon Mounted Character 50 x 50 6+1
Base Unit
Manticore Mounted Character 50 x 50 4+1 WOOD ELVES Size (mm) Strength
Chariot Mounted Character 50 x 100 4+1 Character on Foot 20 x 20 1
Corsair, Warrior, Executioner, Harpy, 20 x 20 1 Unicorn Mounted Character 50 x 50 3+1
Shade, Witch Elf, Black Guard
Elven Steed Mounted Character 25 x 50 2
Dark Rider, Cold One Knight 25 x 50 2 Great Eagle Mounted Character 40 x 40 3+1
Cold One Chariot 50 x 100 4 Green Dragon Mounted Character 50 x 50 6+1
Reaper Bolt Thrower – 2(i) Archer, Glade Guard, Scout, 20 x 20 1
War Hydra 50 x 100 6 Wardancer, Waywatcher
Apprentice 20 x 20 1 Glade Rider 25 x 50 2
Dryad 25 x 25 1
Base Unit Great Eagle 40 x 40 3
DWARFS Size (mm) Strength
Warhawk Rider 40 x 40 1
Dwarf Character 20 x 20 1
Treeman 50 x 50 5
Dwarf Crossbowman, Miner, Ranger, 20 x 20 1
(i)
Thunderer, Warrior, Longbeard, War machines have a Unit Strength of the current number of crew. The listed
Ironbreaker, Hammerer, Troll Slayer value is the initial Unit Strength.
(ii)
Goblin Chariots with an extra wolf should be mounted on a 75 x 100 base.
Bolt Thrower, Stone Thrower, Cannon, – 3(i) (iii)
Elven Chariots with extra steeds should be mounted as follows:
Flame Cannon, Organ Gun 3 steeds = 75 x 100mm
4 steeds = 100 x 100mm
Gyrocopter 40 x 40 1 (iv)
The Warp-lightning Cannon should be treated like a chariot – the crew are
Anvil of Doom 60 x 60 3 NOT removed seperately to the cannon, unlike other war machines.

Copyright Games Workshop Limited 2003. All Rights Reserved.


Games Workshop, The Games Workshop logo, Warhammer, White Dwarf, and all Associated marks, races, race insignia, characters, units, illustrations and images from
the Warhammer world are either ®, TM and/or © Games Workshop Ltd 2000-2003, variably registered in the UK and other countries around the world. All Rights Reserved

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