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WAB FORUM ARMIES

BOOK VII: FANTASY


CONTENT

PAGE

Old World
VII/1
Dark Elves
VII/2
Wood Elves
VII/3
High Elves
VII/4
The Empire
VII/5
Bretonia
VII/6
Chaos
VII/7
Skaven
VII/8
Orcs & Goblins
VII/9
Dwarfs
VII/10
Slann
VII/11
Undead
VII/12
Chaos Ally Contingent
VII/13
Dwarf Ally Contingent
VII/14
Dark Elf Ally Contingent
VII/15
High Elf Ally Contingent
VII/16
Wood Elf Ally Contingent
VII/17
Fimir Ally Contingent
VII/18
Old Worlder Ally Contingent
VII/19
Orc & Goblin Ally Contingent
VII/20
Pygmy Ally Contingent
VII/21
Skaven Ally Contingent
VII/22
Undead Ally Contingent
VII/23
Halfling Ally Contingent
VII/24
Zoat Ally Contingent
VII/25
Dwarf Mercenaries
VII/26
Giant Mercenaries
VII/27
Ogre Mercenaries
VII/28
Half Orc Mercenaries
VII/29
Hobgoblin Mercenaries
VII/30
Nippon Mercenaries
VII/31
Orc Mercenaries
VII/32
Norse Mercenaries
VII/33
Old Worlder Mercenaries

3
4
6
7
8
9
10
11
13
14
16
17
18
18
19
19
20
20
21
21
22
22
23
23
24
24
25
25
26
26
27
27
28

Middle Earth (mid 3rd age)


VII/34
Angmar
VII/35
Arnor - Arthedain
VII/36
Arnor - Breeland
VII/37
Arnor - The Shire
VII/38
Arnor - Cardolan
VII/39
Arnor - Cantons of Feotar
VII/40
Arnor - Arnor - Saralainn
VII/41
Arnor - Realm of the Warlord
VII/42
Dol Guldur
VII/43
Druedain
VII/44
Dunland
VII/45
Fangorn
VII/46
Gondor Anfalas & Tharagrond
VII/47
Gondor Belfalas
VII/48
Gondor Calenardhon
VII/49
Gondor Harondor & Harithilien
VII/50
Gondor Ithilien
VII/51
Gondor Lebennin
VII/52
Gundabad
VII/53
Ironhills
VII/54
Lindon
VII/55
Lorien
VII/56
Lossoth
VII/57
Mirkwood Woodland Realm
VII/58
Mirkwood - Woodmen
VII/59
Mordor (late 3rd age)
VII/60
Moria (Khazad-dum)
VII/61
Nan-i-Naugrim
VII/62
Northmen
VII/63
Rhovanion
VII/64
Rhudaur
VII/65
Rivendell
VII/66
Rohan (late 3rd age)
VII/67
Thal&Esgaroth
VII/68
Umbar

29
30
31
31
32
32
33
33
34
35
35
36
37
38
39
40
41
41
42
42
43
43
44
44
45
45
46
46
47
47
48
48
49
49
50

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BOOK VII: FANTASY
MAGIC

SPECIAL RULES

Each army only can have one wizard, which can be of magic level 1-4.
There is a list of spells that can be cast from any wizard, regardless of list
they come from. While spells 1-5 are equal for all wizards, but the level 6
summoned creature differs and can be found seperately within each list.
No spell can be cast twice per round. Each spell is successfully cast with
4-6 on a D6, cannot be dispelled and its effect is immedately in the
magic phase.

BREATH ATTACK
Organ Gun fire-template, S3
FEARSOME
Cause fear in models with Ld7 or less. For the Fear-test the Ld of a
character can be used
FIELD GUN (75pts)
(See rulesbook page 130)
Each machine has a four man crew (humans in the example).

Crew
Cannon

WS

BS

Ld

Pts

4
-

3
-

3
-

3
-

3
7

3
3

3
-

1
-

7
-

75

Only the level 6 spell needs to be cast more carefully and take one full
round to be cast successfully. During that time the caster isnt allowed to
loose the concentration, which simply is the case as soon as a successful
hit took place in melee or by a missle at him/ his unit or he moves. Once
the sixth spell was cast successfully it cannot be cast again.
A wizard of magic level 1 can cast one power level 1-3 spell each round.
A wizard of magic level 2 can cast two power level 1-3 spells each round.
A wizard of magic level 3 can cast one power level 1-6 spell each round.
A wizard of magic level 4 can cast two power level 1-6 spells each round.

Equipment: Hand weapon.


The crew may have light armour (+6).
Range 48, S7, no save, D6 wounds per hit
Special Rules: Cannon

SPELLS

FLYING
Up to 20 flying movement.

1- a friendly unit within 12 of the caster get a +1 to hit bonus this round
or an enemy unit -1
2 - a friendly unit within 12 of the caster get a +1 to wound bonus this
round or an enemy unit -1
3 - a friendly unit within 12 of the caster get a +1 to its armour save this
round or an enemy unit -1
4 - a friendly unit within 12 of the caster is immune to fear and panic
until next magic phase of the caster
5 - a friendly unit within 12 of the caster get a free move at half of its
profile movement rate immedately or an enemy unit movement rate is
halfed next turn. The free move can be used to charge an enemy unit.
6 a creature may arrive within 12 of the wizard after the spell was cast
successfully or the effect occurs. Roll another D6: 1 = Caster cannot cast
spells for the remaining battle, 2= creature/effect dont arrive,
concentration is lost, 3= creature/effect dont arrive, concentration
remains, 4= creature/effect arrives and stay d6 turns, 5= creature/effect
arrives and stay D6+3 turns, 6= creature/effect arrives and stay for the
remaining battle

GRENADOES
- one use only
- for each grenadoe place the 3 template within 8 (90 arc of sight)
- roll artillery and scatter dice, S4 hits
- in case of misfire place the template with the center above the thrower
LIGHT BOLT THROWER (36pts)
(See rulesbook page 180)
Each machine has a two man crew (humans in the example.

Crew
Thrower

WS

BS

Ld

Pts

4
-

3
-

3
-

3
-

3
6

1
2

3
-

1
-

7
-

36

Equipment: Hand weapon.


The crew may have light armour (+4).
Range 36, S4/-1 per rank, no save, D3 wounds per hit
Special Rules: Bolt Thrower
POISON
Poisoned attacks wound automatically on a to-hit- roll of 6.
STUPIDITY
Ld-test, if failed half profile movement straight forward and no use of
missle weapons possible.
UNDEAD
- cause Fear
- instead of fleeing unit loose as many models as the result is negative

BASE SIZES
Human sized Infantry 20x20mm
Bigger than human but smaller than ogres Infantry 25x25mm
Ogre sized Infantry, Ghosts and Swarms 40x40mm
Large Targets 50x50mm
Cavalry 25x50mm
Light Chariots 40x80mm
Heavy Chariots 60x80mm

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BOOK VII: FANTASY
1. DARK ELVES (OLD WORLD)

INFANTRY

CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES & MERCENARIES: Up to 25%

0-2 SHADOWS
M
Scout
4

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

3
3

3
2

5
5

2
2

9
8

150
85

CROSSBOWMEN
M WS
Dark Elf
4
4

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken.. May ride a
horse (+8, M8).
May have a War Altar as Superior Battle Standard.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

S
3
4

T
4

BS
4
-

S
3
4

T
4

W
1
-

I
5
1

A
1
1

Ld
8
-

Pts
37
-

WS
4
3

BS
4
-

S
3
3

T
3
-

M
4

WITCH ELVES
M
Dark Elf
4

W
1
-

I
4
1

A
1
1

Ld
8
-

BS
4

WS
4

S
3

BS
4

A
1

Ld
8

Pts
13

T
3

W
1

I
3

A
1

Ld
8

Pts
13

S
3

T
3

W
1

I
3

A
1

Ld
8

Pts
11

W
1
-

I
4
1

A
1
1

Ld
8
-

WS

BS

Ld

Pts

10

WHELP MASTERS
M
WS
Dark Elf
4
4
Chaoshound
6
4
Warhound
6
3

Pts
35
-

BS
4
-

S
3
4
3

T
3
4
3

W
1
2
1

I
3
4
3

A
1
2
1

Ld
8
6
6

Equipment: Hand weapon


The animal handler may have shield (+1) and light armour (+2)
Handler may either lead 1-3 chaoshounds or warhounds.
Special Rules: Warband, Skirmishers

Pts
33
-

0-4 LIGHT BOLT THROWERS

Equipment: Hand weapon, light armour, shield, lance


May have crossbow (+6).
0-1 unit may have repeating crossbow (+8), horse barding (+8)
Special Rules: Ferocious Charge and may have a +1 rank bonus
DARK RIDERS
M
Dark Elf
8

I
3

Equipment: Hand weapon, light armour


May have additional hand weapon (+1) and poisoned attacks (+3)
0-1 unit may have crossbow (+3)
Special Rules: Frenzy

Equipment: Hand weapon, light armour, shield


May have crossbow (+6) and lance (+4).
0-1 unit may have repeating crossbows (+8).
Special Rules: Ferocious Charge and may have a +1 rank bonus,
Fearsome, Stupidity
DOOMSTEEDS
M
Elite
Warhorse
8

W
1

Equipment: Hand weapon, light armour, shield


May have thrusting spear (+2)
0-1 unit may have double-handed weapon (+2), halberd (+2)

Equipment: Hand weapon, light armour, shield


May have crossbow (+6) and lance (+4). May be Veterans (+2)
0-1 unit may have repeating crossbows (+8)
Special Rules: Ferocious Charge and may have a +1 rank bonus,
Fearsome, Stupidity
DOOMDRAKES
M WS
Elite
4
Cold One
8
3

T
3

WARRIORS

CAVALRY

BS
4
-

S
3

Equipment: Hand weapon, light armour, crossbow


May have shield (+1)
0-1 unit may have double-handed weapon (+2)
0-1 unit may have repeating crossbow instead of crossbow (+1)
Special Rules: Light Infantry

Dark Elf

0-1 HELLDRAKES
M WS
Elite
4
Cold One
8
3

BS
4

Equipment: Hand weapon


May have crossbow (+3), repeating crossbow (+4), shield (+1) and light
armour (+2)
Special Rules: Skirmishers

CHARACTERS

General
Sub-Gen.

WS
4

ALLIES & MERCENARIES


Allies: Chaos, Fimir, Skaven or Undead
Mercenaries: Nippon, Hobgoblins or Ogres

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
22
SUMMONING CREATURE

Equipment: Hand weapon, light armour, shield, horse


May have crossbow (+6) and lance (+4).
0-1 unit may have repeating crossbow (+8), horse barding (+8)

DRAGON
Dragon

M
8

WS
6

BS
-

S
6

T
6

W
6

I
6

A
6

Ld
8

Special Rules: Fly, Breath Attack, Cause Terror, Large Target

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-

Pts
13
23
4

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BOOK VII: FANTASY
LORDS BOWMEN
M WS
Elf
4
4

2. WOOD ELVES (OLD WORLD)


CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 25%
ALLIES & MERCENARIES: Up to 25%

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

3
3

3
2

5
5

2
2

9
8

150
85

Elf

S
3
3

T
3
-

W
1
-

I
4
1

A
1
1

Ld
8
-

WS
4

BS
4

S
3

T
3

Pts
31
-

W
1

I
4

A
1

Ld
8

WS
4

Ld

Pts

15

T
3

W
1

I
4

A
1

Ld
8

Pts
11

BS
4

S
3

WS

BS

Ld

Pts

11

GLADE RUNNERS
M WS
Elf
4
4

BS

Ld

Pts

16

T
3

W
1

I
4

A
1

Ld
8

Pts
9

Equipment: Hand weapon, longbow


May have shield (+1)
Special Rules: Skirmishers, Ambush
Pts
22

WARRIOR KINBANDS
M WS
Elf
4
4

Equipment: Hand weapon, thrusting spear, shield, horse


May have javelins (+1) and longbow (+4)
Special Rules: Light Cavalry
WAIN LORDS
M
Chariot
6

Equipment: Hand weapon


May have shield (+1), light armour (+2) double-handed weapon (+2),
additional hand weapon (+2), throwing spear (+2)
Choose one of the following dance in melee, not the same next turn:
1- Up to six attacks may be concentrate on one enemy model
2- All hits are armour piercing, -1 to armour save
3- Against opponents with less WS, automatic draw without fighting
4- normal attacks
Special Rules: Light Infantry

Equipment: Hand weapon, light armour, shield, lance


0-1 unit may have horse barding (+8)
Special Rules: Ferocious Charge and may have a +1 rank bonus
WOOD RIDERS
M
Elf
8

M
4

WARDANCERS
M
Elf
4

CAVALRY&CHARIOTS

BS
4
-

Equipment: Hand weapon, longbow


May have shield (+1)
0-1 unit may have light armour (+2) and double-handed weapon (+2)

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

WS
4
3

BOWMEN

ELVEN LORDS
M
Elf
Warhorse
8

Equipment: Hand weapon, longbow


May have shield (+1), light armour (+2)
Special Rules: Light Infantry

CHARACTERS

General
Sub-Gen.

BS

WS

BS

Ld

Pts

75

BS
4

S
3

Equipment: Hand weapon, shield


May have light armour (+2) and thrusting spear (+2)
0-1 unit may have additional hand weapon (+2), double-handed weapon
(+2)
BEAST MASTERS
M
WS
Elf
5
4
Bear
4
3
Warhound
6
3
Boar
7
3
Wildcat
8
4

Equipment: Four crewmen armed with hand weapon and light armour
and a driver
May have shield (+8), long bow (+8) and javelins (+4).
One crewman may be Falconer (+6)
Hawk: 24, S2, move&shoot
Special Rules: Heavy Chariots

BS

Ld

Pts

4
-

3
4
3
3
4

3
4
3
3
3

3
2
1
1
1

4
3
3
3
4

1
2
1
1
2

8
6
6
4
4

13
20
4
6
21

INFANTRY
Equipment: Hand weapon
The animal handler may have shield (+1) and light armour (+2)
Handler may either lead 2-6 boar, wildcats, warhounds or 1-3 bears.
Special Rules: Warband, Skirmishers, Bears cause Fear, Boars are
Stubborn

0-1 GUARDS
Elf

M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
15

Equipment: Hand weapon, light armour, longbow


May have shield (+1), double-handed weapon (+2) or thrusting spear (+2)
May be Veterans (+2)

FALCONERS
M
Elf
4
Hawk
-

WS
4
4

BS
4
4

S
3
2

T
3
-

W
1
-

I
4
-

A
1
1

Ld
8
-

Pts
11
-

Equipment: Hand weapon, hawk


May have shield (+1), light armour (+2), double-handed weapons (+2)
Hawk: 24, S2, move&shoot
Special Rules: Skirmishers
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BOOK VII: FANTASY
0-8 SHAPECHANGERS
M
WS
Elf
4
4
Bear
4
3
Giant Wolf
8
4
Boar
7
3

BS

Ld

Pts

4
-

3
4
3
3

3
4
3
3

3
2
1
1

4
3
3
3

1
3
2
2

8
6
3
3

28
-

Equipment: Hand weapon


May have thrusting spear (+2) and double-handed weapon (+2)
Shapechanger: Up to 3 shapechanger can be hidden within each woodelf
rank and file unit as normal trooper and change shape whenever they
want. They are not allowed to leave the unit.
Special Rules: Shapechanger

ALLIES & MERCENARIES


Allies: High Elves, Halflings, Zoats

SUMMONING CREATURE
TREEMEN
Treeman

M
6

WS
4

BS
-

S
6

T
6

W
6

I
4

A
4

Ld
9

Pts
-

Special Rules: Cause Terror, Large Target

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BOOK VII: FANTASY
0-1 GUARD

3. HIGH ELVES (OLD WORLD)

Elf

CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25%
ALLIES & MERCENARIES: Up to 25%

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

3
3

3
2

5
5

2
2

9
8

150
85

Elf

T
3
-

BS
4

S
3

T
3

Ld

Pts

11

W
1
-

W
1

M
4

WS
4

WARRIOR KINDREDS
M WS
Elf
4
4

I
5
1

A
1
1

Ld
8
-

Pts
31
-

I
4

A
1

BS
4

S
3

Pts
22

WS

BS

Ld

Pts

75

W
1

I
4

A
1

Ld
8

Pts
11

Ld

Pts

11

BS
4

Ld
8

Pts
11

S
3

0-1 SEA ELF WARDANCERS


M WS BS S
Elf
4
4
4
3

Ld
8

T
3

T
3

W
1

I
4

A
1

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1), double-handed
weapon (+2) and heavy armour (+2)

Ld

Pts

11

Equipment: Hand weapon


May have shield (+1), light armour (+2) double-handed weapon (+2),
additional hand weapon (+2), throwing spear (+2)
Choose one of the following dance in melee, not the same next turn:
1- Up to six attacks may be concentrate on one enemy model
2- All hits are armour piercing, -1 to armour save
3- Against opponents with less WS, automatic draw without fighting
4- normal attacks
Special Rules: Light Infantry

Equipment: Hand weapon, thrusting spear, shield, horse


May have javelins (+1), light armour (+2) and bow (+2)
Special Rules: Light Cavalry
WAIN LORDS
M
Chariot
6

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have longbow (+3) placed in the rear ranks
Special Rules: Combined Formation

Equipment: Hand weapon, light armour, shield, lance


0-1 unit may have horse barding (+8) and heavy armour (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
SHORE RIDERS
M WS
Elf
8
4

MERCHANT COMPANIES
M WS BS
Elf
4
4
4

CAVALRY&CHARIOTS

S
3
3

Equipment: Hand weapon, shield


May have thrusting spear (+2), light armour (+2),longbow (+2), javelins
(+1)

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

BS
4
-

BS

KITH

SILVER HELMS
M WS
Elf
4
Warhorse
8
3

WS

Equipment: Hand weapon, thrusting spear, light armour


0-1 unit may have shield (+1), heavy armour (+2), halberd instead of
spear (free)

CHARACTERS

General
Sub-Gen.

SEEKERS
Equipment: Four crewmen armed with hand weapon, light armour and a
driver
May have shield (+8), long bow (+8) and javelins (+4) and light armour
(+8)
Special Rules: Heavy Chariots

Elf

WS

BS

Ld

Pts

16

Ld
8

Pts
-

Equipment: Hand weapon, longbow


May have shield (+1), javelins 8+1), light armour (+2)
Special Rules: Skirmishers, Ambush

INFANTRY
0-4 LIGHT BOLT THROWERS
ARCHERS
Elf

WS

BS

Ld

Pts

14

ALLIES & MERCENARIES

Equipment: Hand weapon, light armour, longbow


SHIPS COMPANIES
M WS
Elf
4
4

Allies: Wood Elves

BS

Ld

Pts

13

SUMMONING CREATURE
DRAGON

Equipment: Hand weapon, longbow, light armour


May have shield (+1), double-handed weapon (+2)
Special Rules: Light Infantry

Dragon

M
8

WS
6

BS
-

S
6

T
6

W
6

I
6

A
6

Special Rules: Fly, Breath Attack, Cause Terror, Large Target


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BOOK VII: FANTASY
ARMBRUSTSCHUTZEN
M WS BS
Human
4
3
3

4. THE EMPIRE (OLD WORLD)


CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES & MERCENARIES: Up to 25%

0-1 HAKBUTSCHUTZEN
M WS BS
Human
4
3
3

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

ERSATZSOLDER
M WS
Human
4
3

T
3
-

LANDESTURM
M
Human
4

BS
3

S
3

T
3

W
1
-

I
4
1

A
1
1

Ld
8
-

Pts
33
-

BS
3

S
3

T
3

BS
3

S
3

T
3

Ld

Pts

12

Ld

Pts

10

BS

Ld

Pts

BS
2

S
3

T
3

W
1

I
3

A
1

Ld
6

W
1

I
4

A
1

Ld
7

W
1

I
7

A
1

Ld
7

W
1

I
7

A
1

Ld
7

BS

Ld

Pts

10

Pts
28

FORSTJAGER
M
Human
4

WS

BS

Ld

Pts

I
3

A
1

Ld
7

Pts
9

Equipment: Hand weapon, bow, light armour


May have shield (+1) and throwing spear (+1)
Rules: Light Infantry

Pts
24

FLEGLERS
Human

M
4

WS
3

BS
3

S
3

T
3

W
1

Equipment: Hand weapon


May have additional hand weapon (+2) and double-handed weapon (+2)
Rules: Frenzy, Hate all Chaotics
Pts
22
0-3 FIELD GUNS

Equipment: Hand weapon, light armour, crossbow


May have shield (+2) and thrusting spear (+2)
ALLIES & MERCENARIES
INFANTRY
0-1 REIKSGARD
M
Elite
4

Allies: Wood Elves, Halflings, Old Worlders


Mercenaries: Dwarfs, Norse, Old Worlders, Ogres

WS

BS

Ld

Pts

12

Equipment: Hand weapon, heavy armour, shield


0-1 unit may have double-handed weapon (+2), halberd (+2)

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Pts
4

Equipment: Hand weapon, bow


May have shield (+1)
Rules: Skirmishers, Ambush

Equipment: Hand weapon, heavy armour, shield, lance, horse


May have barding (+3)
Special Rules: Ferocious Charge and may have a +1 rank bonus
KRIEGSRITTER
M WS
Human
8
3

WS
2

0-1 BERGJAGER
M WS
Human
4
3

Equipment: Hand weapon, heavy armour, shield, lance, barding, horse


May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
STADTSKNECHTES
M WS
Human
8
3

Equipment: Hand weapon


May have thrusting spear (+1), shield (+1), light armour (+2)
Rules: Levies

Equipment: Hand weapon, heavy armour, shield, lance, barding


May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
HOHENSKNECHTES
M WS
Elite
8
4

Equipment: Hand weapon


May have halberd (+1), thrusting spear (+1), pike (+2), shield (+1), light
armour (+2)

CAVALRY

S
3
3

Equipment: Hand weapon, handgun


Rules: Light Infantry

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
May have a War Altar as Superior Battle Standard.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

TEMPLE RITTERBRUDEN
M WS BS
Elite
4
3
Warhorse
8
3
-

Equipment: Hand weapon, crossbow, light armour


Rules: Light Infantry

CHARACTERS

General
Sub-Gen.

v 0.1

WAB FORUM ARMIES


BOOK VII: FANTASY
5. BRETONNIA (OLD WORLD)

INFANTRY

CHARACTERS: Up to 25%
CAVALRY: At least 25%
INFANTRY: Up to 50%%
ALLIES & MERCENARIES: Up to 25%

VILLAINS
Human

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
9

Equipment: Hand weapon, light armour, halberd


May have shield (+1)
CHARACTERS

General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

ARBLASTIERS
M
Human
4

WS

BS

Ld

Pts

12

Equipment: Hand weapon, crossbow, light armour


May have shield (+1)
Rules: Light Infantry

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
May have a War Altar as Superior Battle Standard.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

BRIGANDS
Human

WS

BS

Ld

Pts

Equipment: Hand weapon, light armour


May have halberd (+1), thrusting spear (+1), crossbow (+3), shield (+1),
handgun (+3) and double-handed-weapon (+2)
RIBALDS

CAVALRY
Human
CHEVALIERS DHONNEUR
M WS BS S
Elite
4
3
4
Warhorse
8
3
3

T
3
-

W
1
-

I
4
1

A
1
1

Ld
8
-

Pts
36
-

Ld
7
-

RAPSCALLIONS
M WS
Human
4
2

S
3

T
3

W
1

I
4

A
1

Ld
7

S
3

T
3

W
1

I
3

A
1

Ld
7

BS

Ld

Pts

Human

WS

BS

Ld

Pts

Equipment: Hand weapon


May have thrusting spear (+1), shield (+1)
Rules: Levies

Pts
28

0-4 FIELD GUNS

ALLIES & MERCENARIES


BS
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Pts
24

Allies: Wood Elves, Halflings, Old Worlders


Mercenaries: Dwarfs, Norse, Old Worlders, Ogres, Half Orcs

Equipment: Hand weapon, heavy armour, lance, horse


May have barding (+3) and shield (+2).
Special Rules: Ferocious Charge and may have a +1 rank bonus
CHASSEURS DE LA MORT
M WS BS
Human
8
3
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Pts
22

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2) and crossbow (+3)

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Pts
5

RASCALS

Equipment: Hand weapon, heavy armour, lance, horse


May have barding (+3) and shield (+2).
Special Rules: Ferocious Charge and may have a +1 rank bonus
NOBLESSE DEPEE
M WS
Human
8
3

BS
3

Equipment: Hand weapon, bow


May have shield (+1)
Rules: Levies

Pts
33
-

Equipment: Hand weapon, heavy armour, lance


May have barding (+3) and shield (+2). May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
CHEVALIERS RAMPANTS
M WS BS
Elite
8
4
3

WS
3

Equipment: Hand weapon


May have halberd (+1), thrusting spear (+1), shield (+1) and doublehanded-weapon (+2)

Equipment: Hand weapon, heavy armour, lance


May have barding (+3) and shield (+2). May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
CHEVALIERS DE NOTRE DAME DE BATAILLE
M WS BS S T W I A
Elite
4
3
3 3
1
4 1
Warhorse
8
3
3
1 1

M
4

v 0.1

WAB FORUM ARMIES


BOOK VII: FANTASY
MARAUDERS
M
Elite
4-

6. CHAOS (OLD WORLD)


CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES & MERCENARIES: Up to 25%

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Thug

Beastman

W
1
-

I
4
1
1

A
2
1
2

Ld
9
-

W
1
-

I
4
1

A
2
1

Ld
8
-

WS
3

BS
3

S
3

T
3

W
1

I
7

A
1

Ld
7

M
4

WS
3

A
2

Ld
8

Pts
20

BS
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Pts
8

WS

BS

Ld

Pts

BEASTMASTERS
M
Handler
4
Chaoshound
6
Chaosspawn D6+2

Pts
50
-

WS

BS

Ld

Pts

3
4
4

3
-

3
4
D6

4
4
4

1
2
2

3
4
1

1
2
D6

7
6
6

13
23
25

Equipment: Hand weapon


The animal handler may have shield (+1) and light armour (+2)
Handler may either lead 1-3 chaoshounds or chaos spawn.
Special Rules: Warband, Skirmishers
MINOTAURS

Pts
40
-

Minotaur

M
6

WS
3

BS
3

S
4

T
4

W
3

I
3

A
2

Ld
8

Pts
40

Equipment: Hand weapon


May have additional hand weapon (+3), double-handed weapon (+2) and
light armour (+2)

Equipment: Hand weapon, heavy armour, shield


May have lance (+5) and barding (+3).
May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
THUG HORSE
M
Thug
8

I
4

Equipment: Hand weapon


May have shield (+1) and light armour (+2)
0-1 may have additional hand weapon (+3), double-handed weapon (+2),
halberd (+2), throwing spear (+2)
Rules: Light Infantry, Warband

Equipment: Hand weapon, heavy armour, shield


May have lance (+5) and barding (+3). May ride a chaos steed (+20)
May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus,
Fearsome

T
3
-

W
1

BEASTMEN

CAVALRY

CHAOS MARAUDER HORSE


M WS BS S
Elite
4
4
3
Warhorse
8
3
3

T
3

Equipment: Hand weapon, light armour


May have shield (+1), heavy armour (+3)
0-1 may have additional hand weapon (+3), double-handed weapon (+2),
halberd (+2), bow (+2) or bow (+1), thrusting spear (+2) and pistols (+3)

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken.. May ride a
horse (+8, M8).
May have a War Altar as Superior Battle Standard.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

T
3
-

S
3

THUGS

0-1 CHAOS WARRIOR HORSE


M WS BS S
Elite
4
3
4
Warhorse
8
3
3
Chaossteed
8
4
4

BS
4

Equipment: Hand weapon, heavy armour, shield


May have additional hand weapon (+4), double-handed weapon (+3),
halberd (+3), bow (+3) or crossbow (+5)
May be Veterans (+2), Drilled (+2) and Stubborn (+2)

CHARACTERS

General
Sub-Gen.

WS
4

TROLLS
Troll

Pts
20

WS

BS

Ld

Pts

60

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration

Equipment: Hand weapon, light armour


May have shield (+2) and heavy armour (+2)
0-1 unit may have lance (+3), thrusting spear (+2) and pistols (+3)

ALLIES & MERCENARIES


Allies: Chaos Allies, Skaven, Undead, Dark Elves, Orcs&Goblins
Mercenaries: Giants, Hobgoblins, Ogres, Orcs, Half Orcs

INFANTRY
0-1 CHAOS WARRIOR
M WS
Elite
4
4

BS
3

S
4

T
3

W
1

I
4

A
2

Ld
9

Pts
24

SUMMONING CREATURE

Equipment: Hand weapon, heavy armour, shield


May have additional hand weapon (+4), double-handed weapon (+3) and
halberd (+3)
May be Veterans (+2), Drilled (+2) and Stubborn (+2)
Special Rules: Fearsome

GREATER DEMON
M WS
Demon
8
6

BS
-

S
6

T
6

W
6

I
6

A
6

Ld
9

Special Rules: Fly, Cause Terror, Large Target

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Pts
-

WAB FORUM ARMIES


BOOK VII: FANTASY
0-6 PLAGUE SENSER BEARERS
M WS BS S
Skaven
4
3
3
3

7. SKAVEN (OLD WORLD)


CHARACTERS: Up to 25%
INFANTRY: At least 50%
ALLIES & MERCENARIES: Up to 25%

M
4
4

WS
5
5

BS
5
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Pts
150
85

0-1 PLAGUE MONKS


M WS
Skaven
4
3

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

Ld

Pts

10

W
1

I
4

A
1

Ld
6

Ld

Pts

40

BS

Ld

Pts

Pts
8

0-1 POISONED WIND GLOBADIERS


M WS BS S T
Skaven
4
3
3
3 3

Ld

Pts

Ld

Pts

3
4
3
3
5

1
2
1
1
3

4
4
3
3
3

1
2
1
1
2

6
6
4
3
5

10
23
2
8
38

Equipment: Hand weapon


The animal handler may have shield (+1) and light armour (+2)
Handler may either lead 2-6 chaoshounds, giant rats, giant wolves or rat
ogres
Special Rules: Warband, Skirmishers

Equipment: Hand weapon, light armour


May have halberd (+1) and shield (+1)
Rules: Warband (rule 5 only)
CLANRAT WARRIORS
M WS BS
Skaven
4
3
3

CLAN MOULDER BEASTMASTERS


M
WS
BS S
Handler
4
3
3
3
Chaoshound
6
4
4
Giant Rats
6
2
3
Giant Wolf
8
4
3
Rat Ogre
6
3
4

Equipment: Hand weapon, light armour


May have double-handed weapon (+2) and shield (+1)
Rules: Warband (rule 5 only)
0-1 BLACK SKAVEN CLANRATS
M WS BS S T
Elite
4
3
3
3 3

Equipment: Hand weapon. May have light armour (+2)


Rules: Warband (rule 5 only), Frenzy

INFANTRY
0-1 CLANRAT STORMVERMIN
M WS BS S
Elite
4
4
3
3

Equipment: Plague senser. May have light armour (+2)


Plague senser bearers may be hidden in any skaven unit.
Plague Senser: As soon as an enemy unit is within 8 of the unit the
censer bearers reveals themselves and move (artillery dice for distance)
to the enemy unit. Place the 3 template with the center exactly over the
point the bearer moved, S3 hits. In case of misfire put the center of the
template above the bearer while he is part of the skaven unit.
Rules: Plague Senser

CHARACTERS

General
Sub-Gen.

W
1

I
4

A
1

Ld
6

Pts
20

Equipment: Hand weapon, poisoned wind globe (count as grenadoe)


May have light armour (+2)
Special Rules: Skirmishers

Equipment: Hand weapon, light armour, shield


May have thrusting spear (+1)
0-1 unit may have double-handed weapon (+2)
Rules: Warband (rule 5 only)

0-6 WARPFIRE-THROWER TEAMS


M WS BS S T
Skaven
4
3
3
3 3

SKAVENSLAVES
M WS
Skaven
4
2

Equipment: Hand weapon, warpfire-thrower, light armour


Only one team per skaven unit allowed.
Warpfire-Thrower: organ gun fire-template, artillery dice (2-12), S5, on
a misfire the thrower is destroyed (3template)
Rules: Warpfire-Thrower

BS
2

S
3

T
3

W
1

I
4

A
1

Ld
3

Pts
3

Equipment: Hand weapon


May have thrusting spear (+1) , sling (+1) and shield (+1)
Rules: Warband (rule 5 only), Levy
0-1 NIGHT RUNNERS
M WS
Skaven
4
4

0-1 JEZZAILACHIS
M WS
Skaven
4
3

BS

Ld

Pts

Ld

Pts

Ld

Pts

80

BS

Ld

Pts

39

Equipment: Hand weapon, warplock-jezzail


Jezzail: 36, S6, on a 1 to hit the jezzail is destroyed
Rules: Skirmishers, Warplock-Jezzail

Equipment: Hand weapon


May have additional hand weapon (+2), shield (+1) and light armour (+2)
Rules: Skirmishers
0-1 GUTTER RUNNERS
M WS BS
Skaven
4
3
3

ALLIES & MERCENARIES


Allies: Chaos Allies, Orks&Goblins, Dark Elves

Equipment: Hand weapon May have shield (+1) and light armour (+2)
0-1 unit may have additional hand weapon (+2), throwing stars (+2),
sling (+1)
Rules: Skirmishers, Ambush
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v 0.1

WAB FORUM ARMIES


BOOK VII: FANTASY
0-2 SNOTLING PUMP WAGONS
M
WS BS S
Pumpwagon 2d6
2
2
3

8. ORCS&GOBLINS (OLD WORLD)


CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50%
ALLIES & MERCENARIES: Up to 25%

WS

BS

Ld

Pts

BIGUNS

4
4

5
5

5
5

4
4

4
4

3
2

2
2

2
2

9
8

150
85

Elite

S
3
3

T
4
-

Orc

W
1
-

I
2
3

A
1
1

Ld
7
-

Pts
25
-

WS
3

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
7

Pts
18

BS
2

Ld

Pts

60

S
3

T
3

W
1

I
2

Goblin

T
3

W
1

I
3

Ld

Pts

13

WS

BS

Ld

Pts

11

A
1

Ld
5

A
2

Ld
5

WS

BS

Ld

Pts

M
4

W
1

I
2

A
1

Ld
5

Pts
4

W
1

I
2

A
1

Ld
5

Pts
3

WS
2

BS
2

S
3

T
3

Equipment: Hand weapon, bow


May have shield (+1) and light armour (+2)
GOBBOS
Goblin

M
4

WS
2

BS
2

S
3

T
3

Equipment: Hand weapon, javelins


May have shield (+1), thrusting spear (+1) and light armour (+2)
0-1 unit may have halberd (+1) and double-handed weapons (+2)

Pts
14

0-3 GOBLIN FANATICS PER GOBLIN UNIT (30pts each)


In case an enemy unit is 8 within the goblin unit: 3-template within 8,
scatter dice, S3, on a misfire the fanatic is destroyed, fanatic is removed
right after that and the enemy unit continues to move or charge

Equipment: Hand weapon, wolf


May have thrusting spear (+2), bow (+2), shield (+2) and light armour
(+2)
GOBLIN BATTLE CHARIOTS
M WS BS S
Chariot
8
2
2
3

BS

STICKAS

Equipment: Two crewmen armed with hand weapon, light armour and a
driver
Crew may have shield (+5) and bow (+5).
Special Rules: Heavy Chariots
GOBBO WULFBOYZ
M WS
Goblin
8
2

WS

Equipment: Hand weapon, bow


May have shield (+1) and light armour (+2)
0-1 unit may crossbow instead of bow (+3)
Special Rules: Warband

Equipment: Hand weapon, boar


May have thrusting spear (+2), bow (+2), shield (+2) and light armour
(+2)
ORC BATTLE CHARIOTS
M WS BS
Chariot
6
3
3

30

ARRER BOYZ
M
Orc
4

GRUNTAS
M
6

Pts

Equipment: Hand weapon, light armour, shield


May have halberd (+2) , additional hand weapon (+3) and thrusting spear
(+2)
0-1 unit may have double-handed weapon (+2)
Special Rules: Warband

Equipment: Hand weapon, light armour, shield


May have thrusting spear (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus

Orc

Ld

BOYZ

CAVALRY&CHARIOTS

BS
3
-

Equipment: Hand weapon, light armour, shield


May have double-handed weapon (+2), additional hand weapon (+3) and
thrusting spear (+3)
Special Rules: Warband

Equipment: Hand weapon, shield, light armour


Special Rules: General (Orc) is Army General and may be upgraded to
Black Orc with Ld10 (+50). One sub-commander (Orc or Goblin) can be
designated as Army Standard Bearer (+15) and one as Army General
(+25) if no General is taken.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

WS
4
3

INFANTRY

0-1 SNORTAS
M
Elite
Warboar
6

Equipment: Snotling crew armed with hand weapon and a driver


Special Rules: Heavy Chariots

CHARACTERS

General
Sub-Gen.

SAVAGE BOYZ
M
Orc
4

Pts
30

WS

BS

Ld

Pts

10

Equipment: Hand weapon


May have shield (+1)
0-1 unit may have additional hand weapon (+3) have double-handed
weapon (+2)
Special Rules: Frenzy, Warband

Equipment: Two crewmen armed with hand weapon, light armour and a
driver
Crew may have shield (+5) and bow (+5).
Special Rules: Light Chariots

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WAB Forum

11

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WAB FORUM ARMIES


BOOK VII: FANTASY
0-1 SAVAGE ARRERS
M WS
Orc
4
3

BS

Ld

Pts

11

Equipment: Hand weapon, bow


May have shield (+1)
0-1 unit may have additional hand weapon (+3)
Special Rules: Frenzy, Warband
BLACK ORCS
M
Blackorc
4

WS

BS

Ld

Pts

16

Equipment: Hand weapon, light armour


May have double-handed weapon (+2), additional hand weapon (+3) and
shield (+1)
0-1 unit may have halberd (+1)
0-1 SCABBIES
M
Halforc
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
5

Equipment: Hand weapon


May haveshield (+1) and light armour (+2)
0-1 unit may have additional hand weapon (+3), double-handed weapon
(+2), bow (+1) and thrusting spear (+2)
TROLLS
Troll

WS

BS

Ld

Pts

60

Ld
5

Pts
-

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration

0-2 ORGAN GUNS (Goblin Crew)

0-4 BOLT THROWERS (Orc Crew)

0-4 LIGHT BOLT THROWERS (Goblin Crew)

ALLIES & MERCENARIES


Allies: Chaos Allies, Skaven, Fimir
Mercenaries: Giants, Half Orcs, Hobgoblins, Ogres, Orcs

SUMMONING CREATURE
WYVERN
Wyvern

M
6

WS
4

BS
-

S
5

T
6

W
4

I
4

A
3

Special Rules: Fly, Cause Terror, Large Target

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BOOK VII: FANTASY
DWARF WARRIORS
M WS
Dwarf
4
3

9. DWARF (OLD WORLD)


CHARACTERS: Up to 25%
INFANTRY: At least 50%
ALLIES & MERCENARIES: Up to 25%

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
4

3
2

2
2

2
2

9
9

150
100

TROLL SLAYERS
M WS
Dwarf
4
3

0-1 THUNDERERS
M WS
Dwarf
4
3

BS

Ld

Pts

20

Dwarf

Ld

Pts

16

T
4

W
1

I
2

A
1

Ld
9

Pts
16

BS

Ld

Pts

14

11

BS

Ld

Pts

11

BS

Ld

Pts

15

WS

BS

Ld

Pts

15

BS
3

S
3

0-3 FIRE-THROWER TEAMS


M WS BS S
Dwarf
4
3
3
3

T
2

W
1

I
3

A
1

Ld
8

Ld

Pts

80

0-4 BOLT THROWER

0-2 FIELD GUNS


S

Ld

Pts

15

0-1 ORGAN GUN

Equipment: Hand weapon, light armour, crossbow


May have shield (+1)
0-1 unit may have double-handed weapon (+3) and heavy armour (+2)
Special Rules: Light Infantry

ALLIES & MERCENARIES


Allies: Halflings, Old Worlder
Mercenaries: Old World, Norse, Ogres

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Pts
6

Equipment: Hand weapon, fire-thrower, light armour


Fire-Thrower: organ gun fire-template, artillery dice (2-12), S5, on a
misfire the thrower is destroyed (3template)
Rules: Fire-Thrower

Equipment: Hand weapon, light armour, shield


May have double-handed-weapon (+3) and heavy armour (+2)
DWARF CROSSBOWMEN
M WS BS
Dwarf
4
3
3

Pts

Equipment: Hand weapon


May have shield (+1), double-handed weapon (+2), thrusting spear (+2),
light armour (+2) and heavy armour (+3)

Equipment: Hand weapon, heavy armour, shield


May have double-handed-weapon (+3)
May be Veterans (+2)
DWARF CLANSMEN
M WS
Elite
4
4

Ld

GNOME WARRIORS
M WS
Gnome
4
3

Equipment: Hand weapon, heavy armour, shield


May have double-handed-weapon (+3)
May be Drilled (+2), Veterans (+2) and Stubborn (+2)

S
3

Equipment: Hand weapon, light armour, double-handed weapon


May have heavy armour(+2)
Special Rules: Ambush

BS

BS
3

0-1 SAPPERS

Equipment: Hand weapon, heavy armour, double-handed weapon,


shield
May be Drilled (+2), Veterans (+2) and Stubborn (+2)

0-1 LONGBEARDS
M WS
Elite
4
4

Equipment: Hand weapon, light armour, handgun


May have double-handed-weapon (+3)
Special Rules: Light Infantry

INFANTRY

0-1 IRON BREAKERS


M WS
Elite
4
4

Equipment: Hand weapon


May have double-handed-weapon (+3), shield (+1), additional hand
weapon (+3) and light armour (+2)
0-1 unit may be upgraded to Giant Slayers with WS4 (+2)
Special Rules: Frenzy, Immune to Fear

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

0-1 HAMMERERS
M WS
Elite
4
4

Equipment: Hand weapon, light armour


May have double-handed-weapon (+3), shield (+1) and thrusting spear
(+2)
0-1 unit may have pike (+2) and crossbow (+3)

CHARACTERS

General
Sub-Gen.

BS

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BOOK VII: FANTASY
BULL SLANN
M
Elite
4

10. SLANN (OLD WORLD)


CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

BS

Ld

Pts

12

Equipment: Hand weapon, light armour, shield


May have darts (+1)
0-1 VENOM TRIBES
M WS
Elite
4
3

CHARACTERS

General
Sub-Gen.

WS

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
4

3
2

5
5

2
2

9
8

150
85

BS

Ld

Pts

12

A
1

Ld
8

Pts
12

Equipment: Hand weapon, blowpipe


May have darts (+1), shield (+1) and light armour (+2)
Special Rules: Skirmishers, Poison
0-1 SCOUTS

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
cold one (+16, M8).
May have a War Altar as Superior Battle Standard.
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

Slann

M
4

WS
3

BS
2

S
3

T
4

W
1

I
3

Equipment: Hand weapon


May have darts (+1), shield (+1) blowpipe (+1) and Poison (+2)
Special Rules: Skirmishers, Ambush
SPAWN BANDS
M
Slann
4

WS

BS

Ld

Pts

12

CAVALRY
BULL SLANN RIDERS
M WS BS
Elite
4
2
Cold One
8
3
-

Equipment: Hand weapon, light armour


May have shield (+1) and double-handed weapon (+2)
S
3
4

T
4
-

W
1
-

I
4
1

A
1
1

Ld
8
-

Pts
37
-

SLANN LEVY
M
Slann
4

Equipment: Hand weapon, thrusting spear


May have shield (+2), light armour (+2) and darts (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus,
Fearsome, Stupidity

Ld

Pts

13

Ld

Pts

0-1 TROGLODYTES
M WS
Troglodyte
4
3

BS

Ld

Pts

14

BS
2

S
3

T
3

W
1

I
2

A
1

Ld
5

Pts
4

S
4

T
4

W
2

I
1

A
2

Ld
9

Pts
36

Equipment: Hand weapon, shield


Special Rules: Levies

BS
3

Equipment: Hand weapon


May have shield (+2) and double-handed weapon (+4)
Special Rules: Fearsome, Stupidity

Equipment: Hand weapon, light armour, shield


May have double-handed weapon (+3) and darts (+1)
May be Veterans (+2) and Stubborn (+2)
JAGUAR WARRIORS
M WS
Elite
4
4

HUMAN SLAVES
M WS
Slave
4
2

Equipment: Hand weapon


May have shield (+1)
May be Drilled (+2), Veterans (+2) and Stubborn (+2)
Special Rules: Frenzy
EAGLE WARRIORS
M WS
Elite
4
4

BS

Equipment: Hand weapon


May have shield (+1)
0-1 unit may have blowpipe (+1) and darts (+1)
Special Rules: Levies

INFANTRY
0-1 WARRIOR PRIESTS
M WS BS
Elite
4
4
2

WS

LIZARDMEN
Lizardman

BS

Ld

Pts

14

I
3

A
1

Ld
8

Pts
12

WS

BS

Ld

Pts

20

Equipment: Hand weapon


May have shield (+2), thrusting spear (+2) and double-handed weapon
(+4)
Special Rules: Fearsome

Equipment: Hand weapon, light armour, shield


May have javelins (+1) and darts (+1)
ALLIGATOR WARRIORS
M WS BS
Elite
4
3
2

S
3

T
4

W
1

Equipment: Hand weapon, heavy armour


May additional hand weapon (+3), shield (+1) and double-handed
weapon (+3)
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BOOK VII: FANTASY
SLANN ANIMAL HANDLERS
M
WS
BS
Handler
4
3
2
CWarhound
6
3
Giant Scorp
5
3
Giant Spide
5
3
Sabre Tooth
6
4
-

Ld

Pts

3
3
5
5
5

4
3
4
4
4

1
1
4
4
2

3
2
1
1
4

1
2
2
2
3

8
2
8
8
4

12
8
45
45
38

Equipment: Hand weapon


The animal handler may have shield (+1) and light armour (+2)
Handler may either lead 2-6 Cold One Warhounds, Giant Scorpions,
Giant Spiders or Sabre Tooth Tigers.
Giant Scorpion and Spider: Poison, Fearsome
Special Rules: Warband, Skirmishers
ALLIES & MERCENARIES
Allies: Pygmies

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BOOK VII: FANTASY
SKELETON CROSSBOWS
M WS BS
Skeleton
4
2
2

11. UNDEAD (OLD WORLD)


CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

Ld

Pts

13

Equipment: Hand weapon, crossbow


May have light armour (+2)
0-1 unit may have handgun instead of crossbow (free)
Rules: Undead

CHARACTERS
M
General
Sub-Gen.

4
4

WS

BS

5
5

5
5

4
4

4
3

3
2

5
5

2
2

Ld
9
8

GRIM REAPERS
M WS
Skeleton
4
2

Pts
150
85

SKELETON ARCHERS
M WS
Skeleton
4
2

S
3

T
3

0-1 MUMMIES
M
Mummy
3
W
1

I
2

A
1

Ld
5

Pts
22

BS
2

S
3

T
3

W
1

I
2

A
2

Ld
5

Ld

Pts

12

BS

Ld

Pts

12

WS
3

BS
-

S
4

T
5

W
4

I
3

A
2

Ld
9

Pts
80

BS
-

S
3

T
3

W
1

I
1

A
1

Ld
5

Pts
5

ZOMBIES
Zombie

BS

Ld

Pts

100

M
4

WS
2

Equipment: Hand weapon


May have shield (+1), light armour (+2) and double-handed weapon (+2)
Rules: Undead

Pts
40

Equipment: Two crewmen armed with hand weapon, light armour and a
driver
Crew may have shield (+5) and bow (+5).
Special Rules: Light Chariots, Undead
0-1 PLAGUE CART
M WS
Chariot
6
2

Equipment: Hand weapon


Rules: Undead

Equipment: Hand weapon, shield


May have light armour (+2)
0-1 unit may have lance (+3), thrusting spear (+2) and bow (+2)
Rules: Undead
UNDEAD CHARIOTS
M WS
Chariot
8
2

Equipment: Hand weapon, bow


0-1 unit may have light armour (+2)
Rules: Undead

CAVALRY

BS
2

Equipment: Hand weapon, double-handed weapon


May have shield (+1) and light armour (+2)
Rules: Undead

Equipment: Hand weapon, shield, light armour


Special Rules: Undead, General is Army General and may be upgraded
to Ld10 (+50). One sub-commander can be designated as Army Standard
Bearer (+15) and one as Army General (+25) if no General is taken. May
ride a horse (+8, M8).
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

DEATH RIDERS
M WS
Undead
8
2

BS

GHOULS
Ghoul

WS

BS

Ld

Pts

Equipment: Hand weapon


Rules: Undead

ALLIES & MERCENARIES


Equipment: An unarmed driver
Crew may have shield (+5) and bow (+5).
Special Rules: Light Chariots, Undead, Cause Terror

Allies: Chaos Allies, Dark Elves

SUMMONING CREATURE

INFANTRY
SKELETON WARRIORS
M WS BS
Skeleton
4
2
2

S
3

T
3

W
1

I
2

A
1

Ld
5

Casualties can be raised again:


D6 Death Riders
2D6 Infantry Skeletons

Pts
10

Spell can be cast more than once, but one round for concentration is
needed for any try to cast. No need to roll another D6 if successfully cast.

Equipment: Hand weapon


May have shield (+1) and light armour (+2)
0-1 unit may have thrusting spear (+1)
Rules: Undead

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BOOK VII: FANTASY
0-1 CHAOS DWARF BERSERKERS
M WS BS S T
Chaosdwarf
4
3
3
3 4

12. CHAOS ALLY CONTINGENT (OLD WORLD)


CHARACTERS: 1
CAVALRY: Up to 25%
INFANTRY: At least 50%

WS

BS

Ld

Pts

140

CHAOS DWARFS
M WS
Chaosdwarf
4
3

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General (or Mercenary General) acts as Army
General but only for units from his contingent. May ride a horse (+8,
M8).
The Ally-General may be designate as Wizard (free, WS/BS/S/I 3 and A
1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

BS
4

S
4

T
3

Ld

Pts

13

BS

Ld

Pts

11

Equipment: Hand weapon, light armour


May have double-handed-weapon (+3), shield (+1) and heavy armour
(+2)
0-3 CHAOS DWARF BAZUKA
M WS BS S
Chaosdwarf
4
3
3
3

Ld

Pts

70

Equipment: Hand weapon, light armour, bazuka (count as grenadoe)


May have heavy armour (+2)
Bazuka: 3-template within 36, scatter dice, S3, on a misfire the
bazukais destroyed (3template)

CAVALRY
CHAOS CENTAURS
M WS
Centaur
8
3

Equipment: Hand weapon


May have double-handed-weapon (+3), shield (+1), additional hand
weapon (+3) and light armour (+2)
Special Rules: Frenzy

CHARACTERS

Ally-Gen.

W
2

I
3

A
2

Ld
7

Pts
32

0-3 CHAOS DWARF WAR MACHINES


M WS BS S T W
Machine
7
3
3
3 4
2

Equipment: Hand weapon


May have shield (+2), light armour (+2), lance (+3), double-handed
weapon (+3), halberd (+2), additional hand weapon (+3), bow (+4).

Ld

Pts

75

Equipment: A boar centaur armed with hand weapon,heavy armour and


barding
Special Rules: Heavy Chariots

INFANTRY
0-1 CHAOS WARRIOR
M WS
Elite
4
4

0-2 CHAOS DWARF MORTARS (100pts, counts as stone thrower)


BS
3

S
4

T
3

W
1

I
4

A
2

Ld
9

Pts
24

Equipment: Hand weapon, heavy armour, shield


May have additional hand weapon (+4), double-handed weapon (+3) and
halberd (+3)
May be Veterans (+2), Drilled (+2) and Stubborn (+2)
Special Rules: Fearsome
MINOTAURS
Minotaur

WS

BS

Ld

Pts

40

Equipment: Hand weapon


May have additional hand weapon (+3), double-handed weapon (+2) and
light armour (+2)
CHAOS BEASTMEN
M WS
Beastman
4
3

BS

Ld

Pts

Equipment: Hand weapon


May have shield (+1), crossbow (+3) and light armour (+2)
0-1 may have additional hand weapon (+3), double-handed weapon (+2),
halberd (+2), throwing spear (+2)
Rules: Light Infantry
CHAOS GOBLINS
M WS
Goblin
4
2

BS
2

S
3

T
3

W
1

I
2

A
1

Ld
5

Pts
3

Equipment: Hand weapon


May have shield (+1), thrusting spear (+1), bow (+1) and light armour
(+2)

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BOOK VII: FANTASY
13. DWARF ALLY CONTINGENT (OLD WORLD)

14. DARK ELF ALLY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
CAVALRY: Up to 25%
INFANTRY: At least 50%
CHARACTERS
CHARACTERS

Ally-Gen.

M
4

WS
5

BS
5

S
4

T
4

W
3

I
2

A
2

Ld
10

Pts
100

Ally-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent.

BS

Ld

Pts

16

S
3

T
4

W
1

I
2

A
1

Ld
9

Ld

Pts

11

Ld

Pts

85

BS
4
-

S
3
4

T
4

W
1
-

I
4
1

A
1
1

Ld
8
-

Pts
35
-

Equipment: Hand weapon, light armour, shield


May have crossbow (+6) and lance (+4).
0-1 unit may have repeating crossbows (+8).
Special Rules: Ferocious Charge and may have a +1 rank bonus,
Fearsome, Stupidity

Pts
15

BS

0-1 DOOMDRAKES
M WS
Elite
4
Cold One
8
3

Equipment: Hand weapon, light armour, crossbow


May have shield (+1)
0-1 unit may have double-handed weapon (+3) and heavy armour (+2)
Special Rules: Light Infantry
DWARF WARRIORS
M WS
Dwarf
4
3

BS

CAVALRY

Equipment: Hand weapon, heavy armour, shield


May have double-handed-weapon (+3)
May be Drilled (+2), Veterans (+2) and Stubborn (+2)
DWARF CROSSBOWMEN
M WS BS
Dwarf
4
3
3

WS

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May ride a horse (+8, M8).
May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or
shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY
0-1 IRON BREAKERS
M WS
Elite
4
4

0-1 DOOMSTEEDS
M WS
Elite
4
Warhorse
8
3

BS
4
-

S
3
3

T
3
-

W
1
-

I
4
1

A
1
1

Ld
8
-

Pts
33
-

Equipment: Hand weapon, light armour, shield, lance


May have crossbow (+6).
0-1 unit may have repeating crossbow (+8), horse barding (+8)
Special Rules: Ferocious Charge and may have a +1 rank bonus

Equipment: Hand weapon, light armour


May have double-handed-weapon (+3), shield (+1) and thrusting spear
(+2)
0-1 unit may have pike (+2) and crossbow (+3)

INFANTRY
WARRIORS
Dark Elf

WS

BS

Ld

Pts

11

Ld
8

Pts
10

Equipment: Hand weapon, light armour, shield


May have thrusting spear (+2)
0-1 unit may have double-handed weapon (+2), halberd (+2)
WITCH ELVES
M
Dark Elf
4

WS
4

BS
4

S
3

T
3

W
1

I
3

A
1

Equipment: Hand weapon, light armour


May have additional hand weapon (+1) and poisoned attacks (+3)
0-1 unit may have crossbow (+3)
Special Rules: Frenzy

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BOOK VII: FANTASY
15. HIGH ELF ALLY CONTINGENT (OLD WORLD)

16. WOOD ELF ALLY CONTINGENT (OLD WORLD)

CHARACTERS: 1
CAVALRY: Up to 25%
INFANTRY: At least 50%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS
CHARACTERS

Ally-Gen.

WS

BS

Ld

Pts

85

Ally-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
2

I
5

A
2

Ld
9

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May ride a horse (+8, M8). May be designate as
Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1).
Can upgrade magic level up to 4 (+50 per level)

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May ride a horse (+8, M8). May be designate as
Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1).
Can upgrade magic level up to 4 (+50 per level)

INFANTRY
CAVALRY
SILVER HELMS
M WS
Elf
4
Warhorse
8
3

BS
4
-

S
3
3

T
3
-

W
1
-

I
5
1

A
1
1

Ld
8
-

0-1 LORDS BOWMEN


M WS
Elf
4
4

Pts
31
-

INFANTRY

Ld

Pts

15

WS

BS

Ld

Pts

14

WS

BS

Ld

Pts

11

Equipment: Hand weapon, longbow


May have shield (+1)
0-1 unit may have light armour (+2) and double-handed weapon (+2)

ARCHERS

0-1 WARDANCERS
M WS
Elf
4
4

Equipment: Hand weapon, light armour, longbow

BS

Ld

Pts

11

Ld

Pts

11

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

0-1 GLADE RUNNERS


M WS
Elf
4
4

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have longbow (+3) placed in the rear ranks
Special Rules: Combined Formation

BS

Ld

Pts

16

Equipment: Hand weapon, longbow


May have shield (+1)
Special Rules: Skirmishers, Ambush

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Pts
11

Equipment: Hand weapon


May have shield (+1), light armour (+2) double-handed weapon (+2),
additional hand weapon (+2), throwing spear (+2)
Choose one of the following dance in melee, not the same next turn:
1- Up to six attacks may be concentrate on one enemy model
2- All hits are armour piercing, -1 to armour save
3- Against opponents with less WS, automatic draw without fighting
4- normal attacks
Special Rules: Light Infantry

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1), double-handed
weapon (+2) and heavy armour (+2)
0-1 MERCHANT COMPANIES
M WS BS S
Elf
4
4
4
3

ARCHERS
Elf

WARRIOR KINDREDS
M WS
Elf
4
4

BS

Equipment: Hand weapon, longbow


May have shield (+1), light armour (+2)
Special Rules: Light Infantry

Equipment: Hand weapon, light armour, shield, lance


0-1 unit may have horse barding (+8) and heavy armour (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus

Elf

Pts
85

19

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WAB FORUM ARMIES


BOOK VII: FANTASY
17. FIMIR ALLY CONTINGENT (OLD WORLD)

18. OLD WORLDER ALLY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
CAVALRY: Up to 50%
INFANTRY: At least 25%
CHARACTERS
CHARACTERS

Ally-Gen.

M
4

WS
5

BS
4

S
5

T
5

W
4

I
5

A
3

Ld
8

Pts
185

Ally-Gen.

WS

BS

Ld

Pts

140

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May be designate as Wizard (free, WS/BS/S/I 4 and
A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to
4 (+50 per level)

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General (or Mercenary General) acts as Army
General but only for units from his contingent. May ride a horse (+8,
M8).

INFANTRY

CAVALRY

FIANNA FIMM
M
Elite
4

WS

BS

Ld

Pts

42

0-1 IMPERIAL TEMPLARS


M WS BS
Elite
4
3
Warhorse
8
3
-

Equipment: Hand weapon, light armour


May have heavy armour (+4)
FIMM WARRIORS
M WS
Fimir
4
3

S
3
3

T
3
-

W
1
-

I
4
1

A
1
1

Ld
7
-

Pts
39
-

Equipment: Hand weapon, heavy armour, shield, lance, barding


May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus

BS

Ld

Pts

32

BRETONIAN CHEVALIERS ERRANTS


M WS BS S T W
Elite
8
4
3
3 3
1

Equipment: Hand weapon


May have shield (+4).
0-1 unit may have light armour (+4)

I
4

A
1

Ld
7

Pts
28

Equipment: Hand weapon, heavy armour, lance, horse


May have shield (+2) and barding (+3)
May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
BORDER HORSE
M WS
Human
8
3

BS
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Pts
20

Equipment: Hand weapon, light armour


May have shield (+2), bow (+2) and thrusting spear (+2)

INFANTRY
IMPERIAL INFANTRY
M WS
Human
4
3

BS

Ld

Pts

Equipment: Hand weapon, halberd, light armour


KISLEVITES
Human

WS

BS

Ld

Pts

Equipment: Hand weapon, double-handed weapon


May be Stubborn (+2)

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BOOK VII: FANTASY
19. ORCS&GOBLINS ALLY CONTINGENT (OLD WORLD)

20. PYGMY ALLY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS
M
4

Ally-Gen.

WS
5

BS
5

S
4

CHARACTERS

T
4

W
3

I
2

A
2

Ld
8

Pts
85

Ally-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General (Orc) acts as Army General but only for
units from his contingent. May be designate as Wizard (free, no armour
or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per
level)

M
4

WS
5

BS
4

S
3

T
3

W
3

I
4

A
2

Ld
8

Pts
85

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May be designate as Wizard (free, A 1, no armour or
shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY
INFANTRY
0-1 PYGMY IMPIS
M WS
Elite
4
4

0-1 BIGUNS
Elite

WS

BS

Ld

Pts

13

PYGMY WARRIORS
M WS
Pygmy
4
3

BOYZ
M

WS

BS

Ld

Pts

11

S
2

T
2

W
1

I
4

A
1

Ld
8

Pts
6

S
2

T
2

W
1

I
3

A
1

Ld
7

Pts
4

S
2

T
2

W
1

I
3

A
1

Ld
7

Pts
4

Equipment: Hand weapon


May have shield (+1), javelins (+1)

Equipment: Hand weapon, light armour, shield


May have double-handed weapon (+2), additional hand weapon (+3) and
thrusting spear (+3)

Orc

BS
3

BS
3

Equipment: Hand weapon, shield


May have javelins (+1)

Equipment: Hand weapon, light armour, shield


May have halberd (+2) , additional hand weapon (+3) and thrusting spear
(+2)
0-1 unit may have double-handed weapon (+2)

PYGMY BRAVES
M WS
Pygmy
4
3

ARRER BOYZ
M
Orc
4

Equipment: Hand weapon, blowpipe


May have Poison (+2)
Special Rules: Skirmishers

WS

BS

Ld

Pts

Equipment: Hand weapon, bow


May have shield (+1) and light armour (+2)

0-1 PYGMY SCOUTS


M WS
Pygmy
4
3

GOBBOS
Goblin

WS

BS

Ld

Pts

BS
3

BS

Ld

Pts

Equipment: Hand weapon, blowpipe


May have Poison (+2), shield (+1), javelins (+1)
Special Rules: Skirmishers, Ambush

Equipment: Hand weapon, javelins


May have shield (+1), thrusting spear (+1) and light armour (+2)

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BOOK VII: FANTASY
21. SKAVEN ALLY CONTINGENT (OLD WORLD)

22. UNDEAD ALLY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
CAVALRY: Up to 25%
INFANTRY: At least 50%
CHARACTERS
CHARACTERS

Ally-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

Pts
85

Ally-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May be designate as Wizard (free, WS/BS/S/I 3 and
A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to
4 (+50 per level)

WS

BS

Ld

Pts

85

Equipment: Hand weapon, shield, light armour


Special Rules: Undead, The Ally-General acts as Army General but only
for units from his contingent. May ride a horse (+8, M8).
Must be designate as Wizard (free, Magic Level 1). Can upgrade magic
level up to 4 (+50 per level)

INFANTRY
CAVALRY
CLANRAT WARRIORS
M WS BS
Skaven
4
3
3

Ld

Pts

DEATH RIDERS
M WS
Undead
8
2

Equipment: Hand weapon, light armour, shield


May have thrusting spear (+1)
0-1 unit may have double-handed weapon (+2)
Rules: Warband (rule 5 only)
0-1 GUTTER RUNNERS
M WS BS
Skaven
4
3
3

S
3

T
3

W
1

BS
2

S
3

T
3

W
1

I
2

Ld
5

Pts
22

Equipment: Hand weapon, shield


May have light armour (+2)
0-1 unit may have lance (+3), thrusting spear (+2) and bow (+2)
Rules: Undead
I
4

A
1

Ld
6

Pts
7

INFANTRY

Equipment: Hand weapon


May have shield (+1) and light armour (+2)
0-1 unit may have additional hand weapon (+2), throwing stars (+2)
Rules: Skirmishers, Ambush

GRIM REAPERS
M WS
Skeleton
4
2

0-1 PLAGUE MONKS


M WS
Skaven
4
3

Equipment: Hand weapon, double-handed weapon


May have shield (+1) and light armour (+2)
Rules: Undead

BS

Ld

Pts

BS
2

SKELETON WARRIORS
M WS BS
Skeleton
4
2
2

Equipment: Hand weapon. May have light armour (+2)


Rules: Warband (rule 5 only), Frenzy
0-4 WARPFIRE-THROWER TEAMS
M WS BS S T
Skaven
4
3
3
3 3

A
1

Ld

Pts

80

S
3

T
3

W
1

I
2

A
1

Ld
5

Pts
12

Ld

Pts

10

Equipment: Hand weapon


May have shield (+1), thrusting spear (+1) and light armour (+2)
0-1 unit may have bow (+1)
Rules: Undead

Equipment: Hand weapon, warpfire-thrower, light armour


Only one team per skaven unit allowed.
Warpfire-Thrower: flame-template, artillery dice (2-12), S5, on a misfire
the thrower is destroyed (3template)
Rules: Warpfire-Thrower

ZOMBIES
Zombie

M
4

WS
2

BS
-

S
3

T
3

W
1

I
1

A
1

Ld
5

Pts
5

Equipment: Hand weapon


May have shield (+1), light armour (+2) and double-handed weapon (+2)
Rules: Undead

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BOOK VII: FANTASY
23. HALFLING ALLY CONTINGENT (OLD WORLD)

24. ZOAT ALLY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

Ally-Gen.

M
4

WS
5

BS
5

S
4

CHARACTERS

T
3

W
3

I
5

A
2

Ld
8

Pts
140

Ally-Gen.

M
7

WS
5

BS
3

S
5

T
5

W
4

I
5

A
2

Ld
10

Pts
200

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General (or Mercenary General) acts as Army
General but only for units from his contingent. May ride a horse (+8,
M8).

Equipment: Hand weapon


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. Must be designate as Wizard (free, Magic Level 1).
Can upgrade magic level up to 4 (+50 per level)

INFANTRY

INFANTRY

HALFLING MILITIA
M WS
Human
4
2

BS
4

S
2

T
2

W
1

I
4

A
1

Ld
6

ZOAT WARRIORS
M WS
Fimir
7
4

Pts
4

Equipment: Hand weapon


May have shield (+1), light armour (+2), thrusting spear (+1), bow (+4)
and sling (+2)
HALFLING SCOUTS
M WS
Human
4
2

BS

Ld

Pts

BS
3

S
4

T
5

W
3

I
4

A
2

Ld
10

Equipment: Hand weapon


May have double-handed weapon (+8)

Equipment: Hand weapon, bow


Special Rules: Skirmishers

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Pts
50

WAB FORUM ARMIES


BOOK VII: FANTASY
25. DWARF MERCENARY CONTINGENT (OLD WORLD)

26. GIANT MERCENARIES (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

0-6 GIANTS
M
Giant
6

WS
3

BS
3

S
6

T
6

W
6

I
3

A
special

Ld
10

Pts
250

CHARACTERS
Special Rules: Cause Terror, Large Target
Merc-Gen.

M
4

WS
5

BS
5

S
4

T
4

W
3

I
2

A
2

Ld
10

Pts
100

Roll a D6 before at the start of each combat round:


1 D6 S6 attacks
2 2D6 S3 attacks
3 one S8 attack, D6 wounds
4 combat ends immediately as draw
5 giant pick up one human sized model and stuff it into bag (Ld-test of
the victim to avoid it), not possible against taller opponents (roll
again)
6 giant falls and is not able to attack this round, opponent attack normal

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent.

INFANTRY
DWARF MERCENARY WARRIORS
M WS BS S T
Dwarf
4
3
3
3 4

Ld

Pts

11

Equipment: Hand weapon, light armour


May have double-handed-weapon (+3), shield (+1) and thrusting spear
(+2)
0-1 unit may have and crossbow (+3)
0-1 SAPPERS
Dwarf

WS

BS

Ld

Pts

15

Equipment: Hand weapon, light armour, double-handed weapon


May have heavy armour(+2)
Special Rules: Ambush

0-4 FIELD GUNS

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BOOK VII: FANTASY
27. OGRE MERCENARY CONTINGENT (OLD WORLD)

28. HALF ORC MERCENARY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

Merc-Gen.

M
6

WS
5

BS
5

S
5

CHARACTERS

T
5

W
4

I
4

A
3

Ld
9

Pts
150

Merc-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent.

M
4

WS
5

BS
5

S
4

T
4

W
3

I
2

A
2

Ld
8

Pts
85

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent. May be designate as Wizard (free, no
armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50
per level)

INFANTRY
OGRE MERCENARIES
M WS BS
Ogre
6
3
2

INFANTRY
S

Ld

Pts

38

0-1 HENCHMEN
M
Elite
4

Equipment: Hand weapon


May have double-handed-weapon (+8), shield (+4), thrusting spear (+4),
additional hand weapon (+4), halberd (+4), light armour (+4), heavy
armour (+8)

WS

BS

Ld

Pts

Equipment: Hand weapon, light armour shield


May have double-handed weapon (+2), thrusting spear (+2)
0-1 may have heavy armour (+2)
BUSHWACKERS
M WS
Halforc
4
3

BS

Ld

Pts

Equipment: Hand weapon, bow


May have light armour (+2), shield (+1) and crossbow instead of bow
(+3)
Special Rules: Light Infantry
WARRIORS
Halforc

WS

BS

Ld

Pts

Equipment: Hand weapon, shield


May have light armour (+2), halberd (+1), double-handed weapon (+2)
and thrusting spear (+2)

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BOOK VII: FANTASY
29. HOBGOBLIN MERCENARY CONTINGENT (OLD WORLD)

30. NIPPON MERCENARY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

CHARACTERS

T
4

W
3

I
2

A
2

Ld
8

Pts
85

Merc-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent. May be designate as Wizard (free, no
armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50
per level)

M
4

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

Pts
140

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary General acts as Army General but only for
units from his contingent. May ride a horse (+8, M8).

INFANTRY
INFANTRY

SAMURAI

HOBYARS
Elite

Elite
M

WS

BS

Ld

Pts

10

WS

BS

Ld

Pts

Equipment: Hand weapon, light armour


May have double-handed weapon (+3), longbow (+3) and heavy armour
(+3)

Equipment: Hand weapon, light armour shield


May have double-handed weapon (+2), bow (+1)

ASHIGARU
MOURNGUL RENEGADES
M WS BS
Hobgoblin
4
3
3

Ld

Pts

Human

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Equipment: Hand weapon


May have spear (+1) and light armour (+2)
0-1 unit may have longbow (+3), handgun (+5)

Equipment: Hand weapon


May have light armour (+2), shield (+1), bow (+1), thrusting spear (+2)
0-6 HOBHOUND HANDLERS
M
WS
BS
Handler
4
3
2
Hobhound
6
4
-

M
4

Ld

Pts

3
3

4
3

1
1

3
3

1
2

7
8

10
10

Equipment: Hand weapon


The animal handler may have shield (+1) and light armour (+2)
Handler may lead 2-6 Hobhounds,
Special Rules: Warband, Skirmishers

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Pts
5

WAB FORUM ARMIES


BOOK VII: FANTASY
31. ORC MERCENARY CONTINGENT (OLD WORLD)

32. NORSE MERCENARY CONTINGENT (OLD WORLD)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%
CHARACTERS
CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

T
4

W
3

I
2

A
2

Ld
8

Merc-Gen.

Pts
85

WS

BS

Ld

Pts

140

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General (or Mercenary General) acts as Army
General but only for units from his contingent.

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent.

INFANTRY
INFANTRY
ORC RENEGADES
M WS
Orc
4
3

BS

Ld

Pts

NORSE WARRIORS
M WS
Human
4
3

T
4

W
1

I
2

A
1

Ld
7

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
6

Equipment: Hand weapon, shield


May have double-handed weapon (+2), thrusting spear (+1) and light
armour (+2)
0-1 unit may have throwing axes (+1), throwing spear (+1) and bow (+1)

Equipment: Hand weapon


May have halberd (+2) , additional hand weapon (+3), thrusting spear
(+2), double-handed weapon (+2), shield (+1) and light armour (+2)
ORC RENEGADE ARRER BOYZ
M WS BS S
Orc
4
3
3
3

BS
3

BERSERKERS
M
Human
4

Pts
9

WS

BS

Ld

Pts

10

Equipment: Hand weapon


May have double-handed weapon (+2), shield (+1) and additional hand
weapon (+2)
Special Rules: Frenzy

Equipment: Hand weapon, bow


May have shield (+1), light armour (+2) and crossbow instead of bow
(+2)

0-1 ULFWERENAR
M
WS
Human
4
3
Wolfman
4
4

BS

Ld

Pts

3
-

3
4

3
4

1
1

3
4

1
1

7
8

15
-

Equipment: Hand weapon


May have additional had weapon (+2), shield (+1) and double-handed
weapon (+2).Weapons and shield cannot be used as Wolfman
Special Rules: Shapechanger
NORSE DWARFS
M WS
Dwarf
4
3

BS

Ld

Pts

10

Equipment: Hand weapon, light armour


May have double-handed-weapon (+3), shield (+1) and thrusting spear
(+2)
0-1 NORSE DWARF BERSERKERS
M WS BS S T
Dwarf
4
3
3
3 4

Ld

Pts

11

Equipment: Hand weapon


May have double-handed-weapon (+3), shield (+1), additional hand
weapon (+3), throwing axes (+1)
Special Rules: Frenzy
0-1 NORSE DWARF TROLL SLAYERS
M WS BS S T W
Dwarf
4
3
3
3 4
1

Ld

Pts

13

Equipment: Hand weapon


May have double-handed-weapon (+3), shield (+1), additional hand
weapon (+3) and light armour (+2)
Special Rules: Frenzy, Immune to Fear
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BOOK VII: FANTASY
0-1 BRETONNIAN MERCENARY BRIGANDS
M WS BS S T W I
Human
4
3
3
3 3
1
3

33. OLD WORLDER MERCENARY CONTINGENT


(OLD WORLD)
CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%

Ld

Pts

Equipment: Hand weapon, light armour


May have thrusting spear (+1), shield (+1), handgun (+4), crossbows
(+3), halberd (+2) and double-handed weapons (+2)
NULNER LANDSKNECHTS
M WS BS
Human
4
3
3

CHARACTERS

Merc-Gen.

WS

BS

Ld

Pts

85

S
3

T
3

W
1

I
3

A
1

Ld
7

Equipment: Hand weapon, light armour, pike


May have heavy armour (+2), halberd or double-handed weapon instead
of pike (free)

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent. May ride a horse (+8, M8).

0-1 FREIFORSTJAGER
M WS BS
Human
4
3
3

Ld

Pts

12

CAVALRY
TILEAN CONDOTTIERI
M WS BS
Human
8
3
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Equipment: Hand weapon, bow


May have shield (+1) and light armour (+2)
Rules: Light Infantry

Pts
26

Equipment: Hand weapon, heavy armour, lance, horse


May have shield (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
ESTALIAN CABALLEROS
M WS BS
Human
8
4
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Pts
26

Equipment: Hand weapon, light armour, lance, horse


May have shield (+2) and heavy armour (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus
KISLEVITE DRUZHINA
M WS BS
Human
8
3
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Pts
22

Equipment: Hand weapon, light armour, thrusting spear, horse


May have shield (+2) and heavy armour (+2)

INFANTRY
TILEAN CROSSBOWMEN
M WS BS
Elite
4
3
4

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
12

Ld

Pts

10

0-1 ESTALIAN BANDOLLEROS GRINGOS


M WS BS S T W I
Elite
4
3
4
3 3
1
3

A
1

Ld
7

Pts
16

Equipment: Hand weapon, crossbow


May have shield (+1) and light armour (+2)
Rules: Light Infantry
ESTALIAN HOMBRES VILLANOS
M WS BS S T
Elite
4
4
3
3 3

Equipment: Hand weapon, light armour, shield

Equipment: Hand weapon, handgun, light armour


Rules: Light Infantry

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BOOK VII: FANTASY
TROLLS

34. ANGMAR (MIDDLE EARTH)

Troll

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES&MERCENARIES: Up to 25%

WS

BS

Ld

Pts

60

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration
WOLVES

CHARACTERS

WS

BS

Ld

Pts

BS

Ld

Pts

20

A
-

Ld
-

Pts
-

Warhound
General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Teeth
Special Rules: Warband, Skirmishers

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
The General must be designate as Wizard (free, Magic Level 1). Can
upgrade magic level up to 4 (+50 per level)

0-3 BAT SWARMS


M
WS
Swarm
6
-

Equipment: Bats
Special Rules: Bat Swarm, Skirmishers

CAVALRY

ALLIES&MERCENARIES

CAVALRY
Human

M
8

WS
3

BS
3

S
3

T
3

W
1

I
7

A
1

Ld
7

Allies: Realm of the Warlord


Mercenaries: Gundabad

Pts
22

Equipment: Hand weapon, light armour, thrusting spear, horse


May have shield (+2) and heavy armour (+2)

SUMMONING CREATURE
GHOSTS

INFANTRY
ORC WARRIORS
M WS
Orc
4
3

BS
3

S
3

T
3

Ghost
W
1

I
2

A
1

Ld
6

M
6

WS
-

BS
-

S
-

T
-

W
-

I
-

Special Rules: Fly, Cause Terror

Pts
5

Equipment: Hand weapon


May have halberd (+2), additional hand weapon (+3), thrusting spear
(+2), double-handed weapon (+2), shield (+1) and light armour (+2)
Rules: Unreliable, Warband
ORC ARCHER
M
Orc
4

WS

BS

Ld

Pts

Equipment: Hand weapon, bow


May have shield (+1), light armour (+2) and crossbow instead of bow
(+2)
Rules: Unreliable, Warband
HUMAN WARRIORS
M WS
Human
4
3

BS

Ld

Pts

Equipment: Hand weapon


May have light armour (+2), halberd or double-handed weapon (+2)
Rules: Unreliable
HUMAN ARCHERS
M WS
Human
4
3

BS

Ld

Pts

12

Equipment: Hand weapon, bow


May have shield (+1) and light armour (+2)
Rules: Light Infantry, Unreliable

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BOOK VII: FANTASY
PIKEMEN

35. ARTHEDAIN (MIDDLE EARTH)

Dunedain

CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES: Up to 25%

WS

BS

Ld

Pts

Equipment: Hand weapon, pike


May have light armour (+2)
ARCHERS
M

WS

BS

Ld

Pts

CROSSBOWMEN AND SLINGERS


M WS BS S T
Dunedain
4
2
3
3 3

W
1

I
3

A
1

Ld
7

Pts
10

CHARACTERS
Dunedain
M
4
4

General
Sub-Gen.

WS
5
5

BS
5
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry

Pts
150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

Equipment: Hand weapon, crossbow. May have light armour (+2).


May have sling instead of crossbow (-3)
Special Rules: Skirmishers

CAVALRY
ALLIES
ROYAL CAVALRY
M WS
Guard
8
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
33

Allies: Lindon, The Shire, Breeland

Equipment: Hand weapon, heavy armour, shield, lance, warhorse


May have barding (+3). May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus if
mounted
FEUDAL CAVALRY
M WS
Dunedain
8
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
7

Pts
26

Equipment: Hand weapon, light armour, shield, thrusting spear


May have heavy armour (+2) and lance (+2)
CAVALRY
Dunedain

M
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

Ld
8

Pts
16

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2)

INFANTRY
ROYAL RANGER
M WS
Ranger
4
4

BS
4

S
3

T
3

W
1

I
4

A
1

Equipment: Hand weapon, light armour, bow


May have double-handed weapon (+3) and additional hand weapon (+2)
May be Veterans (+2)
Special Rules: Skirmishers
ROYAL PIKEMEN
M WS
Dunedain
4
4

BS

Ld

Pts

13

Equipment: Hand weapon, heavy armour, pike


May be Stubborn (+2)

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BOOK VII: FANTASY
36. BREELAND (MIDDLE EARTH)

37. THE SHIRE (MIDDLE EARTH)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

CHARACTERS

T
3

W
3

I
5

A
2

Ld
8

Pts
85

Ally-Gen.

M
4

WS
4

BS
5

S
3

T
3

W
2

I
5

A
2

Ld
8

Pts
85

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent. May ride a horse (+8, M8).

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May ride a pony (+6, M6).

INFANTRY

INFANTRY

PIKEMEN
Human

WS

BS

Ld

Pts

HOBBIT MILITIA
M WS
Hobbit
4
2

Equipment: Hand weapon, pike


May have light armour (+2)

BS

Ld

Pts

Equipment: Hand weapon


May have shield (+1), light armour (+2), thrusting spear (+1), bow (+4)
and sling (+2)

ARCHERS
Human

WS

BS

Ld

Pts

HOBBIT SCOUTS
M WS
Hobbit
4
2

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry

BS
4

S
2

T
2

W
1

I
4

A
1

Ld
7

Equipment: Hand weapon, bow


Special Rules: Skirmishers

CROSSBOWMEN AND SLINGERS


M WS BS S T
Human
4
2
2
3 3

W
1

I
3

A
1

Ld
6

Pts
7

Equipment: Hand weapon, crossbow. May have light armour (+2).


May have sling instead of crossbow (-3)
Special Rules: Skirmishers
HOBBITS
Hobbit

WS

BS

Ld

Pts

Equipment: Hand weapon


May have shield (+1), light armour (+2), thrusting spear (+1), bow (+1)
and sling (+2)

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BOOK VII: FANTASY
38. CARDOLAN (MIDDLE EARTH)

39. CANTONS OF FEOTAR (MIDDLE EARTH)

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES&MERCENARIES: Up to 25%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS
CHARACTERS
Merc-Gen.
M
4
4

General
Sub-Gen.

WS
5
5

BS
5
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Pts
150
85

T
3

T
3

W
3

I
5

M WS BS S T W I
Northmen
4
4
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
W
1

I
3

A
1

Ld
7

Pts
22

0-1 NORTHMEN BERSERKS


M WS BS S
Beserk
5
3
3
3
Equipment: Hand weapon
Special Rules: Warband, Frenzy

Ld

Pts

11
MILITIA ARCHERS
M WS BS
Northman
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry

Equipment: Hand weapon, light armour, shield


May have double-handed weapon (+2), thrusting spear (+2)
0-1 may have heavy armour (+2)
PIKEMEN
M

WS

BS

Ld

Pts

A
2

Ld
8

Ld

Pts

10

Ld

Pts

I
3

A
1

Ld
7

Pts
6

Ld

Pts

Ld

Pts

MILITIA LEVIES
M WS BS S T W I
Northman
4
2
2
3 3
1
3
Equipment: Hand weapon. May have shield (+1).
Special Rules: Levies

Equipment: Hand weapon, pike


May have light armour (+2)
ARCHERS
M

WS

BS

Ld

Pts

CROSSBOWMEN AND SLINGERS


M WS BS S T
Dunedain
4
2
3
3 3

W
1

I
3

A
1

Ld
7

Pts
10

Dunedain

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry

Equipment: Hand weapon, crossbow. May have light armour (+2).


May have sling instead of crossbow (-3)
Special Rules: Skirmishers

ALLIES&MERCENARIES
Mercenaries: Sarlainn, Cantons of Feotar

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JAVELINMEN
M WS BS S T W
Northman
4
3
3
3 3
1
Equipment: Hand weapon, javelins and buckler
Special Rules: Skirmishers

INFANTRY

Dunedain

S
4

NORTHMEN

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2)

HOUSEHOLD WARRIORS
M WS BS
Dunedain
4
4
3

BS
5

INFANTRY

CAVALRY

S
3

WS
5

Equipment: Hand weapon, shield, light armour


Special Rules: The Mrecenary-General acts as Army General but only
for units from his contingent.

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General. One sub-commander can be
designated as Army Standard Bearer (+15) and one as Army General
(+25) if no General is taken. May ride a horse (+8, M8).

MERCENARY CAVALRY
M WS BS
Dunedain
8
3
3

M
4

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BOOK VII: FANTASY
40. SARALAINN (MIDDLE EARTH)

41. REALM OF THE WARLORD (MIDDLE EARTH)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

CHARACTERS

T
3

W
3

I
5

A
2

Ld
8

Pts
140

Merc-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

Pts
140

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent.

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General (or Mercenary General) acts as Army
General but only for units from his contingent.

INFANTRY

INFANTRY

WARRIORS

TROLLS
M

WS

BS

Ld

Pts

Dunlander
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Warband

Troll

WS

WS

BS

Ld

Pts

60

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration

ARCHERS
M

BS

Ld

Pts

Dunlander
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry

WARG WOLFS
M
Warg
8

WS

BS

Ld

Pts

16

Ld

Pts

Equipment: Hand weapon


Special Rules: Warband, Skirmishers

LEVIES
M WS BS S T W I
Dunlander
4
2
2
3 3
1
3
Equipment: Hand weapon. May have shield (+1).
Special Rules: Levies

Ld

Pts

SLAVES
M WS BS
Human
4
2
2
Equipment: Hand weapon.
Special Rules: Levies

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BOOK VII: FANTASY
42. DOL GULDUR (MIDDLE EARTH)

SUMMONING CREATURE

CHARACTERS: Up to 25%
INFANTRY: At least 25%
ALLIES&MERCENARIES: Up to 25%

GHOST
Ghost

M
6

WS
-

BS
-

S
-

T
-

W
-

I
-

A
-

Ld
-

Special Rules: Fly, Cause Terror, Can be cast more than once
CHARACTERS

General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
The General must be designate as Wizard (free, Magic Level 1). Can
upgrade magic level up to 4 (+50 per level)

INFANTRY
ORC WARRIORS
M WS
Orc
4
3

BS

Ld

Pts

Equipment: Hand weapon


May have halberd (+2), additional hand weapon (+3), thrusting spear
(+2), double-handed weapon (+2), shield (+1) and light armour (+2)
Rules: Unreliable, Warband
ORC ARCHER
M
Orc
4

WS
3

BS
3

S
3

T
3

W
1

I
2

A
1

Ld
6

Pts
6

Equipment: Hand weapon, bow


May have shield (+1), light armour (+2) and crossbow instead of bow
(+2)
Rules: Unreliable, Warband
TROLLS
Troll

WS

BS

Ld

Pts

60

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration
WOLVES
Warhound

WS

BS

Ld

Pts

Equipment: Teeth
Special Rules: Warband, Skirmishers
GIANT SPIDER
Spider

M
5

WS
3

BS
-

S
5

T
4

W
4

I
1

A
2

Ld
8

Pts
45

Equipment: Teeth
Special Rules: Warband, Skirmishers, Poison, Fearsome

ALLIES&MERCENARIES
Allies: Realm of the Warlord, Angmar

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BOOK VII: FANTASY
43. DREDAIN (MIDDLE EARTH)

44. DUNLAND (MIDDLE EARTH)

CHARACTERS: Up to 25%
INFANTRY: At least 75%

CHARACTERS: Up to 25%
INFANTRY: At least 50%

CHARACTERS
M
4
4

General
Sub-Gen.

WS
4
4

BS
4
4

S
3
3

CHARACTERS

T
3
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Pts
150
85

General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General. One sub-commander can be
designated as Army Standard Bearer (+15) and one as Army General
(+25) if no General is taken.
0-1 sub-general may be designate as Wizard (free, Magic Level 1). Can
upgrade magic level up to 4 (+50 per level)

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General. One sub-commander can be
designated as Army Standard Bearer (+15) and one as Army General
(+25) if no General is taken. The Ally-General acts as Army General but
only for units from his allied contingent.

INFANTRY

INFANTRY

0-1 DRUEDAIN GUARD


M WS BS
Elite
4
3
3

0-1 GUARD
S

Ld

Pts

Equipment: Hand weapon


May have shield (+1), javelins (+1)
DRUEDAIN WARRIORS
M WS BS
Druedain
4
2
3

Ld

Pts

Ld

Pts

S
2

T
2

W
1

I
3

A
1

Ld
6

Pts
4

Ld

Pts

10

W
1

I
3

A
1

Ld
7

Pts
6

M WS BS S T W I
Dunlander
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Warband

Ld

Pts

WS
3

BS
3

S
3

M WS BS
Dunlander
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry
SKIRMISHERS
M
Skirmisher
4

T
3

S
6

T
-

W
-

I
3

A
3

Ld
-

WS
2

BS
2

Ld

Pts

S
3

T
3

W
1

I
3

A
1

Ld
5

Pts
3

Equipment: Hand weapon, sling.


May have bow instead of sling (+1)
Special Rules: Skirmishers

PUKELMAN
Pukelman

ARCHERS

SUMMONING CREATURE

BS
-

WARRIORS

Equipment: Hand weapon, blowpipe


May have Poison (+2), shield (+1), javelins (+1)
Special Rules: Skirmishers, Ambush

WS
3

0-1 NOBILITY
M
Noble
4

Equipment: Hand weapon, blowpipe


May have Poison (+2)
Special Rules: Skirmishers

M
3

BS

Equipment: Hand weapon, throwing spear


May have shield (+1) and light armour (+2).
Special Rules: Light Infantry

BS

0-1 DRUEDAIN SCOUTS


M WS BS
Druedain
4
2
3

WS

Equipment: Hand weapon, throwing spear


May have shield (+1) and light armour (+2)
Special Rules: Warband

Equipment: Hand weapon, shield


May have javelins (+1)
DRUEDAIN BRAVES
M WS
Druedain
4
2

M
Guard

Pts
-

Special Rules: Stone, Cause Terror, Large Target

LEVIES
Levy

WS

BS

Ld

Pts

Equipment: Hand weapon


Special Rules: Levies

ALLIES

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BOOK VII: FANTASY
45. FANGORN (MIDDLE EARTH)
CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS
M
6

Ally-Gen.

WS
4

BS
-

S
6

T
6

W
6

I
4

A
4

Ld
9

Pts
400

Special Rules: Cause Terror, Large Target. The Ally-General acts as


Army General but only for units from his contingent.

INFANTRY

TREEMEN
Treeman

M
6

WS
4

BS
-

S
5

T
5

W
5

I
3

A
3

Ld
8

Pts
250

W
2

I
2

A
2

Ld
4

Pts
50

Special Rules: Cause Terror, Large Target


HUORN
Huorn

M
4

WS
3

BS
-

S
4

T
5

Special Rules: Stupidity, Large Target, 2-5 Huorns per unit

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BOOK VII: FANTASY
DRUEDAIN WARRIORS
M WS BS
Druedain
4
2
3

46. ANFALAS & THARAGROND (MIDDLE EARTH)


CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES: Up to 25%

M
4
4

WS
5
5

Ld

Pts

BS

Ld

Pts

Equipment: Hand weapon, shield


May have javelins (+1)
DRUEDAIN BRAVES
M WS
Druedain
4
2

CHARACTERS

General
Sub-Gen.

BS
5
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Equipment: Hand weapon, blowpipe


May have Poison (+2)
Special Rules: Skirmishers

Pts
150
85

ALLIES
Equipment: Hand weapon, shield, light armour
Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

Allies: Belfalas, Calenardhon, Harondor & Harithilien, Ithilien, Lebennin

CAVALRY
CAVALRY
M
8

Dunedain

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2) and heavy armour (+2)

INFANTRY
PIKEMEN
Dunedain

WS

BS

Ld

Pts

Equipment: Hand weapon, pike


May have light armour (+2)
ARCHERS
M

WS

BS

Ld

Pts

CROSSBOWMEN AND SLINGERS


M WS BS S T
Dunedain
4
2
3
3 3

W
1

I
3

A
1

Ld
7

Pts
10

Dunedain

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry

Equipment: Hand weapon, crossbow. May have light armour (+2).


May have sling instead of crossbow (-3)
Special Rules: Skirmishers
WARRIORS
M WS BS S T W I
Dunlander
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Warband

Ld

Pts

ARCHERS
M WS BS
Dunlander
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry

Ld

Pts

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BOOK VII: FANTASY
47. CALENARDHON (MIDDLE EARTH)

ALLIES

CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES: Up to 25%

Allies: Anfalas&Tharagrond, Belfalas, Harondor & Harithilien, Ithilien,


Lebennin

CHARACTERS

General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
CAVALRY
CAVALRY
M
8

Dunedain

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2) and heavy armour (+2)
INFANTRY
PIKEMEN
Dunedain

WS

BS

Ld

Pts

Equipment: Hand weapon, pike. May have light armour (+2)


ARCHERS
M

WS

BS

Ld

Pts

M WS BS S T W I
Dunlander
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Warband

Ld

Pts

Dunedain

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry
WARRIORS

ARCHERS
M WS BS
Dunlander
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry
SKIRMISHERS
M
Dunlander
4

Ld

Pts

WS

BS

Ld

Pts

Equipment: Hand weapon, sling.


May have bow instead of sling (+1)
Special Rules: Skirmishers

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BOOK VII: FANTASY
NAVAL TROOPER
M WS
Dunedain
4
3

48. BELFALAS (MIDDLE EARTH)


CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

BS

Ld

Pts

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have bow (+2) placed in the rear ranks
Special Rules: Combined Formation

CHARACTERS

M
4
4

General
Sub-Gen.

WS
5
5

BS
5
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

MILITIA SPEARMEN
M WS BS S T W
Dunedain
4
2
2
3 3
1
Equipment: Hand weapon, thrusting spear
May have light armour (+2) and shield (+1)

Pts
150
85

Ld

Pts

ARCHERS
Equipment: Hand weapon, shield, light armour
Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

Dunedain

BS
3

S
3

T
3

WS
2

0-1 HARBOUR GUARD


M WS
Elf
4
4
W
1

I
4

A
1

Ld
8

BS
2

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
5

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
9

A
1

Ld
5

Pts
6

A
1

Ld
5

Pts
4

Equipment: Hand weapon, bow


May have light armour (+2)

CAVALRY
HEAVY CAVALRY
M WS
Guard
8
4

M
4

Pts
33

BS
4

Equipment: Hand weapon, shield


May have light armour (+2) and thrusting spear (+2)

Equipment: Hand weapon, heavy armour, shield, lance, warhorse


May have barding (+3). May be Veterans (+2)
Special Rules: Ferocious Charge and may have a +1 rank bonus if
mounted

WARRIORS
M WS BS S T W I
Dunlander
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Warband

INFANTRY
ARCHERS
PIKEMEN
Dunedain

WS

BS

Ld

Pts

M WS BS
Dunlander
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry

S
3

T
3

W
1

I
3

Equipment: Hand weapon, pike


May have light armour (+2)
ALLIES
ARCHERS
M

WS

BS

Ld

Pts

CROSSBOWMEN AND SLINGERS


M WS BS S T
Dunedain
4
2
3
3 3

Ld

Pts

10

Dunedain

Allies: Anfalas&Tharagrond, Calenardhon, Harondor & Harithilien,


Ithilien, Lebennin

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry

Equipment: Hand weapon, crossbow. May have light armour (+2).


May have sling instead of crossbow (-3)
Special Rules: Skirmishers
FEUDAL NAVAL TROOPER
M WS BS
Dunedain
4
4
4

S
3

T
3

W
1

I
4

A
1

Ld
7

Pts
11

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have bow (+2) placed in the rear ranks
Special Rules: Combined Formation

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BOOK VII: FANTASY
SOUTHLAND TRIBESMEN
M WS BS
Tribal
5
3
3

49. HARONDOR & HARITHILIEN (MIDDLE EARTH)


CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

Ld

Pts

Equipment: Hand weapon, thrusting spear


May have shield (+1)
Special Rules: Warband

CHARACTERS
ALLIES
M
4
4

General
Sub-Gen.

WS
5
5

BS
5
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Pts
150
85

Allies: Anfalas&Tharagrond, Calenardhon, Belfalas, Ithilien, Lebennin

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

CAVALRY
GONDOR CAVALRY
M WS
Dunedain
8
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2) and heavy armour (+2)
SOUTHLAND CAVALRY
M WS BS
Horseman
8
3
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
18

Equipment: Hand weapon, bow


May have light armour (+2) and buckler (+1)
Special Rules: Skirmishers, Feigned Flight

INFANTRY
PIKEMEN
Dunedain

WS

BS

Ld

Pts

Equipment: Hand weapon, pike. May have light armour (+2)


ARCHERS
Dunedain

WS

BS

Ld

Pts

Equipment: Hand weapon, bow. May have light armour (+2).


Special Rules: Light Infantry
CROSSBOWMEN AND SLINGERS
M WS BS S T
Dunedain
4
2
3
3 3

Ld

Pts

10

Equipment: Hand weapon, crossbow. May have light armour (+2).


May have sling instead of crossbow (-3)
Special Rules: Skirmishers
SOUTHLAND WARRIORS
M WS BS
Warrior
4
3
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
6

Equipment: Hand weapon, javelins, buckler


Special Rules: Light Infantry
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BOOK VII: FANTASY
50. ITHILIEN (MIDDLE EARTH)

51. LEBENNIN (MIDDLE EARTH)

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

CHARACTERS: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

CHARACTERS

General
Sub-Gen.

CHARACTERS

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

General
Sub-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

CAVALRY
INFANTRY
CAVALRY
M
8

Dunedain

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

PIKEMEN
Dunedain

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2) and heavy armour (+2)

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
8

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
7

BS

Ld

Pts

A
1

Ld
7

Pts
6

Equipment: Hand weapon, pike


May have light armour (+2)

INFANTRY
ARCHERS
PIKEMEN
Dunedain

WS

BS

Ld

Pts

Dunedain

M
4

WS
2

BS
3

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry

Equipment: Hand weapon, pike. May have light armour (+2)


ARCHERS
Dunedain

WS

BS

Ld

Pts

NAVAL TROOPER
M WS
Dunedain
4
3

Equipment: Hand weapon, bow


May have light armour (+2).
Special Rules: Light Infantry
MILITIA SPEARMEN
M WS BS S T W
Dunedain
4
2
2
3 3
1
Equipment: Hand weapon, thrusting spear
May have light armour (+2) and shield (+1)

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have bow (+2) placed in the rear ranks
Special Rules: Combined Formation
I

Ld

Pts

NAVAL MILITIA
M WS
Dunedain
4
2

BS
2

S
3

T
3

W
1

I
4

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have bow (+2) placed in the rear ranks
Special Rules: Combined Formation

ALLIES
Allies: Anfalas&Tharagrond, Belfalas, Harondor & Harithilien,
Calenardhon, Lebennin

ALLIES
Allies: Anfalas&Tharagrond, Calenardhon, Harondor & Harithilien,
Ithilien, Belfalas

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BOOK VII: FANTASY
52. GUNDABAD (MIDDLE EARTH)

53. IRONHILLS (MIDDLE EARTH)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

CHARACTERS

T
3

W
3

I
5

A
2

Ld
8

Pts
140

Merc-Gen.

M
4

WS
5

BS
5

S
4

T
4

W
3

I
2

A
2

Ld
10

Pts
100

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent.

Equipment: Hand weapon, shield, light armour


Special Rules: The Mercenary-General acts as Army General but only
for units from his contingent.

INFANTRY

INFANTRY

URUK-HAI
Uruk

GUARDS
M

WS

BS

Ld

Pts

Elite

Equipment: Hand weapon


May have halberd (+2), additional hand weapon (+3), thrusting spear
(+2), double-handed weapon (+2), shield (+1), bow (+1) and light armour
(+2)
Rules: Unreliable

ORC WARRIORS
M WS
Orc
4
3

BS
3

S
3

T
3

W
1

I
2

A
1

Ld
6

BS

Ld

Pts

Ld

Pts

16

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

0-1 SAPPERS
M

WS

BS

Ld

Pts

15

Equipment: Hand weapon, light armour, double-handed weapon


May have heavy armour (+2)
Special Rules: Ambush

Equipment: Hand weapon, bow


May have shield (+1), light armour (+2) and crossbow instead of bow
(+2)
Rules: Unreliable, Warband
TROLLS
Troll

WS

BS

Ld

Pts

60

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration
WARG WOLFS
M
Warg
8

WS

BS

Ld

Pts

16

Special Rules: Warband, Skirmishers

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WAB Forum

Pts
11

Equipment: Hand weapon, light armour


May have double-handed-weapon (+3), shield (+1) and thrusting spear
(+2)
0-1 unit may have and crossbow (+3)

Dwarf

BS

DWARF WARRIORS
M WS
Dwarf
4
3

Pts
5

WS

WS

Equipment: Hand weapon, heavy armour


May have double-handed-weapon (+3), shield (+1) and thrusting spear
(+2). May be Veterans (+2)

Equipment: Hand weapon


May have halberd (+2), additional hand weapon (+3), thrusting spear
(+2), double-handed weapon (+2), shield (+1) and light armour (+2)
Rules: Unreliable, Warband
ORC ARCHER
M
Orc
4

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BOOK VII: FANTASY
54. LINDON (MIDDLE EARTH)

55. LORIEN (MIDDLE EARTH)


CHARACTERS: Up to 25%
INFANTRY: At least 25%
ALLIES: Up to 25%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS
CHARACTERS
M
4

Ally-Gen.

WS
5

BS
5

S
4

T
3

W
2

I
5

A
2

Ld
9

Pts
85

General
Sub-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May ride a horse (+8, M8). Must be a Wizard (free,
Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

ARCHERS
M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

3
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
General must be designate as Wizard (free, Magic Level 1). Can upgrade
magic level up to 4 (+50 per level)

INFANTRY

Elf

Pts
11
INFANTRY

Equipment: Hand weapon, longbow


May have shield (+1)
0-1 unit may have light armour (+2) and double-handed weapon (+2)

0-1 KEEPER
Elf

0-1 SCOUTS
Elf

WS

BS

Ld

Pts

16

WS

BS

Ld

Pts

15

Equipment: Hand weapon, light armour, longbow


May have shield (+1), double-handed weapon (+2) or thrusting spear (+2)
May be Veterans (+2)

Equipment: Hand weapon, longbow


May have shield (+1)
Special Rules: Skirmishers, Ambush

BOWMEN
Elf

SHIPS COMPANIES
M WS
Elf
4
4

BS

Ld

Pts

13

WS

BS

Ld

Pts

11

Equipment: Hand weapon, longbow


May have shield (+1)
0-1 unit may have light armour (+2) and double-handed weapon (+2)

Equipment: Hand weapon, longbow, light armour


May have shield (+1), double-handed weapon (+2)
Special Rules: Light Infantry

SCOUTS
Elf

0-4 LIGHT BOLT THROWERS

M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
16

Equipment: Hand weapon, longbow


May have shield (+1)
Special Rules: Skirmishers, Ambush

ALLIES & MERCENARIES


WARRIOR KINBANDS
M WS
Elf
4
4

Allies: Lorien, Rivendell, Mirkwood - Woodland Realm

SUMMONING EFFECT

BS

Ld

Pts

Equipment: Hand weapon, shield


May have light armour (+2) and thrusting spear (+2)
0-1 unit may have additional hand weapon (+2), double-handed weapon
(+2)

FAITH
Special Rules: All friendly elf units get Ld+1 for the remaining Battle

ALLIES & MERCENARIES


Allies: Lindon, Rivendell, Mirkwood - Woodland Realm

SUMMONING EFFECT
DESPAIR
Special Rules: All enemy units get Ld-1 for the remaining Battle

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BOOK VII: FANTASY
56. LOSSOTH (MIDDLE EARTH)

57. MIRKWOOD WOODLAND REALM (MIDDLE EARTH)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES & MERCENARIES: Up to 25%
CHARACTERS
CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

Pts
140

General
Sub-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Mrecenary-General acts as Army General but only
for units from his contingent.

BS

Ld

Pts

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

3
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).
0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1,
no armour or shield, Magic Level 1). Can upgrade magic level up to 4
(+50 per level)

INFANTRY
LOSSOTH ARCHERS
M WS
Lossoth
4
2

CAVALRY

Equipment: Hand weapon, bow


Special Rules: Light Infantry
LOSSOTH WARRIORS
M WS
Lossoth
4
3

BS

Ld

Pts

WOOD RIDERS
M
Elf
8

WS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
26

Equipment: Hand weapon, thrusting spear, shield, horse


May have javelins (+1) and longbow (+4)
Special Rules: Light Cavalry

Equipment: Hand weapon, javelins, buckler


Special Rules: Light Infantry

INFANTRY

UMLI
Umli

BS
4

WS

BS

Ld

Pts

11

0-1 GUARDS
Elf

Equipment: Hand weapon, thrusting spear


May have shield (+1)

WS

BS

Ld

Pts

15

Equipment: Hand weapon, light armour, longbow


May have shield (+1), double-handed weapon (+2) or thrusting spear (+2)
May be Veterans (+2), Drilled (+2) and Stubborn (+2)
BOWMEN
Elf

M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
13

Equipment: Hand weapon, longbow


May have shield (+1), light armour (+2)
Special Rules: Light Infantry
RANGER
Elf

WS

BS

Ld

Pts

11

Equipment: Hand weapon, longbow


May have shield (+1)
0-1 unit may have light armour (+2) and double-handed weapon (+2)
Special Rules: Skirmishers
WARRIOR KINBANDS
M WS
Elf
4
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
9

Equipment: Hand weapon, shield


May have light armour (+2) and thrusting spear (+2)
0-1 unit may have additional hand weapon (+2), double-handed weapon
(+2)
ALLIES
Allies: Lorien, Rivendell, Lindon
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BOOK VII: FANTASY
59. MORDOR (MIDDLE EARTH, LATE 3RD AGE)

58. MIRKWOOD - WOODMEN (MIDDLE EARTH)


CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 25%
ALLIES&MERCENARIES: Up to 25%
CHARACTERS
CHARACTERS

M
4

Ally-Gen.

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

Pts
140

General
Sub-Gen.

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent.

WARRIOR

JAVELINMEN
M WS BS S T W
Northman
4
3
3
3 3
1
Equipment: Hand weapon, javelins and buckler
Special Rules: Skirmishers

Ld

Pts

Ld

Pts

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken.
The General must be designate as Wizard (free, Magic Level 1). Can
upgrade magic level up to 4 (+50 per level)

INFANTRY

M WS BS S T W I
Northmen
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Light Infantry

CAVALRY
WARG RIDERS
M
Orc
4
Warg
8

WS

BS

Ld

Pts

3
3

3
-

2
4

3
-

1
1

3
-

1
1

6
-

21
-

Equipment: Hand weapon. May have light weapon (+2)


Special Rules: Warband, Skirmishers
INFANTRY

ARCHERS
M WS BS
Northman
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry

Ld

Pts

ORC WARRIORS
M WS
Orc
4
3

BS

Ld

Pts

Equipment: Hand weapon


May have halberd (+2), additional hand weapon (+3), thrusting spear
(+2), double-handed weapon (+2), shield (+1) and light armour (+2)
Rules: Unreliable, Warband
ORC ARCHER
M
Orc
4

WS
3

BS
3

S
3

T
3

W
1

I
2

A
1

Ld
6

Pts
6

Equipment: Hand weapon, bow


May have shield (+1), light armour (+2) and crossbow instead of bow
(+2)
Rules: Unreliable, Warband
TROLLS
Troll

WS

BS

Ld

Pts

60

Ld
9

Pts
-

Equipment: Hand weapon


Special Rules: Stupidity, Regeneration

ALLIES&MERCENARIES
Mercenaries: Umbar

SUMMONING CREATURE
NAZGUL
Nazgul

M
8

WS
6

BS
-

S
6

T
6

W
6

I
6

A
6

Special Rules: Fly, Cause Terror, Large Target


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BOOK VII: FANTASY
60. KHAZAD-DUM (MIDDLE EARTH)

61. NAN-I-NAUGRIMM (MIDDLE EARTH)

CHARACTERS: Up to 25%
INFANTRY: At least 50%
ALLIES: Up to 25%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS
CHARACTERS

General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
4

3
2

2
2

2
2

9
9

150
100

Ally-Gen.

DWARF WARRIORS
M WS
Dwarf
4
3

Ld

Pts

16

S
3

T
4

W
1

I
2

A
1

W
2

I
2

A
2

Ld
9

Ld

Pts

12

Ld

Pts

15

A
1

Ld
9

Pts
15

Equipment: Hand weapon, light armour, crossbow


May have shield (+1)
0-1 unit may have double-handed weapon (+3)
Special Rules: Light Infantry

Pts
14

Equipment: Hand weapon, heavy armour, shield


May have double-handed-weapon (+3) and thrusting spear (+2)
Special Rules: Shieldwall
DWARF CROSSBOWMEN
M WS BS
Dwarf
4
3
3

T
4

BS

DWARF CROSSBOWMEN
M WS BS
Dwarf
4
3
3

Ld
9

S
4

Equipment: Hand weapon, light armour, shield


May have heavy armour (+2)
May have double-handed-weapon (+3) and thrusting spear (+2)
Special Rules: Shieldwall

Equipment: Hand weapon, heavy armour, shield


May have double-handed-weapon (+3) and plate armour (+3)
May be Drilled (+2), Veterans (+2) and Stubborn (+2)
Special Rules: Shieldwall

BS
3

BS
5

INFANTRY

INFANTRY

DWARF WARRIORS
M WS
Dwarf
4
3

WS
5

0-1 SAPPERS
Dwarf

Ld

Pts

15

M
4

WS
3

BS
3

S
3

T
4

W
1

I
2

Equipment: Hand weapon, light armour, double-handed weapon


May have heavy armour (+2)
Special Rules: Ambush

Equipment: Hand weapon, light armour, crossbow


May have shield (+1)
0-1 unit may have double-handed weapon (+3) and heavy armour (+2)
Special Rules: Light Infantry
0-1 SAPPERS
Dwarf

M
4

WS
3

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

Pts
15

Equipment: Hand weapon, light armour, double-handed weapon


May have heavy armour (+2)
Special Rules: Ambush

ALLIES & MERCENARIES


Allies: Nan-I-Naugrimm, Ironhills

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Pts
140

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent.

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken.

0-1 HOUSEHOLD GUARDS


M WS BS
Elite
4
4
3

M
4

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BOOK VII: FANTASY
62. NORTHMEN FROM ANDUIN VALLEYS (MIDDLE EARTH)

63. RHOVANION (MIDDLE EARTH)

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS: Up to 25%
CAVALRY: Up to 50%
INFANTRY: At least 25%
ALLIES: Up to 25%
CHARACTERS

Merc-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

CHARACTERS

Pts
140

Equipment: Hand weapon, shield, light armour


Special Rules: The Mrecenary-General acts as Army General but only
for units from his contingent.

General
Sub-Gen.

BS

Ld

Pts

3
-

3
4

3
4

1
2

3
3

1
3

7
6

15
-

Ld

Pts

10

MILITIA ARCHERS
M WS BS
Northman
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry

Ld

Pts

I
3

A
1

Ld
6

Pts
5

S
4
4

T
4
3

W
3
2

I
5
5

A
2
2

Ld
9
8

Eothraim

M
8

WS
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
28

Equipment: Hand weapon, thrusting spear, heavy armour, warhorse


May have barding (+3).
Special Rules: Ferocious Charge, may count rank bonus up to +1
CAVALRY
M
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

Ld

Pts

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2)
Special Rules: Light Cavalry

INFANTRY
S
3

T
3

W
1

MILITIA LEVIES
M WS BS S T W I
Northman
4
2
2
3 3
1
3
Equipment: Hand weapon. May have shield (+1).
Special Rules: Levies

Ld

Pts

WARRIORS
M WS BS S T W I
Gramuz
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Light Infantry
ARCHERS
M WS BS
Gramuz
4
2
3
Equipment: Hand weapon, bow
Special Rules: Light Infantry
SKIRMISHERS
M
Gramuz
4

Ld

Pts

WS

BS

Ld

Pts

Equipment: Hand weapon, sling.


May have bow instead of sling (+1)
Special Rules: Skirmishers

ALLIES
Allies: Thal & Esgaroth, Northmen,

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Pts
150
85

0-1 GUARD

Eothraim
JAVELINMEN
M WS BS S T W
Northman
4
3
3
3 3
1
Equipment: Hand weapon, javelins and buckler
Special Rules: Skirmishers

BS
5
5

CAVALRY

Equipment: Hand weapon


May have additional had weapon (+2), shield (+1) and double-handed
weapon (+2).Weapons and shield cannot be used as Bear
Special Rules: Shapechanger
GUARD OF MAETHELBURG
M WS BS S T W I
Northmen
4
4
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)

WS
5
5

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

INFANTRY
0-1 BEORNINGIANS
M
WS
Human
4
3
Bear
4
3

M
4
4

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WAB FORUM ARMIES


BOOK VII: FANTASY
64. RHUDAUR (MIDDLE EARTH)

65. RIVENDELL (MIDDLE EARTH)

CHARACTERS: Up to 25%
INFANTRY: At least 50%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

General
Sub-Gen.

CHARACTERS

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Ally-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
2

I
5

A
2

Ld
9

Equipment: Hand weapon, shield, light armour


Special Rules: The Ally-General acts as Army General but only for units
from his contingent. May ride a horse (+8, M8). Must be a Wizard (free,
Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General. One sub-commander can be
designated as Army Standard Bearer (+15) and one as Army General
(+25) if no General is taken.

INFANTRY
ARCHERS

INFANTRY

Elf

HILLMEN WARRIORS
M WS BS
Hillman
4
3
3

Ld

Pts

DUNLAND ARCHERS
M WS BS
Dunlander
4
2
2
Equipment: Hand weapon, bow
Special Rules: Light Infantry
SKIRMISHERS
M
Skirmisher
4

WS
2

BS
2

M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

0-1 SCOUTS
A

Ld

Pts

Ld

Pts

S
3

T
3

W
1

I
3

A
1

Ld
5

Pts
3

Elf

WS

BS

Ld

Pts

16

Equipment: Hand weapon, longbow


May have shield (+1)
Special Rules: Skirmishers, Ambush

SUMMONING EFFECT
FAITH
Special Rules: All friendly units are Immune to Fear for the remaining
Battle

Equipment: Hand weapon, sling.


May have bow instead of sling (+1)
Special Rules: Skirmishers
LEVIES
Levy

WS

BS

Ld

Pts

WS

BS

Ld

Pts

Equipment: Hand weapon


Special Rules: Levies
EASTERLINGS
M
Easterling
4

Equipment: Hand weapon, throwing spear


May have shield (+1)
Special Rules: Light Infantry

ALLIES
Allies: Angmar

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Pts
11

Equipment: Hand weapon, longbow


May have shield (+1)
0-1 unit may have light armour (+2) and double-handed weapon (+2)

Equipment: Hand weapon, thrusting spear


May have shield (+1)
DUNLAND WARRIORS
M WS BS S T W I
Dunlander
4
3
3
3 3
1
3
Equipment: Hand weapon, shield
May have light armour (+2) and throwing spear (+2)
Special Rules: Warband

Pts
85

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BOOK VII: FANTASY
66. ROHAN, LATE 3rd AGE (MIDDLE EARTH)

67. THAL & ESGAROTH (MIDDLE EARTH)

CHARACTERS: Up to 25%
CAVALRY: At least 50%
INFANTRY: Up to 25%

CHARACTERS: 1
INFANTRY: At least 75%

CHARACTERS

General
Sub-Gen.

CHARACTERS

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Merc-Gen.

M
4

WS
5

BS
5

S
4

T
3

W
3

I
5

A
2

Ld
8

Pts
140

Equipment: Hand weapon, shield, light armour


Special Rules: The Mrecenary-General acts as Army General but only
for units from his contingent.

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

INFANTRY
CITY GUARD
M
Northmen
4

CAVALRY

WS

BS

Ld

Pts

GUARD
M
8

Rohirrim

WS
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
8

Equipment: Hand weapon, shield


May have light armour (+2), bow (+1) and thrusting spear (+2)

Pts
30

Equipment: Hand weapon, thrusting spear, heavy armour, warhorse


May have barding (+3). May be Veterans (+2
Special Rules: Ferocious Charge, may count rank bonus up to +1

JAVELINMEN
M
Northman
4

CAVALRY

Equipment: Hand weapon, javelins and buckler


Special Rules: Skirmishers

M
8

Rohirrim

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
22

BS

Ld

Pts

MILITIA SPEARMEN
M WS
Northman
4
2

Equipment: Hand weapon, light armour, thrusting spear


May have shield (+2) and bow (+2)
Special Rules: Light Cavalry

BS

Ld

Pts

Equipment: Hand weapon, thrusting spear


Special Rules: Light Infantry

INFANTRY

MILITIA LEVIES
M WS
Northman
4
2

WARRIORS
Rohirrim

WS

WS

BS

Ld

Pts

BS

Ld

Pts

Equipment: Hand weapon. May have shield (+1).


Special Rules: Levies

Equipment: Hand weapon, shield


May have light armour (+2) and thrusting spear (+2)
ARCHERS
Rohirrim

WS

BS

Ld

Pts

Equipment: Hand weapon, bow


Special Rules: Light Infantry

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BOOK VII: FANTASY
68. UMBAR (MIDDLE EARTH)

ALLIES

CHARACTERS: Up to 25%
INFANTRY: At least 75%
ALLIES: Up to 25%

Allies: Mordor

CHARACTERS

General
Sub-Gen.

WS

BS

Ld

Pts

4
4

5
5

5
5

4
4

4
3

3
2

5
5

2
2

9
8

150
85

Equipment: Hand weapon, shield, light armour


Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer
(+15) and one as Army General (+25) if no General is taken. May ride a
horse (+8, M8).

INFANTRY
BLACK NUMENORIAN WARRIORS
M WS BS S T
Numerorian
4
4
3
3 3

W
1

I
3

A
1

Ld
7

Pts
12

Equipment: Hand weapon, shield, light armour


May have heavy armour (+2), bow (+1) and thrusting spear (+2)
BLACK NUMENORIAN NAVAL TROOPER
M WS BS S T W
Numenorian
4
3
3
3 3
1

I
4

A
1

Ld
7

Pts
8

Equipment: Hand weapon, light armour


May have shield (+1), thrusting spear (+2), halberd (+1)
Up to half must have bow (+1) placed in the rear ranks
Special Rules: Combined Formation
CORSAIRS
Corsair

WS

BS

Ld

Pts

W
1

I
3

A
1

Ld
6

Pts
6

Equipment: Hand weapon, shield


May have bow (+1) and light armour (+2)
Special Rules: Light Infantry
CORSAIR NAVAL TROOPER
M WS BS S
Corsair
4
3
3
3

T
3

Equipment: Hand weapon, shield


May have light armour (+2), thrusting spear (+2), halberd (+1)
Up to half must have bow (+1) placed in the rear ranks
Special Rules: Combined Formation
HARADRIM SPEARMEN
M WS BS
Haradrim
4
2
2

Ld

Pts

Equipment: Hand weapon, thrusting spear


Special Rules: Light Infantry
LEVIES
Levy

WS

BS

Ld

Pts

Equipment: Hand weapon. May have shield (+1).


Special Rules: Levies

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BOOK VII: FANTASY
COMMUNITY

http://wabforum.co.uk (english)
http://wab-portal.forumperso.com/ (french)
http://www.wab-forum.de (german)

MANUFACTURERS

http://www.games-workshop.com
http://www.gamezoneminiatures.com
http://www.manticgames.com
http://www.oldgloryminiatures.com/
http://www.perry-miniatures.com
http://www.wargamesfoundry.com/

SPECIAL THANKS

Many thanks to the WAB Forum members for providing the template
and their great support, the authors of LotR and of the WFB hardcover
books of the 3rd edition for their excellent work, which still is a
milestone for wargaming.

BOOKS

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