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Factions v3.9

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FACTIONS Version 3.

9, July 2022
Sentinels of Order | Agents of Chaos | Harbingers of Destruction | Bringers of Death | +Bestiary | +Bladeborn warbands*

Warcry Copyright Games Workshop 2019.


Unofficial, fan-made, quick reference sheets, which are neither endorsed nor produced by Games Workshop.
These sheets are only intended for the personal use of existing owners of the game and books.
They may not be sold or used in any way except for personal use.
You will need the Core Rulebook, the four Grand Alliance books and the ToC 2021 to be able to fully use those
reference sheets and enjoy the game for all the content it has to offer (Open, Matched and Narrative Play battles,
updated rules, Challenge battles and Fated Quests, Trial of Champions, Hidden Agendas and Artefacts etc.).

Cities of Sigmar (7) Slaves to Darkness Orruk Warclans (3) Legions of Nagash Wild Creatures (2)
Stormcast Eternals (4) Khagra’s Ravagers* Morgork’s Krushas* Flesh-Eater Courts Klorgg the Mega-Gargant
Steelheart’s Champions* Godsworn Hunt* Ironskull’s Boyz* The Grymwatch* Varanguard’s Retinue
The Farstriders* Beasts of Chaos Hedkrakka’s Madmob* Ossiarch Bonereapers Gotrek
Stormsire’s Cursebreakers* Grashrak’s Despoilers* Da Kunnin’ Krew* Kainan’s Reapers* Jakkob Bugmansson
Xandire’s Truthseekers* Skaven Gloomspite Gitz Nighthaunt Keiser Ven Brecht
Fyreslayers Spiteclaw’s Swarm* Zarbag’s Gitz* Thorns of the Briar Queen* Ancient Guardian
The Chosen Axes* Blades of Khorne (2) Mollog’s Mob* Soulblight Gravelords Kharadron Frigate
Kharadron Overlords Magore’s Fiends* Rippa’s Snarlfangs* The Crimson Court* Thalos the Cruel
Thundrik’s Profiteers* Garrek’s Reavers* Ogor Mawtribes The Sepulchral Guard* Scourgerunner Chariot
Sylvaneth Hedonites of Slaanesh (2) Hrothgorn’s Mantrappers* The Exiled Dead* Lord of Change
Ylthari’s Guardians* The Dread Pageant* Blackpowder’s Gothizzar Harvester
Skaeth’s Wild Hunt* Disciples of Tzeentch (2) Buccaneers* Restless Undead
Lumineth Realm Lords Eyes of the Nine* of Ulfenkarn
Myari’s Purifiers* Maggotkin of Nurgle (2) The Light of Eltharion
Idoneth Deepkin The Wurmspat* Arkhan the Black
Elathain’s Soulraid* Iron Golems Auric Flamekeeper
Daughters of Khaine (2) Untamed Beasts Akhelian Thrallmaster
Morgwaeth’s Blade Coven* Corvus Cabal High Gladiatrix
Seraphon Cypher Lords Scriptor Mortis
The Starblood Stalkers* The Unmade Craven Huntmaster
Splintered Fang Craventhrone Guard
Spyre Tyrants
Scions of Flame
Darkoath Savagers
Tarantulos Brood

1
CITIES OF SIGMAR STORMCASTS ETERNALS FYRESLAYERS
Hammerhal | The Living City | Vanguard Chamber | Warrior Chamber |
Greywater Fastness | The Phoenecium | Sacrosanct Chamber | Thunderstrike
Anvilguard | Hallowheart | Tempest’s Eye Stormcasts

KHARADRON SYLVANETH LUMINETH


OVERLORDS REALM LORDS

IDONETH DAUGHTERS SERAPHON


DEEPKIN OF KHAINE
Bloodkindred | Khainite Shadowstalkers

2
Pts Leaders Weapons Abilities
170 BATTLEMAGE Club 4 3 22 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6

Pts Leaders Weapons Abilities


170 FREEGUILD GENERAL Sword 4 4 22 Leader, Destoyer 1 4 4 2/4
120 FREEGUILD SERGEANT Sword 4 3 20 Leader 1 3 4 2/4
165 GUILD CHAMPION Sword 4 4 20 Leader, Destroyer 1 4 4 2/4
140 MARKSMAN Dagger 4 3 20 Leader, Scout 1 3 3 1/3
Repeater 3-12 3 4 1/3
Handgun
195 MARKSMAN Dagger 4 3 20 Leader 1 3 3 1/3
Longrifle 6-20 1 4 4/10
235 SHARPSHOOTER Sword 10 3 30 Leader, Agile, Mount 1 3 3 2/4
Blunderbuss 3-9 2 6 2/5
230 PRECEPTOR Sword & Shield 8 5 32 Leader, Elite, Mount 1 4 4 2/4
120 PROPHET Club 4 3 20 Leader 1 4 3 2/4

Pts Fighters Weapons Abilities


80 FREEGUILD GUARD Sword & Shield Bulwark 1 3 3 1/3
4 4 10
65 FREEGUILD GUARD Spear 4 3 10 - 2 3 3 1/4
75 FREEGUILD GUARD Halberd 4 3 10 - 2 3 4 1/4
95 GREATSWORD Greatsword 4 4 10 Destroyer 1 3 3 2/4
85 HANDGUNNER Dagger 4 3 10 Scout 1 2 3 1/2
Handgun 3-12 2 4 1/3
90 CROSSBOWMAN Dagger 4 3 10 Scout 1 2 3 1/2
Crossbow 3-16 2 3 1/3
140 PISTOLIER Pistols 10 3 20 Agile, Mount 8 3 3 1/3
170 OUTRIDER Sword Agile, Mount 1 3 3 1/4
Repeater Handgun
10 3 20
3-12 3 4 1/3
170 DEMIGRYPH KNIGHT Spear & Shield Elite, Mount 2 3 3 2/5
8 5 22
65 FLAGELLANT Club 4 3 10 - 1 4 3 1/3

3
Pts Leaders Weapons Abilities
170 WARDEN KING Hammer 3 5 25 Leader, Bulwark 1 4 4 2/4
145 RUNELORD Hammer 3 4 25 Leader, Priest 1 3 4 2/4
175 COGSMITH Axe 3 4 25 Leader 1 3 4 2/4
Gun 3-12 2 4 2/4
150 IRONBEARD Bomb Drakepistol 3 4 22 Leader 3-5 2 4 2/4
8 3 3 1/3
185 IRONWARDEN Unarmed 3 4 22 Leader 1 3 3 1/3
Torpedo 3-16 2 5 2/5
150 KEEPER OF THE GATE Hammer 3 4 22 Leader, Destroyer 1 4 4 2/5
140 OLD GUARD Great Axe 3 5 22 Leader, Bulwark 1 4 3 2/4

Pts Fighters Weapons Abilities


80 IRONBREAKER Hammer & Shield 3 5 12 Bulwark 1 3 3 1/3
105 HAMMERER Great Hammer 3 4 12 Destroyer 1 3 4 2/5
95 IRONDRAKE Unarmed 3 4 12 Scout 1 2 3 1/2
Drakegun 3-12 2 3 1/4
95 LONGBEARD Hammer & Shield 3 5 12 Bulwark 1 3 3 2/4
95 LONGBEARD Great Axe Destroyer 1 3 4 2/4
3 4 12
230 GYROCOPTER Blast 12 4 22 Fly 1 2 4 2/4
Gun 3-12 2 4 1/3
260 GYROBOMBER Blast 10 4 25 Fly 1 3 5 2/4
Gun 3-16 3 4 1/3

Pts Leaders Weapons Abilities


140 FLEETMASTER Sword Leader 1 4 4 2/4
5 3 22
115 BLACK ARK REAVER Sword 5 3 16 Leader 1 4 3 2/4

Pts Fighters Weapons Abilities


65 BLACK ARK CORSAIR Sword & Cutlass - 1 4 3 1/3
5 3 8
80 BLACK ARK CORSAIR Sword 5 3 8 Scout 1 3 3 1/3
Handbow 8 2 3 1/2

4
Pts Leaders Weapons Abilities
170 SORCERESS Club 5 3 20 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
125 LORDLING Sword 5 4 16 Leader, Bulwark 1 3 3 2/4
170 DRAICH MASTER Sword 5 4 20 Leader, Destroyer 1 4 4 2/4
125 GUARDMASTER Sword Crossbow 5 3 16 Leader, Scout 1 3 3 1/3
3-12 3 3 1/3
150 BLACKGUARD CAPTAIN Halberd 5 4 20 Leader 2 4 3 2/4
205 DREAD KNIGHT Sword & Shield 8 5 30 Leader, Elite, Mount 1 4 3 2/4

Pts Fighters Weapons Abilities


80 DREADSPEAR Spear & Shield 5 4 8 Bulwark 2 2 3 1/4
80 BLEAKSWORD Blade & Shield 5 4 8 Bulwark 1 3 3 1/3
115 EXECUTIONER Great Sword 5 4 10 Destroyer 1 4 3 2/4
80 DARKSHARD Dagger Crossbow Scout 1 2 3 1/2
5 3 8
3-12 2 3 1/3
105 BLACKGUARD Halberd - 2 3 3 2/4
5 4 10
165 DRAKESPAWN KNIGHT Spear 8 5 20 Elite, Mount 2 3 3 2/4

Pts Leaders Weapons Abilities


170 ASSASSIN Dagger 6 3 22 Leader 1 5 4 2/4
150 SHADOW WALKER Sword 5 3 16 Leader, Scout 1 3 3 2/4
Bow 3-16 3 3 1/3
225 DARK RIDER HERALD Axe 10 4 26 Leader, Agile, Mount 1 3 3 2/4
Repeater Crossbow
3-12 3 3 1/3

Pts Fighters Weapons Abilities


105 SHADOW WARRIOR Sword Scout 1 3 3 1/3
Bow
5 3 8
3-16 2 3 1/3
180 DARK RIDER Spear Agile, Mount 2 3 3 1/4
Repeater Crossbow
10 4 18
3-12 2 3 1/3

5
Pts Leaders Weapons Abilities
180 ANOINTED Halberd 5 4 22 Leader 2 4 4 2/5
170 KEEPER OF THE FLAME Halberd 5 4 20 Leader 2 4 4 2/4

Pts Fighters Weapons Abilities


115 PHOENIX GUARD Halberd 5 4 10 - 2 3 4 2/4

Pts Leaders Weapons Abilities


175 NOMAD PRINCE Spear 5 4 22 Leader, Bulwark 2 4 4 2/4
Claws (Bird) 6-20 2 3 1/2
135 ETERNAL WARDEN Sword 5 4 16 Leader, Bulwark 1 4 3 2/4
130 WILDWOOD WARDEN Axe 5 3 16 Leader, Destroyer 1 4 4 2/4
190 WILD HUNTER Sword 10 3 26 Leader, Elite, Mount 1 4 4 2/4
190 HANDMAIDEN OF THE Spear Leader, Mystic, Mount 8 3 3 2/4
10 3 26
THORN
170 HIGH SISTER Sword Leader, Scout 1 3 3 2/4
Bow
5 3 16
3-16 3 4 1/3

Pts Fighters Weapons Abilities


90 ETERNAL GUARD Spear & Shield 5 4 8 Bulwark 2 3 3 1/4
90 WILDWOOD RANGER Great Axe 5 3 8 Destroyer 1 3 4 2/4
145 WILD RIDER Spear 10 3 18 Elite, Mount 2 3 4 2/4
125 SISTER OF THE THORN Spear 10 3 18 Mount 8 2 3 1/4
115 SISTER OF THE WATCH Sword 5 3 8 Scout 1 3 3 1/3
Bow 3-16 2 4 1/3

6
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3" of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
FOR SIGMAR AND FOR HAMMERHAL!
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
TWIN-TAILED COMET
 -Pick a visible enemy fighter anywhere on the battlefield and roll a number of dice equal to the value of this
Mystic ability.
-For each 2+, allocate 3 damage points to that fighter.

Fighters abilities
RECLAIM FOR SIGMAR
 -A fighter can use this ability only if they are within 3" of an objective.
-Add 1 to the Strength and Attack characteristics of attack actions made by this fighter this activation that have
a Range characteristic of 3 or less.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
RIGHTEOUS PURPOSE
 -This fighter makes a bonus attack action that has a Range characteristic of 3 or less.
-Then pick 1 friendly fighter within 3" of this fighter.
-That fighter makes a bonus attack action that has a Range characteristic of 3 or less.

7
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3” of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
AMBUSH
 -A fighter can use this ability only if it is the first battle round.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by visible friendly
fighters while they are within 6" of this fighter.
LIFESURGE
 -Roll a number of dice equal to the value of this ability and add up the total.
Mystic -Then, pick 1 visible friendlv fighter within 9" of this fighter.
-Remove a number of damage points allocated to that fighter equal to the total rolled.

Fighters abilities
HUNTERS OF THE HIDDEN PATHS
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
action they make this activation.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
STRIKE AND MELT AWAY
 -This fighter makes a bonus attack action.
-Then, they make either a bonus move action or a bonus disengage action.

8
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3" of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
RUNE OF UNFALTERING AIM
 -Until the end of the battle round, add 1 to the damage points allocated by each critical hit from attack actions
Priest that target an enemy fighter more than 3" away made by visible friendly fighters while they are within 6" of this
fighter.
DESCENDING ASH CLOUD
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Mystic actions made by enemy fighters while they are within 9" of this fighter.

Fighters abilities
GREYWATER WELCOME
 -A fighter can use this ability only if it is the first battle round.
-This fighter makes a bonus attack action that must target an enemy fighter more than 3" away.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
RUNIC MUNITIONS
 -This fighter makes a bonus attack action that must target an enemy fighter more than 3" away.
-In addition, add the value of this ability to the Strength characteristic of that attack action.

9
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3” of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
BLESSING OF THE UR-PHOENIX
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Toughness
characteristic of friendly fighters while they are within 6” of this fighter.
GOLDEN MIST
 -Remove a number of damage points equal to the value of this ability allocated to each visible friendly fighter
Mystic within 6" of this fighter.

Fighters abilities
VENGEFUL REVENANT
 -A fighter can use this ability only if a friendly fighter has been taken down this battle round. This fighter
makes a bonus attack action that has a Range characteristic of 3 or less.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
WITNESS TO DESTINY
 -This fighter makes a bonus attack action.
-In addition, until the end of the battle round, subtract 2 from the damage points allocated by each hit and
critical hit (to a minimum of 1) from attack actions that target this fighter.

10
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3" of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
MAKE AN EXAMPLE OF THE WEAK
 -Pick 1 friendly fighter within 3" of this fighter.
-That fighter is taken down.
-Then, until the end of the battle round, add 1 to the Attacks and Strength characteristics of attack actions that
have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
VITRIOLIC SPRAY
 -Pick a visible enemy fighter within 3" of this fighter and roll a number of dice equal to the value of this ability.
Mystic -For each 2+, allocate 3 damage points to that fighter.
-In addition, until the end of the battle round, halve the Toughness characteristic of that fighter (rounding up).

Fighters abilities
MERCILESS RAIDERS
 -A fighter can use this ability only if it is the first battle round.
-Add 1 to the Move characteristic of this fighter this activation.
-In addition, add 1 to the Attacks characteristic of attack actions made by this fighter this activation that have a
Range characteristic of 3 or less.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
SHOW NO MERCY
 -This fighter makes a bonus attack action.
-In addition, if the target of that attack action has 1 or more damage points allocated to them, add half the
value of this ability (rounding up) to the damage points allocated by each hit and critical hit from that attack
action.

11
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3" of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
WARDING BRAND
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Toughness
Mystic characteristic of friendly fighters while they are within 6" of this fighter.
IGNITE WEAPONS
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by
Mystic visible friendly fighters while they are within 6" of this fighter.

Fighters abilities
IMBUED WITH ELDRITCH ENERGY
 -Until the end of this battle round, subtract 1 from the damage points allocated by each hit and critical hit (to a
minimum of 1) from attack actions that target this fighter.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
ARCANE CHANNELING
 -Roll a number of dice equal to half the value of this ability (rounding up).
-For each 4+, you gain 1 additional wild dice at the start of the next hero phase.

12
Leaders abilities
FORM SHIELDWALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters with the Bulwark
runemark while they are within 3" of this fighter.
FORGEFIRE
 -Pick 1 friendly fighter within 9" of this fighter.
Priest -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that
have a Range characteristic of 3 or less.
SWIFT AS THE WIND
 -Until the end of the battle round, add the value of this ability to the Move characteristic of friendly fighters that
are within 6” of this fighter when this fighter uses this ability.
SUMMON EAGLE STRIKE
 -Pick a visible enemy fighter anywhere on the battlefield and roll a dice equal to the value of this ability.
Mystic -For each 4+, allocate 3 damage to that fighter.
-In addition, until the end of the battle round, halve the Move characteristic (rounding up) of that fighter.

Fighters abilities
OUTRIDERS OF THE REALMS
 -A fighter can use this ability only if it is the first battle round.
-This fighter can make a bonus move action of a number of inches equal to the value of this ability.
PULVERIZING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Destroyer from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
RAPID REDEPLOY
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Agile -This fighter makes a bonus disengage action.
CALVALRY CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF SHOTS
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Scout this fighter that targets an enemy fighter more than 3" away.
OUTMANOEUVRE THE FOE
 -Pick a number of visible friendly fighters equal to the value of this ability that are within 6" of this fighter.
-Those fighters can each make a bonus move action or a bonus disengage action (some can make bonus
move actions and others can make bonus disengage actions).

13
Pts Leaders Weapons Abilities
290 LORD AQUILOR Sword 10 5 38 Leader, Mount 1 4 4 2/5
Crossbow 8 3 4 1/4
250 KNIGHT AZYROS Sword 10 5 30 Leader, Berserker, Fly 1 4 4 2/4
310 KNIGHT VENATOR Unarmed 10 5 30 Leader, Trapper, Fly 1 4 4 2/4
Bow 3-20 3 4 2/6
225 KNIGHT ZEPHYROS Axe 5 5 30 Leader, Frenzied 1 4 4 2/4
Bow 8 3 4 1/4
275 RAPTOR-PRIME Unarmed 4 5 30 Leader, Scout, Elite 1 3 4 1/4
Longstrike 6-20 1 5 4/10
Crossbow
240 RAPTOR-PRIME Unarmed 4 5 30 Leader, Bulwark 1 3 4 1/4
Hurricane 3-15 3 4 2/6
Crossbow
275 PALLADOR PRIME Axe 10 5 35 Leader, Mount 1 4 4 2/4
Crossbow 8 3 4 1/4
220 HUNTER-PRIME Axe 4 5 30 Leader 1 4 4 2/4
Crossbow 8 3 4 1/4

Pts Fighters Weapons Abilities


230 VANGUARD-RAPTOR Unarmed 4 5 20 Elite 1 3 4 1/4
Longstrike 6-20 1 5 4/10
Crossbow
200 VANGUARD-RAPTOR Unarmed 4 5 20 Bulwark 1 3 4 1/4
Hurricane 3-15 3 4 2/6
Crossbow
180 VANGUARD-HUNTER Axe 4 5 20 - 1 4 4 2/4
Crossbow 8 3 4 1/4
245 VANGUARD PALLADOR Axe 10 5 30 Mount 1 4 4 2/4
Crossbow 8 3 4 1/4
150 GRYPH-HOUND Fangs 6 4 20 Beast 1 4 4 2/4
65 AETHERWING Claws 12 2 6 Fly, Scout 1 3 2 1/2

14
Leaders abilities
LIGHTNING-FAST STRIKES
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Frenzied this fighter this activation that has a Range characteristic of 3 or less.
RIGHTEOUS AURA
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are
within 6" of this fighter.
STAR-FATED ARROW
 -Pick a visible enemy fighter within 20" of this fighter and roll a dice.
Trapper -On a 2-3, allocate 3 damage points to that fighter.
-On a 4-5, allocate 6 damage points to that fighter.
-On a 6, allocate 10 damage points to that fighter.
THE LIGHT OF SIGMAR
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
Berserker this fighter.

Fighters abilities
TIRELESS HUNTERS
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
action they make this activation.
WARNING CRY
 -Pick a visible enemy fighter within 6" of this fighter.
Scout -Until the end of the battle round, you can re-roll 1 dice during attack actions made by friendly fighters that
target this fighter.
DARTING ATTACK
 -This fighter makes a bonus attack action.
Beast -Then, they can make a bonus disengage action.
RAPID FIRE
 -Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by
Bulwark this fighter this activation.
RIDE THE WINDS AETHERIC
 This fighter makes a bonus move action of a number of inches equal to the value of this ability.
Mount
AIMED STRIKE
 -Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from
Elite attack actions made by this fighter this activation.

15
Pts Fighters Weapons Abilities
225 SANSON FARSTRIDER Crossbow 4 5 30 Leader, Warrior 1 4 4 2/4
Axe 8 3 4 1/4
175 ALMERIC EAGLE-EYE Crossbow 4 5 22 - 1 4 4 2/4
Axe 8 3 4 1/4
175 ELIAS SWIFTBLADE Crossbow 4 5 22 - 1 4 4 2/4
Axe 8 3 4 1/4

Special abilities
GUIDED BY THE ASTRAL COMPASS
 -Each friendly fighter with the Farstrider runemark within 6" of this fighter when this fighter uses this ability
Leader can make a bonus move action.

16
Pts Leaders Weapons Abilities
230 LORD CELESTANT Sword 4 5 32 Leader, Champion 1 5 4 2/5
230 LORD CASTELLANT Axe 4 5 32 Leader, Mystic 2 2 5 3/6
200 LORD VERITANT Sword 4 5 32 Leader, Berserker 1 3 4 2/5
195 LORD RELICTOR Hammer 4 5 32 Leader, Priest 1 3 4 2/4
195 KNIGHT HERALDOR Sword 4 5 30 Leader, Destroyer 1 4 4 2/4
210 KNIGHT QUESTOR Sword & Shield 4 6 30 Leader, Bulwark 1 4 4 2/5
185 KNIGHT VEXILLOR Hammer 4 5 30 Leader, Icon Bearer 1 3 4 2/4
210 LIBERATOR-PRIME Hammer & Shield 4 6 30 Leader, Bulwark, 1 3 5 2/4
Warrior
210 LIBERATOR-PRIME Sword & Shield 4 6 30 Leader, Bulwark, 1 4 4 2/4
Warrior
235 JUDICATOR-PRIME Bow 4 5 30 Leader 1 4 4 1/4
3-20 3 4 2/4
225 JUDICATOR-PRIME Crossbow 4 5 30 Leader 1 4 4 1/4
3-10 4 4 2/4
220 RETRIBUTOR PRIME Great Hammer 3 6 30 Leader, Brute 1 4 5 3/5
225 DECIMATOR PRIME Great Axe 3 6 30 Leader, Brute 2 4 4 3/6
210 PROTECTOR PRIME Great Spear 3 6 30 Leader, Brute 3 4 4 3/5
290 PROSECUTOR-PRIME Two Hammers Leader, Fly 1 5 4 2/4
10 5 30
3-8 3 4 2/4
295 PROSECUTOR-PRIME Spear & Shield Leader, Bulwark, Fly 2 4 4 2/5
10 6 30
3-8 2 4 2/5

17
Pts Fighters Weapons Abilities
165 LIBERATOR Sword & Shield Bulwark, Warrior 1 3 4 2/4
4 6 20
165 LIBERATOR Hammer & Shield 4 6 20 Bulwark, Warrior 1 2 5 2/4
150 LIBERATOR Two Swords 4 5 20 Warrior 1 4 4 2/4
150 LIBERATOR Two Hammers 4 5 20 Warrior 1 3 5 2/4
175 LIBERATOR Great Sword 4 5 20 Warrior 1 4 4 3/5
175 LIBERATOR Great Hammer Warrior 1 3 5 3/5
4 5 20
195 JUDICATOR Sword 4 5 20 - 1 3 4 1/4
Bow 3-20 3 4 2/4
185 JUDICATOR Sword 4 5 20 - 1 3 4 1/4
Crossbow 3-10 4 4 2/4
210 JUDICATOR Sword 4 5 20 - 1 3 4 1/4
Shockbolt Bow 3-20 3 5 2/6
200 JUDICATOR Sword 4 5 20 - 1 3 4 1/4
Thunderbolt 6-15
Crossbow
5 4 2/4
210 PALADIN Great Mace 3 6 20 Brute 1 3 5 4/8
170 RETRIBUTOR Great Hammer Brute 1 3 5 3/5
3 6 20
175 DECIMATOR Great Axe 3 6 20 Brute 2 3 4 3/6
165 PROTECTOR Great Spear 3 6 20 Brute 3 3 4 3/5
235 PROSECUTOR Hammer & Shield 10 6 20 Bulwark, Fly 1 3 4 2/4
3-8 2 4 2/4
235 PROSECUTOR Two Hammers 10 5 20 Fly 1 4 4 2/4
3-8 3 4 2/4
230 PROSECUTOR Great Sword 10 5 20 Fly 1 4 4 3/5
230 PROSECUTOR Great Axe 10 5 20 Fly 1 3 4 3/6
230 PROSECUTOR Great Hammer Fly 1 3 5 3/5
10 5 20
245 PROSECUTOR Javelin & Shield 10 6 20 Bulwark, Fly 2 3 4 2/5
3-8 2 4 2/5
255 PROSECUTOR Trident & Shield 10 6 20 Bulwark, Fly 2 3 4 3/5
3-8 2 4 3/5
150 GRYPH-HOUND Fangs 6 4 20 Beast 1 4 4 2/4

18
Leaders abilities
WARCLOAK’S STORM MAGIC
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Champion -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
STAUNCH DEFENDER
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are
within 6” of this fighter.
BATTLE-HORN THUNDERBLAST
 -Pick a visible enemy fighter within 12" of this fighter that is on a platform.
Destroyer -Roll 1 dice for that fighter and each other enemy fighter within 6" of that fighter.
-On a 4+, allocate 3 damage points to the fighter being rolled for.
LANTERN OF ABJURATION
 -Until the end of the battle round, subtract 1 from the values of abilities (to a minimum of 1) used by enemy
Berserker fighters within 9" of this fighter.
WARDING LANTERN
 -Until the end of the battle round, subtract 1 from the damage points allocated by each hit and critical hit from
Mystic attack actions that target friendly fighters while they are within 6” of this fighter.
LIGHTNING STORM
 -Pick a visible enemy fighter within 12” of this fighter and roll a number of dice equal to the value of this
Priest ability.
-For each 2+, allocate 1 damage point to that fighter.
TEMPEST WINDS
 -Until the end of the battle round, add the value of this ability to the Move characteristic of friendly fighters
Icon Bearer that start their activation within 12" of this fighter.

Fighters abilities
FURIOUS AVENGERS
 -A fighter can use this ability only if there is another friendly fighter within 6" of this fighter with 1 or more
damage points allocated to them.
-This fighter makes a bonus move action.
LAY LOW THE TYRANTS
 -Until the end of this fighter's activation, add 2 to the Attacks and Strength characteristic of attack actions
Warrior made by this fighter that have a Range characteristic of 3 or less and that an enemy fighter with a Wounds
characteristic of 15 or more.
SIGMARITE SHIELD BASH
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an
Bulwark enemy fighter, pick a visible enemy fighter within 1" of this fighter and roll a dice.
-On a 3-4, allocate 1 damage point to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
DARTING ATTACK
 -This fighter makes a bonus attack action.
Beast -Then, they can make a bonus disengage action.
WINGS OF DIVINE LIFE
 -Add the value of this ability to the Move characteristic of this fighter for the next move action they make this
Fly activation.
EARTH-SHATTERING BLOW
 -This fighter makes a bonus attack action.
Brute -In addition, add half the value of this ability (rounding up) to the damage points allocated by each hit or
critical hit from that attack action.

19
Pts Fighters Weapons Abilities
205 SEVERIN STEELHEART Great Sword 4 5 30 Leader, Warrior 1 4 4 2/5
185 OBRYN THE BOLD Great Hammer 4 5 22 Warrior 1 3 5 3/5
175 ANGHARAD Sword & Shield 4 6 22 Bulwark, Warrior 1 2 5 2/4
BRIGHTSHIELD

Special abilities
HEROIC GUARD
 -Until the end of the battle round, subtract 1 from the damage points allocated by each hit and critical hit (to a
minimum of 1) from attack actions that target this fighter.

20
Pts Leaders Weapons Abilities
250 LORD ARCANUM Mace 4 5 32 Leader, Berserker 2 4 4 2/4
Blast 3-7 2 4 3/6
290 LORN ARCANUM Mace 10 5 38 Leader, Berserker, 2 4 4 2/4
on Gryph-Charger Blast Mount 3-7 2 4 3/6
315 LORD ARCANUM Claws 10 5 40 Leader, Berserker, 1 4 4 2/5
on Dracoline Blast Ferocious 3-7 2 4 3/6
240 LORD EXORCIST Mace 4 5 32 Leader, Frenzied 2 3 4 2/4
Blast 3-7 2 4 3/6
225 LORD ORDINATOR Paired Hammers 4 5 32 Leader, Brute 1 4 5 2/5
230 LORD ORDINATOR Great Hammer 4 5 32 Leader, Brute 2 3 5 3/5
230 KNIGHT INCANTOR Mace 4 5 30 Leader, Berserker 2 3 4 2/4
Blast 3-7 2 4 3/6
225 EVOCATOR-PRIME Mace 4 5 30 Leader, Mystic 1 5 5 2/4
220 EVOCATOR-PRIME Great Mace 4 5 30 Leader, Mystic 2 4 5 2/5
280 EVOCATOR PRIME Mace 10 5 35 Leader, Mystic, 1 4 5 2/5
On Dracoline Ferocious
295 EVACATOR PRIME Great Mace 10 5 35 Leader, Mystic, 2 3 5 3/6
On Dracoline Ferocious
240 CASTIGATOR-PRIME Greatbow 4 5 30 Leader, Destroyer 1 4 4 1/4
3-15 3 5 2/4
205 SEQUITOR-PRIME Sword & Shield 4 6 30 Leader, Bulwark 1 4 4 2/4
205 SEQUITOR-PRIME Hammer & Shield 4 6 30 Leader, Bulwark 1 3 5 2/4
210 SEQUITOR-PRIME Hammer & 4 6 30 Leader, Bulwark, 1 3 5 2/4
Redemption Frenzied
Cache

Pts Fighters Weapons Abilities


150 SEQUITOR Sword & Shield 4 6 20 Bulwark 1 3 4 2/4
150 SEQUITOR Maul & Shield 4 6 20 Bulwark 1 2 5 2/4
175 SEQUITOR Great Mace 4 5 20 - 2 3 5 3/5
190 CASTIGATOR Sword 4 5 20 Destroyer 1 3 4 1/4
Great Bow 3-15 3 5 2/4
170 EVOCATOR Mace 4 5 20 Mystic 1 4 5 2/4
180 EVOCATOR Great Mace 4 5 20 Mystic 2 3 5 2/5
240 EVOCATOR Mace 10 5 32 Mystic, Ferocious 1 4 5 2/4
On Dracoline
250 EVOCATOR Great Mace 10 5 32 Mystic, Ferocious 2 3 5 3/5
On Dracoline
150 GRYPH-HOUND Fangs 6 4 20 Beast 1 4 4 2/4

21
Leaders abilities
CLEANSE THE REALMS OF TAINT
 -A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter can make a bonus move or a bonus attack action.
METEORIC SLAM
 -Until the end of this fighter’s activation, add 1 to the Attacks and Strength characteristics of attack actions
Brute made by this fighter that have a Range characteristic of 3 or less.
SHATTER SPIRIT FLASK
 -Allocate a number of damage points equal to the value of this ability to all visible fighters within 3" of this
Berserker fighter (including the fighter using this ability).
OPEN THE REDEMPTION CACHE
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
Frenzied this fighter.

Fighters abilities
CHANNELED EMPOWERMENT
 -Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of the next
attack action made by this fighter that has a Range characteristic of 3 or less.
SUMMON CELESTIAL LIGHTNING
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this
Mystic ability.
-For each 4+, allocate 1 damage point to that enemy fighter.
BURST OF CELESTIAL LIGHTING
 -Add half the value of this ability (rounding up) to the damage points allocated by each hit and critical hit
Destroyer from the next attack action made by this fighter this activation that targets an enemy that is more than 3"
away.
DARTING ATTACK
 -This fighter makes a bonus attack action.
Beast -Then, they can make a bonus disengage action.
SOUL-SHIELD CHANNELING
 -Until the end of the battle round, add the value of this ability to the Toughness characteristic of this fighter.
Bulwark
THUNDEROUS POUNCE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an
Ferocious enemy fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.

22
Pts Fighters Weapons Abilities
235 AVERON STORMSIRE Mace 4 5 30 Leader, Frenzied 2 3 4 2/4
Blast 3-7 2 4 3/6
180 AMMIS DAWNGUARD Mace 4 5 22 Mystic 1 4 5 2/5
180 RASTUS THE CHARMED Mace 4 5 22 Mystic 1 4 6 2/4

Special abilities
STORM OF ELDRICHT LIGHTNING
 -Pick a visible enemy within 9" of this fighter and roll a number of dice equal to the value of this ability.
Leader -For each 3+, allocate 3 damage points to that fighter.

23
Pts Leaders Weapons Abilities
210 LORD IMPERATANT Hammer 4 5 32 Leader, Champion 1 4 4 2/5
230 KNIGHT ARCANUM Mace 4 5 30 Leader, Mystic 2 3 4 2/4
Blast 3-7 2 4 3/6
195 KNIGHT RELICTOR Mace 4 5 30 Leader, Priest 1 4 4 2/4
185 KNIGHT VEXILLOR Sword & Banner 4 5 30 Leader, Icon Bearer 1 3 4 2/4
265 KNIGHT JUDICATOR Sword 4 5 30 Leader, Trapper 1 3 4 2/4
Bow 6-20 1 5 4-10
200 VINDICTOR PRIME Spear & Shield 4 6 30 Leader 2 3 4 2/5
210 VANQUISHER PRIME Sword 4 5 30 Leader, Frenzied 1 5 4 2/4
225 VIGILOR PRIME Dagger 5 5 30 Leader, Scout 1 3 4 1/4
Bow 3-15 3 4 2/4
205 ANNIHILATOR PRIME Meteoric Hammer 3 7 30 Leader, Brute 1 3 5 2/5
225 ANNIHILATOR PRIME Grandhammer 3 6 30 Leader, Brute 1 4 6 3/5
220 PRAETOR PRIME Halberd 4 5 30 Leader, Elite 2 4 5 2/5

Pts Fighters Weapons Abilities


145 VINDICTOR Spear & Shield 4 6 20 2 2 4 2/5
150 VANQUISHER Sword 4 5 20 Frenzied 1 4 4 2/4
185 VIGILOR Dagger 5 5 20 Scout 1 3 4 1/4
Bow 3-15 2 4 2/4
150 ANNIHILATOR Meteoric Hammer 3 7 20 Brute 1 2 5 2/5
ANNIHILATOR Grandhammer Brute 1 3 6 3/5
175 3 6 20
175 PRAETOR Halberd 4 5 22 Elite 2 3 5 2/5
150 GRYPH-HOUND Fangs 6 4 20 Beast 1 4 4 2/4

24
Leaders abilities
SHOCK AND AWE
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by this
fighter this activation.
-This fighter makes a bonus move action or a bonus attack action.
PLANT THE BANNER OF THE REFORGED
 -Remove up to D3 damage points allocated to each friendly fighter within 6" of this fighter (roll for each).
Icon
Bearer
BOLT FROM THE HEAVENS
 -Pick a visible enemy fighter within 18" of this fighter and roll a number of dice equal to half the value of this
Mystic ability (rounding up).
-For each 4+, allocate 3 damage points to that fighter.
PURIFYING INCENSE
 -Until the end of the battle round, subtract 1 from the damage points allocated by each hit and critical hit (to a
Priest minimum of 1) from attack actions that target friendly fighters while they are within 6" of this fighter.
COORDINATED STRIKE
-Pick a number of other visible friendly fighters equal to half the value of this ability within 9" of this fighter.
 Champion -Each fighter picked can make a bonus move action or a bonus attack action (some can make bonus move
actions and others bonus attack actions).
DRAW THE GAZE OF SIGMAR
-Pick a point on the battlefield that is visible to this fighter.
 Trapper -Allocate a number of damage points equal to half the value of this ability (rounding up) to all enemy fighters
within 3" of that point.

Fighters abilities
BLAZE OF GLORY
 -A fighter can use this ability only if they have 15 or more damage points allocated to them.
-This fighter makes a bonus attack action.
SOUL-FORGED GUARDIANS
 -A fighter can use this ability only if they are within 3" of another visible friendly fighter with the Leader
Elite runemark.
-Remove a number of damage points allocated to that fighter up to the value of this ability.
-Then, allocate D3 damage points to this fighter.
GUIDING LIGHTNING
 -A fighter can use this ability only after it has made an attack action that has the Ranged Weapon runemark
Scout (bow) that targeted an enemy fighter.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that target that fighter.
DARTING ATTACK
 -This fighter makes a bonus attack action.
Beast -Then, they can make a bonus disengage action.
VANQUISH THE HORDE
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Frenzied -On a 3-4, allocate 1 damage point to the fighter being rolled for.
-On a 5+, allocate a number of damage points equal to the value of this ability to the fighter being rolled for.
FORCE OF A FALLING STAR
 -This fighter makes a bonus move action.
Brute -If this fighter finishes that move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of
this fighter.
-Allocate a number of damage points equal to the value of this ability to that enemy fighter.

25
Pts Fighters Weapons Abilities
210 CALTHIA XANDIRE Sword 5 5 25 Leader, Champion 1 5 4 2/4
170 LUXA STORMRIDER Unarmed 5 5 20 Scout 1 3 4 1/4
Bow 3-15 2 4 2/4
165 DHORAZ GIANT-FELL Great Hammer 4 5 22 Brute 1 3 5 3/5
115 TAROS Fangs 12 2 6 Beast, Fly 1 3 2 1/2

Xandire’s Truthseekers abilities


LANTERN ASTRALA
 -Until the end of the battle round, subtract 2 from the value of abilities (to a minimum of 1) used by visible
Leader enemy fighters while they are within 9" of this fighter.

STAGGERING BLOW
 -Pick a visible enemy fighter within 1" of this fighter.
Brute -That enemy fighter must make a bonus disengage action.
-If they cannot do so, allocate D6 damage points to that enemy fighter instead.
QUICK VOLLEY
 -Add 2 to the Attacks characteristic of the next attack action made by this fighter that targets an enemy
Scout fighter more than 3" away in this activation.

26
Pts Leaders Weapons Abilities
180 AURIC RUNEFATHER Axe 3 4 25 Leader, Brute 2 3 5 2/5
150 AURIC RUNESON Axe 3 4 22 Leader, Brute 1 4 4 2/4
175 GRIMWRATH BERSERKER Axe 3 4 25 Leader, Berserker 1 3 5 2/5
150 BATTLESMITH Axe 3 4 25 Leader, Icon Bearer 1 3 4 2/4
145 AURIC RUNEMASTER Club 3 4 25 Leader, Priest 2 3 4 1/4
165 DOOMSEEKER Axe 3 4 25 Leader 1 4 4 2/4
140 AURIC RUNESMITER Axe 3 4 25 Leader, Mystic 1 3 4 1/4
145 VULKITE BERZERKER Twin Axes 3 4 22 Leader 1 4 4 2/4
KARL
170 HEARTHGUARD Poleaxe 3 4 22 Leader, Warrior 2 4 3 3/5
BERZERKER KARL
170 HEARTHGUARD Broadaxe 3 4 22 Leader, Warrior 2 4 4 2/5
BERZERKER KARL
180 AURIC HEARTHGUARD Axe 3 4 22 Leader, Frenzied 1 3 4 1/2
KARL Blast (Magmapike) 3-15 2 4 2/4
120 AURIC FLAMEKEEPER Axe 3 4 20 Leader, Terrifying 1 3 4 1/4

Pts Fighters Weapons Abilities


80 VULKITE BERZERKER Twin Axes 3 4 12 - 1 4 3 1/3
75 VULKITE BERZERKER Axe & Shield 3 5 12 Bulwark 1 2 3 1/3
80 VULKITE BERZERKER Warpick & Shield 3 5 12 Bulwark 1 2 3 1/4
105 HEARTHGUARD Poleaxe Warrior 2 3 3 2/5
3 4 12
BERZERKER
110 HEARTHGUARD Broadaxe Warrior 2 3 4 2/4
3 4 12
BERZERKER
135 AURIC HEARTHGUARD Axe Frenzied 1 3 3 1/2
Blast (Magmapike)
3 4 12
3-15 2 4 2/4

27
Leaders abilities
VOLCANO’S CALL
 -Pick a visible enemy fighter on the battlefield floor within 12" of this fighter and roll a number of dice equal to
Priest the value of this ability.
-For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate 3 damage points to that fighter.
RUNIC EMPOWERMENT
 -Pick a visible friendly fighter within 3" of this fighter.
Mystic -Until the end of the battle round, add the value of this ability to the Strength characteristic of the next attack
action made by that fighter that has a Range characteristic of 3 or less.
LODGE LEADER
 -Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range
Brute characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
HONOR OUR OATHS
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by him this
activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by visible friendly fighters while they are within 6” of this fighter.
ICON OF GRIMNIR
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Toughness
Icon characteristic of visible friendly fighters while they are within 6" of this fighter.
Bearer
BATTLE FURY
 -Until the end of the battle round, add the value of this ability to the Move characteristic of this fighter.
Berserker -In addition, this fighter makes a bonus move action.
-Then he can make a bonus attack action.

Fighters abilities
FYRESTEEL THROWING AXE
 -Pick a visible enemy fighter within 6" of this fighter and roll 2D6.
-For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
ENCASE IN MOLTEN ROCK
 -Until the end of the fighter's activation, the next time this fighter makes an attack action, subtract half the
Frenzied value of this ability (rounding up) from the move characteristic of the target fighter (to a minimum of 1) until
then end of the battle round.
 RELENTLESS ZEAL
-Add 3 to the move characteristic of the next move action made by this fighter this activation.
DUTY UNTO DEATH
 -A fighter can use this ability only if he has suffered 5 or more damage points allocated to him.
Warrior -This fighter makes a bonus move action, then he can make a bonus attack action.
SLINGSHIELD CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Bulwark fighter, pick a visible enemy fighter within 1" of this fighter and roll a dice.
-On a 2+, allocate a number of damage points to that fighter equal to the value of this ability.
UNLEASH RUNIC FURY
 -Until the end of this fighter’s activation, add the value of this ability to the Attacks characteristic of attack
actions made by this fighter that have a Range characteristic of 3 or less.

28
Pts Leaders Weapons Abilities
200 FJUL-GRIMNIR Great Axe 3 4 26 Leader, Brute 2 3 5 3/6
90 TEFK FLAMEBEARER Axe 3 4 14 - 1 4 3 1/3
90 MAD MAEGRIM Axe 3 4 14 - 1 4 3 1/3
110 VOL ORRUKBANE Great Axe 3 4 14 - 1 3 4 2/4

Special abilities
THE CHOSEN KIN
 -A fighter can use this ability only if they are within 6" of a visible friendly Fjul-Grimnir.
-Until the end of this fighter’s activation, add 2 to the Attacks characteristic of attack actions made by this
fighter that have the Axe runemark.

29
Pts Leaders Weapons Abilities
175 ARKANAUT ADMIRAL Hammer 3 4 25 Leader 1 4 4 2/4
Pistol 8 3 4 1/4
305 ENDRINMASTER Sword 10 4 28 Leader, Fly 1 4 4 2/4
with Dirigible Suite Gun 3-10 2 5 3/6
180 ENDRINMASTER Hammer 3 5 25 Leader, Brute 1 4 5 2/4
with Endrinharness
150 AETHERIC NAVIGATOR Club 3 4 22 Leader, Mystic 1 3 4 2/4
Pistol 8 3 4 1/4
110 AETHER-KHEMIST Unarmed 3 4 22 Leader, Destroyer 1 3 3 1/4
150 COMPANY CAPTAIN Axe 3 4 22 Leader 1 4 3 2/4
Pistol 8 3 3 1/3
185 GUNNERY SERGEANT Unarmed 3 4 22 Leader, Elite, Scout 1 3 3 1/4
Drillbill 3-15 4 4 2/4
265 MIZZENMASTER Sword 10 4 26 Leader, Fly 1 4 5 2/5
Pistol 8 2 4 1/4
260 CUSTODIAN Spear 10 4 26 Leader, Fly, Trapper 2 4 4 2/5
Pistol 8 2 3 1/3

30
Pts Fighters Weapons Abilities
65 ARKANAUT Axe 3 3 12 - 1 3 3 1/3
Pistol 8 2 3 1/3
115 ARKANAUT Unarmed 3 3 12 - 1 2 3 1/3
Volley Gun 3-15 6 3 1/3
110 ARKANAUT Unarmed 3 3 12 - 1 2 3 1/3
Light Skyhook 3-20 2 4 2/5
80 ARKANAUT Skypike 3 3 12 - 2 3 4 2/5
135 GRUNDSTOCK Unarmed Elite 1 2 3 1/3
Decksweeper
3 4 12
THUNDERER 3-10 5 4 1/3
115 GRUNDSTOCK Unarmed Elite 1 2 3 1/3
Aethershot Rifle
3 4 12
THUNDERER 3-15 2 4 2/4
120 GRUNDSTOCK Fumigator Elite 6 3 5 2/4
3 4 12
THUNDERER
150 GRUNDSTOCK Unarmed Elite 1 2 3 1/3
Mortar
3 4 12
THUNDERER 3-10 3 4 3/6
190 GRUNDSTOCK Unarmed Elite 1 2 3 1/3
Aethercannon
3 4 12
THUNDERER 3-10 2 5 4/8
205 ENDRINRIGGER Sword Fly 1 3 5 2/5
Rivet Gun
10 4 16
8 2 4 1/4
210 ENDRINRIGGER Unarmed Fly 1 2 3 1/3
Volley Gun
10 4 16
3-15 6 3 1/3
225 ENDRINRIGGER Unarmed Fly 1 2 3 1/3
Drill Launcher
10 4 16
3-20 3 5 2/4
180 ENDRINRIGGER Unarmed Fly, Agile 1 2 3 1/3
Grapnel Launcher
10 4 16
3-20 2 3 1/3
220 ENDRINRIGGER Unarmed Fly 1 2 3 1/3
Skyhook
10 4 16
3-20 2 4 3/5
200 SKYWARDEN Spear Fly, Trapper 2 3 4 2/5
Pistol
10 4 16
8 2 3 1/3
220 SKYWARDEN Unarmed Fly, Trapper 1 2 3 1/3
Volley Gun
10 4 16
3-15 6 3 1/3
230 SKYWARDEN Unarmed Fly, Trapper 1 2 3 1/3
Drill Launcher
10 4 16
3-20 3 5 2/4
185 SKYWARDEN Unarmed Fly, Trapper, Agile 1 2 3 1/3
Grapnel Launcher
10 4 16
3-20 2 3 1/3
225 SKYWARDEN Unarmed Fly, Trapper 1 2 3 1/3
Skyhook
10 4 16
3-20 2 4 3/5

31
Leaders abilities
SUPERCHARGED ENDRINHARNESS
 -Add 1 to the Strength and Attacks characteristics of attack actions made by this fighter this activation that have
Brute a Range characteristic of 3 or less.
HARRYING DRILLBILL
 -Pick an enemy fighter within 20” of this fighter.
Scout -Until the end of the battle round, that fighter cannot make disengage actions.
FIGHT FOR PROFIT
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly fighters
within 6" of this fighter.
-If this fighter is carrying treasure or is within 3" of an objective, add 2 to the Attacks characteristic instead.
ATMOSPHERIC ISOLATION
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Destroyer actions made by enemy fighters while they are within 6" of this fighter.
AETHERSTORM
 -Pick a visible enemy fighter anywhere on the battlefield and roll a number of dice equal to the value of this
Mystic ability.
-For each 2+, allocate 3 damage points to that fighter.

Fighters abilities
 ANCESTRAL FORTITUDE
-Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
GRAPNEL LAUNCHER
 -A fighter can use this ability only if they are more than 3" away from any enemy fighters.
Agile -Pick a point on an obstacle within 20" of this fighter.
-Remove this fighter from the battlefield and then immediately set them up on the battlefield within 3" of the
point picked.
KEEP YOUR DISTANCE
 -A fighter can use this ability only if they are within 3” of an enemy fighter.
Elite -This fighter makes a bonus disengage action.
MASTER THE SKIES
 -Add 1 to the damage points allocated by each hit and critical hit from attack actions made by this fighter this
Fly activation that target enemy fighters with the Fly runemark.
TIMED CHARGES
 -A fighter can use this ability only if they are within 3" of an enemy fighter.
Trapper -Allocate a number of damage points equal to the value of this ability to enemy fighters within 1" of this fighter.
-Then, this fighter makes a bonus disengage action.

32
Pts Fighters Weapons Abilities
180 BJORGEN THUNDRIK Fists 3 4 24 Leader, Destroyer 1 3 3 1/4
Anatomiser 3-9 3 5 2/5
220 KHAZGAN DRAKKSKEWER Spear 10 4 18 Fly 2 3 4 2/5
Gun 8 2 3 1/3
125 DEAD-EYE LUND Fists 3 4 14 Elite 1 2 3 1/3
Rifle 3-15 2 4 2/4
120 ENRIK IRONHAIL Fists 3 3 14 - 1 2 3 1/3
Volley Gun 3-15 6 3 1/3
70 GARODD ALENSEN Axe 3 3 14 - 1 3 3 1/3
Pistol 8 2 3 1/3

Special abilities
WIN RECOGNITION
 -A fighter can use this ability only if they are within 6’ of a visible friendly Bjorgen Thundrik and it is the third
battle round or later.
-This fighter can make a bonus attack action.

33
Pts Leaders Weapons Abilities
245 ARCH-REVENANT Spear 10 4 25 Leader, Destroyer, Fly 2 4 4 2/5
230 KURNOTH HUNTMASTER Scythe 4 4 35 Leader, Champion 2 4 4 3/6
230 KURNOTH HUNTMASTER Great Sword 4 4 35 Leader, Champion 1 5 4 2/5
245 KURNOTH HUNTMASTER Claws 4 4 35 Leader, Champion 1 3 3 1/3
Bow 3-20 3 4 2/5
175 BRANCHWRAITH Claws 6 3 22 Leader, Berserker 1 3 3 2/4
Bow 3-7 2 3 3/6
175 BRANCHWYCH Scythe 6 3 22 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
110 SCION Sword 4 3 16 Leader, Warrior 1 4 3 2/4
135 SHADESTALKER Claws Leader, Terrifying 1 5 4 2/4
4 3 16
135 BRANCH NYMPH Claws 5 3 20 Leader, Scout 1 4 4 2/4

Pts Fighters Weapons Abilities


70 DRYAD Sword 5 3 10 Scout 1 4 3 1/3
50 TREE REVENANT Sword 4 3 8 Warrior 1 3 3 1/3
70 SPITE REVENANT Claws 4 3 8 Terrifying 1 4 4 1/3
180 KURNOTH HUNTER Great Sword Champion 1 4 4 2/5
4 4 30
195 KURNOTH HUNTER Scythe 4 4 30 Champion 2 3 4 3/6
210 KURNOTH HUNTER Claws 4 4 30 Champion 1 3 3 1/3
Bow 3-20 2 4 2/5

34
Leaders abilities
ZEPHIRSPITE’S TAIL SPENCERS
 -Pick a visible enemy fighter on the battlefield floor within 1" of this fighter and roll a number of dice equal to
Destroyer the value of this ability.
-On a 3-4, allocate 1 damage point to that fighter.
-On a 5-6 allocate a number of damage points to that fighter equal to the value of this ability.
SWARM OF SPITES
 -Pick a visible enemy fighter on the battlefield floor within 6" of this fighter and roll a number of dice equal to
Mystic the value of this ability.
-For each 4+, allocate 1 damage point to that fighter.
 BLESSING OF THE FOREST
-Remove 1 damage point to each friendly fighter within 6" of this fighter.
Berserker
CALL TO BATTLE
 -Until the end of the battle round, add 1 to the attack characteristic of attack action that have a range
Destroyer characteristic of 3 or less made by visible friendly fighters while they are within 3” of this fighter.
ENVOY OF THE EVERQUEEN
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Toughness and Strength
characteristics of friendly fighters while they are within 6" of this fighter.

Fighters abilities
DRAW FROM THE SPIRIT-SONG
 -Remove a number of damage points allocated to this fighter equal to half the value of this ability (rounding
up).
TRAMPLE UNDERFOOT
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Champion -For each 4+, allocate 1 damage point to that fighter.
SHRIEKING TERROR
 -Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability and roll
Terrifying a dice.
-On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
ENRAPTURING SONG
 -Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability.
Scout -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly
fighters with both the Sylvaneth runemark and the Scout runemark that target that fighter.
WALK THE SPIRIT PATHS
 -Remove this fighter from the battlefield and set them up anywhere on the battlefield floor more than 5" from
Warrior enemy fighters.

35
Pts Fighters Weapons Abilities
165 YLTHARI Club 4 3 20 Leader 2 3 3 1/4
Blast 3-7 2 3 3/6
85 SKHATHAEL Sword 4 3 12 - 1 4 3 2/4
105 GALLANGHANN Great Axe 4 3 10 - 2 2 4 3/6
85 AHNSLAINE Fists 4 3 10 - 1 2 3 1/2
Bow 3-15 2 3 1/4

Fighters abilities
VIGOR AND WRATH
 -Until the end of this fighter’s activation, add 1 to the damage points allocated by each critical hit from attack
actions made by this fighter.
THE REAPING
 Leader
-Roll a dice for each visible enemy fighter within 6" of this fighter.
-On a 2+, allocate a number of damage points equal to the value of this ability to the fighter being rolled for.

Pts Fighters Weapons Abilities


180 SKAETH THE HUNTSMAN Spear Leader, Mount 8 2 4 2/5
8 4 22
80 KARTHAEN Mace 5 3 12 Bulwark 1 3 3 2/4
70 SHEOCH Sword 5 3 10 - 1 4 3 1/4
80 ALTHAEN Fists 5 3 10 - 1 2 3 1/2
Bow 3-15 2 3 1/4
70 LIGHAEN Fangs 8 3 8 Beast 1 3 3 1/4

Fighters abilities
MIGHT OF KURNOTH
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Bulwark characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.

36
Pts Leaders Weapons Abilities
280 AKHELIAN KING Spear 10 4 38 Leader, Champion, Fly 2 4 4 2/5
260 MORRSARR GUARD Spear 10 4 35 Leader, Berserker, Fly 2 3 4 2/5
LOCHIAN PRINCE
265 ISHLAEN GUARD Sword 10 4 35 Leader, Bulwark, Fly 1 4 4 2/5
LOCHIAN PRINCE
130 NAMARTI THRALL Axe 5 3 16 Leader, Minion 1 4 4 2/5
ICON BEARER
140 NAMARTI REAVER Dagger 6 3 16 Leader, Agile 1 3 4 1/3
ICON BEARER Bow 3-15 3 3 1/4
150 ISHARANN SOULDRENDER Fangs 5 3 22 Leader, Frenzied 3 3 4 2/4
Scythe 2 4 4 2/5
165 ISHARANN TIDECASTER Club 5 3 20 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
130 ISHARANN SOULSCRYER Claws 5 3 20 Leader, Priest 2 3 4 2/4
160 AKHELIAN THRALLMASTER Spear 5 3 18 Leader, Sentience 2 4 4 2/5

Pts Fighters Weapons Abilities


205 MORRSARR GUARD Spear 10 4 25 Fly, Berserker 2 3 3 2/4
210 ISHLAEN GUARD Sword Fly, Bulwark 1 4 3 2/4
10 4 25
80 NAMARTI THRALL Axe 5 3 8 Minion 1 4 3 2/4
90 NAMARTI REAVER Dagger 6 3 8 Agile 1 3 3 1/3
Bow 3-15 2 3 1/3

37
Leaders abilities
RIPTIDE
 -Pick a visible enemy fighter within 12" of this fighter.
Mystic -Until the end of the battle round, subtract 1 (to a minimum of 1) from the Attacks characteristic of attack
actions made by that fighter.
HANGMAN'S KNOT
 -Pick a visible enemy fighter within 3" of this fighter.
Frenzied -Until the end of the battle round, that fighter cannot make move actions or disengage actions.
STORM OF BLOWS
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Champion this fighter this activation that has a Range characteristic of 3 or less.
WAY OF THE DEPTHS
 -Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range
Sentience characteristic of 3 or less made by this fighter and by visible friendly fighters that have the Idoneth Deepkin
runemark and either the Agile or Minion runemarks while they are within 6" of this fighter.
SCRYFISH SHOAL
 -Pick a visible enemy fighter within 10" of this fighter and roll 6 dice.
Priest -For each roll of 3-5, allocate 1 damage point to that fighter.
-For each roll of 6, allocate 2 damage points to that fighter.
HIGH TIDE
 -A fighter can use this ability only if it is the third battle round.
-Add 1 to the Attacks and Strength characteristics of attack actions that have a Range characteristic of 3 or less
made by friendly fighters while they are within 6" of this fighter.

Fighters abilities
LOW TIDE
 -A fighter can use this ability only if it is the first battle round.
-This fighter can make a bonus move action a number of inches equal to the value of this ability.
SWEEPING BLOW
 -Roll 1 dice for each visible enemy fighter within 2" of this fighter.
Minion -On a 5, allocate 1 damage point to the fighter being rolled for.
-On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
STORM FIRE
 -Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this
Agile fighter that target an enemy fighter more than 3" away.
BIOVOLTAIC BARRIER
 -Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit
Bulwark instead.
BIOVOLTAIC BLAST
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
Berserker this fighter.

38
Pts Leaders Weapons Abilities
150 ELATHAIN ILL-FATED Scythe 5 3 24 Leader 1 4 4 2/4
Fangs 3 3 4 2/4
120 FUIRANN Sword 5 4 16 - 1 4 3 2/4
85 TAMMAEL Spear 5 3 10 Trapper 8 2 4 1/4
130 DUINCLAW Claws 4 6 12 Beast 1 2 5 2/5
80 SPINEFIN Fangs 12 2 6 Beast, Fly 1 3 3 1/3

Fighters abilities
SOULNET
 -Pick this a fighter visible and enemy roll a dice.
Leader -On a 3+, that fighter cannot make move actions or disengage actions until the end of the battle round.
RIPTIDE HARPOON
 -This fighter makes a bonus attack action.
Trapper -After that attack action, the fighter targeted by that attack action makes a bonus move action directly towards
this fighter, as if they were jumping, a number of inches equal to the value of this ability.

39
Pts Leaders Weapons Abilities
220 VANARI LORD REGENT Sword 10 4 30 Leader, Warrior, Mount 1 4 4 2/5
Blast 3-7 2 3 3/6
170 SCINARI LORESEEKER Sword 5 3 22 Leader, Destroyer 1 3 4 2/4
Blast 3-7 2 3 3/6
135 SCINARI CALLIGRAVE Sword 5 3 20 Leader, Elite 1 2 3 1/4
Blast 3-7 2 3 3/6
115 SCINARI CATHALLAR Blast 5 3 20 Leader, Terrifying 1 3 4 2/4
190 ALARITH STONEMAGE Mace 5 4 20 Leader, Mystic, Fly 2 3 3 1/4
Blast 3-7 2 3 3/6
220 HURAKAN WINDMAGE Mace 12 3 22 Leader, Mystique, Fly 2 3 3 1/4
Blast 3-7 2 3 3/6
140 TRUESTONE SENESCHAL Hammer 3 4 20 Leader, Brute 1 4 4 2/4
130 BLADELORD SENESCHAL Sword Leader, Warrior, Frenzied 1 4 4 2/5
5 3 18
195 WINDSPEAKER SENESCHAL Bow 12 3 26 Leader, Berserker, Agile 8 3 4 1/4
195 STEEDMASTER Spear Leader, Warrior, Mount 2 3 4 2/4
10 4 26
95 HIGH SENTINEL Sword 5 3 16 Leader, Scout, Warrior 1 3 3 2/4
120 HIGH WARDEN Sword Leader, Trapper, Warrior 1 3 3 2/4
5 4 16

Pts Fighters Weapons Abilities


95 VANARI BLADELORD Sword 5 3 12 Warrior, Frenzied 1 3 4 2/5
150 VANARI DAWNRIDER Spear & Shield 10 4 18 Warrior, Mount 2 3 3 2/4
80 VANARI AURALAN Dagger 5 3 8 Warrior 1 3 3 1/3
SENTINEL Bow 3-15 2 3 1/3
80 VANARI AURALAN WARDEN Spear & Shield 5 4 8 Warrior 3 3 3 1/4
95 ALARITH STONEGUARD Hammer Brute 2 3 4 2/5
3 4 12
105 ALARITH STONEGUARD Great Hammer 3 4 12 Brute 2 3 5 2/4
150 HURAKAN WINDCHARGER Bow 12 3 18 Berserker, Agile 8 2 4 1/4

40
Leaders abilities
MOONFIRE FLASK
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Trapper -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
SHARP-EYED SCRYHAWK
 -Pick a visible enemy fighter within 20" of this fighter.
Scout -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that target that fighter.

 LONE AGENT
-A fighter can use this ability only if there are no other friendly fighters within 6" of this fighter.
Destroyer -This fighter makes a bonus move action.
REALMSCRIBE
 -Pick a point on the battlefield within 9" of this fighter and place a special token there.
Elite -Until the end of the battle round, subtract 1 from the damage points allocated by each critical hit from attack
actions that target friendly fighters while they are within 6" of the center of that token.
EMOTIONAL TRANSFERENCE
 -Pick 1 friendly fighter within 12" of this fighter that has one or more damage points allocated to them.
Terrifying -Then pick 1 visible enemy fighter within 12" of this fighter.
-Roll a number of dice equal to the number of damage points allocated to that friendly fighter.
-For each 4+, allocate 1 damage point to that enemy fighter.
GRAVITIC REDIRECTION
 -Allocate D3 damage points to all visible enemy fighters within 6" of this fighter (roll for each fighter).
Mystic -In addition, until the end of the battle round, halve the Move characteristic of all fighters that are within 6" of
this fighter when this fighter uses this ability.

Fighters abilities
SHINING COMPANY
 -A fighter can use this ability only if there are 2 or more other friendly fighters with both the Lumineth Realm-
Warrior lords and the Warrior runemarks within 1" of this fighter.
-Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
actions that target friendly fighters within 1" of this fighter.
MOUNTAIN STANCE
 -Until the end of the battle round, subtract 1 from the damage points allocated by each hit and critical hit from
Brute attack actions that target this fighter.

 GO WHERE THE WIND BLOWS


-Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Berserker action they make this activation.

 MOVE LIKE THE WIND


-Until the end of this fighter’s activation, this fighter can finish disengage actions within 1" of enemy fighters.
Agile
LANCES OF THE DAWN
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Mount fighter, pick 1 visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that enemy fighter equal to the value of this ability.

 PERFECT STRIKE
-This fighter makes a bonus attack action.
Frenzied -In addition, add the value of this ability to the damage points allocated by each critical hit from that attack
action.

41
Pts Fighters Weapons Abilities
150 MYARI LIGHTCALLER Club 5 3 20 Leader, Scout 1 43 1/4
Blast 3-7 2 3 3/6
110 BAHANNAR Hammer 3 4 14 Brute 2 3 5 2/4
105 AILENN THE MIND’S EDGE Sword Frenzied, Warrior 1 3 4 2/5
5 3 14
95 SENAELA Dagger 5 3 10 Warrior 1 3 3 1/3
Bow 3-15 2 3 1/3

Fighters abilities
DAZZLING LIGHT
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Leader actions made by enemy fighters while they are within 6" of this fighter.

42
Pts Leaders Weapons Abilities
250 MEDUSA Spear 7 4 35 Leader, Mystic 2 4 4 3/5
130 HAG QUEEN Dagger 5 3 20 Leader, Priest 1 3 4 2/4
165 SLAUGHTER QUEEN Dagger 5 3 20 Leader, Destroyer 1 5 4 2/4
280 MELUSAI IRONSCALE Spear 7 4 32 Leader, Elite 2 5 4 2/4
Blast 3-7 2 3 3/6
185 MASTER OF WARLOCKS Blade 10 3 26 Leader, Mount 1 3 3 1/3
Bow 3-12 2 3 1/3
105 WITCH AELF HAG Dagger 5 3 16 Leader 1 4 3 1/4
140 HANDMAIDEN Whip Leader 2 4 3 2/4
5 4 16
240 GORGAI Spear 7 4 30 Leader, Elite 2 6 4 2/4
235 KRONE Dagger 7 4 30 Leader, Berserker 1 2 3 1/2
Bow 3-20 3 3 2/5
240 SHRYKE Spear 12 4 20 Leader, Agile, Fly 8 3 4 2/4
235 HARRIDYNN Dagger 12 4 20 Leader, Agile, Fly 1 5 3 2/4

Pts Fighters Weapons Abilities


65 WITCH AELF Dagger - 1 4 3 1/3
5 3 8
75 WITCH AELF Dagger & Buckler 5 4 8 - 1 3 3 1/3
75 SISTER OF SLAUGHTER Whip & Knife 5 3 8 - 2 4 3 1/4
85 SISTER OF SLAUGHTER Whip & Buckler 5 4 8 - 2 3 3 1/4
170 BLOOD SISTER Spear 7 4 20 Elite 2 5 3 1/4
175 BLOOD STALKER Dagger Berserker 1 2 3 1/2
Bow
7 4 20
3-20 2 3 1/5
145 DOOMFIRE WARLOCK Sword Mount 1 3 3 1/3
Bow
10 3 18
3-12 2 3 1/3
180 KHINERAI HEARTRENDER Spear Fly, Agile 8 2 4 1/4
12 4 10
170 KHINERAI LIFETAKER Dagger 12 4 10 Fly, Agile 1 4 3 1/4

43
Leaders abilities
WITCHBREW
 -Pick a visible friendly fighter within 3" of this fighter.
Priest -Until the end of the battle round, add the value of this ability to the Strength characteristic of the next attack
action made by that fighter that has a Range characteristic of 3 or less.
SACRIFICE TO KHAINE
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
BLOODWRACK STARE
 -Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability and roll 2
Mystic dice.
-If either dice rolls a 3+, until the end of the battle round, that fighter cannot make move actions or disengage
actions.
-In addition, for each 6, allocate a number of damage points to that fighter equal to the value of this ability.
ORGY OF SLAUGHTER
 -Until the end of the battle round, add half the value of this ability (rounding up) to the damage points allocated
Destroyer to enemy fighters by each hit and critical hit from attack actions that have a Range characteristic of 3 of less
made by friendly fighters while they are within 8" of this fighter.

Fighters abilities
BATHE IN BLOOD
 -A fighter can use this ability only if they are within 3" of a visible enemy fighter with 1 or more damage points
allocated to them.
-Until the end of this fighter's activation, add 1 to the Attacks and Strength characteristics of attack actions
made by this fighter.
TURNED TO CRYSTAL
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Elite -For each roll of a 4-5, allocate 1 damage point to that fighter.
-For each roll of a 6, allocate a number of damage points to that fighter equal to the value of this ability.
HEARTSEEKERS
 -If the next attack action made by this fighter this activation scores one or more critical hits, and the target
Berserker fighter is more than 3" away, allocate a number of damage points to that fighter equal to the value of this ability.
SLAUGHTER'S STRENGTH
 -Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of attack
actions made by this fighter that have a Range characteristic of 3 or less.
DOOMFIRE BOLT
 -Pick a visible enemy fighter within 9" of this fighter and roll a number of dice equal to the value of this ability.
Mount -For each 4+, allocate 2 damage points to that fighter.
DEATH ON THE WIND
 -This fighter makes a bonus move action.
Agile -Then, they can make a bonus attack action.
-In addition, add 1 to the Strength characteristic of that attack action if the fighter finished the move action 6"
or more from than their starting position.

44
Pts Fighters Weapons Abilities
150 MORGWAETH Spear 5 3 22 Leader, Priest 2 3 4 2/5
185 KYRAE Dagger 7 4 22 Berserker 1 2 3 1/2
Bow 3-20 2 3 1/5
95 KHAMYSS Whip 5 4 10 - 2 3 3 1/4
95 LETHYR Dagger 5 4 10 - 1 4 3 1/3
95 KYRSSA Dagger 5 4 10 - 1 4 3 1/3

Fighters abilities
DAUGHTERS OF THE FIRST TEMPLE
 -Pick another visible friendly lighter with the Morgwaeth’s Blade-Coven runemark within 3" of this fighter.
Leader -That fighter can make a bonus attack action.

45
Pts Fighters Weapons Abilities
190 SHROUD QUEEN Sword 6 4 20 Leader 1 4 4 2/5
Reach Weapon 4 3 4 2/4
100 DARKFLAME WARLOCK Dagger 5 3 8 Mystic 1 3 3 1/3
Blast 3-7 2 3 2/4
100 DARKFLAME WARLOCK Repeater 5 3 8 Mystic 8 4 3 1/3
Crossbows
120 SLAUGHTERSHADE Spear 5 3 12 Warrior, Berserker 2 4 4 1/4
120 SLAUGHTERSHADE Whip 5 3 12 Warrior, Berserker 4 3 4 2/4
90 SHROUDBLADES Sword & Dagger Warrior 1 4 3 1/4
5 3 8
90 SHROUDBLADES Spear 5 3 8 Warrior 2 3 4 1/4

abilities
 SHADOW LEAP
-This fighter can fly when making move actions until the end of their activation.
CURSED DARTS
 -Pick a visible enemy fighter within 9" of this fighter and roll 2 dice.
Warrior -For each roll of 4+, allocate 2 damage points to that fighter.
-In addition, if either dice scored a 6, halve the Move characteristic of that fighter until the end of the battle
round.
INSTRUMENT OF KHAINE
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Berserker this activation.
-This fighter makes a bonus move action or a bonus attack action.
HARNESS SHADOW
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Mystic actions made by enemy fighters that target a fighter within 3" of this fighter.
 DANCE OF DEATH
-Until the end of this fighter activation, this fighter can finish disengage actions within 1" of enemy fighters.
ENSNARING DARKNESS
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3” of
Leader this fighter.
-Instead, this fighter can draw their shadow blood.
-If they do so, allocate 3 damage points to this fighter, and a number of damage points equal to the value of this
ability to all visible enemy fighters within 6" of this fighter.

46
Pts Leaders Weapons Abilities
255 SLANN STARMASTER Blast 4 4 32 Leader, Mystic, Fly 12 3 4 3/6
180 SAURUS OLDBLOOD Club & Shield 4 5 28 Leader, Warrior 1 3 4 2/4
195 SAURUS SUNBLOOD Mace & Shield 4 5 28 Leader, Warrior 1 4 4 2/5
205 SAURUS ETERNITY Great Mace 4 4 28 Leader, Warrior 1 3 5 3/6
WARDEN
220 SAURUS SCAR VETERAN Axe 7 5 32 Leader, Warrior, Mount 1 4 4 2/4
On Cold One
170 SAURUS ASTROLITH Axe 4 4 25 Leader, Warrior, 1 3 4 2/4
BEARER Icon Bearer
140 SAURUS WARRIOR ALPHA Club & Shield 4 4 20 Leader, Warrior 1 3 4 2/4
195 SAURUS GUARD ALPHA Blade Leader, Warrior 2 4 4 2/5
4 5 25
175 SAURUS KNIGHT ALPHA Blade 6 4 30 Leader, Warrior, Mount 1 4 3 2/4
185 SKINK STARSEER Blast 4 3 20 Leader, Priest, Fly 12 2 4 3/6
165 SKINK STARPRIEST Mace 6 3 18 Leader, Priest, Minion 2 3 3 1/4
Blast 3-7 2 3 3/6
135 SKINK PRIEST Mace 6 3 18 Leader, Priest, Minion 2 3 3 1/3
Blast 3-7 2 3 2/5
115 SKINK ALPHA Club 6 3 16 Leader, Minion 1 4 3 2/4
220 TERRADON CHIEF Sword 12 3 28 Leader, Agile, Fly 1 4 4 2/4
220 TERRADON RIDER ALPHA Fangs Leader, Frenzied, Fly 1 3 4 2/4
Reach Weapon
12 3 25
3 4 3 2/4
230 RIPPERDACTYL CHIEF Axe Leader, Destroyer, Fly 1 4 4 2/4
10 4 28
225 RIPPERDACTYL RIDER Fangs 10 4 25 Leader, Destroyer, Fly 1 4 4 2/4
ALPHA

Pts Fighters Weapons Abilities


135 SAURUS GUARD Polearm & Shield 4 5 15 Warrior 2 3 4 2/4
75 SAURUS WARRIOR Club & Shield 4 4 10 Warrior 1 3 3 1/3
75 SAURUS WARRIOR Spear & Shield 4 4 10 Warrior 2 2 3 1/4
120 SAURUS KNIGHT Club & Shield 6 4 20 Warrior, Mount 1 3 3 1/3
120 SAURUS KNIGHT Spear & Shield 6 4 20 Warrior, Mount 2 2 3 1/4
60 SKINK Club & Buckler 6 3 8 Minion 1 3 3 1/3
75 SKINK Club 6 2 8 Minion 1 3 3 1/3
Boltspitter 12 2 3 1/4
85 SKINK Dagger 6 3 8 Minion 1 3 3 1/3
Javelin & Buckler 8 1 3 1/4
45 SKINK HANDLER Spear 6 2 8 Minion, Trapper 2 2 3 1/4
175 TERRADON RIDER Fangs 12 3 15 Frenzied, Fly 1 3 4 2/4
Reach Weapon 3 3 3 1/4
190 TERRADON RIDER Fangs 12 3 15 Frenzied, Fly 1 3 4 2/4
Javelin 8 2 3 1/4
185 RIPPERDACTYL RIDER Spear 10 4 15 Destroyer, Fly 1 3 4 2/4
135 SALAMANDER Blast 6 3 20 Beast 7 2 3 3/6
180 RAZORDON Blast 6 3 20 Beast 12 5 3 1/3
210 KROXIGOR Club 6 4 32 Warrior 1 2 5 3/6

47
Leaders abilities
TIDE OF SERPENTS
 -Pick a visible enemy fighter within 8" of this fighter and roll a number of dice equal to the value of this ability.
Priest -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate 3 damage points to that fighter.
COLD-BLOODED COMMANDER
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action or a bonus attack action.
LEAD FROM ON HIGH
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Agile action they make this activation.
LORDS OF SPACE AND TIME
 -Pick another friendly fighter that is within 12" of this fighter.
Mystic -Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within
a number of inches of this fighter equal to the value of this ability.
REVIVIFYING ENERGIES
 -Remove a number of damage points equal to the value of this ability allocated to each friendly fighter within 6"
Icon of this fighter.
Bearer

Fighters abilities
NIMBLE RETREAT
 -A fighter can use this ability only if they are within 1" of an enemy fighter.
Minion -This fighter makes a bonus disengage action.
VORACIOUS APPETITE
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Destroyer -For each 4+, allocate 1 damage point to that fighter.
HUNTING PACK
 -Pick a visible friendly fighter with the Beast runemark within 2" of this fighter.
Trapper -That fighter makes a bonus attack action.
RAIN METEORIC BARRAGE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Frenzied fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
TEARING BITE
 -Add the value of this ability to the damage points allocated by each hit or critical hit from the next attack action
Warrior made by this fighter this activation that has a Range characteristic of 3 or less.
WRATH OF THE OLD ONES
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength
characteristics of attack actions made by this fighter that have a Range characteristic of 3 or less.

48
Pts Fighters Weapons Abilities
125 KIXI-TAKA, THE DIVINER Club 6 3 18 Leader, Minion 2 3 3 1/4
Blast 3-7 2 3 3/6
190 KLAQ-TROK Club & Shiled 4 5 28 Warrior 1 4 4 2/4
80 OTAPATL Fists 6 2 10 Scout, Minion 1 2 3 1/2
Blowpipe 12 2 3 1/5
80 TOK Club 6 2 10 Minion 1 3 3 1/3
Blowpipe 12 2 3 1/4
90 HUACHI Dagger 6 3 10 Minion 1 3 3 1/3
Spear 8 1 3 1/4
65 XEPIC Club & Shield 6 3 10 Minion 1 3 3 1/3

Fighters abilities
CHAMELEON AMBUSH
 -This fighter can use this ability only if there are no visible enemy fighters within 12" of this fighter.
Scout -This fighter makes a bonus move action.
IMBUE WITH AZYRITC ENERGY
 -Until the encl of the battle round, add 1 to the Move and Toughness characteristics of friendly fighters while
Leader they are within 9" of this fighter.

49
Pts Leaders Weapons Abilities
325 WAR HYDRA Fangs * 4 50 Gargantuan, Destroyer 2 4 5 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 3/8
21-30 4 3/6
31-40 3 2/6
41-49 2 2/4

War Hydra Abilities


QUICK WITH THE LASH
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Destroyer action they make this activation
FIERY BREATH
 -Pick a visible enemy fighter within 6" of this fighter and roll a dice for that fighter and each other fighter
Destroyer within 3" of that fighter.
-On a 3+, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
SEVER ONE HEAD, ANOTHER TAKES ITS PLACE
 -Remove a number of damage points allocated to this fighter equal to double the value of this ability.
Destroyer

50
Pts Leaders Weapons Abilities
325 KHARIBDYSS Fangs * 4 50 Gargantuan, Berserker 2 4 5 */*

Damage Table
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 3/8
21-30 4 3/6
31-40 3 2/6
41-49 2 2/4

Kharibdyss Abilities
QUICK WITH THE LASH
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Berserker action they make this activation.
ABYSSAL HOWL
 -Roll a dice for each enemy fighter within a number of inches of this fighter equal to the value of this ability.
Berserker -On a 3+, until the end of the battle round, the fighter being rolled for cannot make move actions or disengage
actions.
SPIKED TAIL
 -Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of
Berserker this ability.

51
SLAVES TO DARKNESS BEASTS OF CHAOS SKAVEN

BLADES OF KHORNE HEDONITES OF SLAANESH DISCIPLES OF TZEENTCH


Khorne Bloodbound | Daemons of Khorne Slaanesh Sibarytes | Daemons of Slaanesh Tzeentch Arcanites | Daemons of Tzeentch

MAGGOTKIN OF NURGLE IRON GOLEMS UNTAMED BEASTS


Nurgle Rotbringers | Daemons of Nurgle

CORVUS CABAL CYPHER LORDS THE UNMADE

SPLINTERED FANG SPYRE TYRANTS SCIONS OF FLAME

DARKOATH SAVAGERS TARANTULOS BROOD

52
Pts Leaders Weapons Abilities
240 CHAOS LORD Spear 4 5 28 Leader, Champion 2 5 5 3/5
280 CHAOS LORD Spear 8 6 38 Leader, Agile, Mount 2 4 5 2/5
on Karkadrak
275 CHAOS LORD Axe 10 5 32 Leader, Agile, Mount 1 5 4 2/4
on Daemonic Mount
150 CHAOS SORCERER LORD Club 4 3 20 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
285 VARANGUARD Axe & Shield 10 6 35 Leader, Terrifying, 1 4 4 3/5
Mount
255 DOOM KNIGHT Flail 10 6 32 Leader, Mount 2 4 4 2/4
210 EXALTED HERO OF CHAOS Axe 4 5 28 Leader, Champion 1 5 4 2/5
240 EXALTED CHAMPION Axe 4 5 28 Leader, Warrior 1 5 5 3/5
200 ASPIRING CHAMPION Axe 4 5 25 Leader 1 5 4 2/5
130 MARAUDER CHIEFTAIN Axe 4 3 20 Leader 1 4 4 2/5
210 MARAUDER Axe 10 4 30 Leader, Mount 1 3 4 2/5
HORSEMASTER
180 DARKOATH CHIEFTAIN Sword 4 4 25 Leader, Elite 1 4 4 2/5
175 DARKOATH WARQUEEN Axe & Shield 4 5 25 Leader, Champion 1 3 4 2/4

Pts Fighters Weapons Abilities


170 CHAOS CHOSEN Axe 4 5 18 Warrior 1 4 5 2/5
140 CHAOS WARRIOR Weapon & Shield 4 6 15 Bulwark 1 3 4 2/4
135 CHAOS WARRIOR Halberd & Shield 4 6 15 Bulwark 2 2 4 2/5
135 CHAOS WARRIOR Paired Weapons 4 5 15 - 1 4 4 2/4
150 CHAOS WARRIOR Great Axe 4 5 15 - 1 3 5 3/5
195 CHAOS KNIGHT Spear & Shield 10 6 22 Mount 2 2 4 2/5
195 CHAOS KNIGHT Sword & Shield 10 6 22 Mount 1 3 4 2/4
55 MARAUDER Flail 4 3 10 - 3 3 3 1/3
65 MARAUDER Axe & Shield 4 4 10 Bulwark 1 2 3 1/3
120 MARAUDER HORSEMAN Flail 10 3 20 Mount 3 3 3 1/3
130 MARAUDER HORSEMAN Axe & Shield 10 4 20 Mount 1 2 3 1/3
130 MARAUDER HORSEMAN Spear & Shield 10 4 20 Scout, Mount 2 2 3 1/4

53
Leaders abilities
DAEMONIC POWER
 -Pick a visible friendly fighter within 8" of this fighter.
Mystic -Until the end of the battle round, add 1 to the Strength and Attacks characteristics of the next attack action
made by that fighter that has a Range characteristic of 3 or less.
RELENTLESS KILLERS
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Terrifying this fighter that has a Range characteristic of 3 or less.
SPURRED BY THE GODS
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Champion characteristic of 3" or less made by friendly fighters while they are within 3" of this fighter.
KNIGHTS OF CHAOS
 -Until the end of the battle round, add 2 to the Move characteristic of friendly fighters with the Mount
Agile runemark that start their activation within 6" of this fighter.
CHAMPION OF DARKNESS
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action.
-Then, they can make a bonus attack action.
DEATHBLOW
 -Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from the
Elite next attack action made by this fighter this activation that has a Range characteristic of 3 or less.

Fighters abilities
IMBUED WITH DARK POWER
 -Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of attack
actions made by this fighter that have a Range characteristic of 3 or less.
THROW JAVELIN
 -Pick a visible enemy fighter within 6" of this fighter and roll a dice.
Scout -On a 3-4, allocate 1 damage point to that fighter.
-On a 5-6 allocate a number of damage points to that fighter equal to the value of this ability.
SHIELD RAM
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Bulwark fighter, pick a visible enemy fighter within 1" of this fighter and roll a dice.
-On a 4-5, allocate 1 damage point to that fighter.
-On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
TRAMPLING HOOVES
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Mount fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
LEAD THE SLAUGHTER
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Warrior this activation.
-Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks characteristic of
attack actions made by visible friendly fighters while they are within 6" of this fighter.

54
Pts Fighters Weapons Abilities
200 KHAGRA THE USURPER Mace & Shiled 4 6 26 Leader 1 4 4 2/5
140 DOUR CRAGAN Sword & Axe 4 5 16 - 1 4 4 2/4
145 RAZEK GODBLESSED Axe & Shield 4 6 16 Bulwark 1 3 4 2/4
140 ZARSHIA BITTERSOUL Club 4 3 20 Mystic 2 3 3 1/4
Blast 3-7 2 3 3/5

Special abilities
SAVAGE BOLT
 Spite-tongue Curse
Mystic -Pick a visible enemy fighter within 9" of this fighter and roll a number of dice equal to the value of this ability. -
-For each 4+, allocate 1 damage point to that fighter.
-For each 1, allocate 1 damage point to this fighter.
MASK OF DARKNESS
 Pick a friendly fighter with the Khagra’s Ravagers runemark within 12" of this fighter.
Mystic -Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within
6" of this fighter.
DESECRATION
 -This fighter makes a bonus attack action.
-In addition, if this fighter is within 3" of any objective markers, add half the value of this ability (rounding up)
to the Attacks and Strength characteristics of that attack action.

55
Pts Fighters Weapons Abilities
180 THEDDRA SKULL-SCRYER Club 4 4 18 Leader 2 3 3 1/4
Blast 3-7 2 3 3/6
110 OLLO Fists 4 4 10 Trapper 1 2 3 1/3
Bow 3-15 3 3 1/3
75 JAGATHRA Spear 5 3 10 Scout 2 3 3 1/4
75 GRAWL Fangs 6 3 6 Beast 1 3 3 2/4
105 GRUNDANN BLOOD-EYE Great Axe 4 4 10 - 1 3 4 2/4
105 SHOND HEAD-CLAIMER Great Sword 4 4 10 - 1 4 3 2/4

Fighters abilities
HUNTING HOUND
 -Pick a visible friendly tighter with both the Godsworn Hunt runemark and the Beast runemark within 6" of this
Scout fighter.
-That fighter makes a bonus move action.
ENFEEBLE
 -Pick a visible enemy fighter within 12" of this fighter and roll a dice.
Leader -Until the end of the battle round, subtract the value of the roll from the Toughness characteristic of that fighter
(to a minimum of 1)
OATHSWORN ATTACK
 -This fighter makes a bonus attack action.
-In addition, add half the value of this ability (rounding up) to the Attacks characteristic of that attack action.
-In addition, if this fighter is within 3" of any objective markers, add half the value of this ability (rounding up)
to the Attacks and Strength characteristics of that attack action.

56
Pts Leaders Weapons Abilities
195 BEASTLORD Axe 5 4 25 Leader, Champion 1 5 4 2/4
190 GREAT-BRAY SHAMAN Club 5 4 22 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
175 BESTIGOR GOUGE-HORN Great Axe 5 4 22 Leader, Warrior 1 4 4 2/5
150 GOR FOE-RENDER Axe 5 4 20 Leader 1 4 4 2/4
130 UNGOR HALF-HORN Sword & Shield 5 4 16 Leader 1 3 3 2/4
120 UNGOR RAIDER HALF- Sword Leader 1 3 3 2/4
Bow
5 3 16
HORN 3-15 2 3 1/3
195 GOREHOOF CENTIGOR Spear & Shield Leader, Mount 2 3 4 2/4
10 4 26
280 DOOMBULL Great Axe 5 4 38 Leader, Brute 1 4 5 3/8
245 BULLGOR BLOODKINE Twin Axes 5 4 35 Leader, Brute 1 5 5 2/5
260 BULLGOR BLOODKINE Great Axe 5 4 35 Leader, Brute 1 3 5 3/8
225 BULLGOR BLOODKINE Axe & Shield 5 5 35 Leader, Brute 1 3 5 2/5
255 DRAGON OGOR SHAGGOTH Great Axe Leader, Destroyer 1 3 5 3/6
6 4 40

Pts Fighters Weapons Abilities


115 BESTIGOR Axe 5 4 12 Warrior 1 3 4 2/4
65 GOR Sword & Shield 5 4 10 - 1 2 3 1/3
55 GOR Two Axes 5 3 10 - 1 3 3 1/3
60 UNGOR Club & Shield 5 4 8 - 1 2 3 1/3
70 UNGOR Spear & Shield - 2 2 3 1/4
5 4 8
75 UNGOR Dagger 5 3 8 Scout 1 2 3 1/3
Bow 3-15 2 3 1/3
135 CENTIGOR Spear & Shield 10 4 18 Mount 2 2 4 1/4
190 BULLGOR Twin Axes 5 4 30 Brute 1 4 5 2/4
195 BULLGOR Great Axe 5 4 30 Brute 1 2 5 3/6
190 BULLGOR Axe & Shield 5 5 30 Brute 1 3 5 2/4
195 DRAGON OGOR Twin Clubs Destroyer 1 5 4 2/4
6 4 30
190 DRAGON OGOR Spear 6 4 30 Destroyer 2 4 4 2/5
195 DRAGON OGOR Great Club 6 4 30 Destroyer 1 3 4 3/6
230 COCKATRICE Claws 10 4 30 Beast, Berserker, Fly 1 4 4 2/5

57
Leaders abilities
RIP, GORE AND TEAR!
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action or a bonus attack action.
DEVOLVE
 -Pick a visible enemy fighter within 6" of this fighter.
Mystic -That fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of
inches equal to the value of this ability.
GRISLY TROPHY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Champion this activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by visible friendly fighters while they are within 9" of this fighter.
EMPOWERING LIGHTNING
 -For each friendly fighter with the Beasts of Chaos and Destroyer runemarks within 9" of this fighter, you can
Destroyer remove a number of damage points allocated to that fighter equal to the value of this ability.

Fighters abilities
BRAYHERD AMBUSH
 -A fighter can use this ability only if it is the first battle round.
-This fighter can make a bonus move action of a number of inches equal to the value of this ability.
BLOODGORGE
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Brute this activation.
-Remove a number of damage points allocated to this fighter equal to the value of this ability.
PETRIFYING GAZE
 -Pick 1 visible enemy fighter within 8" of this fighter and roll a dice.
Berserker -On a 2+, allocate a number of damage points to that fighter equal to the roll.
-In addition, subtract 1 from the Move characteristic (to a minimum of 1) of that fighter until the end of the
battle round.
BESTIAL CHARGE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Warrior fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF ARROWS
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Scout this fighter this activation that targets an enemy fighter more than 3" away.
BRING DOWN THE STORM
 -Pick 1 visible enemy fighter within 20" of this fighter add roll 1 dice.
Destroyer -On a 2+, allocate a number of damage points to that fighter equal to the value of this ability.

58
Pts Fighters Weapons Abilities
205 GRASHRAK FELLHOOF Club 5 4 25 Leader, Mystic 2 3 3 2/4
Blast 3-7 2 3 3/6
135 DRAKNAR Axe 5 4 18 Warrior 1 3 4 2/5
65 KOSH ‘THE SNEAK’ Spear 5 3 10 - 2 3 3 1/4
65 MURGHOTH HALF-HORN Spear 5 3 10 - 1 3 3 2/4
80 USHKOR Dagger 5 3 10 Scout 1 2 3 1/3
Bow 3-15 2 3 1/3
80 GNARL Dagger 5 3 10 Scout 1 2 3 1/3
Bow 3-15 2 3 1/3

Special abilities
SAVAGE BOLT
 -Pick 1 visible enemy fighter within 12" of this fighter.
Leader -Allocate a number of damage points equal to the value of this ability to that fighter.
-Then, roll a dice.
-On a 2+, that fighter cannot activate this battle round.

59
Pts Leaders Weapons Abilities
170 GREY SEER Club 6 3 20 Leader, Agile, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
175 ARCH-WARLOCK Axe 6 4 20 Leader, Agile, Destroyer 1 3 5 2/4
145 WARLOCK ENGINEER Spear 6 3 20 Leader, Agile, Destroyer 1 3 3 2/4
Pistol 8 2 3 1/4
165 WARLOCK BOMBARDIER Unarmed 6 3 20 Leader, Agile, Destroyer 1 2 3 1/3
Doomrocket 3-15 2 4 2/4
170 PLAGUE PRIEST Club 6 4 20 Leader, Agile, Priest 2 4 3 2/4
150 BRINGER OF THE WORD Dagger 6 4 16 Leader, Agile, Priest 1 4 3 2/4
170 CLAWLORD Sword 6 4 20 Leader, Agile 1 4 4 2/5
135 CLAWLEADER Sword Leader, Agile 1 4 3 2/4
6 4 16
170 FANGLEADER Axe 6 4 20 Leader 1 4 4 2/4
130 MASTER MOULDER Fangs 6 3 20 Leader, Agile, Frenzied 1 3 3 2/4
Lash 3 3 3 1/3
195 DEATHMASTER Dagger 7 3 20 Leader, Agile, Scout 1 5 4 2/4
Throwing Stars 8 3 3 1/4
145 NIGHTLEADER Fangs 6 3 16 Leader, Agile, Scout 1 4 3 2/4
Throwing Stars 8 3 3 1/3

60
Pts Fighters Weapons Abilities
75 CLANRAT Sword & Shield 6 4 8 Agile 1 3 3 1/3
75 CLANRAT Spear & Shield Agile 2 2 3 1/4
6 4 8
110 STORMVERMIN Halberd 6 4 10 Elite 2 3 3 2/4
110 STORMVERMIN Halberd & Shield 6 5 10 Elite 2 2 3 2/4
90 PLAGUE CENSER BEARER Reach Weapon 6 3 8 Agile, Berserker 2 3 4 2/4
75 PLAGUE MONK Dagger 6 3 8 Agile 1 4 3 1/4
75 PLAGUE MONK Club Agile 2 3 3 1/5
6 3 8
95 GUTTER RUNNER Sword 6 3 10 Agile 1 4 3 1/4
Throwing Stars 8 2 3 1/3
70 NIGHT RUNNER Sword 6 3 8 Agile 1 3 3 1/3
Throwing Stars 8 2 3 1/2
65 PACKMASTER Fangs 6 3 8 Agile, Frenzied 1 3 3 1/3
Whip 3 3 3 1/2
40 GIANT RAT Fangs 8 2 4 Agile, Beast 1 3 3 1/3
110 SKYRE ACOLYTE Unarmed 6 3 8 Destroyer, Agile 1 2 3 1/2
Blast 3-6 1 4 3/6
170 WARPLOCK JEZZAIL Unarmed 6 3 12 Destroyer 1 2 3 1/2
Gun 6-20 1 4 4/10
105 WARPFIRE THROWER Blast 6 3 12 Destroyer 8 3 4 1/4
120 WARP GRINDER Unarmed 6 3 12 Destroyer 1 4 5 2/5
175 DOOM-FLAYER Dagger 7 4 18 Destroyer, Mount 1 5 5 2/4
235 RAT OGOR Claws Brute, Beast 1 4 4 4/8
5 4 30
245 RAT OGOR Claws 5 4 30 Brute, Beast 1 2 4 4/8
Blast 3-8 2 5 3/6
280 STORMFIEND Grinderfists 5 5 35 Brute 1 4 5 4/8
285 STORMFIEND Doomflayer Brute 1 5 4 4/8
Gauntlets 5 5 35
290 STORMFIEND Shock Gauntlets Brute 1 4 4 4/10
5 5 35
300 STORMFIEND Unarmed 5 5 35 Brute 1 2 4 4/8
Ratling Cannons 3-10 4 4 2/4
290 STORMFIEND Unarmed 5 5 35 Brute 1 2 4 4/8
Windlaunchers 3-20 2 4 2/4
280 STORMFIEND Unarmed 5 5 35 Brute 1 2 4 4/8
Warpfire Projectors
3-8 2 5 3/6

61
Leaders abilities
CONSUME WARPSTONE TOKEN
 -Roll a number of dice equal to the value of this ability.
Mystic -For each roll of 1, allocate 1 damage point to this fighter.
-For each roll of 4+, add 1 to the damage points allocated to enemy fighters by each hit or critical hit from the
next attack action made by this fighter this activation that has a Range characteristic of 3 or more.
WARP LIGHTNING
 -Pick a number of visible enemy fighters equal to the value of this ability.
Destroyer -The first fighter picked must be within 6" of this fighter, and each subsequent fighter picked must be within 3"
of a fighter that has already been picked.
-The same fighter cannot be picked more than once.
-Allocate 1 damage point to each fighter picked.
FLESH-MEND
 -Pick a visible friendly fighter with the Beast runemark within 4" of this fighter.
Frenzied -Remove a number of damage points allocated to that fighter equal to half the value of this ability (rounding
up).
RUNNING DEATH
 -This fighter makes a bonus move action or bonus disengage action.
Scout -In addition, until the end of this fighter’s activation, add 1 to the damage points allocated by critical hits from
attack actions made by this fighter.
LEAD FROM THE BACK
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks characteristic of
attack actions that have a Range characteristic or 3 or less made by other friendly fighters while they are within
3" of this fighter.
RECITE FROM THE BOOK OF WOES
 -Until the end of the battle round, enemy fighters cannot use abilities while they are within 3" of this fighter.
Priest

Fighters abilities
SCURRY AWAY
 -A fighter can use this ability only if they are within 3" of an enemy fighter.
Agile -Roll a dice.
-On a 4+, this fighter makes a bonus disengage action.
CRACK THE WHIP
 -Pick a visible friendly fighter with the Beast runemark within 4" of this fighter.
Frenzied -That fighter makes a bonus attack action that has a Range characteristic of 3 or less.
HIRED BODYGUARD
 -Until the end of the battle round, friendly fighters with the Leader runemark cannot be targeted while they are
Elite within 1" of this fighter.
CRUSHING CHARGE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Brute fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
POISONOUS FUMES
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Berserker -On a 3+, allocate a number of damage points equal to half the value of this ability (rounding up) to that fighter.
EXPEND WARPSTONE SPARK CANISTER
 -This fighter makes a bonus attack action.
Destroyer -In addition, add half the value of this ability (rounding up) to the damage points allocated by each hit and
critical hit from that attack action.

62
Pts Fighters Weapons Abilities
125 SKRITCH SPITECLAW Spear 6 3 18 Leader, Agile 2 3 3 2/5
85 KRRK THE ALMOST Spear 6 3 12 Agile 2 3 3 2/4
TRUSTED
90 LURKING SKAVEN Claws 6 3 10 Minion, Agile 1 5 3 1/3
85 HUNGERING SKAVEN Flail & Shield 6 4 10 Minion, Agile 1 3 3 1/3
80 FESTERING SKAVEN Dagger 6 3 10 Minion, Agile 1 4 3 1/4

Special abilities
THERE ARE ALWAYS MORE
 Pick a friendly fighter with both the Spiteclaw’s Swarm runemark and the Minion runemark that has been taken
Leader down.
-Set up that fighter once more on the battlefield wholly within 3” of this fighter, the fighter set up on the
battlefield no longer counts as being taken down.
-Remove a number of damage points allocated to that fighter up to the value of this ability.

63
Pts Leaders Weapons Abilities
230 MIGHTY LORD OF KHORNE Axe 4 5 32 Leader, Champion 1 5 4 2/5
245 MIGHTY LORD OF KHORNE Axe 6 6 38 Leader, Mount 1 4 4 2/5
210 SKULLGRINDER Reach Weapon 4 5 30 Leader 2 2 5 3/6
235 SKULLHUNTER Axe 6 6 35 Leader, mount 1 4 4 2/4
220 WRATHMASTER Reach Weapon Leader, Frenzied 2 6 4 2/4
4 4 30
185 SKULLSEEKER Axe 4 4 30 Leader, Destroyer 1 4 4 2/4
190 BLOODSECRATOR Axe 4 5 30 Leader, Icon Bearer 1 3 4 2/5
190 BLOODSTOKER Dagger 4 4 30 Leader, Trapper 1 4 4 2/4
Lash 3 3 4 1/4
205 SLAUGHTERPRIEST Axe 4 4 32 Leader, Priest 1 3 4 3/5
205 SLAUGHTERPRIEST Sword 4 4 32 Leader, Priest 1 4 4 2/4
Reach Weapon 3 3 4 1/4
190 ASPIRING DEATHBRINGER Axe 4 5 30 Leader 1 4 4 2/4
200 EXALTED DEATHBRINGER Spear Leader 2 3 4 3/6
4 4 30
195 EXALTED DEATHBRINGER Great Axe 4 4 30 Leader 1 4 4 3/5
175 CHAOS CHAMPION Axe 4 4 25 Leader, Bulwark 1 4 4 2/4
135 BLOODREAVER Axe 5 3 20 Leader 1 5 3 2/4
CHIEFTAIN

Pts Fighters Weapons Abilities


175 WRATHMONGER Flails 4 4 25 Frenzied 2 5 4 1/4
165 SKULLREAPER Axe 4 4 25 Destroyer 1 4 4 2/4
110 BLOOD WARRIOR Axe & Gorefist Bulwark 1 3 3 2/4
4 4 15
115 BLOOD WARRIOR Twin Axes 4 4 15 - 1 4 3 2/4
120 BLOOD WARRIOR Great Axe 4 4 15 - 1 3 4 2/5
65 BLOODREAVER Axe 5 3 10 - 1 4 3 1/3
65 BLOODREAVER Great Axe 5 3 10 - 1 3 4 1/3
190 MIGHTY SKULLCRUSHER Axe Mount 1 3 4 2/4
6 6 30
195 MIGHTY SKULLCRUSHER Spear 6 6 30 Mount 2 2 5 2/4
170 FLESH HOUND Fangs 8 4 20 - 1 4 4 2/4
260 KHORGORATH Claws 4 4 35 Ferocious 1 3 5 4/8

64
Leaders abilities
WHIPPED FURY
 -Pick 1 friendly fighter with the Ferocious runemark within 4" of this fighter.
Trapper -That fighter makes a bonus attack action.
FLESH HOUND’S BLOOD-DARK CLAWS
 -Pick a visible enemy fighter within 1" of this fighter and roll 2 dice.
Champion -For each 4-5, allocate D3 damage points to that fighter.
-For each 6, allocate D6 damage points to that fighter.
BLOODBIND
 -Pick a visible enemy fighter within 8" of this fighter.
Priest -That fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of
inches equal to the value of this ability.
LORD OF SKULLS
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
BLOODBOIL
 -Pick a visible enemy fighter within 8" of this fighter and roll a number office equal to the value of this ability.
Priest -For each 4+, allocate D3 damage points to that fighter.
RAGE OF KHORNE
 -Until the end of the battleground, add 1 to the Attacks characteristic of attack actions that have a Range
Icon characteristic of 3 or less made by friendly fighters while they are within 16" of this fighter.
Bearer

Fighters abilities
BLOOD FOR THE BLOOD GOD
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action or a bonus attack action.
GOREFIST
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Bulwark -On a 3-4 allocate 1 damage point to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
LASHING BONE TENTACLES
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Ferocious -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
MURDEROUS CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Mount fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
DAEMON-FORGED WEAPONS
 -Until the end of this fighter's activation, add half the value of this ability (rounding up) to the damage points
Destroyer allocated by critical hits from attack actions made by this fighter that have a Range characteristic of 3 or less.
BLOOD-FUELED ASSAULT
 -This fighter makes a bonus move action.
Frenzied -Then, they can make a bonus attack action.
-In addition, until the end of this fighter's activation, add half the value of this ability (rounding up) to the
Strength characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less.

65
Pts Fighters Weapons Abilities
180 MAGORE REDHAND Axe 4 4 26 Leader 1 4 4 2/4
180 RPITOOTH Fangs 8 4 22 Beast 1 4 4 2/4
115 ZHARKUS THE Axe 4 4 16 Bulwark 1 3 3 2/4
BLOODSIGHTED
115 GHARTOK FLAYSKULL Axe 4 4 16 Bulwark 1 3 3 2/4

Special abilities
DAEMONIC MAW
 -Pick 1 visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Leader -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate 3 damage points to that fighter.

 BLOODSCENT
-Each friendly fighter, with the Magore’s Fiends runemark within 6" of this fighter when this fighter uses this
Beast ability can make a bonus move action.

66
Pts Fighters Weapons Abilities
185 GARREK GOREBEARD Axe 5 4 22 Leader 1 5 3 2/4
135 BLOODED SAEK Axe 5 4 12 - 1 3 4 3/5
130 KARSUS THE CHAINED Reach Weapon 5 4 12 Frenzied 3 4 3 2/4
80 TARGOR Axe 4 4 16 - 1 4 3 1/3
80 ARNULF Axe 4 4 16 - 1 4 3 1/3

Special abilities
EVER ADVANCING
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
action they make this activation.
DECAPITATING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each critical hit
Leader from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.

 FRENZIED ATTACK
-Allocate a number of damage points equal to half the value of this ability (rounding up) to all visible enemy
Berserker fighters within 3" of this fighter.
KHORNE CARES NOT
 -This fighter makes a bonus attack action.
-In addition, count the number of fighters taken down this battle round and add the total to the Attacks
characteristic of that attack action.

67
Pts Leaders Weapons Abilities
250 SKULLMASTER Sword 6 5 38 Leader, Destroyer, 1 5 4 2/5
Mount
185 BLOODMASTER Sword 4 4 22 Leader, Frenzied 1 5 4 2/5
145 BLOODREAPER Sword 4 3 20 Leader, Frenzied 1 5 4 2/4
245 BLOODHUNTER Sword Leader, Destroyer, 1 5 4 2/5
6 4 35 Mount

Pts Fighters Weapons Abilities


70 BLOODLETTER Sword 4 3 10 Frenzied 1 4 3 1/4
210 GOREHOUND Fangs 8 4 25 Agile, Ferocious, Beast 1 5 4 2/5
170 FLESH HOUND Fangs 8 4 20 Agile 1 4 4 2/4
190 BLOODCRUSHER Sword Destroyer, Mount 1 4 4 2/4
6 4 30

Daemons of Khorne abilities


BLOOD FOR THE BLOOD GOD
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action or a bonus attack action.
DECAPITATING STRIKE
 -Add half the value of this ability (rounding up) to the damage points allocated by critical hits from the next
Frenzied attack action made by this fighter this activation that has a Range characteristic of 3 or less.
HUNGRY FOR FLESH
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
Agile -This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.
LOCUS OF FURY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Leader this activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
MURDEROUS CHARGE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Destroyer fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
BURNING ROAR
 -Pick a visible enemy fighter within 8" of this fighter and roll a number of dice equal to the value of this ability.
Ferocious -For each 2+, allocate 2 damage points to that fighter.

68
Pts Leaders Weapons Abilities
205 LORD OF PAIN Club 4 4 25 Leader, Champion 2 4 5 3/5
165 SHARDSPEAKER Club 4 3 22 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
235 SLICKBLADE HUNTER- Spear 10 4 35 Leader, Destroyer, 2 4 3 2/4
SEEKER Mount
190 SYMBARESH EGOP0MP Club 4 4 25 Leader, Berserker 2 4 5 2/4
185 MYRMIDESH PAINMASTER Sword 4 5 25 Leader, Warrior 1 4 4 2/4
125 BLISSBARD ARCHER Dagger 5 3 16 Leader, Minion 1 3 3 1/3
HIGH TEMPTER Bow 3-15 3 3 1/4
220 BLISSBARD SEEKER Dagger 10 3 35 Leader, Minion, Mount 1 3 3 1/3
HIGH TEMPTER Bow 3-15 3 3 1/4
225 HELLREAVER Claw-spear 10 4 30 Leader, Destroyer, 2 4 4 2/4
Mount
210 SLAANGOR SLAKE-HORN Axe 6 4 30 Leader, Ferocious 1 4 4 3/5

Pts Fighters Weapons Abilities


180 SLICKBLADE SEEKER Spear 10 4 25 Destroyer, Mount 2 3 3 2/4
130 MYRMIDESH Axe 4 5 15 Warrior 1 4 3 2/4
PAINBRINGER
130 SYMBARESH TWINSOUL Dagger 4 4 15 Berserker 1 4 4 2/4
115 SYMBARESH TWINSOUL Lash 4 4 15 Berserker 3 4 3 1/4
130 SYMBARESH TWINSOUL Sword 4 4 15 Berserker 1 3 5 2/4
85 BLISSBARD ARCHER Dagger 5 3 8 Minion 1 3 3 1/3
Bow 3-15 2 3 1/3
170 BLISSBARD SEEKER Dagger 10 3 25 Minion, Mount 1 3 3 1/3
Bow 3-15 2 3 1/3
145 HELLSTRIDER Claw-spear 10 4 20 Destroyer, Mount 2 3 3 1/4
145 HELLSTRIDER Reach Weapon 10 4 20 Mount 3 4 3 1/3
165 SLAANGOR FIENDBLOOD Claws 6 4 20 Ferocious 1 4 4 2/5

69
Leaders abilities
VIOLENCE AND EXCESS
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action or a bonus attack action.
TENDRILS OF UNNATURAL SMOKE
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Mystic actions made by enemy fighters while they are within 6" of this fighter.
PARAGON OF DEPRAVITY
 -Until the end of the battle round, add the value of this ability to the Strength characteristic of attack actions
Champion that have a Range characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.

Fighters abilities
UNRIVALLED VELOCITY
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
action they make this activation.
DANCE OF THE WAILING BLADE
 -Add 1 to the damage points allocated by each hit and critical hit from attack actions made by this fighter this
Warrior activation that have a Range characteristic of 3 or less.
SLAVES TO IMPULSE
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
Ferocious -This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.
IMPALING STRIKE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Destroyer fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VOLLEY OF TEARING BLADES
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Minion this fighter this activation that targets an enemy fighter more than 3" away.
EGO-DRIVEN EXCESS
 -This fighter can make a bonus move action or a bonus attack action.
Agile -In addition, each time a fighter is taken down by an attack action made by this fighter this activation, this
fighter can make a further bonus move action or bonus attack action.

70
Pts Fighters Weapons Abilities
205 VASILLAC THE GIFTED Spear 5 5 26 Leader, Warrior 2 4 4 2/5
195 SLAKESLASH Blade 6 4 22 Ferocious 1 4 4 3/6
110 HAZDU Dagger 5 3 12 Minion 1 3 3 1/3
Bow 3-15 3 3 1/4
105 GLISSETTE Spear 5 3 12 - 2 4 3 2/5

Special abilities
CAVALCADE OF MADNESS
 -This fighter makes a bonus attack action.
-In addition, if either this fighter or the target fighter has any damage points allocated to them, add 1 to the
Attacks characteristic of that attack action.
-If both this fighter and the target fighter have any damage points allocated to them, add 3 to the Attacks
characteristic of that attack action instead.

71
Pts Leaders Weapons Abilities
255 THE CONTORTED Claws 10 3 28 Leader, Terrifying 1 6 3 2/4
EPITOME Blast 3-7 2 3 3/6
165 INFERNAL ENRAPTURESS Claws 4 3 22 Leader, Mystic 1 3 3 2/4
Blast 3-12 4 3 1/4
190 VICELEADER Claws 5 3 22 Leader, Warrior 1 5 3 2/4
Blast 3-7 2 3 3/6
145 ALLURER Claws 5 3 20 Leader, Warrior 1 5 3 2/4
220 BLISSBRINGER Claws 8 3 35 Leader, Agile 1 5 3 2/4
200 HEARTSEEKER Claws 10 3 30 Leader, Warrior, Mount 1 5 3 2/4
225 HELLREAVER Claw-spear 10 4 30 Leader, Destroyer, 2 4 4 2/4
Mount

Pts Fighters Weapons Abilities


75 DAEMONETTE Claws 5 3 10 Warrior 1 4 3 1/4
150 FIEND Claws 8 3 30 Agile 1 4 3 1/4
130 SEEKER OF SLAANESH Claws 10 3 20 Warrior, Mount 1 4 3 1/4
145 HELLSTRIDER Claw-spear 10 4 20 Destroyer, Mount 2 3 3 1/4
145 HELLSTRIDER Reach Weapon 10 4 20 Mount 3 4 3 1/3

72
Leaders abilities
DISCORDANT DISRUPTION
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Mystic actions made by enemy fighters while they are within 6" of this fighter.
LOCUS OF EXCRUCIATION
 -Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range
characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
MIRROR OF ABSORPTION
 -Pick a visible enemy fighter that has not activated this battle round that is within 9" of this fighter.
Terrifying -That fighter is said to have activated.

Fighters abilities
LITHE AND SWIFT
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
action they make this activation.
SADISTIC KILLERS
 -Add 1 to the damage points allocated by each hit and critical hit from attack actions made by this fighter this
Warrior activation that have a Range characteristic of 3 or less.
CRUSHING GRIP
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Agile -On a 2+, until the end of this battle round, that fighter cannot make move actions or disengage actions.
IMPALING STRIKE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Destroyer fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
DEADLY VENOM
 -Until the end of this fighter's activation, add half the value of this ability (rounding up) to the damage points
Agile allocated by critical hits from attack actions made by this fighter.
-In addition, after each attack action made by this fighter, roll a dice.
-On a 5+, until the end of this battle round, the target fighter cannot make move actions or disengage actions.

73
Pts Leaders Weapons Abilities
195 LORD OF PLAGUES Axe 3 4 32 Leader 1 3 5 3/5
190 LORD OF BLIGHTS Hammer 3 5 32 Leader, Bulwark 1 3 4 2/5
285 LORD OF AFFLICTIONS Axe 6 4 42 Leader, Destroyer, Fly 2 4 4 3/5
145 ROTBRINGER SORCERER Club 3 3 22 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
180 HARBINGER OF DECAY Scythe 6 4 25 Leader, Terrifying, 2 3 4 2/4
Mount
175 PUTRID BLIGHTKING Sword 3 4 30 Leader 1 4 4 2/5
BLIGHTLORD

Pts Fighters Weapons Abilities


130 PUTRID BLIGHTKING Axe 3 4 25 - 1 3 4 2/4
130 PUTRID BLIGHTKING Axe & Shield 3 5 25 - 1 2 4 2/4
140 PUTRID BLIGHTKING Flail (Tocsin) 3 4 25 Champion 2 4 4 1/4
135 PUTRID BLIGHTKING Sword & Icon 3 4 25 Icon Bearer 1 3 4 2/4
250 PUSGOYLE BLIGHTLORD Scythe 6 4 40 Destroyer, Fly 2 4 4 2/5

74
Leaders abilities
THRICE-RIPENED DEATH’S HEAD
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Bulwark -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
STREAM OF CORRUPTION
 -Pick a visible enemy fighter within 9" of this fighter and roll a number office equal to the value of this ability.
Mystic -For each 5+, allocate 1 damage point to that fighter and, until the end of the battle round, subtract 1 from that
fighter’s Toughness characteristic (to a minimum of 1).
GRANDFATHER'S BLESSING
 -Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range
characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
ROTSWORD STAB
 -This fighter can make a bonus attack action that has a Range characteristic of 3" or less.
Terrifying -If that bonus attack action scores any critical hits, roll a dice.
-On a 4+, subtract 1 from the Move characteristic (to a minimum of 1) of the target fighter for the rest of the
battle.

Fighters abilities
VIRULENT DISCHARGE
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
-For each 4+, allocate 1 damage point to that fighter.
VENOMOUS STING
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Destroyer -On a 2+, until the end of this battle round, that fighter cannot make move actions or disengage actions.
TOLL THE SONOROUS TOCSIN
 -Until the end of the battle round, add 1 to the Move characteristic of move actions made by friendly fighters
Champion that start within 6" of this fighter.
BLIGHTED ICON
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are
Icon Bearer within 6" of this fighter.
UNNATURAL REGENERATION
 -A fighter cannot use this ability if they are within 1" of any enemy fighters.
-Remove a number of damage points allocated to this fighter equal to double the value of this ability.

75
Pts Fighters Weapons Abilities
205 FECULA FLYBLOWN Club 3 4 28 Leader, Mystic 2 3 4 1/4
Blast 3-7 2 3 3-6
140 GHULGOCH THE BUTCHER Axe 3 4 26 Beast 1 4 4 2/4
130 SEPSIMUS Spear 3 4 26 - 2 3 4 1/5
PLAGUESWORN

Special abilities
DRAW UPON THE RETCHLING’S POWER
 -A fighter can only use this ability once per battle.
Leader -This fighter makes a bonus attack action that has the Blast runemark.

76
Pts Leaders Weapons Abilities
185 POXBRINGER Sword 3 4 22 Leader 1 4 4 2/5
Blast 3-7 2 3 3/6
150 SPOILPOX SCRIVENER Fangs 3 4 22 Leader, Champion 1 2 5 3/5
145 SLOPPITY BILEPIPER Sword 4 4 22 Leader, Agile 1 3 4 2/4
95 PLAGUERIDDEN Sword 3 3 20 Leader, Warrior 1 4 3 2/4
225 PLAGUEBRINGER Sword 6 4 35 Leader, Destroyer, Fly 1 4 3 2/4

Pts Fighters Weapons Abilities


45 PLAGUEBEARER Sword Warrior 1 3 3 1/4
3 3 10
170 PLAGUE DRONE Sword 6 4 30 Destroyer, Fly 1 3 3 1/4
175 BEAST OF NURGLE Claws 4 4 30 Ferocious 1 4 4 2/4
150 NURGLINGS Claws 5 3 30 Minion 1 6 3 1/3

77
Leaders abilities
JOLLY GUTPIPES
 -Until the end of the battle round, add 1 to the Move characteristic of move actions made by friendly fighters
Agile that start within 6" of this fighter.
GRANDFATHER'S BLESSING
 -Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range
characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
MENACING OVERSEER
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Champion characteristic of 3 or less made by friendly fighters while they are within 9" of this fighter.
DISGUSTING SNEEZE
 -Pick a visible enemy fighter within 9" of this fighter and roll a number of dice equal to the value of this ability.
Champion -For each 2+, allocate 2 damage points to that fighter.

Fighters abilities
DISGUSTINGLY RESILIENT
 -Roll a number of dice equal to the value of this ability.
-For each 4+, remove 1 damage point allocated to this fighter.
ACIDIC SLIME TRAIL
 -Pick a visible enemy fighter within 1" of this fighter.
Ferocious -This fighter makes a bonus disengage action.
-Then, allocate a number of damage points to that fighter equal to the value of this ability.
VENOMOUS STING
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Destroyer -On a 2+, until the end of this battle round, that fighter cannot make move actions or disengage actions.
CLOUD OF FLIES
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Warrior actions that target this fighter.
 ENDLESS SWARM
-Remove a number of damage points allocated to this fighter equal to double the value of this ability.
Minion

78
Pts Leaders Weapons Abilities
190 MAGISTER Sword 4 3 22 Leader 1 3 4 1/4
Blast 3-10 2 3 3/6
290 MAGISTER Fangs 10 4 25 Leader, Fly 1 4 4 2/4
On Disc of Tzeentch Blast 3-10 2 3 3/6
305 TZAANGOR SHAMAN Fangs 10 4 30 Leader, Fly 1 4 4 2/4
Blast 3-10 2 3 3/6
275 OGROID THAUMATURGE Club 4 4 32 Leader, Ferocious 1 4 5 2/5
Blast 3-10 2 3 3/6
195 GAUNT SUMMONER Sword 4 3 22 Leader, Berserker 1 3 4 1/4
Blast 3-10 2 3 3/6
300 GAUNT SUMMONER Fangs 10 4 28 Leader, Berserker, Fly 1 4 4 2/4
On Disc of Tzeentch Blast 3-10 2 3 3/6
250 CURSELLING Sword 4 5 28 Leader 1 4 4 2/5
EYE OF TZEENTCH Blast 3-10 2 3 3/6
245 FATEMASTER Sword 10 4 25 Leader, Champion Fly 2 4 4 2/5
150 KAIRIC ADEPT Spear 4 4 20 Leader 2 2 3 1/4
Blast 3-10 3 3 1/3
165 TZAANGOR TWISTBRAY Sword 5 4 25 Leader 1 3 4 2/4
295 TZAANGOR SKYFIRE Fangs 10 4 30 Leader, Frenzied, Fly 1 4 4 2/4
AVIARCH Bow 3-20 3 4 2/5
On Disc of Tzeentch
265 TZAANGOR AVIARCH Spear 10 4 30 Leader, Destroyer, Fly 2 5 4 2/4
On Disc of Tzeentch
220 TZAANGOR AVIARCH Spear 5 4 30 Leader, Destroyer 2 5 4 2/4

Pts Fighters Weapons Abilities


75 TZAANGOR Paired Swords 5 3 15 - 1 3 3 1/4
85 TZAANGOR Sword & Shield 5 4 15 - 1 2 3 1/4
105 TZAANGOR Great Sword 5 3 15 - 1 3 4 2/5
90 TZAANGOR MUTANT Sword 5 3 15 Brute 1 4 3 1/4
150 TZAANGOR ENLIGHTENED Spear Destroyer 2 4 4 2/4
5 4 20
205 TZAANGOR ENLIGHTENED Spear 10 4 20 Destroyer, Fly 2 4 4 2/4
250 TZAANGOR SKYFIRE Fangs 10 4 20 Frenzied, Fly 1 4 4 2/4
Bow 3-20 2 4 2/5
105 KAIRIC ACOLYTE Sword & Shield 4 4 10 - 1 3 3 1/3
Blast 3-10 2 3 1/3
95 KAIRIC ACOLYTE Spear & Shield 4 4 10 - 2 2 3 1/4
Blast 3-10 2 3 1/3
90 KAIRIC ACOLYTE Paired Swords 4 3 10 - 1 4 3 1/3
Blast 3-10 2 3 1/3
85 KAIRIC ACOLYTE Sword & Vulcharc 4 3 10 Scout 1 3 3 1/3
Blast 3-10 2 3 1/3
145 KAIRIC ACOLYTE Sword 4 4 10 - 1 2 3 1/3
Scroll of Dark Arts
3-10 4 4 2/4

79
Leaders abilities
LOCUS OF SORCERY
 -Add half the value of this ability (rounding up) to the Strength characteristic of the next attack action made by
this fighter this activation that targets an enemy fighter more than 3" away.
BRUTAL RAGE
 -A fighter can use this ability only if 15 or more damage points have been allocated to them.
Ferocious -Until the end of the battle, add 1 to the Attacks characteristic of attack actions made by this fighter that have a
Range characteristic of 3 or less.
MASTER OF DESTINY
 -Until the end of the battle round, add the value of this ability to the value of other abilities (to a maximum of 6)
used by friendly fighters within 12" of this fighter.
WARPTONGUE BLADE
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Berserker -On a 2-5, allocate 1 damage point to that fighter.
-On a 6, allocate 3 damage points to that fighter.
LORD OF FATE
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Champion characteristic of 3 or less made by friendly fighters while they are within 9" of this fighter.

Fighters abilities
UTTERED WORDS OF ARCANE POWER
 -Add 1 to the Attacks and Strength characteristics of the next attack action made by this fighter this activation
that has a Range characteristic of 3 or less.
VULCHARC
 -Pick an enemy fighter within 20" of this fighter.
Scout -Until the end of the battle round, that fighter cannot make disengage actions.
VICIOUS BEAK
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Brute -For each 4+, allocate 1 damage point to that fighter.
GUIDED BY THE PAST
 -Add half the value of this ability (rounding up) to the damage points allocated by each hit or critical hit from
Destroyer the next attack action made by this fighter this activation that has a Range characteristic of 3 or less and that
targets an enemy fighter that has activated this battle round.
GUIDED BY THE FUTURE
 -Add half the value of this ability (rounding up) to the damage points allocated by each hit or critical hit from
Frenzied the next attack action made by this fighter this activation that targets an enemy fighter that has not activated
this battle round.

80
Pts Fighters Weapons Abilities
195 VORTEMIS Club 4 3 22 Leader 1 3 4 1/4
THE ALL-SEEING Blast 3-10 2 3 3-6
135 K’CHARIK Blade 5 4 16 Elite 1 3 4 2/5
110 NARVIA Blade 4 4 10 - 1 3 3 1/3
Blast 3-10 2 3 1/3
110 TUROSH Blade 4 4 10 - 1 3 3 1/3
Blast 3-10 2 3 1/3
85 BLUE HORROR Claws 4 3 8 Warrior 1 3 3 1/3
Blast 3-10 2 3 1/3
0 BRIMSTONE HORRORS* Claws 4 3 6 Minion 1 3 3 1/2
Blast 3-10 2 3 1/2

Special abilities
SPLIT INTO BRIMSTONE HORRORS
 -A fighter can use this ability only if they have 1 or more damage points allocated to them.
Warrior -Set up 1 new fighter with both the Eyes of the Nine runemark and the Minion runemark on the battlefield
within 3" of this fighter.
-Then this fighter is taken down.
CLEAVING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by each hit and
Elite critical hit from the next attack action made by this fighter this activation that has a Range characteristic
of 3 or less.
EMPOWERED BOLTS
 -This fighter makes a bonus attack action.
-In addition, if that attack action has the Blast runemark, add half the value of this ability (rounding up) to the
Attacks and Strength characteristics of that attack action.

SPECIAL RULE | BRIMSTONE HORRORS*


Brimstone Horrors is a special type of character that can only be set up on the battlefield through the ‘Split Brimstones Horrors’ ability.
This means that you cannot add this fighter to your warband when picking your warband for a battle,
and if your warband is embarked on a campaign, you cannot add this fighter to your warband roster.

81
Pts Leaders Weapons Abilities
255 FLUXMASTER Claws 12 3 25 Leader, Mystic, Fly 1 3 3 2/4
Blast 3-10 2 3 3-6
180 CHANGECASTER Claws 4 3 22 Leader, Destroyer 1 3 3 2/4
Blast 3-10 2 3 3-6
185 IRIDESCENT HORROR Claws 4 4 22 Leader, Elite 1 4 3 2/4
Blast 3-10 2 3 1/4
210 PYROCASTER Fangs 8 3 25 Leader, Berserker 1 2 3 2/4
Blast 3-10 4 3 2/4

Pts Fighters Weapons Abilities


60 BRIMSTONE HORROR Claws 4 3 6 Minion 1 3 3 1/2
Blast 3-10 2 3 1/2
80 BLUE HORROR Claws 4 3 8 Warrior 1 3 3 1/3
Blast 3-10 2 3 1/3
95 PINK HORROR Claws 4 3 12 Elite 1 3 3 1/4
Blast 3-10 2 3 1/4
185 SCREAMER Fangs 12 3 18 Agile, Fly 1 4 4 2/4
165 FLAMER Fangs 8 3 15 Berserker 1 2 3 2/4
Blast 3-10 3 3 2/4
220 EXALTED FLAMER Fangs 8 3 30 Berserker 1 2 3 2/4
Blast 3-10 4 3 2/5

82
Leaders abilities
BLUE FIRE
 -Pick a visible enemy fighter within 9" of this fighter and roll 2 dice.
Mystic -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability
MASTER OF DESTINY
 -Until the end of the battle round, add the value of this ability to the value of other abilities (to a maximum of 6)
used by friendly fighters within 6" of this fighter.
PINK FIRE
 -Pick a visible enemy fighter within 9" of this fighter and roll 9 dice.
Destroyer -For each 3+, allocate 1 damage point to that fighter.

Fighters abilities
LOCUS OF SORCERY
 -Add half the value of this ability (rounding up) to the Strength characteristic of the next action made by this
fighter this activation that has a Range characteristic of 3 or more.
SPLIT
 -A fighter can use this ability only if they have 1 or more damage points allocated to them.
Elite -Set up 2 new fighters with the Disciples of Tzeentch Daemons runemark and the Warrior runemark on the
battlefield within 3" of this fighter.
-Then, this fighter is taken down.
-In a campaign battle, do not make an injury roll for this fighter.
SPLIT AGAIN
 -A fighter can use this ability only if they have 1 or more damage points allocated to them.
Warrior -Set up 1 new fighters with the Disciples of Tzeentch Daemons runemark and the Minion runemark on the
battlefield within 3" of this fighter.
-Then, this fighter is taken down. In a campaign battle, do not make an injury roll for this fighter.
LATCHING BITE
 -Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this
Agile activation.
-In addition, the target fighter cannot make move or disengage actions until the end of the battle round.
CAPRICIOUS WARPFLAME
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
Berserker this fighter.

83
Pts Fighters Weapons Abilities
165 DOMINAR Great Hammer 4 4 20 Leader, Brute 1 3 5 2/5
235 OGOR BREACHER Twin Hammers 4 5 30 Destroyer 1 2 6 4/8
120 SIGNIFIER Hammer & Icon 4 4 15 Icon Bearer 1 3 4 2/4
125 PREFECTOR Hammer 4 4 15 Brute 1 3 4 2/5
140 DRILLMASTER Club Berserker 1 4 4 2/4
Ball & Chain
5 4 15
3 4 4 1/2
90 ARMATOR Twin Hammers - 1 4 4 1/4
3 4 12
70 IRON LEGIONARY Hammer & Shield 4 5 10 - 1 2 3 1/3
70 IRON LEGIONARY Twin Hammers 4 4 10 - 1 3 3 1/3
75 IRON LEGIONARY Hammer 4 4 10 - 1 2 3 1/3
Bolas 3 3 3 1/2

Iron Golems abilities


THROW BOLAS
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
-For each roll of 4-5, allocate 1 damage point to that fighter.
-For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
SPINE-CRUSHING BLOW
 -Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this
Brute activation that has a Range characteristic of 3 or less.

LEAD WITH STRENGTH


 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Leader this activation.
-This fighter makes a bonus move action or a bonus attack action.
LIVING BATTERING RAM
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an
Destroyer enemy fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
STAND DEFIANT
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are
Icon Bearer within 6" of this fighter.
WHIRLWIND OF DEATH
 -Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of
Berserker this ability.

84
Pts Fighters Weapons Abilities
170 HEART-EATER Axe 5 4 20 Leader 1 4 4 2/5
140 FIRST FANG Axe 4 4 15 Brute 1 3 4 1/4
Spear 8 2 4 2/5
130 BEASTSPEAKER Dagger 5 4 15 Agile 1 3 4 1/4
Whip 4 4 4 1/2
180 ROCKTUSK PROWLER Fangs 8 4 20 Beast 1 4 4 2/5
105 PREYTAKER Great Axe 4 4 10 - 1 3 4 2/4
105 PREYTAKER Great Sword 4 4 10 - 1 4 3 2/4
55 PLAINS-RUNNER Axe - 1 3 3 1/3
5 3 8

Untamed Beasts abilities


SAVAGE FURY
 -Add 1 to the Move characteristic of this fighter for the next move action they make this activation, and add
1 to the Attacks characteristic of the next attack action they make this activation.
ALL-OUT ATTACK
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by
Leader them this activation.
-This fighter makes a bonus move action or a bonus attack action.
BEASTMASTER
 -Pick a visible friendly fighter with the Beast runemark within 4" of this fighter.
Agile -That fighter makes a bonus attack action.
POUNCE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an
Beast enemy fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
HARPOON SNAG
 -This fighter makes a bonus attack action.
Brute -After that attack action, the fighter targeted by that attack action makes a bonus move action directly
towards this fighter, as if they were jumping, a number of inches equal to the value of this ability.
UNLEASH THE BEAST
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and
Strength characteristics of attack actions made by this fighter that have a Range characteristic of 3 or less.

85
Pts Fighters Weapons Abilities
175 SHADOW-PIERCER Sword 5 4 20 Leader, Scout 1 4 4 2/5
190 SHRIKE TALON Claws 8 4 20 Agile 1 5 4 2/4
140 SPIRE STALKER Sword 5 4 15 Champion 1 4 4 2/4
60 CABALIST Axe 5 3 8 Scout 1 3 3 1/3
65 CABALIST Dagger - 1 4 3 1/3
5 3 8
75 CABALIST Spear 5 3 8 - 2 4 3 1/4

Corvus Cabal abilities


RAVEN DART
 -Pick a visible enemy fighter within 8" of this fighter and roll a dice.
-On a 3-5, allocate 1 damage point to that fighter.
-On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
SWIFT CLIMB
 -Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is
Champion climbing.
WALL RUN (Dungeon ability only)
-A fighter can use this ability only if they are within 1" of a dungeon wall.
 -Until the end of this fighter’s next move action this activation, this fighter can move over other fighters as if
they could fly.
-However, during that move action, this fighter must stay within 1" of a dungeon wall.
HARRYING RAVEN
 -Pick an enemy fighter within 20" of this fighter.
Scout -Until the end of the battle round, that fighter cannot make disengage actions.
SWOOPING ATTACK
 -This fighter makes a bonus move action.
Agile -In addition, if the fighter finishes that move action 3" or more vertically lower than their starting position,
they can make a bonus attack action.
GRISLY TROPHY
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Leader characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
DEATH FROM ABOVE
 -This fighter makes a bonus move action.
-Then, they can make a bonus attack action.
-Add 1 to the Strength characteristic of that attack action if the fighter finished the move action 3" or more
vertically lower than their starting position.
RUNNING STRIKE (Dungeon ability only)
 -This fighter uses the “Wall Run ability”, then makes a bonus move action, and can then
make a bonus attack action.

86
Pts Fighters Weapons Abilities
205 THRALLMASTER Unarmed 5 4 20 Leader, Mystic 1 5 4 2/6
180 LUMINATE Spear 5 4 15 Mystic 2 5 4 2/5
80 MINDBOUND Great Sword 5 3 10 Destroyer, Minion 2 3 3 1/4
75 MINDBOUND Sword 5 3 10 Minion 1 4 3 1/3
120 MIRRORBLADE Twin Swords Minion 1 5 4 2/4
5 3 10
120 MIRRORBLADE Spear 5 3 10 Minion 2 4 4 2/5

Cypher Lords abilities


THROWING STARS AND CHAKRAMS
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
-For each roll of 4-5, allocate 1 damage point to that fighter.
-For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
ACROBATIC LEAP
 -This fighter can fly when making move actions until the end of their activation.
-However, when flying, they cannot move vertically upwards more than 3".
LOW SWEEPING BLOW
 -Roll 1 dice for each visible enemy fighter within 2" of this fighter.
Destroyer -On a 4-5, allocate 1 damage point to the fighter being rolled for.
-On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
SHADOWY RECALL
 -Pick a friendly fighter with the Minion runemark that is within 12" of this fighter.
Mystic -Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within
a number of inches of this fighter equal to the value of this ability.
SHATTERED GLOOM GLOBE
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Leader actions made by enemy fighters while they are within 6" of this fighter.
SPINNING SOMERSAULT STRIKE
 -This fighter can fly when making move actions until the end of their activation.
-However, when flying, they cannot move vertically upwards more than 3".
-In addition, this fighter makes a bonus move action.
-Then, they can make a bonus attack action.

87
Pts Fighters Weapons Abilities
220 BLISSFUL ONE Dagger 8 4 20 Leader 1 5 4 2/6
145 JOYOUS ONE Dagger 5 4 15 Destroyer 1 4 4 2/4
60 AWAKENED ONE Dagger 4 3 10 - 1 3 3 1/3
Flail 3 3 3 1/2
60 AWAKENED ONE Spear 4 3 10 - 2 2 3 1/4
125 ASCENDED ONE Sword 4 4 10 Warrior 1 4 4 2/4

The Unmade abilities


NIGHTMARISH VISAGE
 -Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
-On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
BARBED STRIKE
 -Until the end of this fighter's activation, if any attack action made by this fighter scores any hits or critical
hits, subtract 1 from the Toughness characteristic (to a minimum of 1) of the target fighter until the end of the
battle round.
CHAIN GARROTTE
 -Pick an enemy fighter within 5" of this fighter and roll a dice.
Warrior -On a 3-4, allocate 1 damage point to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
FLAYING FRENZY
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Destroyer -On a 3-4, allocate 1 damage point to the fighter being rolled for.
-On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
VESSEL OF TORMENT
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Leader this activation.
-This fighter makes a bonus move action.
-Then, they can make a bonus attack action.
GIFT OF AGONY
 -This fighter makes a bonus attack action.
-Add 1 to the Strength and Attacks characteristics of that attack action if this fighter has any damage points
allocated to them.

88
Pts Fighters Weapons Abilities
170 TRUEBLOOD Spear & Net 4 4 20 Leader 2 4 4 2/5
170 SERPENT CALLER Fangs 5 4 15 Mystic 2 4 4 2/4
Bow 8 1 3 1/3
70 SERPENTS Fangs 6 2 8 Beast 1 5 3 1/4
125 PUREBLOOD Daggers 4 4 12 Brute 1 4 4 2/4
95 VENOMBLOOD Whip & Shield 4 5 10 Bulwark 3 3 4 1/2
125 VENOMBLOOD Spear & Shield Bulwark 2 3 4 2/4
4 5 10
85 VENOMBLOOD Twin Swords 5 3 10 - 1 4 3 2/4
80 VENOMBLOOD Sword 5 3 10 - 1 3 3 2/4
Whip 3 3 3 1/2
65 CLEARBLOOD Twin Daggers 4 3 10 - 1 4 3 1/3
70 CLEARBLOOD Dagger & Shield 4 4 10 Bulwark 1 2 3 1/3

Splintered Fangs abilities


POISONED WEAPON
 -Until the end of this fighter's activation, the Strength characteristic of attack actions made by this fighter count
as being higher than the target's Toughness characteristic.
ENSNARING NET
 -Pick a visible enemy fighter within 3" of this fighter.
Leader -Until the end of the battle round, that enemy fighter cannot make move actions or disengage actions.
FANGED BUCKLER
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Bulwark -On a 3-4, allocate l damage point to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
SNAKE CHARMER
 -Pick a friendly fighter with the Beast runemark within 4" of this fighter.
Mystic -That fighter makes a bonus attack action.
RELENTLESS KILLER
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Brute this activation.
-This fighter makes a bonus attack action.
PARALYSING VENOM
 -Until the end of this fighter's activation, add the value of this ability to the damage points allocated by critical
hits from attack actions made by this fighter, and after each attack action made by this fighter, roll a dice.
-On a 5-6, until the end of the battle round, the target fighter cannot make move actions or disengage actions.

89
Pts Fighters Weapons Abilities
170 PIT CHAMPION Sword 4 4 20 Leader 1 4 5 2/5
Reach Weapon 3 3 4 1/3
135 HEADCLAIMER Great Axe 4 4 15 Brute 1 3 5 2/5
150 BESTIGOR DESTROYER Great Mace 4 4 18 Brute 1 2 5 3/6
90 FRENZIED RAGER Sword & Axe 3 4 12 Warrior 1 4 4 1/4
105 PIT VETERAN Twin Swords Warrior 1 3 3 2/4
4 4 10
95 PIT VETERAN Sword & Shield 4 5 10 Warrior, Bulwark 1 2 3 2/4
60 PIT FIGHTER Dagger & Mace 4 3 10 - 1 4 3 1/3
60 PIT FIGHTER Spear & Mace 4 3 10 - 2 3 3 1/4
55 PIT FIGHTER Sword & Net 4 3 10 Trapper 1 3 3 1/3

Spire Tyrants abilities


PIT FIGHTER
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter can make a bonus move action or a bonus attack action.
GLADIATOR'S NET
 -Pick a visible enemy fighter within 3" of this fighter and roll 1 dice.
Trapper -On a 3+, that fighter cannot make move actions or disengage actions this battle round.
SHIELD RAM
 -Until the end of this fighter's activation, the next time this fighter finishes a move action, pick a visible enemy
Bulwark fighter within 1" of this fighter and roll 1 dice.
-On a 4-5, allocate 1 damage point to that fighter.
-On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
READIED STANCE
 -Until the end of the battle round, add half the value of this ability (rounding up) to the toughness characteristic
Warrior of this fighter.
CHAMPION OF THE WARPITS
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Leader this activation.
-Until then end of this battle round, add 1 to the Attacks characteristic of attack actions made by visible friendly
fighters within 6" of this fighter.
BRUTAL STRIKE
 -Pick a visible enemy fighter within 1" of this fighter and roll 1 dice.
Brute -On a 3-4, allocate a number of damage point to that fighter equal to the value of this ability.
-On a 5-6, allocate a number of damage point to that fighter equal to double the value of this ability.

90
Pts Fighters Weapons Abilities
190 BLAZING LORD Greatsword 4 4 20 Leader, Brute 2 4 5 2/6
170 BRAZEN CHAMPION Great Axe 4 4 18 Brute 2 3 5 3/6
130 INFERNO PRIEST Club 4 4 15 Mystic 2 3 4 2/4
Blast 5 2 3 2/4
145 IMMOLATOR Unarmed 4 4 15 Destroyer 1 4 4 2/5
120 FIREBORN Axe & Kris Trapper 1 4 4 2/4
4 4 10
115 FIREBORN Sunblade & Axe 4 4 10 - 1 4 4 2/4
115 FIREBORN Sunblade & Kris 4 4 10 - 1 4 3 2/5
65 INITIATE Great Axe 4 3 10 Trapper 1 3 4 1/3
55 INITIATE Dagger 4 3 10 Trapper 1 3 3 1/3
65 INITIATE Axe - 1 4 3 1/3
4 3 10
55 INITIATE Reach Weapon 4 3 10 - 3 3 3 1/3

Scions of Flame abilities


FIERY MIGHT
 -Until the end of this fighter’s activation, add half the value of this ability (rounding up) to the Strength
characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less.
BEHEADING STRIKE
 -Add half the value of this ability (rounding up) to the damage points allocated by critical hits from the next
Brute attack action made by this fighter this activation that has a Range characteristic of 3 or less.
THROW FIRE BOMB
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Trapper -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
INFERNO
 -Roll 1 dice for each visible enemy fighter within 3" of this fighter.
Destroyer -On a 4-5, allocate 1 damage point to the fighter being rolled for.
-On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
IGNITED FERVOR
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Leader characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
ENGULF IN FLAMES
 -Pick a visible enemy fighter within 3" of this fighter and roll 6 dice.
Mystic -For each 2+ allocate a number of damage points to that fighter equal to half the value of this ability (rounding
up).
-In addition, for each 6, roll 1 extra dice as above (and so on).

91
Pts Fighters Weapons Abilities
170 SLAUGHTERBORNE Great Blade 4 4 20 Leader 1 5 4 2/5
170 SLAUGHTERBORNE Great Axe Leader 1 4 6 2/5
4 4 20
115 GOD-SPEAKER Blast 3 3 12 Mystic 3-7 2 3 3/6
Dagger 1 3 3 1/3
120 WRATHTOUCHED Claws 4 4 12 Berserker 1 4 4 1/5
115 PROVEN Great Flail 4 4 12 - 3 2 5 2/4
115 PROVEN Great Axe 4 4 12 - 1 2 4 3/5
110 PROVEN Great Blade 4 4 12 - 1 3 4 2/4
110 PROVEN 2 2 4 2/5
Great Spear 4 4 12 -
75 GLORYSEEKER Sword & Shield 4 4 10 - 1 2 4 1/3
75 GLORYSEEKER Twin Axes 4 3 10 - 1 4 4 1/3
70 GLORYSEEKER Great Axe 4 3 10 - 1 2 4 2/4
65 GLORYSEEKER Spear 4 3 10 - 2 2 4 1/4
Axe 1 3 3 1/3

Darkoath Savagers abilities


A VOW FULFILLED
 - Until the end of this fighter's activation, each time an enemy fighter is taken down, you can pick either this
fighter's Toughness characteristic or the Attacks or Strength characteristic of 1 weapon this fighter is armed
with.
-Until the end of the battle, add 1 to the characteristic you picked.
VISIONS OF GLORY
 -Roll a number of dice equal to the value of this ability.
Mystic -For each 5-6, you gain 1 additional wild dice that can be used from the start of the next battle round.
DISPLAY OF BRUTALITY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Leader this activation.
-This fighter makes a bonus move action or a bonus attack action.
CURSE OF WITHERING
 -Pick a visible enemy fighter within 3" of this fighter and roll a number of dice equal to the value of this ability.
Mystic -For each 4-5, subtract 1 from that fighter's Toughness characteristic (to a minimum of 1) until the end of the
battle round.
-For each 6, subtract 1 from that fighter's Toughness characteristic (to a minimum of 1) until the end of the
battle.
FURIOUS RAMPAGE
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Berserker -On a 3-4, allocate 1 damage point to the fighter being rolled for.
-On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
DEATHBLOW
 -Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from
the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.

92
Pts Fighters Weapons Abilities
180 BROODMASTER Swords 6 4 18 Leader, Sentience, Agile 1 6 4 2/4
105 DOOMWEAVER Trident & Net 5 3 12 Sentience, Trapper, 2 3 4 2/4
Agile
95 DOOMWEAVER Flail Sentience, Agile 3 3 3 1/4
Goad
5 3 12
1 3 4 2/4
80 BROODKIN Scythe Sentience, Scout 2 2 3 1/4
Spiderclaw
5 3 8
1 2 4 1/5
70 BROODKIN Sai Sentience, Scout 1 3 4 1/4
5 3 8
65 BROODKIN Swords 5 3 8 Sentience, Scout 1 4 3 1/3
35 SPIDER SWARM Fangs 6 1 8 Agile, Beast 1 8 1 1/2

Tarantulos Brood abilities


SCUTTLING SYMBIOSIS
 -Pick 1 friendly Spider Swarm within 6" of this fighter or within 9" of this fighter if the value of this ability is 4
Sentience or greater.
-That Spider Swarm can make a bonus move action or a bonus attack action.
SILKEN STRANGLE-NETS
 -Pick a visible enemy fighter within 3" of this fighter and roll a dice.
Trapper -On a 3+, that fighter cannot make move actions or disengage actions this battle round.
SKITTERING ASCENT
 -Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is
Agile climbing.
ENVENOMED PROJECTILE
 -Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
Scout -For each 4-5, allocate a number damage points to that fighter equal to half the value of this ability (rounding
up).
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
CREEPING SUMMONS
 -Pick a friendly Spider Swarm that has been taken down.
Leader -Set it up once more on the battlefield wholly within 3" of this fighter.
-That Spider Swarm no longer counts as being taken down and has no damage points allocated to it.
GIFTS OF THE EIGHTFOLD WATCHER
 -This fighter makes a bonus attack action.
Beast -After that attack action, roll a number of dice equal to the value of this ability.
-If you rolled any 6s, the fighter targeted by that attack action cannot make move actions or disengage actions
until the end of the battle round.
-In addition, if you rolled 3 or more 6s, allocate 10 damage points to that fighter.

93
Pts Fighters Weapons Abilities
70 FURY Claws 8 3 8 Thrall, Sentience, Fly 1 3 3 1/2
105 RAPTORYX Claws 5 4 12 Thrall, Berserker 1 2 4 2/5
70 CHAOS WARHOUND Fangs 8 3 10 Thrall, Scout, Beast 1 3 3 1/3
185 RAZORGOR Fangs 8 4 25 Thrall, Ferocious, Beast 1 4 4 2/5
175 CHAOS SPAWN Fangs Thrall, Agile 1 4 4 2/4
5 4 30

Chaos Thralls Abilities


OUTRUNNER OF CHAOS
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Scout action they make this activation.

COWER
 -Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit
Sentience instead.
CRAZED FLOCK
 -Until the end of this fighter's activation, for each other friendly fighter within 3" of this fighter that has the
Berserker same runemarks as this fighter, add 1 to the Attacks and Strength characteristics of attack actions made by this
fighter that have a Range characteristic of 3 or less.
WRITHING TENTACLES
 -Add the value of this ability to the Attacks characteristic of the next attack action made by this fighter this
Agile activation that has a Range characteristic of 3 or less.
UNCONTROLLABLE STAMPEDE
 -Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy
Ferocious fighter, pick an enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.

94
Pts Fighter Weapons Abilities
295 OGROID MYRMIDON Spear & Shield 5 6 35 Ally, Champion 2 3 5 4/8

Ogroid Myrmidon Abilities


BERSERK
 -A fighter can only use this ability if 20 or more damage points have been allocated to them.
Champion -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
this fighter this activation that has a Range characteristic of 3 or less.
ARCANE FURY
 -Until the end of this fighter's activation, add the value of this ability to the damage points allocated by each
Champion critical hit from attack actions made by this fighter that have a Range characteristic of 3 or less.
BLOOD MARSHAL
 -Pick a friendly fighter within 4" of the fighter using this ability.
Champion -Allocate 1 damage point to that fighter.
-If the fighter picked is not taken down, that fighter can make a bonus attack action that has a Range
characteristic of 3 or less.

95
Pts Fighter Weapons Abilities
250 FOMOROID CRUSHER Unarmed 5 6 35 Ally, Destroyer 1 2 6 3/6

Fomoroid Crusher Abilities


HURL MASONRY
 -A fighter can use this ability only if they are within 1" of an obstacle.
Destroyer -Pick an enemy fighter within 8" of this fighter and roll a dice.
-On a 3-4, allocate 1 damage point to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
RAMPAGING CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Destroyer fighter, pick 1 visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability
BLOODY TROPHY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Destroyer this activation.
-The player controlling this fighter immediately gains 1 wild dice that can he used in the hero phase of the next
battle round.

96
Pts Fighter Weapons Abilities
230 MINDSTEALER SPHIRANX Claws 8 5 30 Ally, Mystic 1 4 5 2/5

Mindstealer Sphiranx Abilities


TELEPATHIC THREATENING
 -Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
Mystic -On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
DOMINATE MIND
 -Pick a visible enemy fighter within 6" of this fighter and roll a number of dice equal to the value of this ability.
Mystic -For each roll of a 3-4, allocate 1 damage point to that fighter.
-For each roll of a 5-6, allocate 3 damage points to that fighter.
 CHARM
-Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability.
Mystic -That fighter cannot activate this battle round.

97
Pts Fighter Weapons Abilities
440 CHIMERA Fangs * 4 50 Gargantuan, Bulwark, 2 6 6 */*
Fly

Damage Table
Damage points allocated Move Damage
0-10 12 5/10
11-20 10 4/8
21-30 8 3/6
31-40 6 2/4
41-50 4 1/2

Chimera Abilities
TAIL WHIP
 -Pick a visible enemy fighter within 3” of this fighter and roll a dice.
Bulwark -On a 4-5, allocate 1 damage point to that fighter.
-On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
LEONINE ROAR
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Bulwark actions made by enemy fighters while they are within 6" of this fighter.
DRACONIC HEAD’S FIERY BREATH
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 4" of
Bulwark this fighter.

98
Pts Fighter Weapons Abilities
325 CHAOS GARGANT Club * 4 50 Gargantuan, Brute 2 4 5 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 4/6
21-30 4 3/6
31-40 3 3/4
41-50 2 2/4

Chaos Gargant Abilities


DRUNKEN STAGGER
 -Roll a number of dice equal to the value of this ability.
Brute -For each roll of 1-2, subtract 1 from this fighter's Move characteristic until the end of this fighter's activation.
-For each roll of 3+, add 1 to this fighter's Move characteristic until the end of this fighter's activation.
MIGHTY KICK
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Brute fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VICIOUS 'EADBUTT
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Brute -For each 4+, allocate a number of damage points to that fighter equal to the value of this ability.

99
Pts Fighter Weapons Abilities
365 GHORGON Unarmed * 4 50 Gargantuan, Frenzied 2 5 6 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/10
11-20 5 4/8
21-30 4 3/8
31-40 3 3/6
41-50 2 2/6

Ghorgon Abilities
ROARING CHARGE
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Frenzied action they make this activation.
SLAVERING MAW
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Frenzied -For each 3+, allocate 3 damage points to that fighter.
RAVENOUS BLOODGREED
 -This fighter can make a bonus move action a number of inches equal to the value of this ability.
Frenzied -Then, this fighter can make a bonus attack action.

100
Pts Fighter Weapons Abilities
315 CYGOR Unarmed * 4 50 Gargantuan, Terrifying 2 4 4 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 4/6
21-30 4 3/6
31-40 3 3/4
41-50 2 2/4

Cygor Abilities
RIP AND TEAR MASONRY
 -This fighter can use this ability only if they are within 1" of an obstacle.
Terrifying -If this fighter is empty-handed (see below), they are no longer empty-handed.
HURL BOULDER
 -This fighter can use this ability only if they are not empty-handed (see below).
Terrifying -Pick a visible enemy fighter within 15" of this fighter and roll a number of dice equal to the value of this ability.
-For each roll of 4+, allocate 5 damage points to that fighter.
-After using this ability, this fighter is said to be empty-handed
SOUL-EATER
 -Roll a dice for each enemy fighter within 6" of this fighter.
Terrifying -On a 4+, allocate 3 damage points to the fighter being rolled for and remove 3 damage points from this fighter.

101
Pts Fighter Weapons Abilities
340 SLAUGHTERBRUTE Claws * 4 50 Gargantuan, Elite 2 5 4 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 8 4/8
11-20 7 4/6
21-30 6 3/6
31-40 5 3/4
41-50 4 2/4

Slaughterbrute Abilities
MIGHTY JAWS
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Elite -For each 3+, allocate 1 damage point to that fighter.
RAMPAGING CHARGE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability
BEAST UNBOUND
 -This fighter makes a bonus attack action or a bonus move action.
Elite

102
Pts Fighters Weapon Abilities
320 MUTALITH VORTEX BEAST Fangs * 4 50 Gargantuan, Trapper 1 4 4 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 8 4/8
11-20 7 4/6
21-30 6 3/6
31-40 5 3/4
41-50 4 2/4

Mutalith Vortex Beast Abilities


MAW TENTACLES
 -Pick a visible enemy fighter within 6" of this fighter.
Trapper -That enemy fighter makes a bonus move action directly towards this fighter, as if they were jumping,
a number of inches equal to the value of this ability.
-When doing so, they can move away from enemy fighters within 1" at the start of that move action.
MUTANT REGENERATION
 -Roll a number of dice equal to the value of this ability.
Trapper -For each 4+, remove 3 damage points allocated to this fighter.
AURA OF MUTATION
 -Allocate a number of damage points equal to half the value of this ability (rounding up) to all visible enemy
Trapper fighters within 3" of this fighter.
-In addition, roll a dice for each visible enemy fighter within 3" of this fighter.
-On a 6, that fighter cannot activate this battle round.

103
Pts Fighter Weapons Abilities
365 HELL PIT ABOMINATION Claws * 4 55 Gargantuan, Minion 2 5 4 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/10
11-20 5 4/8
21-30 4 3/8
31-40 3 3/6
41-54 2 2/6

Hell Pit Abomination Abilities


REGENERATING MONSTROSITY
 -Roll a number office equal to the value of this ability.
Minion -For each 4+, remove 3 damage points allocated to this fighter.
AVALANCHE OF FLESH
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Minion fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
TOO HORRIBLE TO DIE
 -Until the end of the battle round, after each attack action with a Range characteristic of 3 or less that targets
Minion this fighter, roll 3 dice.
-For each 5+, allocate 3 damage points to the fighter that made the attack action.

104
ORRUK WARCLANS GLOOMSPITE GITZ OGOR MAWTRIBES
Ironjawz | Bonesplittez | Kruleboyz

105
Pts Leaders Weapons Abilities
280 MEGABOSS Axe Leader, Champion 1 3 6 4/8
3 5 38
205 WARCHANTER Twin Clubs 3 5 35 Leader, Frenzied 1 4 4 2/4
230 WEIRDNOB SHAMAN Club 3 4 35 Leader, Mystic 2 3 4 1/4
Blast 3-7 2 3 3-6
230 BRUTE BOSS Claw & Club 3 5 35 Leader, Brute, 1 4 5 2/5
Berserker
240 BRUTE BOSS Axe 3 5 35 Leader, Brute 1 3 6 3/6
175 ARDBOY BOSS Axe & Club 3 4 25 Leader 1 4 5 2/5
245 GORE-GRUNTA BOSS Spear 8 4 40 Leader, Ferocious, 2 3 5 2/5
Mount
240 GORE-GRUNTA BOSS Axe Leader, Ferocious, 1 4 5 2/5
8 4 40 Mount

Pts Fighters Weapons Abilities


165 BRUTE Twin Axes 3 5 25 Brute 1 4 4 2/4
165 BRUTE Long Axe 3 5 25 Brute 1 3 5 2/4
190 BRUTE Great Axe Brute 1 3 5 3/6
3 5 25
105 ARDBOY Axe & Club 3 4 15 - 1 4 4 1/4
105 ARDBOY Great Axe 3 4 15 - 1 3 4 2/4
110 ARDBOY Axe & Shield 3 5 15 Bulwark 1 3 4 1/4
210 GORE-GRUNTA Spear 8 4 35 Ferocious, Mount 2 2 5 2/4
205 GORE-GRUNTA Axe Ferocious, Mount 1 3 4 2/4
8 4 35

106
Leaders abilities
WARCHANTER'S BEAT
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Frenzied characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
FOOT OF GORK
 -Pick a visible enemy fighter within 12" of this fighter and roll a number of dice equal to the value of this
Mystic ability.
-For each roll of 2-5, allocate 1 damage point to that fighter.
-For each roll of 6, allocate 3 damage points to that fighter.
WAAAGH
 -Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this
fighter uses this ability, until the end of the battle round.
DA GRAB N BASH
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Berserker -On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
-In addition, on a 6, this fighter can make a bonus attack action against that enemy fighter.
MIGHTY WAAAGH!
 -Add the value of this ability to the Move characteristic of friendly fighters within 9" of this fighter when this
Champion fighter uses this ability, until the end of the battle round.

Fighters abilities
CHARGE
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
-This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.
SHIELD BASH
 -After this fighter's next move action this activation, pick a visible enemy fighter within 1" of this fighter and roll
Bulwark a dice.
-On a 4-5, allocate 1 damage point to that fighter.
-On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
DUFF UP DA BIG THING
 -Until the end of this fighter's activation, add 2 to the Attacks and Strength characteristics of attack actions
Brute made by this fighter that have a Range characteristic of 3 or less and that target an enemy fighter with a
Wounds characteristic of 15 or more.
GORE-GRUNTA CHARGE
 -Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy
Ferocious fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
RAMPAGING DESTROYER
 -Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this
fighter.
-In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation,
this fighter can make a bonus move action.

107
Pts Fighters Weapons Abilities
240 MORGOK Sword 3 5 35 Leader, Brute 1 4 5 3/5
175 THUGG Twin Maces 3 5 26 Brute 1 4 4 2/5
190 ‘ARDSKULL Great Mace 3 5 26 Brute 2 2 6 3/6

Fighters abilities
BEASTBASHAS
 -A fighter can use this ability only if they are within I' of a visible enemy fighter with the Gargantuan runemark.
-This fighter can make a bonus attack action that targets that fighter.

Pts Fighters Weapons Abilities


180 GURZAG IRONSKULL Axe 3 4 26 Leader 1 4 5 2/5
125 BONEKUTTA Great Axe 3 4 16 - 2 3 5 2/4
110 BASHA Twin Maces - 1 3 4 2/4
3 4 16
115 HAKKA Sword & Axe 3 4 16 - 1 4 4 1/5

Fighters abilities
DEAD 'ARD
 -Until the end of the battle round, subtract 1 from the damage points allocated by each hit and critical hit
(to a minimum of 1) from attack actions that target this fighter.

108
Pts Leaders Weapons Abilities
220 SAVAGE BIG BOSS Axe Leader, Champion 1 3 5 3/6
4 4 30
220 WURRGOG PROPHET Club 4 4 28 Leader, Frenzied 2 3 4 1/4
Blast 3-7 2 3 3/6
200 WARDOKK Club 4 4 25 Leader, Berserker 1 3 3 1/3
Blast 3-7 2 3 3/6
285 MANIAK WEIRDNOB Club 10 4 35 Leader, Ferocious, 2 3 4 1/4
Blast Mount 3-7 2 3 3/6
245 SAVAGE BOARBOY BOSS Axe 10 4 35 Leader, Mount 1 4 4 2/5
265 SAVAGE BOSS MANIAK Axe 10 4 35 Leader, Mount 1 4 4 3/6
175 SAVAGE ORRUK BOSS Axe & Shield 4 4 25 Leader 1 4 4 2/5
200 SAVAGE MORBOY BOSS Axe 4 4 25 Leader 1 4 4 3/6
120 SAVAGE ARROWBOY BOSS Sword Leader, Destroyer 1 3 3 2/4
Bow
4 4 25
3-15 3 3 1/3

Pts Fighters Weapons Abilities


105 SAVAGE MORBOY Axe 4 3 15 Elite 1 3 4 2/4
110 SAVAGE MORBOY Bone Totem 4 3 15 Mystic 3 3 4 2/4
90 SAVAGE ORRUK Axe & Shield 4 4 15 - 1 3 3 1/3
85 SAVAGE ORRUK Spear & Shield 4 4 15 - 2 2 3 1/3
180 SAVAGE BIG STABBAS Spear - 1 3 5 3/6
4 3 30
95 ARROWBOY Unarmed 4 3 15 Destroyer 1 3 3 1/2
Bow 3-15 2 3 1/3
150 SAVAGE BOARBOY Axe 10 4 25 Mount 1 3 3 1/3
145 SAVAGE BOARBOY Spear 10 4 25 Mount 2 2 3 1/3
195 SAVAGE BOARBOY Club & Totem 10 4 25 Mystic, Mount 3 3 5 2/4
170 BOARBOY MANIAK Axe 10 3 25 Elite, Mount 1 3 4 2/4

109
Leaders abilities
WEIRD SQUIG
 -Add 1 to the Attacks characteristic of attack actions made by this fighter this activation that target an enemy
Ferocious enemy fighter more than 3" away.
WAAAGH
 -Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this
fighter uses this ability, until the end of the battle round.
RITUAL DANCE
 -Remove 1 damage point allocated to each friendly fighter within 6" of this fighter.
Berserker
BEAST-MASK DANCE
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Frenzied actions made by enemy fighters while they are within 6" of this fighter.
MIGHTY WAAAGH!
 -Add the value of this ability to the Move Characteristic of friendly fighters within 9" of this fighter when this
Champion fighter uses this ability until the end of the battle round.

Fighters abilities
CHARGE
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
-This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.
TOOF SHIV
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Elite -On a 3-4, allocate 1 damage point to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
BEAST SPIRIT JUJU
 -Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are
Mystic within 6" of this fighter.
TUSKER CHARGE
 -Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy
Mount fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
LOADSA ARROWS
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Destroyer this fighter this activation that targets an enemy fighter more than 3" away.
RAMPAGING DESTROYER
 -Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this
fighter.
-In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation,
this fighter can make a bonus move action.

110
Pts Fighters Weapons Abilities
225 HEDRAKKA, Club 4 4 26 Leader, Frenzied 2 3 4 1/4
GOB OF GORK Blast 3-7 2 3 3/6
105 TOOFDAGGA Claws 4 3 16 - 1 4 4 1/5
120 WOLLOP DA SKUL Great Club 4 3 16 - 2 3 5 2/5
115 DAKKO SHARP-STIKKA Fists 4 3 8 Destroyer 1 3 3 1/3
Bow 3-15 2 3 1/4

Fighters abilities
AN EYE FOR WEAKNESS
 -Pick a visible enemy fighter within 12" of this fighter.
Leader -Until the end of the battle round, add 3 to the damage points allocated by each critical hit for attacks that
target that fighter.
BONE KRUSHA
 Leader
-Pick a visible enemy fighter within 12" of this fighter and roll a number of dice equal to value of this ability.
-For each 2+, allocate 3 damage points to that fighter.
-If the enemy fighter is within 3" of this fighter, allocate 5 damage points to that fighter for each 2+ instead.

111
Pts Leaders Weapons Abilities
KILLABOSS Axe Leader, Warrior, 1 4 4 2/5
245 8 5 38 Mount
on Great Gnashtoof
KILLABOSS Axe Leader, Warrior, 1 4 4 2/5
195 4 5 28 Berserker
165 MURKNOB Axe & Banner 4 4 25 Leader, Warrior, 1 3 4 2/4
with Belcha-banna Icon Bearer
205 SWAMPCALLA SHAMAN Club 4 4 25 Leader, Warrior, 2 3 4 1/4
Blast Mystic 3-7 2 3 3/6
175 GUTRIPPA BOSS Spear & Shield 4 5 25 Leader, Warrior 2 3 4 2/4
170 GUTRIPPA BOSS Mace 4 4 25 Leader, Warrior 1 4 4 2/4
195 BOLTBOY BOSS Dagger 4 4 25 Leader, Warrior, 1 3 4 2/4
Crossbow Trapper 3-15 3 4 1/4

Pts Fighters Weapons Abilities


GUTRIPPA Spear & Shield Warrior 2 2 3 1/3
80 4 4 15
85 GUTRIPPA Axe & Shield 4 4 15 Warrior 1 3 3 1/3
140 MAN-SKEWER BOLTBOY Dagger 4 4 15 Warrior, Trapper 1 3 3 1/3
Crossbow 3-15 2 4 1/4
110 HOBGROT BOSS Dagger 4 3 12 Champion, Minion 1 4 3 1/3
Blast 3-7 2 4 2/4
90 HOBGROT SLITTA Dagger 4 3 10 Minion 1 3 3 1/3
Blast 3-7 2 4 2/4
65 STAB-GROT Dagger 4 4 8 Bulwark 1 3 3 1/3
35 POT-GROT Club 4 3 8 Destroyer 1 2 3 1/3

112
Leaders abilities
BONE-CRUSHING BITE
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to half the value of this
Mount ability (rounding up).
-For each 3+, allocate 3 damage points to that fighter.
YOU HOLD ’EM OFF
 -Pick a friendly fighter with both the Kruleboyz faction runemark and the Bulwark runemark within 3" of this
Berserker fighter.
-That fighter can make a bonus move action or a bonus attack action.
SUMMON BOGGY MIST
 -Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack
Mystic actions made by enemy fighters while they are within 6" of this fighter.
BREATH OF THE MIRE-DRAKE
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Icon -On a 3-4, allocate 1 damage point to the fighter being rolled for.
Bearer -On a 5+, allocate a number of damage points equal to the value of this ability to the fighter being rolled for.

 KUNNIN’ ATTACK
-A fighter can use this ability only if there are more friendly fighters with the Warrior runemark within 6" of
this fighter than there are enemy fighters within 6" of this fighter.
-Those friendly fighters can make a bonus move action or a bonus attack action (some can make bonus move
actions and others bonus attack actions).

Fighters abilities
VENOM-ENCRUSTED WEAPON
 -Until the end of this fighter’s activation, add 1 to the damage points allocated by each critical hit from attack
Warrior actions made by this fighter.
AIMED SHOT
 -A fighter can use this ability only if they have not made a move action this activation.
Trapper -If this fighter’s next action is an attack action that has the Ranged Weapon runemark (Crossbow), critical hits
are scored on a 5+ for that attack action.
STAB ’EM GOOD
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have the Dagger
Champion runemark made by friendly fighters with the Minion runemark while they are within 6" of this fighter.
BREWED ELIXIR
 -Pick a friendly fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Destroyer -For each 4+, remove up to 3 damage points allocated to that fighter.

113
Pts Fighters Weapons Abilities
MANNOK DA KUNNIN’ Trident Leader, Warrior 2 4 4 2/5
185 4 4 28
125 TORKA TUFFSKULL Spear 4 4 20 Warrior, Scout 2 3 4 2/4
80 KROOKGRIN Dagger 4 3 8 Champion, Minion 1 3 3 2/4
Blast 3-5 2 4 2/4
55 GIKKIT Dagger 4 4 6 Warrior, Minion 1 3 2 1/3
55 SHANK Dagger 4 4 6 Scout, Minion 1 3 2 1/3

Da Kunnin’ Krew abilities


GANG UP
 -Pick a visible friendly fighter within 6" of this fighter that has both the Da Kunnin’ Krew and the Minion
Minion runemarks and has not activated yet this battle round.
-You can activate that fighter immediately after this fighters activation ends.
MASTER OF MURK
 -A fighter can only use this ability if they are within 1" of an obstacle.
Leader -Until the end of the battle round, as long as this fighter is within 1" of an obstacle, they cannot be picked as the
target of attack actions made by enemy fighters that are more than 8" away.
STAB ’EM GOOD
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have the Dagger
Scout runemark made by friendly fighters with the Minion runemark while they are within 6" of this fighter.

114
Pts Leaders Weapons Abilities
250 LOONBOSS Spear Leader, Elite, Fly 2 4 5 2/5
8 5 26
on Giant Cave Squig
165 LOONBOSS Scythe Leader, Champion 2 4 4 2/4
4 4 18
170 FUNGOID CAVE SHAMAN Club 4 3 18 Leader, Mystic 1 3 4 1/4
Blast 3-7 2 3 3/6
210 SCUTTLEBOSS Spear 10 4 26 Leader, Destroyer 2 3 4 2/4
145 WEBSPINNER SHAMAN Club 4 3 16 Leader, Priest 1 3 3 1/4
Blast 3-7 2 3 3/6
220 SPIDER RIDER BOSS Spear 10 4 22 Leader, Destroyer 2 3 3 2/4
Bow 3-12 3 3 1/3
250 SQUIG HOPPER BOSS Sword 10 4 22 Leader, Elite, Fly 1 5 5 2/4
245 BOUNDER BOSS Spear 8 5 24 Leader, Elite, Fly 2 4 5 2/5
140 MOONCLAN BOSS Sword & Shield 4 4 16 Leader 1 4 4 2/4

Pts Fighters Weapons Abilities


205 SQUIG HOPPER Sword 10 4 16 Elite, Fly 1 4 5 2/4
205 BOINGROT BOUNDER Spear 8 5 18 Elite, Fly 2 3 5 2/5
70 STABBA Sword & Shield 4 4 8 - 1 3 3 1/3
70 STABBA Spear & Shield 4 4 8 - 2 2 3 1/4
45 STABBA Barbed Net Trapper 1 3 3 1/2
4 3 8
70 SHOOTA Dagger 4 3 8 - 1 3 3 1/2
Bow 3-12 2 3 1/3
45 SQUIG HERDER Spear 4 3 8 Agile 1 3 3 1/2
140 CAVE SQUIG Fangs 4 4 15 Beast 1 4 5 2/4
85 SNEAKY SNUFFLER Blade & Fangs 4 3 15 - 1 3 3 2/4
170 SPIDER RIDER Spear 10 4 16 Destroyer 2 2 3 1/4
Bow 3-12 2 3 1/3

115
Leaders abilities
SPEED OF THE SPIDER GOD
 -Until the end of the battle round, add 1 to the Move characteristic of friendly fighters with the Destroyer
Priest runemark that are within 6" of this fighter when this fighter uses this ability.
STAB ‘EM GOOD
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
MAGIC SPORE MAWS
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Mystic -On a 3-4, allocate 1 damage point to the fighter being rolled for.
-On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
I’M DA BOSS, NOW STAB ’EM GOOD!
 -Until the end of the battle round, add the value of this ability to the Attacks characteristic of attack actions that
Champion have a Range characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.

Fighters abilities
BACKSTABBING MOB
 -A fighter can use this ability only if there is a visible friendly fighter within 1" of them.
-Until the end of this fighter’s activation, add 1 to the Attacks and Strength characteristics of attack actions
made by this fighter that have a Range characteristic of 3 or less.
BARBED NET
 -Pick a visible enemy fighter within 3" of this fighter and roll a dice.
Trapper -On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
BOING BOING BOING
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
Elite fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
SPIDER BITE
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Destroyer -For each 2-5, allocate 1 damage point to that fighter.
-For each 6, allocate 3 damage points to that fighter.
GO DAT WAY
 -Pick a friendly fighter with the Beast runemark within 4" of this fighter.
Agile -That fighter makes a bonus move action.
SNEAKY STAB
 -This fighter makes a bonus move action.
-Then, they can make a bonus attack action.
-In addition, if the fighter targeted by that attack action is within 1" of this fighter, add the value of this ability to
the damage points allocated by hits and critical hits from that attack action.

116
Pts Fighters Weapons Abilities
145 ZARBAG Club 4 3 16 Leader 1 3 3 1/4
Blast 3-7 2 3 3/6
110 DRIZGIT ‘SQUIG HERDER’ Club 4 4 12 Agile 2 3 3 2/4
50 PROG DA NETTER Dagger 4 3 10 Trapper 1 3 3 1/2
130 SNIRK SOURTONGUE Flail 4 3 10 Frenzied 3 4 4 3/6
145 SQUIG* Fangs 4 4 16 Beast 1 4 5 2/4
85 SHOOTA* Dagger 4 3 10 - 1 3 3 1/2
Bow 3-12 2 3 1/3

Special abilities
FACE OF DA BAD MOON
 -Pick a visible enemy fighter within 9" of this fighter that is within 1" of a friendly fighter.
Leader -That enemy fighter must make a bonus disengage action.
-If they cannot do so, allocate D6 damage points to that enemy fighter instead.
WHIRLING DEATH
 Frenzied
-Allocate a number of damage points equal to the value of this ability to all visible enemy lighters within 3" of
this fighter.

SPECIAL RULES | SQUIG* SHOOTA*


You can include a Squig up to 2 times and a Shoota up to 3 times in your warband or warband roster, instead of only once each.

117
Pts Fighters Weapons Abilities
180 RIPPA NARKBAD Sword & Shield 8 4 22 Leader, Mount 1 4 3 2/4
115 STABBIT Spear 8 3 18 Mount 2 3 3 1/4
130 MEAN-EYE Fists 8 3 18 Mount 1 2 2 1/2
Bow 3-15 2 3 1/4

Special abilities
SNARLFANG’S JAWS
 -Pick a visible enemy lighter within 1" of this fighter and roll 2 dice.
-For each 4-5. allocate 1 damage point to that fighter.
- For each 6, allocate a number of damage points equal to the value of this ability to that fighter.
FEROCIOUS POUNCE
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points equal to the value of this ability to that fighter.

118
Pts Fighters Weapons Abilities
330 MOLLOG THE MIGHTY Club 4 5 35 Leader 2 2 6 5/10
205 BAT SQUIG Fangs 6 4 16 Beast, Fly 1 4 5 2/4

Special abilities
HURL JABBERTOAD
 -Pick 1 visible enemy fighter within 6" of this fighter add roll 2 dice.
Leader -For each 4-5, allocate 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
SUMMON STALAGSQUIG
 -A fighter can only use this ability once per battle.
Leader -Pick a point on a platform or the battlefield floor within 3" of this fighter that is more than 1" away from all
enemy fighters and set up the Stalagsquig marker.
-Allocate 2D6 damage points to the first enemy fighter to move within 1" of the marker, then remove the
marker.
SUMMON SPITESHROOM
 -A fighter can only use this ability once per battle.
Leader -Pick a point on a platform or the battlefield floor within 3" of this fighter that is more than 1' from all enemy
fighters and set up the Spiteshroom marker.
-Subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while
they are within 6" of the Spiteshroom marker.
-Fighters cannot end a move on the Spiteshroom marker.

119
Pts Leaders Weapons Abilities
335 TYRANT Spear Leader, Brute, 2 4 6 4/8
Pistol
4 5 42 Champion 8 3 4 1/4
265 BUTCHER Axe Leader, Brute, Mystic 1 3 5 3/6
Blast
4 4 40
3-7 3 3 3/6
300 FIREBELLY Hammer Leader, Brute, Frenzied 2 2 5 4/8
Blast
4 4 40
3-7 3 3 3/6
310 ICEBROW HUNTER Club Leader, Brute, Scout 2 3 5 4/8
Blow
4 4 42
8 2 5 2/4
325 SKALG Club Leader, Brute, Mount 2 3 5 4/8
Pistol
8 4 42
8 2 4 1/4
305 CRUSHER Axe Leader, Brute, Bulwark 1 4 5 4/8
4 4 40
330 GUTLORD Spear 4 5 40 Leader, Brute 1 3 6 5/1
0
250 THUNDERFIST Unarmed 4 4 40 Leader, Brute, 1 4 4 2/4
Leadbelcher Destroyer 3-10 3 5 3/6

Pts Fighters Weapons Abilities


245 MOURNFANG PACK Club & Ironfist 8 4 35 Brute, Bulwark, Mount 1 3 5 3/6
260 MOURNFANG PACK Hacker 8 4 35 Brute, Mount 1 2 5 4/8
225 MANEATER Sword 4 4 30 Brute 1 3 5 3/6
Pistol 8 2 3 1/4
240 IRONGUT Club 4 5 30 Brute 1 2 6 4/8
210 GLUTTON Club & Sword Brute 1 4 5 3/6
4 4 30
220 GLUTTON Sword & Ironfist 4 4 30 Brute, Bulwark 1 3 5 3/6
240 LEADBELCHER Unarmed 4 4 30 Brute, Destroyer 1 3 4 1/4
Leadbelcher 3-10 3 5 3/6
45 GNOBLAR Dagger 4 3 8 Trapper 1 3 3 1/3
170 FROSTSABRE Fangs 8 4 20 Beast 1 4 4 2/5
185 ICEFALL YHETEE Club 8 4 25 Agile 1 4 4 2/5
180 GORGER Fangs 5 3 30 Brute, Agile 1 4 4 3/6

120
Leaders abilities
MIGHT MAKES RIGHT
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
-This fighter makes a bonus move action or a bonus attack action.
LEAD THE SKAL
 -Pick a visible friendly fighter with the Beast runemark within 4" of this fighter.
Scout -That friendly fighter makes a bonus attack action.
BLOODGRUEL
 -Add half the value of this ability (rounding up) to the Strength characteristic of the next attack action made by
Mystic this fighter this activation that has a Range characteristic of 3 or more.
BULLY OF THE FIRST DEGREE
 -Pick another friendly fighter that is visible and within 2" of this fighter.
Champion -Allocate a number of damage points to that friendly fighter equal to half the value of this ability (rounding up).
-Then, that friendly fighter makes a bonus move action or a bonus attack action.
FIRE BREATH
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
Frenzied this fighter.

Fighters abilities
ON THE MAWPATH
 -Add half of the value of this ability (rounding up) to the Move characteristic of this fighter for their next move
Brute action in the current activation.
BOUNDING LEAPS
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
Agile -This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.
IRONFIST
 -Pick a visible enemy fighter within 1" of this fighter and roll 2 dice.
Bulwark -For each 4-5 the enemy fighter takes 1 damage point to that fighter.
-For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
BULLCHARGE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Brute fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
SNEAKY TRAPS
 -Until the end of the battle round, each time an enemy fighter finishes a move action within 3" of this fighter,
Trapper that fighter suffers impact damage.
THUNDEROUS BLAST OF HOT METAL
 -Add half the value of this ability (rounding up) to the Attacks and Strength characteristics of the next attack
Destroyer action made by this fighter this activation that targets an enemy fighter more than 3" away.

121
Pts Fighters Weapons Abilities
300 HROTHGORN Fists 4 4 40 Leader, Scout 1 3 4 2/4
MANTRAPPER Crossbow 3-9 2 6 4/8
175 THRAFNIR Fangs 8 4 22 Beast 1 4 4 2/5
65 LUGGIT & THWAK Axe 4 4 12 - 1 3 2 1/3
40 BUSHWAKKA Fists 4 3 8 Trapper 1 3 2 1/3
45 QUIV Spear 4 3 8 Minion 2 2 3 1/4

Special abilities
LAY MANTRAP
 -A fighter can only use this ability once per battle.
Trapper -Pick a point on a platform or the battlefield floor within 3" of this fighter that is more than 1" away from all
enemy fighters and set up the Bushwakka’s Trap marker.
-Allocate 2D6 damage points to the first enemy fighter to move within 1" of the marker, then remove the
marker.
HERE YOU GO, BOSS !
 -A fighter can use this ability only if they are within 2" of a friendly Hrothgorn Mantrapper.
Minion -That Hrothgorn Mantrapper makes a bonus attack action that has a Ranged Weapon runemark.

122
Pts Fighters Weapons Abilities
260 GORLOK Sword 4 4 30 Leader, Brute 2 4 5 3/6
BLACKPOWDER Gun 3-10 2 4 2/4
50 PEGGZ Dagger 4 3 6 Scout 1 3 2 1/3
60 KAGEY Hook & Rope 4 3 6 Scout 8 2 2 1/3
55 MANGE Fangs 5 3 6 Frenzied 1 4 3 1/3
100 SHREEK Claws 10 3 6 Beast, Fly 1 3 3 1/3

Blackpowder’s Buccaneers abilities


BIRD STRIKE
 -Pick a visible friendly fighter within 6" of this fighter that has both the Blackpowder’s Buccaneers and the Fly
Leader runemarks.
-That fighter can make a bonus move action or a bonus attack action.
SIC ’EM
 -Pick a visible friendly fighter within 6" of this fighter that has both the Blackpowder’s Buccaneers and the
Scout Frenzied runemarks.
-That fighter can make a bonus move action or a bonus attack action.
BROADSIDE
 -Add 3 to the Attacks characteristic of the next attack action made by this fighter that targets an enemy fighter
Leader more than 3" away in this activation.

123
Fighters Weapons Abilities
195 FELLWATER TROGGOTH Club Thrall, Brute, Destroyer 1 3 5 3/6
4 4 28
180 ROCKGUT TROGGOTH Club 4 5 28 Thrall, Brute 1 3 5 2/5

Destruction Thralls abilities


NOXIOUS VOMIT
 -Roll a number of dice equal to the value of this ability.
Destroyer -For each 4+, pick 1 visible enemy fighter within 6" of this fighter.
-Allocate D3 damage points to that fighter.
TROGGOTH REGROWTH
 -Remove a number of damage points from this fighter equal to the value of this ability.
Brute

124
Fighters Weapons Abilities
75 BOGGLEEYE Club Ally, Berserker 2 3 3 1/4
4 3 12
90 SCAREMONGER Fangs 4 3 16 Ally, Terrifying 1 4 3 1/4
75 SHROOMANCER Club 4 3 12 Ally, Frenzied 2 3 3 1/4
75 BREWGIT Dagger 4 3 12 Ally, Bulwark 1 4 3 1/3
75 SPIKER Club 4 3 12 Ally, Sentience 2 3 3 1/4

Gobbapalooza Abilities
MESMERIZE
 -Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
Berserker -On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
LOONSHINE POTION
 -Pick a visible friendly fighter within 3" of this fighter.
Bulwark -Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks characteristic
of the next attack action made by that fighter that has a Range characteristic of 3 or less.
POISON BREW
 -Pick a visible friendly fighter within 3" of this fighter.
Sentience -Until the end of the battle round, add the value of this ability to the Strength characteristic of the next attack
action made by that fighter that has a Range characteristic of 3 or less.
BOGEYMAN DANCE
 -Pick a visible friendly fighter within 6" of this fighter.
Terrifying -Until the end of the battle round, add half the value of this ability (rounding up) to the Move characteristic of
that fighter.
FUNGOID CLOUD
 -Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability.
Frenzied -Until the end of the battle round, subtract the value of this ability from the Attacks characteristic (to a
minimum of 1) of attack actions made by that fighter.

125
Pts Fighter Weapons Abilities
345 SKITTERSTRAND Fangs Gargantuan, Destroyer 1 4 5 */*
* 4 55
ARACHNAROK

Damage Table
Damage points allocated Move Damage
0-10 8 4/8
11-20 7 4/6
21-30 6 3/6
31-40 5 3/4
41-54 4 2/4

Skitterstrand Arachnarok Abilities


WALL CRAWLER
 -Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is
Destroyer climbing.
PARALYZING VENOM
 -Until the end of this fighter's activation, after each attack action made by this fighter, roll a dice.
Destroyer -On a 2+, until the end of the battle round, the target of that attack action cannot make move or disengage
actions
DRAGGED VICTIM
 -Pick an enemy fighter within 1" of this fighter.
Destroyer -Remove that fighter from the battlefield and set them up within 1" of this fighter.
-Then, this fighter makes a bonus attack action against that fighter.

126
Pts Fighter Weapons Abilities
325 ALEGUZZLER GARGANT Club Gargantuan, Brute 2 4 5 */*
* 4 50

Damage Table
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 4/6
21-30 4 3/6
31-40 3 3/4
41-49 2 2/4

Aleguzzler Gargant Abilities


DRUNKEN STAGGER
 -Roll a number of dice equal to the value of this ability.
Brute -For each 1-2, subtract 1 from this fighter’s Move characteristic until the end of this fighter’s activation.
-For each 3+, add 1 to this fighter’s Move characteristic until the end of this fighter’s activation.
MIGHTY KICK
 -Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an
Brute enemy fighter, pick a visible enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
VICIOUS ’EADBUTT
 -Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this
Brute ability.
-For each 4+, allocate a number of damage points to that fighter equal to the value of this ability.

127
Pts Fighter Weapons Abilities
305 DANKHOLD TROGGOTH Fangs Gargantuan, Ferocious 2 3 5 */*
* 4 48

Damage Table
Damage points allocated Move Damage
0-10 5 4/8
11-20 5 4/6
21-30 4 3/6
31-40 4 3/4
41-47 3 2/4

Dankhold Troggoth Abilities


SQUIGGLY-BEAST FOLLOWERS
 -Roll a dice for each visible enemy fighter within 3" of this fighter.
Ferocious -If the roll is less than or equal to the value of this ability, allocate 1 damage point to the fighter being rolled
for.
TROGGOTH REGROWTH
 -Remove a number of damage points from this fighter equal to the value of this ability.
Ferocious
CRUSHING GRIP
 -Pick 1 visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
Ferocious -For each 4+, allocate 2 damage points to that fighter.

128
LEGIONS OF NAGASH FLESH-EATER COURTS OSSIARCH BONEREAPERS

NIGHTHAUNT SOULBLIGHT GRAVELORDS

129
Pts Leaders Weapons Abilities
235 VAMPIRE LORD Sword Leader, Terrifying, Fly 1 4 4 2/6
4 4 25
250 KASTELLAN Sword 8 4 25 Leader, Terrifying, 1 4 4 2/5
Mount
300 VARGOYLE Claws 10 4 40 Leader, Terrifying, Fly 1 4 4 2/5
195 NECROMANCER Club 4 4 25 Leader, Mystic 2 3 4 1/4
Blast 3-7 2 3 3/6
200 WIGHT KING Sword 3 5 25 Leader, Berserker 1 4 4 2/5
200 WIGHT KING Axe 3 4 25 Leader, Berserker 1 4 5 3/5

Pts Fighters Weapons Abilities


120 SENESCHAL Sword 3 3 15 Champion, Elite 1 4 5 2/5
85 GRAVE GUARD Great Sword 3 3 10 Elite 1 3 5 2/5
90 GRAVE GUARD Sword & Shield 3 4 10 Elite 1 3 4 2/4
80 SKELETON CHAMPION Sword & Shield Champion 1 4 3 1/3
3 4 12
55 SKELETON WARRIOR Sword & Shield 3 4 8 - 1 3 3 1/3
55 SKELETON WARRIOR Spear & Shield 3 4 8 - 2 2 3 1/4
55 DEADWALKER ZOMBIE Unarmed 3 4 10 - 1 2 3 1/4
135 BLACK KNIGHT Spear & Shield 10 4 25 Mount 2 3 3 1/4
185 HELL KNIGHT Spear & Shield Champion, Mount 2 2 3 2/4
10 4 25
195 BLOOD KNIGHT Spear & Shield 8 5 22 Terrifying, Mount 2 3 4 2/4
235 VARGHEIST Claws 10 4 30 Ferocious, Fly 1 5 4 2/4

130
Leaders abilities
BEHEADING STRIKE
 -Add half the value of this ability (rounding up) to the damage points allocated to enemy fighters by each critical
Berserker hit from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
SUMMON UNDEAD
 -Pick a friendly fighter that has been taken down.
-Set up that fighter once more on the battlefield wholly within 3" of this fighter.
-The fighter set up on the battlefield no longer counts as being taken down.
-Remove a number of damage points allocated to that fighter equal to the value of this ability.
NECROTIC SYPHON
 -Pick a visible friendly fighter within 6" of this fighter.
Mystic -Allocate a number of damage points to that fighter equal to value of this ability.
-Then, remove a number of damage points from this fighter equal to double the value of this ability
VANHEL'S DANSE MACABRE
 -A number of visible friendly fighters equal to the value of this ability that are within 6" of this fighter can each
Mystic make a bonus move action or a bonus attack action (some can make bonus move actions, and others bonus
attack actions).

Fighters abilities
SHAMBLING HORDE
 -A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark.
-This fighter can make a bonus move action a number of inches equal to half the value of this ability (rounding
up).
CHOSEN CHAMPION
 -A fighter can only use this ability if they are within 6" of a visible friendly fighter with the Leader runemark.
Champion -Add 1 to the Attacks and Strength characteristics of attack actions made by this fighter this activation.
CURSED WEAPON
 -Until the end of this fighter's activation, add 1 to the damage points allocated by hits and critical hits from
Elite attack actions made by this fighter that have a Range characteristic of 3 or less.
BLOOD-MADDENED FEEDING FRENZY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Ferocious this activation.
-This fighter makes a bonus move action or a bonus attack action.
THIRST FOR BLOOD
 -A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them
Terrifying this activation.
-Remove a number of damage points from this fighter equal to the value of this ability.
DEATHLY CHARGE
 -Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy
Mount fighter, pick an enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that enemy fighter equal to the value of this ability.

131
Pts Leaders Weapons Abilities
205 ARCHREGENT Claws Leader, Berserker 1 4 4 3/5
5 4 28
185 GHOUL KING Claws 5 4 25 Leader, Berserker 1 4 4 2/4
265 VARGHULF COURTIER Claws 8 4 35 Leader, Terrifying, Fly 1 3 5 3/5
275 CRYPT HAUNTER Claws 6 4 42 Leader, Elite 1 5 5 2/5
COURTIER
255 CRYPT HAUNTER Claws 6 4 40 Leader, Elite 1 5 4 2/5
320 CRYPT INFERNAL Claws 10 4 42 Leader, Agile, Fly 1 5 5 2/5
COURTIER
305 CRYPT INFERNAL Claws 10 4 40 Leader, Agile, Fly 1 5 4 2/5
130 CRYPT GHAST COURTIER Claws Leader 1 4 4 2/4
5 3 18
115 CRYPT GHAST Claws 5 3 16 Leader 1 4 3 2/4

Pts Fighters Weapons Abilities


190 CRYPT HORROR Claws 6 4 30 Elite 1 4 4 2/4
240 CRYPT FLAYER Claws 10 4 30 Agile, Fly 1 4 4 2/4
55 GHOUL Claws 5 3 8 - 1 3 3 1/3

132
Leaders abilities
UNNATURAL VITALITY
 -Remove a number of damage points from this fighter equal to the value of this ability.
Berserker
TERRIFYING FRENZY
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Terrifying this fighter this activation that has a Range characteristic of 3 or less.
BRINGER OF DEATH
 -Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this
fighter uses this ability, until the end of the battle round.
STIR OF BLACK HUNGER
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a range of 3 or
Berserker less made by visible friendly fighters while they are within 9” of this fighter.

Fighters abilities
FEEDING FRENZY
 -A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them
this activation.
-Remove a number of damage points from this fighter equal to the value of this ability.
SKEWERING STRIKE
 -Add 1 to the Strength characteristic of the next attack action made bv this fighter this activation that has a
Agile Range characteristic of 3 or less.
-In addition, if that attack action scorеs a critical hit, until the end of the battle round, the target fighter cannot
make move actions or disengage actions.
CHOSEN OF THE KING
 -A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark.
Elite -Until the end of this fighter's activation, add 2 to the Attack characteristic of attack actions made by this fighter
that have a Range characteristic of 3 or less.
DEATH SCREAM
 -Roll 1 dice for each visible enemy fighter within 8" of this fighter.
Agile -On a 5, allocate 1 damage point to the fighter being rolled for.
-On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
THE ROYAL HUNT
 -This fighter makes a bonus move action.
-Then, they can make a bonus attack action.
-In addition, add 1 to the Attacks characteristic of that attack action if this fighter is within 1" of a visible
friendly fighter.

133
Pts Fighters Weapons Abilities
140 DUKE CRAKMARROW Halberd 5 3 20 Leader 2 4 4 2/4
80 GRISTWEL GREATSWORD Club 5 3 10 Minion 1 2 4 2/4
60 VALREEK THE TRACKER Dagger 5 3 10 Minion 1 2 3 1/4
65 NIGHT’S HERALD Claws 5 3 10 Minion 1 3 3 1/3
70 ROYAL BUTCHER Fangs 5 3 10 Minion 1 2 4 1/4
75 MASTER TALON Twin Daggers 5 3 10 Minion 1 4 3 1/3
75 DUKE’S HARRIERS Fangs 10 2 8 Beast, Fly 1 4 3 1/3

Special abilities
ROYAL DECREE
 -Pick a visible friendly fighter with both the Grymwatch runemark and the Minion runemark within 3" of this
Leader fighter.
-That fighter can make a bonus attack action.

134
Pts Leaders Weapons Abilities
205 KNIGHT OF SHROUDS Sword Leader, Champion, Fly 1 4 4 2/4
5 5 25
250 KNIGHT OF SHROUDS Sword 10 5 30 Leader, Champion, Fly 1 4 4 2/4
on Etheral Steed
200 GUARDIAN OF SOULS Sword 5 5 20 Leader, Mystic, Fly 1 2 3 1/4
Blast 3-7 2 3 3/6
220 SPIRIT TORMENT Flail 5 5 25 Leader, Trapper, Fly 2 2 5 3/5
235 DREADBLADE HARROW Sword 10 5 28 Leader, Berserker, Fly 1 3 4 2/4
225 LORD EXECUTIONER Axe 5 5 25 Leader, Brute, Fly 1 2 5 3/6
190 TOMB BANSHEE Dagger 5 5 22 Leader, Destroyer, Fly 1 2 3 1/4
Blast 3-9 2 3 2/5
195 CAIRN WRAITH Scythe 5 5 22 Leader, Elite, Fly 2 3 4 2/5
195 EXTOLLER OF SHYISH Scythe Leader, Fly 2 3 3 2/4
6 5 20
140 DREADWARDEN Sword 5 4 16 Leader, Minion, Fly 1 3 3 2/4
200 SLASHER CRONE Scythe 6 5 20 Leader, Terrifying, Fly 1 5 3 2/4
220 HELLWRAITH Scythe 10 5 28 Leader, Destroyer, Fly 2 3 3 1/4

Pts Fighters Weapons Abilities


150 CHAINGHAST Blast Fly 8 2 4 1/4
6 5 15
110 GLAIVEWRAITH STALKER Spear 5 5 10 Fly 2 3 3 1/3
125 GRIMGHAST REAPER Scythe 6 5 10 Elite, Fly 2 3 3 1/4
80 CHAINRASP Club 5 4 8 Minion, Fly 1 3 3 1/2
125 BLADEGHEIST REVENANT Sword 6 5 10 Fly 1 3 4 1/4
210 SPIRIT HOST Dagger Destroyer, Fly 1 6 3 1/4
5 5 30
130 MYRMOURN BANSHEE Dagger 6 5 10 Fly 1 3 4 2/4
140 DREADSCYTHE HARRIDAN Scythe 6 5 10 Fly, Terrifying 1 5 3 1/3
180 HEXWRAITH Scythe 10 5 20 Destroyer, Fly 2 3 3 1/3

135
Leaders abilities
BEHEADING STRIKE
 -Add half the value of this ability (rounding up) to the damage points allocated by critical hits from the next
attack action made by this fighter this activation that has a Range characteristic of 3 or less.
Brute
STOLEN HOURS
 -At the end of this fighter’s activation, heal a number of damage points allocated to this fighter equal to the
number of damage points allocated to enemy fighters this activation.
Champion
PHANTASMAL DISCORPORATION
 -A fighter can only use this ability if they are not within 3" of any enemy fighters.
-Remove this fighter from the battlefield and set them up anywhere on the battlefield floor more than 5" away
Berserker
from enemy fighters.
UNHOLY LIGHT
 Mystic
-Remove up to 1 damage point allocated to each friendly fighter within 6" of this fighter.

SPECTRAL SUMMON
 -Pick a friendly fighter that has been taken down.
-Set up that fighter once more on the battlefield wholly within 3" of this fighter.
-The fighter set up on the battlefield no longer counts as being taken down.
-Remove a number of damage points allocated to that fighter equal to the value of this ability.
CAPTURED SOUL-ENERGY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
Trapper
-Remove a number damage points to all visible friendly fighters within 6" of this fighter equal to the value of
this ability.

136
Fighters abilities
AURA OF DREAD
 -Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability.
-Until the end of the battle round, subtract 1 from the Strength characteristic (to a minimum of 1) of attack
actions made by that fighter.
-A fighter can only be targeted once per battle round by this ability.
CHILLING HORDE
 -A fighter can use this ability only if there is a visible friendly fighter with the Minion runemark within 3" of
them.
Minion
-Add 1 to the Attacks and Strength characteristics of attack actions made by this fighter until the end of their
activation.
SOUL-MARKED PREY
 -Pick a visible enemy fighter within 3" of this fighter with 1 or more damage points allocated to them.
-Until the end of the battle round, add 1 to the Strength characteristic of attack actions made by friendly
Elite
fighters that target that fighter.
-A fighter cannot be picked to be the target of this ability more than once per battle round.
FLOAT THROUGH WALL (Dungeon ability only)
 -Until the end of this fighter’s activation, they can move over dungeon walls and through sealed dungeon doors
but must end any move action with their base wholly on the battlefield floor.
 HARROWING SHRIEK
-Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
Terrifying -On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
FRIGHTFUL TOUCH
 -Until the end of this fighter’s activation, count each hit from attack actions made by them as a critical hit
instead.
Destroyer
REAPED LIKE CORN
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
this fighter.
Elite

137
Pts Fighters Weapons Abilities
200 BRIAR QUEEN Dagger 5 5 22 Leader, Fly 1 3 3 1/4
Blast 3-9 2 3 2/5
130 VARCLAV THE CRUEL Sword 5 4 16 Minion, Fly 1 3 3 2/4
105 THE EVER-HANGED Sword 5 4 10 Minion, Fly 1 3 3 1/4
90 CHAINSRAP* Hand Weapon 5 4 8 Minion, Fly 1 3 3 1/3

Special abilities
HOWLING VORTEX
 -Pick a visible enemy fighter within 9" of this fighter and roll a number of dice equal to the value of this ability.
Leader -For each 4+, allocate 3 damage points to that fighter.
-In addition, for each 4+, subtract 1 from the Move characteristic (to a minimum of 1) of that fighter until the
end of the battle round.

SPECIAL RULE | CHAINSRAP*


You can include this fighter up to 4 times in your warband or warband roster, instead of only once.

138
Pts Leaders Weapons Abilities
230 LIEGE KAVALOS Sword Leader, Champion, 1 4 4 2/5
8 5 32 Mount
180 MORTISAN BONESHAPER Unarmed 4 4 20 Leader, Trapper 1 3 3 1/4
Blast 3-7 2 3 3/6
190 MORTISAN SOULREAPER Scythe 4 4 20 Leader, Terrifying 2 3 4 2/4
Blast 3-7 2 3 3/6
190 MORTISAN SOULMASON Club 4 4 25 Leader, Mystic, Mount 2 3 3 2/4
Blast 3-7 2 3 3/6
210 KAVALOS DEATHRIDER Sword 8 5 30 Leader, Mount, Warrior 1 4 4 2/4
HEKATOS
145 MORTEK GUARD HEKATOS Scythe 3 5 20 Leader, Bulwark 1 4 4 2/4

Pts Fighters Weapons Abilities


70 MORTEK GUARD Sword & Shield 3 5 10 Bulwark 1 3 3 1/3
70 MORTEK GUARD Spear & Shield Bulwark 2 2 3 1/4
3 5 10
90 MORTEK GUARD Great Sword 3 4 10 - 1 3 4 2/5
200 NECROPOLIS STALKER Spirit Blades 5 4 30 Destroyer 1 5 4 2/5
205 NECROPOLIS STALKER Dread Falchions 5 4 30 Destroyer 1 3 5 3/6
145 KAVALOS DEATHRIDER Sword & Shield 8 5 20 Warrior, Mount 1 3 3 2/4
145 KAVALOS DEATHRIDER Spear & Shield Warrior, Mount 2 2 3 2/5
8 5 20
190 IMMORTIS GUARD Axe 4 5 30 Bulwark 1 2 5 3/5
245 MORGHAST ARCHAI Axe 8 5 35 Fly 1 2 5 3/5
240 MORGHAST ARCHAI Sword 8 5 35 Fly 1 4 4 2/4
240 MORGHAST HARBINGER Axe 8 4 35 Fly, Berserker 1 2 5 3/5
235 MORGHAST HARBINGER Sword Fly, Berserker 1 4 4 2/4
8 4 35

139
Leaders abilities
ENDLESS DUTY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Champion this activation.
-This fighter makes a bonus move action or a bonus attack action.
SOUL GUIDE
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Mystic characteristic of 3" or less made by visible friendly fighters within 3" of this fighter.
UNSTOPPABLE ADVANCE
 -Until the end of the battle round, add half the value of this ability (rounding up) to the move characteristic of
friendly fighters that are in the same battle group as this fighter.
THE BONESHAPER’S ART
 -Remove up to 1 damage point allocated to each friendly fighter within 6” of this fighter.
Trapper
SOUL REAPER SCYTHE
 -Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of
Terrifying this fighter.

Fighters abilities
NADRITE WEAPON
 -Add 1 to the damage points for each hit and critical hit from attack actions made by this fighter this activation
that have a range characteristic of 3” or less.
FORM SHIELD WALL
 -Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
Bulwark -In addition, until the end of the battle round, add 1 the Toughness characteristic of friendly fighters with the
Bulwark runemark while they are within 3" of this fighter.
HUNT AND KILL
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
Destroyer -This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.
DEATHRIDER CHARGE
 -Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
Warrior fighter, pick a visible enemy fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.
UNBRIDLED FEROCITY
 -This fighter makes a bonus move action.
Berserker
BLADE-STRIKE ASPECT
 -Add the value of this ability to the Attacks characteristic of attack actions made by this fighter this activation.
Destroyer

140
Pts Fighters Weapons Abilities
230 MIR KAINAN Scythe 4 5 26 Leader 2 3 5 2/5
Blast 3-7 2 3 3/6
145 BINAR KHENTA Spear 3 5 22 Bulwark 2 3 4 2/4
75 SENHA Sword & Shield 3 5 12 Bulwark 1 3 3 1/3
80 KARU Club & Shield 3 5 12 Bulwark 1 2 4 1/4
90 HAKOR Great Sword 3 4 12 Bulwark 1 3 4 2/5
80 NOHEM Fists 3 4 12 - 1 2 3 1/2
Bow 3-15 2 3 1/3

Special abilities
EXECUTIONER’S STRIKE
 - This fighter makes a bonus attack action, in addition, add 1 to the Attacks and Strength characteristics of that
Leader attack action.

141
Pts Leaders Weapons Abilities
225 VAMPIRE LORD Mace & Shield Leader, Terrifying, Fly 1 4 4 2/6
5 5 25
210 KASTELLAN Mace 8 5 25 Leader, Terrifying, 1 4 4 2/5
Mount
150 NECROMANCER Club 4 3 20 Leader, Mystic 2 3 3 1/4
Blast 3-7 2 3 3/6
170 WIGHT KING Sword 3 5 25 Leader, Berserker 1 4 4 2/5
225 WIGHT KING Spear & Shield 8 5 30 Leader, Berserker, 2 3 5 2/5
On Skeletal Steed Mount
245 VARGOYLE Claws 8 4 35 Leader, Ferocious, Fly 1 4 4 2/5

Pts Fighters Weapons Abilities


125 SENESCHAL Sword 3 4 15 Champion, Minion 1 4 5 2/4
70 GRAVE GUARD Great Sword 3 3 10 Minion 1 3 5 2/4
70 GRAVE GUARD Sword & Shield 3 4 10 Minion 1 3 4 1/4
70 SKELETON CHAMPION Mace & Shield 3 4 12 Champion, Minion 1 3 3 1/4
50 SKELETON WARRIOR Sword & Shield Minion 1 3 3 1/3
3 4 8
50 SKELETON WARRIOR Spear & Shield 3 4 8 Minion 2 2 3 1/4
50 DEADWALKER ZOMBIE Unarmed 3 4 10 Minion 1 2 3 1/4
110 BLACK KNIGHT Spear & Shield 8 4 18 Mount 2 3 3 1/4
140 HELL KNIGHT Sword & Shield 8 4 22 Champion, Mount 1 3 3 2/4
175 BLOOD KNIGHT Spear & Shield Terrifying, Mount 2 2 5 2/4
8 5 22
170 BLOOD KNIGHT Sword & Shield 8 5 22 Terrifying, Mount 1 3 4 2/4
195 VARGHEIST Claws 8 4 30 Ferocious, Fly 1 4 4 1/4
120 VYRKOS BLOOD-BORN Sword 8 3 15 Agile 1 4 4 1/5
220 VARGSKYR Claws 6 4 35 Agile 1 2 5 3/6
170 KOSARGI NIGHTGUARD Axe - 2 2 5 2/5
4 4 30

142
Leaders abilities
BEHEADING STRIKE
 -Add half the value of this ability (rounding up) to the number of damage points allocated by critical hits from
Berserker the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
NECROTIC SYPHON
 -Pick a visible friendly fighter with the Minion runemark within 6" of this fighter.
Mystic -Allocate a number of damage points equal to the value of this ability to that fighter.
-Then, remove a number of damage points allocated to this fighter up to double the value of this ability.
SUMMON UNDEAD MINIONS
 -Pick a friendly fighter with the Minion runemark that has been taken down.
-Set up that fighter once more on the battlefield wholly within 3" of this fighter.
-That fighter no longer counts as being taken down and has no damage points.
CALL THE CRIMSON FEAST
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range
Terrifying characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
VANHEL'S DANSE MACABRE
 -Pick a number of visible friendly fighters with the Minion runemark equal to the value of this ability within 6"
Mystic of this fighter.
-Each fighter picked can make a bonus move action or a bonus attack action (some can make bonus move
actions and others bonus attack actions).

Fighters abilities
SHAMBLING HORDE
 -A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark.
Minion -This fighter can make a bonus move action a number of inches equal to half the value of this ability (rounding
up).
 VAMPIRIC AGILITY
-Until the end of this fighter’s activation, do not count the vertical distance moved when this fighter is climbing.
Agile
BLOOD-MADDENED FEEDING FRENZY
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Ferocious this activation.
-This fighter makes a bonus move action or a bonus attack action.
THIRST FOR BLOOD
 -A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them
Terrifying this activation.
-Remove a number of damage points from this fighter equal to the value of this ability.
DEATHLY CHARGE
 -Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy
Mount fighter, pick an enemy fighter within 1" of this fighter.
-Allocate a number of damage points equal to the value of this ability to that fighter.
CHOSEN CHAMPION
 -A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark.
Champion -This fighter can make a bonus attack action.
-In addition, add half the value of this ability (rounding up) to the Attacks characteristic of that attack action.

143
Pts Fighters Weapons Abilities
205 PRINCE DUVALLE Sword 5 4 26 Leader, Terrifying 1 4 4 2/6
150 GORATH THE ENFORCER Great Mace 5 4 18 Terrifying 2 2 4 3/6
120 VELALS VON FAINE Sword 5 4 16 Terrifying 1 4 3 1/5
115 ENNIAS CURSE-BORN Mace 6 3 16 Terrifying, Fly 1 4 3 1/4

The Crimson Court abilities


THE THRILL OF THE HUNT
 -If the next attack action made by this fighter this activation targets an enemy fighter with any damage points
allocated to them, add 1 to the Attacks and Strength characteristics of that attack action.
FIENDISH LURE
 -Until the end of the battle round, add 1 to the damage points allocated by each critical hit from attack actions
Leader made by friendly fighters that target an enemy fighter within 6" of this fighter.

144
Pts Fighters Weapons Abilities
120 THE SEPULCHRAL Sword & Shield Leader 2 3 3 2/5
3 4 18
WARDEN
105 THE PRINCE OF DUST Mace & Shield Champion 1 4 3 2/4
3 4 14
75 THE CHAMPION Great Sword 3 3 14 Champion 1 4 3 1/5
50 THE HARVESTER Scythe 3 3 10 - 2 3 3 1/4
60 PETITIONER* Sword & Shield 3 4 10 - 1 3 3 1/3
40 PETITIONER Sword 3 3 10 - 1 3 3 1/3

The Sepulchral Guard ability


FRIGHTENING CHARGE
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
-This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they
were at the start of that move action.

SPECIAL RULE | PETITIONER* (Sword & Shield)


You can include this fighter up to 2 times in your warband or warband roster, instead of only once.

145
Pts Fighters Weapons Abilities
210 DEINTALOS Mace 4 4 25 Leader, Mystic 2 4 4 2/4
THE EXILE Blast 3-7 2 6 3/6
70 PRENTICE MARCOV Dagger 4 3 15 Sentience 1 3 3 1/3
45 REGULUS Halberd & Shield 3 4 10 Bulwark, Minion 2 2 3 1/4
60 IONE Dagger 4 3 10 Frenzied, Minion 1 3 3 1/4
70 COYL Unarmed 4 3 10 Frenzied, Minion 1 3 4 1/4
60 BAULT Unarmed 4 3 10 Frenzied, Minion 1 3 3 1/4
60 VLASH Club 4 3 10 Frenzied, Minion 1 3 3 1/4

The Exiled Dead abilities


CRACKLING ARCS
 -Roll a number of dice equal to the value of this ability.
Frenzied -For each roll of 5+, pick a visible enemy fighter within 3" of this fighter.
-Allocate 1 damage point to that fighter for each friendly fighter with this ability’s runemark within 3" of that
fighter.
DREAD PUPPETRY
 -Pick a friendly fighter with both the Exiled Dead and Bulwark runemarks and that has not activated yet this
Sentience battle round.
-You can activate that fighter immediately after this fighter’s activation ends.
DYNAMIC ENHANCER
 -Until the end of the battle round, add 1 to the Attacks characteristic of attack actions with a Range
Leader characteristic of 3 or less made by visible friendly fighters with both the Exiled Dead and Frenzied runemarks
while they are within 9" of this fighter.

146
Pts Fighters Weapons Abilities
85 BAT SWARM Fangs 10 2 6 Thrall, Agile, Fly 1 5 2 1/3
70 DIRE WOLF Claws 8 3 10 Thrall, Scout 1 3 3 1/3
110 FELL BAT Fangs 10 3 12 Thrall, Terrifying, Fly 1 3 3 2/4

Death Thralls Fighters abilities


BLOOD SUCKERS
 -Pick a visible enemy fighter within 1" of this fighter.
Agile -Allocate D6 damage to that fighter.
-Then, you can remove a number of damage points from this fighter equal to the roll.
SLAVERING CHARGE
 -A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
Scout -This fighter makes a bonus move action and must finish closer to the closest visible enemy they were at the
start of that move action.
SCENT OF GORE
 -A fighter can use this ability only if there is a visible enemy fighter within 1" of them that has 5 or more
Terrifying damage points allocated to them.
-This fighter makes a bonus attack action.

147
Pts Fighter Weapons Abilities
375 TERRORGHEIST Fangs * 4 50 Gargantuan, Terrifying, 2 4 5 */*
Fly

DAMAGE TABLE
Damage points allocated Move Damage
0-10 12 4/8
11-20 10 3/6
21-30 8 3/6
31-40 6 2/4
41-49 4 1/2

Terrorgheist Abilities
SWOOPING DIVE
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Terrifying action they make this activation.
DEATH SCREAM
 -Roll 1 dice for each visible enemy fighter within 8" of this fighter.
Terrifying -On a 5, allocate 1 damage point to the fighter being rolled for.
-On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
INFESTED WITH BATS
 -A fighter can only use this ability if 10 or more damage points have been allocated to them.
Terrifying -Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of
this ability.

148
Pts Fighter Weapons Abilities
390 ZOMBIE DRAGON Fangs * 4 50 Gargantuan, Brute, Fly 2 5 5 */*

DAMAGE TABLE
Damage points allocated Move Damage
0-10 12 4/8
11-20 10 3/6
21-30 8 3/6
31-40 6 2/4
41-49 4 1/2

Zombie Dragon Abilities


SWOOPING DIVE
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Brute action they make this activation.
SWORD-LIKE CLAWS
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
Brute this fighter this activation that has a Range characteristic of 3 or less.
PESTILENT BREATH
 -Pick a visible enemy fighter within 8" of this fighter and roll a dice for that fighter and each other fighter
Brute within 3" of that fighter.
-On a 2-5 allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
-On a 6, allocate a number of damage points to the fighter being rolled for equal to double the value of this
ability.

149
WILD CREATURES WILD CREATURES KLORGG THE MEGA-
ROAMING BEASTS CHAOTIC BEASTS
Wild Cave Creatures | Restless Undead
GARGANT

VARANGUARD’S GOTREK JAKKOB


RETINUE BUGMANSSON

LORD VERITANT ANCIENT GUARDIAN KHARADRON FRIGATE


KEISER VEN BRECHT

THALOS THE CRUEL SCOURGERUNNER LORD OF CHANGE


CRIMELORD OF THE COIL CHARIOT

GOTHIZZAR HARVESTER ARKHAN THE BLACK RESTLESS UNDEAD


OF ULFENKARN

THE LIGHT AURIC FLAMEKEEPER AKHELIAN THRALLMASTER


OF ELTHARION

150
HIGH GLADIATRIX SCRIPTOR MORTIS CRAVEN HUNTMASTER

CRAVENTHRONE GUARD

151
Pts Fighters Weapons Abilities
135 WILD CAVE SQUIG Fangs 4 4 15 Beast 1 4 5 2/4
195 WILD FELLWATER Club 4 4 25 Brute, Destroyer 1 3 5 3/6
TROGGOTH
190 WILD ROCKGUT TROGGOTH Club 4 4 30 Brute 1 3 5 2/4

Wild Cave Creatures Abilities


NOXIOUS VOMIT
 -Roll a number of dice equal to the value of this ability.
Destroyer -For each 4+, pick 1 visible enemy fighter within 6" of this fighter.
-Allocate D3 damage points to that fighter.
TROGGOTH REGROWTH
 -Remove a number of damage points from this fighter equal to the value of this ability.
Brute
SQUIG RAMPAGE
 -A fighter can use this ability only if they have 10 or more damage points allocated to them.
Beast -This fighter can make a bonus move action.
-Then, they can make a bonus attack action.

Pts Fighters Weapons Abilities


175 RESTLESS WIGHT KING Sword & Shield 3 5 25 Champion 1 4 4 2/5
210 RESTLESS TOMB BANSHEE Dagger 6 5 25 Champion, Fly 1 3 3 1/4
Blast 3-7 2 3 3/6
220 RESTLESS CAIRN WRAITH Scythe 6 5 25 Champion, Fly 2 4 4 2/5
85 RESTLESS GRAVEGUARD Sword & Shield 3 4 10 - 1 3 4 2/4
55 RESTLESS SKELETON Sword & Shield 3 4 8 - 1 3 3 1/3
75 RESTLESS CHAINRASP Sword 5 4 8 Fly 1 3 3 1/2
210 RESTLESS SPIRIT HOST Dagger 5 5 30 Fly 1 6 3 1/4

Restless Undead Abilities


PREY ON THE LIVING
 -A fighter can use this ability only if there is a visible friendly fighter within 3" of them.
-Add 1 to the Attacks characteristic of attack actions made by this fighter until the end of their activation.
SUMMON MINIONS
 -Set up D3 fighters with the Restless Undead runemark but not the Champion runemark within 3" of this
Champion fighter.

152
Pts Fighters Weapons Abilities
70 FURY Claws 8 3 8 Sentience, Fly 1 3 3 1/2
105 RAPTORYX Claws 5 4 12 Berserker 1 2 4 2/5
70 CHAOS WARHOUND Fangs 8 3 10 Scout, Beast 1 3 3 1/3
185 RAZORGOR Fangs 8 4 25 Ferocious, Beast 1 4 4 2/5
175 CHAOS SPAWN Fangs 5 4 30 Agile 1 4 4 2/4

Chaos Beasts Abilities


OUTRUNNER OF CHAOS
 -Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move
Scout action they make this activation.
COWER
 -Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit
Sentience instead.
CRAZED FLOCK
 -Until the end of this fighter's activation, for each other friendly fighter within 3" of this fighter that has the
Berserker same runemarks as this fighter, add 1 to the Attacks and Strength characteristics of attack actions made by this
fighter that have a Range characteristic of 3 or less.
WRITHING TENTACLES
 -Add the value of this ability to the Attacks characteristic of the next attack action made by this fighter this
Agile activation that has a Range characteristic of 3 or less.
UNCONTROLLABLE STAMPEDE
 -Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy
Ferocious fighter, pick an enemy fighter within 1" of this fighter.
-Allocate a number of damage points to that fighter equal to the value of this ability.

153
➔ Complete rules on how to use a Klorgg the Mega-Gargant as a Wild Fighter in Tome of Champions 2020 (pages 76-77,80).

Pts Fighter Weapons Abilities


- MEGA GARGANT Club 6 4 150 Gargantuan 3 1 10 10/
20

Mega-Gargant Wild Fighter Abilities


1 BERSERK
-Add 1 to the Attacks characteristic of attack actions made by this fighter until the end of their activation.
2 CHARGE
-This fighter makes a bonus move action.
-At the end of that move action, if there are any enemy fighters within 1" of this fighter, the players pick 1 of those enemy
fighters.
-Allocate D3 damage points to that fighter.
3 DEADLY STRIKE
-A fighter can use this ability only if there are any visible enemy fighters within 1" of this fighter.
-The players pick 1 of those enemy fighters.
-Allocate D6 damage points to that fighter.
4 FURY
-Add 1 to the Strength characteristic of attack actions made by this fighter until the end of their activation.
5 INDOMITABLE
-Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
6 RECUPERATE
-Remove 5 damage points allocated to this fighter.
-If this fighter has the Gargantuan runemark remove 10 damage points instead.

154
➔ Complete rules on how to use Varanguard’s Retinue in Monsters and Mercenaries (pages 42-43).

Pts Fighters Weapons Abilities


385 VARANGUARD Sword 8 6 40 Leader, Mount 1 6 6 5/1
0
250 EXALTED CHAMPION Great Axe 4 5 28 Warrior, Champion 1 5 5 3/6
220 ASPIRING CHAMPION Sword 4 5 25 Champion 1 5 4 2/6
180 CHAOS CHOSEN Soul Splitter 4 5 18 Warrior 1 4 5 2/6
170 CHAOS WARRIOR Sword & Shield 4 6 15 Bulwark 1 3 4 2/5
145 CHAOS WARRIOR Two Hand 4 5 15 - 1 4 4 2/5
Weapons

Varanguard’s Retinue Abilities


IMBUED WITH DARK POWER
 -Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of the next
attack action made by this fighter that has a Range characteristic of 3 or less.
HELL-SHOD HOOVES
 -Pick a visible enemy fighter within 1" of this fighter.
Leader -Allocate a number of damage points to that fighter equal to the value of this ability.
SHIELD RAM
 -After this fighter's next move action this activation, pick a visible enemy fighter within 1" of this fighter and
Bulwark roll a dice.
-On a 4-5, allocate 1 damage point to that fighter.
-On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
LEAD THE SLAUGHTER
 -A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
Warrior this activation.
-Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by visible friendly
fighters while they are within 6" of this fighter.
CHAMPION OF DARKNESS
 -Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks characteristic
Champion of attack actions made by this fighter that have a Range characteristic of 3 or less.
WRATH OF THE DARK GODS
-A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them
this activation.
 Leader
-This fighter makes a bonus move action.
-Then, they Can make a bonus attack action.

155
➔ Complete rules on how to use Gotrek in White Dwarf, Dec. 2019, issue 449.

Pts Fighter Weapons Abilities


- GOTREK Axe 3 5 35 - 1 6 6 3/6

Gotrek Abilities
UNSTOPPABLE BATTLE FURY
 -This fighter makes a bonus move action.

MONSTER SLAYER
 -A fighter can use this ability only if they have taken down a fighter with the Gargantuan runemark this
activation.
-This fighter makes a bonus move action and
-Then they can make a bonus attack action.
AVATAR OF GRIMNIR
 -This fighter makes a bonus attack action.
-Add double the value of this ability to the damage points allocated by each hit and critical hit scored from
that attack action.

ARTEFACT OF POWER | Shoulder Plate of Edassa


-Halve the damage points (rounding up) allocated by attack actions that target this fighter.

156
➔ Complete rules on how to use Jakkob Bugmansson in White Dwarf, Nov. 2020, issue 458.

Pts Fighter Weapons Abilities


- JAKKOB BUGMANSSON Axe 3 5 35 - 1 4 4 2/4

Jakkob Bugmansson Abilities


SHOT OF DUARDIN COURAGE
 -Pick a visible friendly fighter within 3" of Jakkob Bugmansson.
-Until the end of the battle round, count each critical hit scored from attack actions that target that fighter as
a hit instead.
THE MEDICINAL COMPOUND
 -Jakkob Bugmansson can use this ability only if he is more than 1" away from all enemy fighters.
-Pick a visible friendly fighter within 3" of Jakkob Bugmansson.
-Remove a number of damage points allocated to that fighter equal to double the value of this ability.
‘GET YOUR GRUBBY HANDS OFF!’
 -Jakkob Bugmansson can use this ability only if he is within 3" of an objective.
-Jakkob Bugmansson makes a bonus attack action.
-If an enemy fighter is taken down by that bonus attack action, he can make 1 additional bonus attack action.

ARTEFACT OF POWER | Ol’ Trustworthy


-When Jakkob Bugmansson makes an attack action, before making the hit roll,
you can choose to either awaken the ‘rune of cleaving’ or the ‘rune of fury’.
-If you choose to awaken the rune of cleaving, add 5 to the Strength characteristic of that attack action.
-If you choose to awaken the rune of fury, add 3 to the Attacks characteristic of that attack action.
-The rune of cleaving and the rune of fury can each be awakened once per battle.

157
➔ Complete rules on how to use Lord Veritant Keiser Ven Brecht in The Purge of Anvilgard free narrative campaign.

Pts Fighter Weapons Abilities


- KEISER VEN BRECHT Sword 4 5 32 - 1 3 4 2/5

Keiser Ven Brecht Ability


SCOUR FOR CORRUPTION
-Pick 1 enemy fighter within 1" of this fighter and roll a dice.
 -To the score of that roll, add the value of this ability and add the number of damage points allocated to that
enemy fighter.
-If the total exceeds the Wounds characteristic of that enemy fighter, Ven Brecht immediately uncovers 1
extra clue.
-The same enemy fighter cannot be targeted by this ability more than once per battle.
LANTERN OF ABJURATION
 -Until the end of the battle round, subtract 1 from the value of abilities (to a minimum of 1) used by enemy
fighters while they are within 9" of this fighter.

158
➔ Complete rules on how to use an Ancient Guardian in the Grand Alliance book Sentinels of Order (challenge battle page 108).

Pts Fighter Weapons Abilities


- ANCIENT GUARDIAN Claws * 5 50 - 1 4 5 */*
Blast 3-7 2 3 3/6

DAMAGE TABLE
Damage points allocated Move Damage
0-16 4 4/8
17-32 3 3/6
33+ 2 2/4

➔ Complete rules on how to use a Kharadron Frigate in the Grand Alliance book Sentinels of Order (challenge battle page 107).

Pts Fighter Weapons Abilities


- KHARADRON FRIGATE Canons 8 6 60 - 6-20 2 6 5-
10

159
➔ Complete rules on how to use Black Ark Fleetmaster Thalos the Cruel Crimelord of the Coil
in The Purge of Anvilgard free narrative campaign.

Pts Fighter Weapons Abilities


240 THALOS THE CRUEL Sword 5 3 25 Leader 1 4 4 2/5

Thalos the Cruel Ability


MURDEROUS SWASHBUCKLER
 -Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by
this fighter.

➔ Complete rules on how to use a Scourgerunner Chariot in The Purge of Anvilgard free narrative campaign.

Pts Fighter Weapons Abilities


240 SCOURGERUNNER Whip 10 3 35 - 3 3 3 1/3
CHARIOT Bow 3-15 2 5 2/5

Scourgerunner Chariot Ability


PLOUGH THROUGH
 -Until the end of this fighter’s activation, the next time this fighter makes a move action, it can move through
fighters, but it cannot end its move on any fighters.
-At the end of that move action, allocate 2D6 damage points to each fighter it moved through.

160
➔ Complete rules on how to use a Lord of Change as a Wild Fighter in Tome of Champions 2020 (pages 76-77,81).

Pts Fighter Weapons Abilities


- LORD OF CHANGE Blast 6 4 120 Gargantuan 9 3 9 6/9

Lord of Change Wild Fighter Abilities


1 BERSERK
-Add 1 to the Attacks characteristic of attack actions made by this fighter until the end of their activation.
2 CHARGE
-This fighter makes a bonus move action.
-At the end of that move action, if there are any enemy fighters within 1" of this fighter, the players pick 1 of those enemy
fighters.
-Allocate D3 damage points to that fighter.
3 DEADLY STRIKE
-A fighter can use this ability only if there are any visible enemy fighters within 1" of this fighter.
-The players pick 1 of those enemy fighters.
-Allocate D6 damage points to that fighter.
4 FURY
-Add 1 to the Strength characteristic of attack actions made by this fighter until the end of their activation.
5 INDOMITABLE
-Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
6 RECUPERATE
-Remove 5 damage points allocated to this fighter.
-If this fighter has the Gargantuan runemark remove 10 damage points instead.

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➔ Complete rules on how to use a Gothizzar Harvester in the Grand Alliance book Bringers of Death (challenge battle page 61).

Pts Fighter Weapons Abilities


- GOTHIZZAR HARVESTER Unarmed 5 4 42 - 1 2 5 4/8
Blast 6 1 4 2/4

➔ Complete rules on how to use Arkhan the Black in The Forlorn Hope free narrative campaign.

Pts Fighter Weapons Abilities


- ARKHAN THE BLACK Fangs 8 4 50 Leader, Fly, 2 4 5 3/6
Gargantuan

Arkhan the Black Ability


CURSE OF YEARS
 -Pick a visible enemy fighter within 9" of this fighter and roll a number of dice equal to double the value of
this ability.
-For each roll that equals or exceeds the Toughness characteristic of that fighter, allocate 3 damage points to
that fighter.
-The Light of Eltharion cannot be targeted by this ability.

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➔ Complete rules on how to use these Restless Undead the A Fool’s trove in Ufenlkarn free narrative campaign.

Threat
value
Fighters Weapons Abilities
2 SKELETON WARRIOR Sword & Shield 3 4 8 Minion 1 3 3 1/3
2 SKELETON WARRIOR Spear & Shield 3 4 8 Minion 2 2 3 1/4
2 DEADWALKER ZOMBIE Unarmed 3 4 10 Minion 1 2 3 1/4
4 KOSARGI NIGHTGUARD Axe 4 4 30 - 2 2 5 2/5
1 CORPSE RATS Fangs 6 1 8 Beast 1 6 2 1/2
1 BAT SWARM Fangs 8 1 6 Beast, Fly 1 3 3 1/4
NIGHTFALL
The twist used in each battle of the campaign is Nightfall, which works as follows. At the start of the battle a player rolls a D3. This
determines how many battle rounds of daylight remain. Once all the battle rounds with daylight have been played, nightfall lasts for the
remainder of the battle (for example, if a 2 was rolled there would be 2 battle rounds of daylight and nightfall would begin at the start of
the third battle round). Once nightfall begins, the Dead of Night and Restless Undead rules take effect:

DEAD OF NIGHT
No ability or attack action can be used to target an enemy fighter more than 3" away.

RESTLESS UNDEAD
At the start of each combat phase, before any fighters have been activated, the player with the initiative rolls a dice. This determines the
amount of restless undead that can be set up on the battlefield this turn. On this page are 6 fighter cards with the Restless Undead
faction runemark. These fighters do not have points values – instead, each has a threat value between 1 and 4. The player with the
initiative picks a number of Restless Undead fighters with a combined threat value equal to or less than the roll. These fighters are then
set up on the battlefield as a single group, each within 1" of at least 1 other fighter from the group and more than 5" from any fighters
not from the group.
These fighters are subject to the Territorial Predators and Bestial Intellects rules from the Core Book in the same way as a chaotic beast.
The only ability these fighters can use is the ‘The Dead Rise’ ability, shown below.

Restless Undead Ability


THE DEAD RISE
 -Pick a visible enemy fighter within 1" of this fighter that does not have Leader runemark.
-This fighter makes a bonus attack action against that fighter.
-If that fighter is taken down by that attack action, that fighter is immediately slain and removed from the
warband.
-If this happens, 1 new Deadwalker Zombie with the Restless Undead faction runemark is set up within 1" of
this fighter.

163
➔ Complete rules on how to use The Light of Eltharion in The Forlorn Hope free narrative campaign.

Pts Fighter Weapons Abilities


- THE LIGHT Sword 5 5 32 Leader 1 5 5 3/6
OF ELTHARION

The Light of Eltharion Ability


SEARING DARTS OF LIGHT
 -Pick a visible enemy fighter within 9" of this fighter and roll a number of dice equal to half the value of this
ability (rounding up).
-For each 4+, allocate 3 damage points to that fighter.

➔ Complete rules on how to use Auric Flamekeeper in White Dwarf, Mar. 202, issue 474.

Pts Fighter Weapons Abilities


120 AURIC FLAMEKEEPER Axe 3 4 20 Leader, Terrifying 1 3 4 1/4

Auric Flamekeeper Leader Ability


MASTERFLAME RUNE
 -A fighter can only use this ability in a battle round in which a friendly fighter has been taken down.
Terrifying -Until the end of the battle round, add 1 to the damage points allocated to enemy fighters by each hit and
critical hit from attack actions that have a Range characteristic of 3 or less made by friendly fighters while
they are within 6" of this fighter.

164
➔ Complete rules on how to use Auric Flamekeeper in White Dwarf, Mar. 2022, issue 474.

Pts Fighter Weapons Abilities


160 AURIC FLAMEKEEPER Spear 5 3 18 Leader, Sentience 2 4 4 2/5

Akhelian Thrallmaster Leader Ability


 WAY OF THE DEPTHS
-Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range
Sentience characteristic of 3 or less made by this fighter and by visible friendly fighters that have the Idoneth Deepkin
runemark and either the Agile or Minion runemarks while they within 6" of this fighter.

➔ Complete rules on how to use High Gladiatrix in White Dwarf, May 2022, issue 476.

Pts Fighter Weapons Abilities


195 HIGH GLADIATRIX Whip 5 3 20 Leader, Trapper 2 5 4 2/5

High Gladiatrix Leader Ability


KILLING STROKE
 -Pick a visible enemy fighter within 1" of this fighter and roll a dice.
Trapper -On a 3-4, allocate 1 point of damage to that fighter.
-On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.

165
➔ Complete rules on how to use Scriptor Mortis, Craven Huntmaster and Craventhrone Guard in White Dwarf, May 2022, issue 476.

Pts Leader Weapons Abilities


155 SCRIPTOR MORTIS Unarmed 6 4 22 Leader, Sentience, Fly 1 3 4 1/4

Scriptor Mortis Leader Ability


SENTENCED TO ETERNAL TORMENT
 -Pick a visible enemy fighter.
-Roll a dice for that fighter.
Sentience
-If the roll is equal to or less than the number of the current battle round, allocate 6 damage points to that
fighter.

Pts Leader Weapons Abilities


135 CRAVEN HUNTMASTER Axe 6 4 15 Leader, Fly 1 2 3 1/3
Crossbow 3-10 2 4 1/3

Pts Fighter Weapons Abilities


105 CRAVENTHRONE Dagger 6 4 10 Fly 1 2 3 1/3
GUARD Crossbow 3-10 2 4 1/3

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