Warcry Good Compendium v1.1

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COMPENDIUM

Fan-made document. Profiles, Version 1.1, June 2020


Warcry © Copyright Games Workshop 2019

FACTIONS
TRIBES and Kingdoms ORDER CHAOS
OF THE EIGHT REALMS Stormcast Eternals: Vanguard Chamber Slaves to Darkness
Iron Golems Stormcast Eternals: Warrior Chamber Beasts of Chaos
Untamed Beasts Stormcast Eternals: Sacrosanct Chamber Skaven
Corvus Cabal Fyreslayers Blades of Khorne: Bloodbound
Cypher Lords Kharadron Overlords Blades of Khorne: Daemons
The Unmade Sylvaneth Maggotkin of Nurgle: Rotbringers
Splintered Fang Daughters of Khaine Maggotkin of Nurgle: Daemons
Spyre Tyrants Idoneth Deepkin Hedonites of Slaanesh
Scions of Flame Seraphon Tzeentch Arcanites
Khainite Shadowstalkers Lumineth Realm Lords Disciples of Tzeentch

DESTRUCTION DEATH
Ironjawz Flesh-Eater Courts
Bonesplittez Legions of Nagash
Gloomspite Gitz Ossiarch Bonereapers
Ogor Mawtribes Nighthaunt
Iron Golems
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
175 DOMINAR Great Hammer 4 4 20 Leader, Brute 1 3 5 2/5
235 OGOR BREACHER Twin Hammers 4 5 30 Destroyer 1 2 6 4/8
120 SIGNIFIER Hammer& Icon 4 4 15 Icon Bearer 1 3 4 2/4
120 PREFECTOR Hammer 4 4 15 Brute 1 3 4 2/5
125 DRILLMASTER Club, Ball & Chain 4 4 10 Berserker 1 4 4 2/4 3 4 4 2/4
90 ARMATOR Twin Hammers 3 4 12 - 1 4 4 1/4
80 IRON LEGIONARY Hammer & Shield 4 5 10 - 1 2 3 1/3
80 IRON LEGIONARY Twin Hammers 4 4 10 - 1 3 3 1/3
65 IRON LEGIONARY Hammer & Bolas 4 4 10 - 1 2 3 1/3 3 3 3 1/2

IRON GOLEMS ABILITIES


 - THROW BOLAS
Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
For each roll of 4-5, allocate 1 damage point to that fighter.
For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Brute SPINE-CRUSHING BLOW
Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3
or less.
 Leader LEAD WITH STRENGTH
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Destroyer LIVING BATTERING RAM
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Icon STAND DEFIANT
Bearer Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.

 Berserker WHIRLWIND OF DEATH


Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability.
Untamed Beasts
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
180 HEART-EATER Axe 5 4 20 Leader 1 4 4 2/5
140 FIRST FANG Spear & Axe 4 4 15 Brute 1 3 4 1/4 8 2 4 2/5
125 BEASTSPEAKER Dagger & Whip 4 4 15 Agile 1 3 4 1/4 4 4 4 1/2
180 ROCKTUSK PROWLER Fangs 8 4 20 Beast 1 4 4 2/5
105 PREYTAKER Great Axe 4 4 10 - 1 3 4 2/4
105 PREYTAKER Great Sword 4 4 10 - 1 4 3 2/4
55 PLAINS-RUNNER Axe 5 3 8 - 1 3 3 1/3

UNTAMED BEASTS ABILITIES


 - SAVAGE FURY
Add 1 to the Move characteristic of this fighter for the next move action they make this activation, and add 1 to the Attacks characteristic of the next
attack action they make this activation.
 Leader ALL-OUT ATTACK
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Agile BEASTMASTER
Pick a visible friendly fighter with the Beast runemark within 4" of this fighter. That fighter makes a bonus attack action.
 Beast POUNCE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
 Brute HARPOON SNAG
This fighter makes a bonus attack action.
After that attack action, the fighter targeted by that attack action makes a bonus move action directly towards this fighter, as if they were jumping, a
number of inches equal to the value of this ability.
 - UNLEASH THE BEAST
Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics of attack actions made by this
fighter that have a Range characteristic of 3 or less.
Corvus Cabal
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
185 SHADOW-PIERCER Sword 5 4 20 Leader, Scout 1 4 4 2/5
185 SHRIKE TALON Claws 8 4 20 Agile 1 5 4 2/4
140 SPIRE STALKER Dagger & Whip 5 4 15 Champion 1 4 4 2/4
65 CABALIST Axe 5 3 8 - 1 4 3 1/3
60 CABALIST Axe & Familiar 5 3 8 Scout 1 3 3 1/3
75 CABALIST Spear 5 3 8 - 2 4 3 1/4

CORVUS CABAL ABILITIES


 - RAVEN DART
Pick a visible enemy fighter within 8" of this fighter and roll a dice.
On a 3-5, allocate 1 damage point to that fighter.
On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Champion SWIFT CLIMB
Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is climbing..
 Scout HARRYING RAVEN
Pick an enemy fighter within 20" of this fighter.
Until the end of the battle round, that fighter cannot make disengage actions.
 Agile SWOOPING ATTACK
This fighter makes a bonus move action.
In addition, if the fighter finishes that move action 3" or more vertically lower than their starting position, they can make a bonus attack action.
 Leader GRISLY TROPHY
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly
fighters while they are within 6" of this fighter.
 - DEATH FROM ABOVE
This fighter makes a bonus move action.
Then, they can make a bonus attack action
Add 1 to the Strength characteristic of that attack action if the fighter finished the move action 3" or more vertically lower than their starting position.
Cypher Lords
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
205 THRALLMASTER Unarmed 5 4 20 Leader 1 5 4 2/6
175 LUMINATE Spear 5 4 15 Mystic 2 5 4 2/5
75 MINDBOUND Sword 5 3 15 - 1 4 3 1/3
80 MIRRORBLADE Double-bladed sword 5 3 10 Destroyer 2 3 3 1/4
115 MIRRORBLADE Duelling swords 5 3 10 - 1 5 4 2/4
120 MIRRORBLADE Glaive 5 3 10 - 2 4 4 2/5

CYPHER LORDS ABILITIES


 - THROWING STARS AND CHAKRAMS
Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
For each roll of 4-5, allocate 1 damage point to that fighter.
For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
 - ACROBATIC LEAP
This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move vertically upwards more than 3".
 Destroyer LOW SWEEPING BLOW
Roll 1 dice for each visible enemy fighter within 2" of this fighter.
On a 4-5, allocate 1 damage point to the fighter being rolled for.
On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 Mystic SHADOWY RECALL
Pick a friendly fighter with the Minion runemark that is within 12" of this fighter.
Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to
the value of this ability.
 Leader SHATTERED GLOOM GLOBE
Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are
within 6" of this fighter.
 - SPINNING SOMERSAULT STRIKE
This fighter can fly when making move actions until the end of their activation.
However, when flying, they cannot move vertically upwards more than 3".
In addition, this fighter makes a bonus move action.
Then, they can make a bonus attack action.
The Unmade
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
220 BLISSFUL ONE Dagger 8 4 20 Leader 1 5 4 2/6
145 JOYOUS ONE Dagger 5 4 15 Destroyer 1 4 4 2/4
60 AWAKENED ONE Flail 4 3 10 - 1 4 3 1/3 3 3 3 1/2
60 AWAKENED ONE Polearm 4 3 10 - 2 2 3 1/4
125 ASCENDED ONE Sword 4 4 10 Warrior 1 4 4 2/4

THE UNMADE ABILITIES


 - NIGHTMARISH VISAGE
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
 - BARBED STRIKE
Until the end of this fighter's activation, if any attack action made by this fighter scores any hits or critical hits, subtract 1 from the Toughness
characteristic (to a minimum of 1) of the target fighter until the end of the battle round.
 Warrior CHAIN GARROTTE
Pick an enemy fighter within 5" of this fighter and roll a dice.
On a 3-4, allocate 1 damage point to that fighter.
On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
 Destroyer FLAYING FRENZY
Roll a dice for each visible enemy fighter within 3" of this fighter.
On a 3-4, allocate 1 damage point to the fighter being rolled for.
On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 Leader VESSEL OF TORMENT
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action.
Then, they can make a bonus attack action.
 - GIFT OF AGONY
This fighter makes a bonus attack action.
Add 1 to the Strength and Attacks characteristics of that attack action if this fighter has any damage points allocated to them.
Splintered Fang
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
180 TRUEBLOOD Trident & Net 4 4 20 Leader 2 4 4 2/5
145 SERPENT CALLER Fangs 5 4 15 Mystic 2 4 4 2/4 8 1 3 1/3
65 SERPENTS Fangs 6 2 8 Beast 1 5 3 1/4
125 PUREBLOOD Daggers 4 4 12 Brute 1 4 4 2/4
110 VENOMBLOOD Whip & Shield 4 5 10 Bulwark 3 3 4 1/2
135 VENOMBLOOD Spear & Shield 4 5 10 Bulwark 2 3 4 2/4
85 VENOMBLOOD Duelling Blades 5 3 10 - 1 4 3 2/4
85 VENOMBLOOD Whip & Blade 5 3 10 - 1 3 3 2/4 3 3 3 1/2
65 CLEARBLOOD Dual Swords 4 3 10 - 1 4 3 1/3
70 CLEARBLOOD Sword & Shield 4 4 10 Bulwark 1 2 3 1/3

SPLINTERED FANG ABILITIES


 - POISONED WEAPON
Until the end of this fighter's activation, the Strength characteristic of attack actions made by this fighter count as being higher than the target's
Toughness characteristic.
 Leader ENSNARING NET
Pick a visible enemy fighter within 3" of tins fighter.
Until the end of the battle round, that enemy fighter cannot make move actions or disengage actions.
 Bulwark FANGED BUCKLER
Pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 3-4, allocate l damage point to that fighter.
On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
 Mystic SNAKE CHARMER
Pick a friendly fighter with the Beast runemark within 4" of this fighter.
That fighter makes a bonus attack action.
 Brute RELENTLESS KILLER
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus attack action.
 - PARALYSING VENOM
Until the end of this fighter's activation, add the value of this ability to the damage points allocated by critical hits from attack actions made by this
fighter, and alter each attack action made by this fighter, roll a dice.
On a 5-6, until the end of the battle round, the target fighter cannot make move actions or disengage actions.
Spyre Tyrants
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
180 PIT CHAMPION Sword & Flail 4 4 20 Leader 1 4 5 2/5 3 3 4 1/3
95 FRENZIED RAGER Sword & Axe 3 4 12 Warrior 1 4 4 1/4
145 BESTIGOR DESTROYER Great Mace 4 4 18 Brute 1 2 5 3/6
135 HEADCLAIMER Great Axe 4 4 15 Brute 1 3 5 2/5
105 PIT VETERAN Dual Weapons 4 4 10 Warrior 1 3 3 2/4
110 PIT VETERAN Blade & Shield 4 5 10 Warrior, Bulwark 1 2 3 2/4
60 PIT FIGHTER Dagger & Mace 4 3 10 - 1 4 3 1/3
60 PIT FIGHTER Spear & Mace 4 3 10 - 2 2 3 1/4
60 PIT FIGHTER Pick & Net 4 3 10 Trapper 1 3 3 1/3

SPYRE TYRANTS ABILITIES


 - PIT FIGHTER
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter can make a bonus move action or a bonus attack action.
 Trapper GLADIATOR'S NET
Pick a visible enemy fighter within 3" of this fighter and roll 1 dice.
On a 3+, that fighter cannot make move actions or disengage actions this battle round.
 Bulwark SHIELD RAM
Until the end of this fighter's activation, the next time this fighter finishes a move action, pick a visible enemy fighter within 1" of this fighter and roll 1
dice.
On a 4-5, allocate 1 damage point to that fighter.
On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Warrior READIED STANCE
Until the end of the battle round, add half the value of this ability (rounding up) to the toughness characteristic of this fighter..
 Leader CHAMPION OF THE WARPITS
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
Until then end of this battle round, add 1 to the Attacks characteristic of attack actions made by visible friendly fighters within 6" of this fighter.
 Brute BRUTAL STRIKE
Pick a visible enemy fighter within 1" of this fighter and roll 1 dice.
On a 3-4, allocate a number of damage point to that fighter equal to the value of this ability.
On a 5-6, allocate a number of damage point to that fighter equal to double the value of this ability.
Stormcast Eternals Vanguard Chamber
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
280 RAPTOR-PRIME Longstrike Crossbow 4 5 30 Leader, Scout, Elite 1 3 4 1/4 6-20 1 5 4/10
245 RAPTOR-PRIME Hurricane Crossbow 4 5 30 Leader, Bulwark 1 3 4 1/4 3-15 3 4 2/6
210 HUNTER-PRIME Axe & Crossbow 4 5 30 Leader 1 4 4 2/4 8 3 4 1/4
225 VANGUARD-RAPTOR Longstrike Crossbow 4 5 20 Elite 1 3 4 1/4 6-20 1 5 4/10
195 VANGUARD-RAPTOR Hurricane Crossbow 4 5 20 Bulwark 1 3 4 1/4 3-15 3 4 2/6
165 VANGUARD-HUNTER Axe & Crossbow 4 5 20 1 4 4 2/4 8 3 4 1/4
150 GRYPH-HOUND Fangs 6 4 20 Beast 1 4 4 2/4
45 AETHERWING Claws 5 3 6 Fly, Scout 1 3 2 1/2

VANGUARD CHAMBER ABILITIES


 - TIRELESS HUNTERS
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Scout WARNING CRY
Pick a visible enemy fighter within 6" of this fighter.
Until the end of the battle round, you can re-roll 1 dice during attack actions made by friendly fighters that target this fighter
 Leader RIGHTEOUS AURA
Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.
 Beast DARTING ATTACK
This fighter makes a bonus attack action. Не can then make a bonus disengage action.
 Bulwark RAPID FIRE
Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by this fighter this activation.
 Elite AIMED STRIKE
Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from attack actions made by this fighter this
activation.
Stormcast Eternals Warrior Chamber
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
245 LIBERATOR-PRIME Hammer & Shield 4 6 30 Leader, Bulwark, Warrior 1 3 5 2/4
245 LIBERATOR-PRIME Sword & Shield 4 6 30 Leader, Bulwark, Warrior 1 4 4 2/4
240 JUDICATOR-PRIME Crossbow 4 5 30 Leader 1 4 4 1/4 3-10 4 4 2/4
235 JUDICATOR-PRIME Bow 4 5 30 Leader 1 4 4 1/4 3-20 3 4 2/4
255 PALADIN-PRIME Great Hammer 3 6 30 Leader, Brute 1 4 5 3/5
255 PALADIN-PRIME Great Axe 3 6 30 Leader, Brute 2 4 4 3/6
250 PALADIN-PRIME Spear 3 6 30 Leader, Brute 3 4 4 3/5
300 PROSECUTOR-PRIME Spear & Shield 10 6 30 Leader, Bulwark, Fly 2 4 4 2/5 3-8 2 4 2/5
280 PROSECUTOR-PRIME Two Hammers 10 5 30 Leader, Fly 1 5 4 2/4 3-8 3 4 2/4
185 LIBERATOR Sword & Shield 4 6 20 Bulwark, Warrior 1 3 4 2/4
185 LIBERATOR Hammer & Shield 4 6 20 Bulwark, Warrior 1 2 5 2/4
170 LIBERATOR Two Swords 4 5 20 Warrior 1 4 4 2/4
170 LIBERATOR Two Hammers 4 5 20 Warrior 1 3 5 2/4
185 LIBERATOR Great Sword 4 5 20 Warrior 1 4 4 3/5
185 LIBERATOR Great Hammer 4 5 20 Warrior 1 3 5 3/5
205 JUDICATOR Shockbolt Bow 4 5 20 - 1 3 4 1/4 3-20 3 5 2/6
185 JUDICATOR Bow 4 5 20 - 1 3 4 1/4 3-20 3 4 2/4
200 JUDICATOR Thunderbolt Crossbow 4 5 20 - 1 3 4 1/4 6-15 5 4 2/4
190 JUDICATOR Crossbow 4 5 20 - 1 3 4 1/4 3-10 4 4 2/4
225 PALADIN Great Mace 3 6 20 Brute 1 3 5 4/8
195 PALADIN Great Hammer 3 6 20 Brute 1 3 5 3/5
195 PALADIN Great Axe 3 6 20 Brute 2 3 4 3/6
190 PALADIN Spear 3 6 20 Brute 3 3 4 3/5
245 PROSECUTOR Hammer & Shield 10 6 20 Bulwark, Fly 1 3 4 2/4 3-8 2 4 2/4
230 PROSECUTOR Two Hammers 10 5 20 Fly 1 4 4 2/4 3-8 3 4 2/4
230 PROSECUTOR Great Sword 10 5 20 Fly 1 4 4 3/5
225 PROSECUTOR Great Axe 10 5 20 Fly 1 3 4 3/6
230 PROSECUTOR Great Hammer 10 5 20 Fly 1 3 5 3/5
250 PROSECUTOR Javelin & Shield 10 6 20 Bulwark, Fly 2 3 4 2/5 3-8 2 4 2/5
260 PROSECUTOR Trident & Shield 10 6 20 Bulwark, Fly 2 3 4 3/5 3-8 2 4 3/5
Stormcast Eternals Warrior Chamber
WARRIOR CHAMBER ABILITIES
 - FURIOUS AVENGERS
A fighter can use this ability only if there is another friendly fighter within 6" of this fighter with 1 or more damage points allocated to them.
This fighter makes a bonus move action.
 Warrior LAY LOW THE TYRANTS
Until the end of this fighter's activation, add 2 to the Attacks and Strength characteristic of attack actions made by this fighter that have a Range
characteristic of 3 or less and that an enemy fighter with a Wounds characteristic of 15 or more.
 Bulwark SIGMARITE SHIELD BASH
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter and roll a dice.
On a 3-4, allocate 1 damage point to that fighter.
On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
 Leader STAUNCH DEFENDER
Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.
 Fly WINGS OF DEVINE LIFE
Add the value of this ability to the Move characteristic of this fighter for the next move action they make this activation.
 Brute EARTH-SHATTERING BLOW
This fighter makes a bonus attack action.
In addition, add half the value of this ability (rounding up) to the damage points allocated by each hit or critical hit from that attack action.
Stormcast Eternals Sacrosanct Chamber
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
240 SEQUITOR-PRIME Sword & Shield 4 6 30 Leader, Bulwark 1 4 4 2/4
240 SEQUITOR-PRIME Maul & Shield 4 6 30 Leader, Bulwark 1 3 5 2/4
245 SEQUITOR-PRIME Maul & Redemption Cache 4 6 30 Leader, Bulwark, Frenzied 1 3 5 2/4
255 CASTIGOR-PRIME Greatbow 4 5 30 Leader, Destroyer 1 4 4 1/4 3-15 3 5 2/4
240 EVOCATOR-PRIME Sword & Stormstave 4 5 30 Leader, Mystic 1 5 5 2/4
240 EVOCATOR-PRIME Grandstave 4 5 30 Leader, Mystic 2 4 5 2/5
180 SEQUITOR Sword & Shield 4 6 20 Bulwark 1 3 4 2/4
185 SEQUITOR Maul & Shield 4 6 20 Bulwark 1 2 5 2/4
180 SEQUITOR Greatmace 4 5 20 - 2 3 5 3/5
195 CASTIGOR Greatbow 4 5 20 Destroyer 1 3 4 1/4 3-15 3 5 2/4
180 EVOCATOR Sword & Stormstave 4 5 20 Mystic 1 4 5 2/4
180 EVOCATOR Grandstave 4 5 20 Mystic 2 3 5 2/5

SACROSANCT CHAMBER ABILITIES


 - CHANNELED EMPOWERMENT
Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of the next attack action made by this fighter that has a
Range characteristic of 3 or less.
 Mystic SUMMON CELESTIAL LIGHTNING
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, allocate 1 damage point to that enemy fighter.
 Leader CLEANSE THE REALMS OF TAINT
A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter can make a bonus move or a bonus attack action.
 Destroyer BURST OF CELESTIAL LIGHTING
Add half the value of this ability (rounding up) to the damage points allocated by each hit and critical hit from the next attack action made by this fighter
this activation that targets an enemy that is more than 3" away.
 Bulwark SOUL-SHIELD
Until the end of the battle round, add the value of this ability to the Toughness characteristic of this fighter.
 Frenzied OPEN THE REDEMPTION CACHE
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.
Fyreslayers
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
170 VULKITE BERZERKER KARL Handaxes 3 4 22 Leader 1 4 4 2/4
185 HEARTHGUARD BERZERKER KARL Poleaxe Leader, Warrior 2 4 3 3/5
3 4 22
185 HEARTHGUARD BERZERKER KARL Broadaxe 3 4 22 Leader, Warrior 2 4 4 2/5
180 AURIC HEARTHGUARD KARL Magmapike 3 4 22 Leader, Frenzied 1 3 4 1/2 3-15 2 4 2/4
85 VULKITE BERZERKER Hand Axes 3 4 12 - 1 4 3 1/3
85 VULKITE BERZERKER Axe & Shield 3 5 12 - 1 2 3 1/3
90 VULKITE BERZERKER Warpick & Shield 3 5 12 - 1 2 3 1/4
110 HEARTHGUARD BERZERKER Poleaxe 3 4 12 Warrior 2 3 3 2/5
115 HEARTHGUARD BERZERKER Broadaxe 3 4 12 Warrior 2 3 4 2/4
125 AURIC HEARTHGUARD Magmapike 3 4 12 Frenzied 1 3 3 1/2 3-15 2 4 2/4

FYRESLAYERS ABILITIES
 - FYRESTEEL THROWING AXE
Pick a visible enemy fighter within 6" of this fighter and roll 2D6.
For each 4-5, allocate 1 damage point to that fighter.
For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Frenzied ENCASE IN MOLTEN ROCK
Until the end of the fighter's activation, the next time this fighter makes an attack action, subtract half the value of this ability (rounding up) from the
move characteristic of the target fighter (to a minimum of 1) until then end of the battle round.
 - RELENTLESS ZEAL
Add 3 to the move characteristic of the next move action made by this fighter this activation. next move action.
 Warrior DUTY UNTO DEATH
A fighter can use this ability only if he has suffered 5 or more damage points allocated to him.
This fighter makes a bonus move action, then he can make a bonus attack action.
 Leader HONOR OUR OATHS
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by him this activation.
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly
fighters while they are within 6” of this fighter.
 - UNLEASH RUNIC FURY
Until the end of this fighter’s activation, add the value of this ability to the Attacks characteristic of attack actions made by this fighter that have a Range
characteristic of 3 or less.
Kharadron Overlords
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
170 ARKANAUT CAPTAIN Volley Pistol 3 4 22 Leader 1 4 3 2/4 8 3 3 1/3
195 GUNNERY SERGEANT Drillbill 3 4 22 Leader, Elite, Scout 1 3 3 1/4 3-15 4 4 2/4
265 MIZZENMASTER Sword 10 4 26 Leader, Fly 1 4 5 2/5 8 2 4 1/4
260 CUSTODIAN Spear 10 4 26 Leader, Fly, Trapper 2 4 4 2/5 8 2 3 1/3
65 ARKANAUT Pistol & Cutter 3 3 12 - 1 3 3 1/3 8 2 3 1/3
105 ARKANAUT Volley Gun 3 3 12 - 1 2 3 1/3 3-15 6 3 1/3
95 ARKANAUT Light Skyhook 3 3 12 - 1 2 3 1/3 3-20 2 4 2/5
80 ARKANAUT Skypike 3 3 12 - 2 3 4 2/5
115 GRUNDSTOCK THUNDERER Honour Bearer 3 4 12 Elite 1 2 3 1/3 3-15 2 4 2/4
130 GRUNDSTOCK THUNDERER Fumigator 3 4 12 Elite - - - - 6 3 5 2/4
130 GRUNDSTOCK THUNDERER Decksweeper 3 4 12 Elite 1 2 3 1/3 3-10 5 4 1/3
145 GRUNDSTOCK THUNDERER Mortar 3 4 12 Elite 1 2 3 1/3 3-10 3 4 3/6
175 GRUNDSTOCK THUNDERER Aethercannon 3 4 12 Elite 1 2 3 1/3 3-10 2 5 4/8
205 ENDRINRIGGER Rivet Gun & Saw 10 4 16 Fly 1 3 5 2/5 8 2 4 1/4
200 ENDRINRIGGER Volley Gun 10 4 16 Fly 1 2 3 1/3 3-15 6 3 1/3
205 ENDRINRIGGER Skyhook 10 4 16 Fly 1 2 3 1/3 3-20 2 4 3/5
210 ENDRINRIGGER Drill Cannon 10 4 16 Fly 1 2 3 1/3 3-20 3 5 2/4
170 ENDRINRIGGER Grapnel Launcher 10 4 16 Fly, Agile 1 2 3 1/3 3-20 2 3 1/3
200 SKYWARDEN Pistol & Skypike 10 4 16 Fly, Trapper 2 3 4 2/5 8 2 3 1/3
205 SKYWARDEN Volley Gun 10 4 16 Fly, Trapper 1 2 3 1/3 3-15 6 3 1/3
210 SKYWARDEN Skyhook 10 4 16 Fly, Trapper 1 2 3 1/3 3-20 2 4 3/5
220 SKYWARDEN Drill Cannon 10 4 16 Fly, Trapper 1 2 3 1/3 3-20 3 5 2/4
175 SKYWARDEN Grapnel Launcher 10 4 16 Fly, Trapper, Agile 1 2 3 1/3 3-20 2 3 1/3
Kharadron Overlords
KHARADRON OVERLORDS ABILITIES
 - ANCESTRAL FORTITUDE
Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
 Agile GRAPNEL LAUNCHER
A fighter can use this ability only if they are more than 3" away from any enemy fighters.
Pick a point on an obstacle within 20" of this fighter.
Remove this fighter from the battlefield and then immediately set them up on the battlefield within 3" of the point picked.
 Scout HARRYING DRILLBILL
Pick an enemy fighter within 20" of this fighter.
Until the end of the battle round, that fighter cannot make disengage actions.
 Elite KEEP YOUR DISTANCE
A fighter can use this ability only if they are within 3" of an enemy fighter.
This fighter makes a bonus disengage action.
 Leader FIGHT FOR PROFIT
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly fighters within 6" of this fighter.
If this fighter is carrying treasure or is within 3" of an objective, add 2 to the Attacks characteristic instead.
 Trapper TIMED CHARGES
A fighter can use this ability only if they are within 3" of an enemy fighter.
Allocate a number of damage points equal to the value of this ability to enemy fighters within 1" of this fighter.
Then, this fighter makes a bonus disengage action.
Sylvaneth
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
145 BRANCH NYMPH Claws 5 3 20 Leader, Scout 1 4 3 1/3
120 TREE-REVENANT SCION Sword 4 3 16 Leader, Warrior 1 4 3 2/4
140 SHADESTALKER Claws 4 3 16 Leader, Terrifying 1 5 4 2/4
230 HUNTMASTER Greatsword 4 4 35 Leader, Champion 1 5 4 2/5
240 HUNTMASTER Scythe 4 4 35 Leader, Champion 2 4 4 3/6
240 HUNTMASTER Greatbow 4 4 35 Leader, Champion 1 3 3 1/3 3-20 3 4 2/5
70 DRYAD Sword 5 3 10 Scout 1 4 3 1/3
50 TREE REVENANT Sword 3 3 12 Warrior 1 3 3 1/3
70 SPITE REVENANT Claws 4 3 8 Terrifying 1 4 4 1/3
180 KURNOTH HUNTER Greatsword 4 4 30 Champion 1 4 4 2/5
190 KURNOTH HUNTER Scythe 4 4 30 Champion 2 3 4 3/6
200 KURNOTH HUNTER Greatbow 4 4 30 Champion 1 3 3 1/3 3-20 2 4 2/5

SYLVANETH ABILITIES
 - DRAW FROM THE SPIRIT-SONG
Remove a number of damage points allocated to this fighter equal to half the value of this ability (rounding up).
 Champion TRAMPLE UNDERFOOT
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, allocate 1 damage point to that fighter
 Terrifying SHRIEKING TERROR
Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions
 Scout ENRAPTURING SONG
Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability.
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly fighters with both the Sylvaneth runemark and the
Scout runemark that target that fighter
 Warrior WALK THE SPIRIT PATHS
Remove this fighter from the battlefield and set them up anywhere on the battlefield floor more than 5" from enemy fighters.
 Leader ENVOY OF THE EVERQUEEN
Until the end of the battle round: add half the value of this ability (rounding up) to the Toughness and Strength characteristic of friendly fighters while
they are within 6" of this fighter.
Daughters of Khaine
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
235 KHINERAI HARRIDYNN Dagger 12 4 20 Leader, Fly, Agile 1 5 3 2/4
245 KHINERAI SHRYKE Spear 12 4 20 Leader, Fly, Agile 8 3 4 2/4
235 BLOOD STALKER KRONE Bow 7 4 30 Leader, Berserker 1 2 3 1/2 3-20 3 3 2/5
245 BLOOD SISTER GORGAI Spear 7 4 30 Leader, Elite 2 6 4 2/4
115 WITCH AELF HAG Dagger 5 3 16 Leader 1 4 3 1/4
150 HANDMAIDEN Whip 5 4 16 Leader 2 4 3 2/4
165 KHINERAI LIFETAKER Dagger 12 4 10 Fly, Agile 1 4 3 1/4
175 KHINERAI HEARTHENDER Spear 12 4 10 Fly, Agile 8 2 4 1/4
165 BLOOD STALKER Bow 7 4 20 Berserker 1 2 3 1/2 3-20 2 3 1/5
165 BLOOD SISTER Spear 7 4 20 Elite 2 5 3 1/4
65 WITCH AELF Dagger 5 3 8 - 1 4 3 1/3
75 WITCH AELF Dagger & Buckler 5 4 8 - 1 3 3 1/3
85 SISTER OF SLAUGHTER Whip & Buckler 5 4 8 - 2 3 3 1/4
75 SISTER OF SLAUGHTER Whip & Knife 5 3 8 - 2 4 3 1/4

DAUGHTERS OF KHAINE ABILITIES


 - BATHE IN BLOOD
A fighter can use this ability only if they are within 3" of a visible enemy fighter with 1 or more damage points allocated to them.
Until the end of this fighter's activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter.
 Elite TURNED TO CRYSTAL
Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to that fighter. For each roll of a 6, allocate a number of
damage points to that fighter equal to the value of this ability.
 Berserker HEARTSEEKERS
If the next attack action made by this fighter this activation scores one or more critical hits, and the target fighter is more than 3" away, allocate a number of damage points
to that fighter equal to the value of this ability.
 - SLAUGHTER'S STRENGTH
Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of attack actions made by this fighter that have a Range characteristic of
3 or less.
 Leader SACRIFICE TO KHAINE
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while
they are within 6" of this fighter..
 Agile DEATH ON THE WIND
This fighter makes a bonus move action. Then, they can make a bonus attack action.
In addition, add 1 to the Strength characteristic of that attack action if the fighter finished the move action 6" or more from than their starting position.
Idoneth Deepkin
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
265 MORRSARR PRINCE Spear 10 4 35 Leader, Berserker, Fly 2 3 4 2/5
260 ISLAEN PRINCE Sword 10 4 35 Leader, Bulwark, Fly 1 4 4 2/5
140 THRALL ICON BEARER Axe 5 3 16 Leader, Minion 1 4 4 2/5
135 REAVER ICON BEARER Bow & Dagger 6 3 16 Leader, Agile 1 3 4 1/3 3-15 3 3 1/4
200 MORRSARR GUARD Spear 10 4 25 Fly, Berserker 2 3 3 2/4
195 ISLAEN GUARD Sword 10 4 25 Fly, Bulwark 1 4 3 2/4
80 NAMARTI THRALL Axe 5 3 8 Minion 1 4 3 2/4
75 NAMARTI REAVER Bow & Dagger 6 3 8 Agile 1 3 3 1/3 3-15 2 3 1/3

IDONETH DEEPKIN ABILITIES


 - LOW TIDE
A fighter can use this ability only if it is the first battle round.
This fighter can make a bonus move action a number of inches equal to the value of this ability.
 Minion SWEEPING BLOW
Roll 1 dice for each visible enemy fighter within 2" of this fighter.
On a 5, allocate 1 damage point to the fighter being rolled for.
On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 Agile STORM FIRE
Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter that target an
enemy fighter more than 3" away.
 Leader HIGH TIDE
A fighter can use this ability only if it is the third battle round. Add 1 to the Attacks and Strength characteristics of attack actions
that have a Range characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
 Bulwark BIOVOLTAIC BARRIER
Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead.
 Berserker BIOVOLTAIC BLAST
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.
Seraphon
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
220 ALPHA GUARDIAN Blade 4 5 25 Leader, Warrior 2 4 4 2/5
150 ALPHA TALON Blade 4 4 20 Leader, Warrior 1 4 3 2/4
195 ALPHA KNIGHT Blade 6 4 30 Leader, Warrior, Mount 1 4 3 2/4
130 ALPHA SKINK Blade 6 3 16 Leader, Minion 1 4 3 2/4
230 ALPHA TERRADON RIDER Bolas 12 3 25 Leader, Frenzied, Fly 1 3 4 2/4 3 4 3 2/4
235 ALPHA RIPPERDACTYL RIDER Javelin 10 4 25 Leader, Destroyer, Fly 1 4 4 2/4
145 SAURUS GUARD Polearm 4 5 15 Warrior 2 3 4 2/4
75 SAURUS WARRIOR Blade 4 4 10 Warrior 1 3 3 1/3
75 SAURUS WARRIOR Spear 4 4 10 Warrior 2 2 3 1/4
115 SAURUS KNIGHT Blade 6 4 20 Warrior, Mount 1 3 3 1/3
115 SAURUS KNIGHT Spear 6 4 20 Warrior, Mount 2 2 3 1/4
85 SKINK Javelin & Buckler 6 3 8 Minion 1 3 3 1/3 8 1 3 1/4
60 SKINK Club & Buckler 6 3 8 Minion 1 3 3 1/3
65 SKINK Boltspitter 6 2 8 Minion 1 3 3 1/3 12 2 3 1/4
170 TERRADON RIDER Bolas 12 3 15 Frenzied, Fly 1 3 4 2/4 3 3 3 1/4
185 TERRADON RIDER Javelin 12 3 15 Frenzied, Fly 1 3 4 2/4 8 2 3 1/4
175 RIPPERDACTYL RIDER Javelin 10 4 15 Frenzied, Fly 1 3 4 2/4
Seraphon
SERAPHON ABILITIES
 Minion NIMBLE RETREAT
A fighter can use this ability only if they are within 1" of an enemy fighter.
This fighter makes a bonus disengage action.
 Leader COLD-BLOODED COMMANDER
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Destroyer VORACIOUS APPETITE
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, allocate 1 damage point to that fighter.
 Frenzied RAIN METEORIC BARRAGE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Warrior TEARING BITE
Add the value of this ability to the damage points allocated by each nit or critical hit from the next attack action made by this fighter this activation that
has a Range characteristic of 3 or less.
 - WRATH OF THE OLD ONES
Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics of attack actions made by this
fighter that have a Range characteristic of 3 or less.
Slaves to Darkness
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
250 EXALTED CHAMPION Axe 4 5 28 Leader, Warrior 1 5 5 3/5
220 ASPIRING CHAMPION Sword 4 5 25 Leader 1 5 4 2/5
140 MARAUDER CHIEFTAIN Sword 4 3 20 Leader 1 4 4 2/5
225 HORSEMASTER Axe 10 4 30 Leader, Mount 1 3 4 2/5
180 CHAOS CHOSEN Axe 4 5 18 Warrior 1 4 5 2/5
170 CHAOS WARRIOR Weapon & Shield 4 6 15 Bulwark 1 3 4 2/4
145 CHAOS WARRIOR Twin Weapons 4 5 15 - 1 4 4 2/4
55 MARAUDER Flail 4 3 10 - 3 3 3 1/3
60 MARAUDER Axe & Shield 4 4 10 Bulwark 1 2 3 1/3
120 MARAUDER HORSEMAN Flail 10 3 20 - 3 3 3 1/3
125 MARAUDER HORSEMAN Axe 10 4 20 - 1 2 3 1/3
140 MARAUDER HORSEMAN Spear 10 4 20 Scout 2 2 3 1/4

SLAVES TO DARKNESS ABILITIES


 - IMBUED WITH DARK POWER
Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of attack actions made by this fighter that have a Range characteristic of
3 or less.
 Scout THROW JAVELIN
Pick a visible enemy fighter within 6" of this fighter and roll a dice.
On a 3-4, allocate 1 damage point to that fighter. On a allocate a number of damage points to that fighter equal to the value of this ability..
 Bulwark SHIELD RAM
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter
and roll a dice.
On a 4-5, allocate 1 damage point to that fighter.
On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Mount TRAMPLING HOOVES
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Leader CHAMPION OF DARKNESS
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action. Then, they can make a bonus attack action.
 Warrior LEAD THE SLAUGHTER
A fighter can use this ability only if an enemy fighter has been taken clown by an attack action made by them this activation.
Until the end of the battle round, acid half the value of this ability (rounding up) to the Attacks characteristic of attack actions made by visible friendly fighters while they
are within 6" of this fighter.
Beasts of Chaos
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
185 BESTIGOR GOUGE-HORN Axe 5 4 22 Leader, Warrior 1 4 4 2/5
170 GOR FOE-RENDER Axe 5 4 20 Leader 1 4 4 2/4
245 BULLGOR BLOOKINE Two Axes 5 4 35 Leader, Brute 1 5 5 2/5
250 BULLGOR BLOOKINE Great Axe 5 4 35 Leader, Brute 1 3 5 3/8
130 UNGOR HALFHORN Blade & Shield 5 4 16 Leader 1 3 3 2/4
140 UNGOR HALFHORN Blade & Bow 5 3 16 Leader, Scout 1 3 3 2/4 3-15 2 3 1/3
115 BESTIGOR Axe 5 4 12 Warrior 1 3 4 2/4
65 GOR Blade & Shield 5 4 10 - 1 2 3 1/3
55 GOR Two Blades 5 3 10 - 1 3 3 1/3
190 BULLGOR Axe 5 4 30 Brute 1 4 5 2/4
190 BULLGOR Great Axe 5 4 30 Brute 1 2 5 3/6
60 UNGOR Blade & Shield 5 4 8 - 1 2 3 1/3
70 UNGOR Spear & Shield 5 4 8 - 2 2 3 1/4
70 UNGOR Bow & Shield 5 3 8 Scout 1 2 3 1/3 3-15 2 3 1/3
195 DRAGON OGOR Paired Weapons 6 4 30 Destroyer 1 5 4 2/4
195 DRAGON OGOR Spear 6 4 30 Destroyer 2 4 4 2/5
195 DRAGON OGOR Great Mace 6 4 30 Destroyer 1 3 4 3/6

BEASTS OF CHAOS ABILITIES


 - BRAYHERD AMBUSH
A fighter can use this ability only if it is the first battle round.
This fighter can make a bonus move action of a number of inches equal to the value of this ability.
 Brute BLOODGORGE
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
Remove a number of damage points allocated to this fighter equal to the value of this ability.
 Leader RIP, GORE AND TEAR!
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Warrior BESTIAL CHARGE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Scout VOLLEY OF ARROWS
Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that targets an enemy fighter more than 3" away.

 Destroyer BRING DOWN THE STORM


Pick 1 visible enemy fighter within 20" of this fighter add roll 1 dice.
On a 2+, allocate a number of damage points to that fighter equal to the value of this ability.
Skaven
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
145 CLAWLEADER Sword & Shield 6 4 16 Leader, Agile 1 4 3 2/4
170 FANGLEADER Halberd 6 4 20 Leader, Elite 1 4 4 2/4
150 BRINGER-OF-THE WORD Sword 6 4 16 Leader, Agile, Priest 1 4 3 2/4
75 CLANRAT Blade & Shield 6 4 8 Agile 1 3 3 1/3
75 CLANRAT Spear & Shield 6 4 8 - 2 2 3 1/4
105 STORMVERMIN Halberd 6 4 10 Elite 2 3 3 2/4
115 STORMVERMIN Halberd & Shield 6 5 10 Elite 2 2 3 2/4
70 PLAGUE MONK Blades 6 3 8 Agile 1 4 3 1/4
70 PLAGUE MONK Blade & Stave 6 3 8 Agile 2 3 3 1/5
75 NIGHT RUNNER Blade & Stars 6 3 8 Agile 1 3 3 1/3 8 2 3 1/2
65 PACKMASTER Whip & Blade 6 3 8 Agile, Frenzied 1 3 3 1/3 3 3 3 1/2
35 GIANT RAT Fangs 8 2 4 Agile, Beast 1 3 3 1/3
225 RAT OGOR Claws 5 4 30 Brute, Beast 1 4 4 4/8
235 RAT OGOR Warpfire Gun 5 4 30 Brute, Beast 1 2 4 4/8 3-8 2 5 3/6
265 STORMFIEND Windlaunchers 5 5 35 Brute 1 2 4 4/8 3-20 2 4 2/4
265 STORMFIEND Warpfire Projectors 5 5 35 Brute 1 2 4 4/8 3-8 2 5 3/6
285 STORMFIEND Ratling Cannons 5 5 35 Brute 1 2 4 4/8 3-10 4 4 2/4
265 STORMFIEND Shock Gauntlets 5 5 35 Brute 1 4 4 4/10
265 STORMFIEND Doomflayer Gauntlets 5 5 35 Brute 1 5 4 4/8
265 STORMFIEND Grinderfists 5 5 35 Brute 1 4 5 4/8
Skaven
SKAVEN ABILITIES
 - SCURRY AWAY
A fighter can use this ability only if they are within 3" of an enemy fighter.
Roll a dice.
On a 4+, this fighter makes a bonus disengage action.
 Frenzied CRACK THE WHIP
Pick a visible friendly fighter with the Beast runemark within 4" of this fighter.
That fighter makes a bonus attack action that has a Range characteristic of 3 or less.
 Elite HIRED BODYGUARD
Until the end of the battle round, friendly fighters with the Leader runemark cannot be targeted while they are within 1" of this fighter.
 Brute CRUSHING CHARGE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Leader LEAD FROM THE BACK
Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks characterisitc of attack actions that have a Range
characteristic or 3 or less made by other friendly fighters while they are within 3" of this fighter.
 Priest RECITE FROM THE BOOK OF WOES
Until the end of the battle round, enemy fighters cannot use abilities while they are within 3" of this fighter.
Blades of Khorne
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
185 CHAOS CHAMPION Axe 4 4 25 Leader, Bulwark 1 4 4 2/4
195 SKULLSEEKER Axe 4 4 30 Leader, Destroyer 1 4 4 2/4
210 WRATHMASTER Flails 4 4 30 Leader, Frenzied 2 6 4 2/4
140 CHIEFTAIN Axe 5 3 20 Leader 1 5 3 2/4
110 BLOOD WARRIOR Axe & Gorefist 4 4 15 Bulwark 1 3 3 2/4
115 BLOOD WARRIOR Twin Axes 4 4 15 - 1 4 3 2/4
120 BLOOD WARRIOR Goreglaive 4 4 15 - 1 3 4 2/5
165 SKULLREAPER Axe 4 4 25 Destroyer 1 4 4 2/4
170 WRATHMONGER Flails 4 4 25 Frenzied 2 5 4 1/4
65 BLOODREAVER Blade 5 3 10 - 1 4 3 1/3
65 BLOODREAVER Axe 5 3 10 - 1 3 4 1/3
235 KHORGORATH Claws 4 4 35 Ferocious 1 3 5 4/8

BLADES OF KHORNE ABILITIES


 - BLOOD FOR THE BLOOD GOD
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Bulwark GOREFIST
Pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 3-4 allocate 1 damage point to that fighter.
On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
 Ferocious LASHING BONE TENTACLES
Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
For each 4-5, allocate 1 damage point to that fighter.
For each 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Leader LORD OF SKULLS
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this
fighter.
 Destroyer DAEMON-FORGED WEAPONS
Until the end of this fighter's activation, add half the value of this ability (rounding up) to the damage points allocated by crit ical hits from attack actions made by this fighter that have a Range
characteristic of 3 or less.
 Frenzied BLOOD-FUELED ASSAULT
This fighter makes a bonus move action.
Then, they can make a bonus attack action.
In addition, until the end of this fighter's activation, add half the value of this ability (rounding up) to the Strength characteristic of attack actions made by this fighter that have a Range
characteristic of 3 or less.
Daemons of Khorne
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
150 BLOODREAPER Sword 4 3 20 Leader, Frenzied 1 5 4 2/4
240 GOREHOUND Fangs 8 4 30 Leader, Agile, Ferocious 1 5 4 2/5
240 BLOODHUNTER Sword 6 4 35 Leader, Destroyer, Mount 1 5 4 2/5
70 BLOODLETTER Sword 4 3 10 Frenzied 1 4 3 1/4
170 FLESH HOUND Fangs 8 4 20 Agile 1 4 4 2/4
185 BLOODCRUSHER Sword 6 4 30 Destroyer, Mount 1 4 4 2/4

DAEMONS OF KHORNE ABILITIES


 - BLOOD FOR THE BLOOD GOD
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Frenzied DECAPITATING STRIKE
Add half the value of this ability (rounding up) to the damage points allocated by critical hits from the next attack action made by this fighter this
activation that has a Range characteristic of 3 or less.
 Agile HUNGRY FOR FLESH
A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
 Leader LOCUS OF FURY
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly
fighters while they are within 6" of this fighter.
 Destroyer MURDEROUS CHARGE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Ferocious BURNING ROAR
Pick a visible enemy fighter within 8" of this fighter and roll a number of dice equal to the value of this ability.
For each 2+, allocate 2 damage points to that fighter.
Rotbringers
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
190 BLIGHTLORD Sword 3 4 30 Leader 1 4 4 2/5
245 PUSGOYLE BLIGHTLORD Scythe 6 4 40 Destroyer, Fly 2 4 4 2/5
145 PUTRID BLIGHTKING Flail & Toscin 3 4 25 Champion 2 4 4 1/4
140 PUTRID BLIGHTKING Sword & Icon 3 4 25 Icon Bearer 1 3 4 2/4
135 PUTRID BLIGHTKING Blade & Shield 3 4 25 - 1 3 4 2/4

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

 Leader GRANDFATHER'S BLESSING


Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range characteristic of 3 or less made by friendly
fighters while they are within 6" of this fighter.
 - UNNATURAL REGENERATION
A fighter cannot use this ability if they are within 1" of any enemy fighters.
Remove a number of damage points allocated to this fighter equal to double the value of this ability.
Nurgle Daemons
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
120 PLAGUERIDDEN Sword 3 3 20 Leader, Warrior 1 4 3 2/4
230 PLAGUEBRINGER Sword 6 4 35 Leader, Destroyer, Fly 1 4 3 2/4
50 PLAGUEBEARER Sword 3 3 10 Warrior 1 3 3 1/4
170 PLAGUE DRONE Sword 6 4 30 Destroyer, Fly 1 3 3 1/4
175 BEAST OF NURGLE Claws 4 4 30 Ferocious 1 4 4 2/4
145 NURGLINGS Claws 5 3 30 Minion 1 6 3 1/3

NURGLE DAEMONS ABILITIES


 - DISGUSTINGLY RESILIENT
Roll a number of dice equal to the value of this ability.
For each 4+, remove 1 damage point allocated to this fighter.
 Ferocious ACIDIC SLIME TRAIL
Pick a visible enemy fighter within 1" of this fighter.
This fighter makes a bonus disengage action. Then, allocate a number of damage points to that fighter equal to the value of this ability.
 Destroyer VENOMOUS STING
Pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 2+, until the end of this battle round, that fighter cannot make move actions or disengage actions.
 Warrior CLOUD OF FLIES
Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions that target this fighter.
 Leader GRANDFATHER'S BLESSING
Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range characteristic of 3 or less made by friendly
fighters while they are within 6" of this fighter.
 Minion ENDLESS SWARM
Remove a number of damage points allocated to this fighter equal to double the value of this ability.
Hedonites of Slaanesh
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
145 ALLURER Claws 5 3 20 Leader, Warrior 1 5 3 2/4
220 BLISSBRINGER Claws 8 3 35 Leader, Agile 1 5 3 2/4
205 HEARTSEEKER Claws 10 3 30 Leader, Warrior, Mount 1 5 3 2/4
235 HELLREAVER Claws 10 4 30 Leader, Destroyer, Mount 2 4 4 2/4
75 DAEMONETTE Claws 5 3 10 Warrior 1 4 3 1/4
150 FIEND Claws 8 3 30 Agile 1 4 3 1/4
130 SEEKER Claws 10 3 20 Warrior, Mount 1 4 3 1/4
145 HELLSTRIDER Claws 10 4 20 Destroyer, Mount 2 3 3 1/4
145 HORNBLOWER Claws 10 4 20 Mount 3 4 3 1/3

HEDONITES OF SLAANESH ABILITIES


 - LITHE AND SWIFT
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Warrior SADISTIC KILLERS
Add 1 to the damage points allocated by each hit and critical hit from attack actions made by this fighter this activation that have a Range characteristic
of 3 or less.
 Agile CRUSHING GRIP
Pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 2+, until the end of this battle round, that fighter cannot make move actions or disengage actions.
 Destroyer IMPALING STRIKE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
 Leader LOCUS OF EXCRUCIATION
Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range characteristic of 3 or less made by friendly
fighters while they are within 6" of this fighter.
 Agile DEADLY VENOM
Until the end of this fighter's activation, add half the value of this ability (rounding up) to the damage points allocated by critical hits from attack actions
made by this fighter. In addition, after each attack action made by this fighter, roll a dice.
On a 5+, until the end of this battle round, the target fighter cannot make move actions or disengage actions.
Disciples of Tzeentch: Arcanites
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
150 KAIRIC ADEPT Spear 4 4 20 Leader 2 2 3 1/4 3-10 3 3 1/3
175 TZAANGOR TWISTBRAY Sword 5 4 25 Leader 1 3 4 2/4
220 TZAANGOR ENLIGHTENED Spear 5 4 30 Leader, Destroyer 2 5 4 2/4
260 TZAANGOR AVIARCH Spear 10 4 30 Leader, Destroyer, Fly 2 5 4 2/4
280 TZAANGOR SKYFIRE AVIARCH Bow 10 4 30 Leader, Frenzied, Fly 1 4 4 2/4 3-20 3 4 2/5
85 KAIRIC ACOLYTE Blade & Shield 4 4 10 - 1 2 3 1/3 3-10 2 3 1/3
90 KAIRIC ACOLYTE Glaive & Shield 4 4 10 - 2 2 3 1/4 3-10 2 3 1/3
70 KAIRIC ACOLYTE Sword & Vulcharc 4 3 10 Scout 1 3 3 1/3 3-10 2 3 1/3
135 KAIRIC ACOLYTE Scroll of Dark Arts 4 4 10 - 1 2 3 1/3 3-10 4 4 2/4
75 TZAANGOR Paired Axe'n'Pick 5 3 15 - 1 3 3 1/4
85 TZAANGOR Blade & Shield 5 4 15 - 1 2 3 1/4
105 TZAANGOR Greatblade 5 3 15 - 1 3 4 2/5
90 TZAANGOR Blade & Axe 5 3 15 Brute 1 4 3 1/4
150 ENLIGHTENED TZAANGOR Spear 5 4 20 Destroyer 2 4 4 2/4
200 ENLIGHTENED TZAANGOR Spear 10 4 20 Destroyer, Fly 2 4 4 2/4
235 TZAANGOR SKYFIRE Bow 10 4 20 Frenzied, Fly 1 4 4 2/4 3-20 2 4 2/5

ARCANITES ABILITIES
 - UTTERED WORDS OF ARCANE POWER
Add 1 to the Attacks and Strength characteristics of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
 Scout VULCHARC
Pick an enemy fighter within 20" of this fighter. Until the end of the battle round, that fighter cannot make disengage actions.
 Brute VICIOUS BEAK
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, allocate 1 damage point to that fighter.
 Destroyer GUIDED BY THE PAST
Add half the value of this ability (rounding up) to the damage points allocated by each hit or critical hit from the next attack action made by this fighter this activation that
has a Range characteristic of 3 or less and that targets an enemy fighter that has activated this battle round.
 Leader MASTER OF DESTINY
Until the end of the battle round, add the value of this ability to the value of other abilities (to a maximum of 6) used by friendly fighters within 6" of this fighter.
 Frenzied GUIDED BY THE FUTURE
Add half the value of this ability (rounding up) to the damage points allocated by each hit or critical hit from the next attack action made by this fighter this activation that
targets an enemy fighter that has not activated this battle round.
Daemons of Tzeentch
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
190 IRIDESCENT HORROR Claws 4 4 25 Leader, Elite 1 4 3 2/4 3-10 2 3 1/4
220 PYROCASTER Fangs 4 4 30 Leader, Berserker 1 2 3 2/4 3-10 4 3 2/4
55 BRIMSTONE HORROR Claws 4 3 6 Minion 1 3 3 1/2 3-10 2 3 1/2
75 BLUE HORROR Claws 4 3 8 Warrior 1 3 3 1/3 3-10 2 3 1/3
90 PINK HORROR Claws 4 3 12 Elite 1 3 3 1/4 3-10 2 3 1/4
180 SCREAMER Fangs 12 3 18 Agile, Fly 1 4 4 2/4
150 FLAMER Fangs 8 3 15 Berserker 1 2 3 2/4 3-10 3 3 2/4
210 EXALTED FLAMER Fangs 8 3 30 Berserker 1 2 3 2/4 3-10 4 3 2/5

DAEMONS OF TZEENTCH ABILITIES


 - LOCUS OF SORCERY
Add half the value of this ability (rounding up) to the Strength characteristic of the next action made by this fighter this activation that has a Range
characteristic of 3 or more.
 Elite SPLIT
A fighter can use this ability only if they have 1 or more damage points allocated to them.
Set up 2 new fighters with the Disciples of Tzeentch: Daemons runemark and the Warrior runemark on the battlefield within 3" of this fighter.
Then, this fighter is taken down. In a campaign battle, do not make an injury roll for this fighter
 Warrior SPLIT AGAIN
A fighter can use this ability only if they have 1 or more damage points allocated to them.
Set up 1 new fighters with the Disciples of Tzeentch: Daemons runemark and the Minion runemark on the battlefield within 3" of this fighter.
Then, this fighter is taken down. In a campaign battle, do not make an injury roll for this fighter.
 Agile LATCHING BITE
Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation.
In addition, the target fighter cannot make move or disengage actions until the end of the battle round.
 Leader MASTER OF DESTINY
Until the end of the battle round, add the value of this ability to the value of other abilities (to a maximum of 6) used by friendly fighters within 6" of this
fighter.
 Berserker CAPRICIOUS WARPFLAME
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.
Ironjawz
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
250 BRUTE BOSS Boss Klaw & Smasha 3 5 35 Leader, Brute, Berserker 1 4 5 2/5
255 BRUTE BOSS Boss Choppa 3 5 35 Leader, Brute 1 3 6 3/6
190 ARDBOY BOSS Choppa & Smasha 3 4 25 Leader 1 4 5 2/5
180 BRUTE Two Brute Choppas 3 5 25 Brute 1 4 4 2/4
180 BRUTE Gore-hacka 3 5 25 Brute 1 3 5 2/4
200 BRUTE Gore-choppa 3 5 25 Brute 1 3 5 3/6
110 ARDBOY Choppa & Smasha 3 4 15 - 1 4 4 1/4
110 ARDBOY Big Choppa 3 4 15 - 1 3 4 2/4
125 ARDBOY Choppa & Shield 3 5 15 Bulwark 1 3 4 1/4

IRONJAWZ ABILITIES
 - CHARGE
A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
 Bulwark SHIELD BASH
After this fighter's next move action this activation, pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 4-5, allocate 1 damage point to that fighter.
On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Brute DUFF UP DA BIG THING
Until the end of this fighter's activation, add 2 to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range
characteristic of 3 or less and that target an enemy fighter with a Wounds characteristic of 15 or more.
 Leader WAAAGH
Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the
battle round.
 Berserker DA GRAB N BASH
Pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
In addition, on a 6, this fighter can make a bonus attack action against that enemy fighter.
 - RAMPAGING DESTROYER
Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter.
In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move action.
Bonesplitterz
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
205 SAVAGE MORBOY BOSS Chompa 4 4 25 Leader 1 4 4 3/6
185 SAVAGE BOSS Chompa & Shield 4 4 25 Leader 1 4 4 2/5
125 ARROWBOY BOSS Bow 4 4 25 Leader, Destroyer 1 3 3 2/4 3-15 3 3 1/3
110 SAVAGE MORBOY Chompa & Toof Shiv 4 3 15 Elite 1 3 4 2/4
110 SAVAGE MORBOY Bone Totem 4 3 15 Mystic 3 3 4 2/4
90 SAVAGE ORRUK Chompa & Shield 4 4 15 - 1 3 3 1/3
85 SAVAGE ORRUK Stikka & Shield 4 4 15 - 2 2 3 1/3
175 SAVAGE BIG STABBAS Big Stabba 4 3 30 1 3 5 3/6
90 ARROWBOY Bow 4 3 15 Destroyer 1 3 3 1/2 3-15 2 3 1/3

BONESPLITTERZ ABILITIES
 - CHARGE
A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the
closest visible enemy fighter than they were at the start of that move action.
 Elite TOOF SHIV
Pick a visible enemy fighter within 1" of this fighter and roll a dice.
On a 3-4, allocate 1 damage point to that fighter.
On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
 Mystic BEAST SPIRIT JUJU
Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.
 Leader WAAAGH
Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the
battle round.
 Destroyer LOADSA ARROWS
Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that targets an
enemy fighter more than 3" away.
 - RAMPAGING DESTROYER
Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter.
In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move action.
Gloomspite Gitz
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
250 SQUIG HOPPER BOSS Sword 10 4 22 Leader, Elite, Fly 1 5 5 2/4
265 BOINGROT BOSS Spear 8 5 24 Leader, Elite, Fly 2 4 5 2/5
150 MOONCLAN BOSS Sword & Shield 4 4 16 Leader 1 4 4 2/4
200 SQUIG HOPPER Sword 10 4 16 Elite, Fly 1 4 5 2/4
220 BOINGROT BOUNDER Spear 8 5 18 Elite, Fly 2 3 5 2/5
70 STABBA Sword & Shield 4 4 8 - 1 3 3 1/3
70 STABBA Spear & Shield 4 4 8 - 2 2 3 1/4
45 STABBA Barbed Net 4 3 8 Trapper 1 3 3 1/2
65 SHOOTA Bow 4 3 8 - 1 3 3 1/2 3-12 2 3 1/2
45 SQUIG HERDER Spear 4 3 8 Agile 1 3 3 1/2
140 SQUIG Fangs 4 4 15 Beast 1 4 5 2/4
85 SNEAKY SNUFFER Blade & Fangs 4 3 15 - 1 3 3 2/4

GLOOMSPITE GITZ ABILITIES


 - BACKSTABBING MOB
A fighter can use this ability only if there is a visible friendly fighter within 1" of them.
Until the end of this fighter’s activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range
characteristic of 3 or less.
 Trapper BARBED NET
Pick a visible enemy fighter within 3" of this fighter and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
 Elite BOING BOING BOING
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
 Leader STAB ‘EM GOOD
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by friendly fighters
while they are within 6" of this fighter.
 Agile GO DAT WAY
Pick a friendly fighter with the Beast runemark within 4" of this fighter.
That fighter makes a bonus move action.
 - SNEAKY STAB
This fighter makes a bonus move action. Then, they can make a bonus attack action. In addition, if the fighter targeted by that attack action is within 1" of
this fighter, add the value of this ability to the damage points allocated by hits and critical hits from that attack action.
Ogor Mawtribes
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
315 GUTLORD Spear 4 5 40 Leader, Brute 1 4 5 5/10
285 CRUSHER Axe 4 4 40 Leader, Brute, Bulwark 1 4 5 4/8
250 THUNDERFIST Leadbelcher 4 4 40 Leader, Brute, Destroyer 1 4 4 2/4 3-10 3 5 3/6
235 IRONGUT Club 4 5 30 Brute 1 2 6 4/8
205 GLUTTON Club & Blade 4 4 30 Brute 1 4 5 3/6
200 GLUTTON Blade & Ironfist 4 4 30 Brute, Bulwark 1 3 5 3/6
230 LEADBELCHER Leadbelcher 4 4 30 Brute, Destroyer 1 3 4 1/4 3-10 3 5 3/6
45 GNOBLAR Dagger 4 3 8 Trapper 1 3 3 1/3

OGOR MAWTRIBES ABILITIES


 Brute ON THE MAWPATH
Add half of the value of this ability (rounding up) to the Move characteristic of this fighter for their next move action in the current activation.
 Leader MIGHT MAKES RIGHT
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them in this activation.
This fighter makes a bonus move or attack action.
 Bulwark IRONFIST
Pick a visible enemy fighter within 1" of this fighter and roll 2 dice.
For each 4-5 the enemy fighter takes 1 damage point, for each 6 they take 2.
 Brute BULLCHARGE
Until the end of this fighter's activation, the next time they finish a move action within 1" of an enemy fighter the enemy fighter takes damage points equal
to the value of this ability.
 Trapper SNEAKY TRAPS
Until the end of the battle round, each time an enemy fighter finishes a move action within 3" of this fighter, that fighter suffers impact damage.
 Destroyer THUNDEROUS BLAST OF HOT METAL
Add half of the value of this ability (rounding up) to the Attack and Strength characteristics of the next attack action made by this fighter this activation
that targets an enemy fighter more than 3" away.
Flesh-Eater Courts
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
255 CRYPT HAUNTER Claws 6 4 40 Leader, Elite 1 5 4 2/5
300 CRYPT INFERNAL Claws 10 4 40 Leader, Agile, Fly 1 5 4 2/5
125 CRYPT GHAST Claws 5 3 16 Leader 1 4 3 2/4
190 CRYPT HORROR Claws 6 4 30 Elite 1 4 4 2/4
235 CRYPT FLAYER Claws 10 4 30 Agile, Fly 1 4 4 2/4
55 GHOUL Claws 5 3 8 - 1 3 3 1/3

FLESH-EATER COURTS ABILITIES


 Brute FEEDING FRENZY
A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation.
Remove a number of damage points from this fighter equal to the value of this ability.
 Agile SKEWERING STRIKE
Add 1 to the Strength characteristic of the next attack action made bv this fighter this activation that has a Range characteristic of 3 or less.
In addition, if that attack action scorеs a critical hit, until the end of the battle round, the target fighter cannot make move actions or disengage actions.
 Elite CHOSEN OF THE KING
A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark.
Until the end of this fighter's activation, add 2 to the Attack characteristic of attack actions made by this fighter that have a Range characteristic of 3 or
less
 Leader BRINGER OF DEATH
Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the
battle round.
 Agile DEATH SCREAM
Roll 1 dice for each visible enemy fighter within 8" of this fighter.
On a 5, allocate 1 damage point to the fighter being rolled for.
On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 - THE ROYAL HUNT
This fighter makes a bonus move action. Then, they can make a bonus attack action.
In addition, add 1 to the Attacks characteristic of that attack action if this fighter is within 1" of a visible friendly fighter.
Legions of Nagash
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
195 NECROMANCER Staff 4 4 25 Leader, Mystic 2 3 4 1/4 3-7 2 3 3/6
80 SKELETON CHAMPION Sword & Shield 3 4 12 Champion 1 4 3 1/3
120 SENESCHAL Great Blade 3 3 15 Champion 1 4 5 2/5
85 GRAVE GUARD Great Blade 3 3 10 Elite 1 3 5 2/5
90 GRAVE GUARD Blade & Shield 3 4 10 Elite 1 3 4 2/4
55 SKELETON Sword & Shield 3 4 8 - 1 3 3 1/3
55 SKELETON Spear & Shield 3 4 8 - 2 2 3 1/4

LEGIONS OF NAGASH ABILITIES


 - SHAMBLING HORDE
A fighter can use this ability only if they arc within 6" of a visible friendly fighter with the Leader runemark.
This fighter can make a bonus move action a number of inches equal to half the value of this ability (rounding up).
 Champion CHOSEN CHAMPION
A fighter can only use this ability if they are within 6" of a visible friendly fighter with the Leader runemark.
Add 1 to the Attacks and Strength characteristics of attack actions made by this fighter this activation.
 Elite CURSED WEAPON
Until the end of this fighter's activation, add 1 to the damage points allocated by hits and critical hits from attack actions made by this fighter that have a
Range characteristic of 3 or less.
 Mystic NECROTIC SYPHON
Pick a visible friendly fighter within 6" of this fighter.
Allocate a number of damage points to that fighter equal to value of this ability.
Then, remove a number of damage points from this fighter equal to double the value of this ability.
 Leader SUMMON UNDEAD
Pick a friendly fighter that has been taken down. Set up that fighter once more on the battlefield wholly within 3" of this fighter.
The fighter set up on the battlefield no longer counts as being taken down. Remove a number of damage points allocated to that fighter equal to the value
of this ability.
 Leader DANSE MACABRE
A number of visible friendly fighters equal to the value of this ability that are within 6" of this fighter can each make a bonus move action or a bonus
attack action (some can make bonus move actions, and others bonus attack actions).
Ossiarch Bonereapers
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
240 KAVALOS DEATHRIDER HEKATOS Blade 8 5 30 Leader, Mount, Warrior 1 4 4 2/4
180 MORTEK GUARD HEKATOS Scythe 3 5 20 Leader Bulwark 1 4 4 2/4
85 MORTEK GUARD Blade & Shield 3 5 10 Bulwark 1 3 3 1/3
85 MORTEK GUARD Spear & Shield 3 5 10 Bulwark 2 2 3 1/4
95 MORTEK GUARD Great Blade 3 4 10 - 1 3 4 2/5
200 NECROPOLIS STALKER Spirit Blades 5 4 30 Destroyer 1 5 4 2/5
205 NECROPOLIS STALKER Falchions 5 4 30 Destroyer 1 3 5 3/6
170 KAVALOS DEATHRIDER Sword & Shield 8 5 20 Warrior, Mount 1 3 3 2/4
170 KAVALOS DEATHRIDER Spear & Shield 8 5 20 Warrior, Mount 2 2 3 2/5

OSSIARCH BONEREAPERS ABILITIES


 - NADRITE WEAPON
Add 1 to the damage points for each hit and critical hit from attack actions made by this fighter this activation that have a range characteristic of 3 or less
 Bulwark FORM SHIELD WALL
Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
In addition, until the end of the battle round, add 1 the Toughness characteristic of friendly fighters with the Bulwark runemark while they are within 3" of
this fighter.
 Destroyer HUNT AND KILL
A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
 Warrior DEATHRIDER CHARGE
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter.
Allocate a number of damage points to that fighter equal to the value of this ability.
 Leader UNSTOPPABLE ADVANCE
Until the end of the battle round, add half the value of this ability (rounding up) to the move characteristic of friendly fighters that are in the same battle
group as this fighter.
 Destroyer BLADE-STRIKE ASPECT
Add the value of this ability to the Attacks characteristic of attack actions made by this fighter this activation.
Nighthaunt
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
150 DREADWARDEN Sword 5 4 16 Leader, Minion, Fly 1 3 3 2/4
195 EXTOLLER OF SHYISH Scythe 6 5 20 Leader, Fly 2 3 3 2/4
135 GRIMGHAST REAPER Scythe 6 5 10 Elite, Fly 2 3 3 1/4
120 WRAITH STALKER Spear 5 5 10 Fly 2 3 3 1/3
80 CHAINRASP Club 5 4 8 Minion, Fly 1 3 3
220 SPIRIT HOST Dagger 5 5 30 Destroyer, Fly 1 6 3 1/4
145 MYRMOURN BANSHEE Dagger 6 5 10 Fly 1 3 4 2/4

NIGHTHAUNT ABILITIES
 - AURA OF DREAD
Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability.
Until the end of the battle round, subtract 1 from the Strength characteristic (to a minimum of 1) of attack actions made by that fighter.
A fighter can only be targeted once per battle round by this ability.
 Elite SOUL-MARKED PREY
Pick a visible enemy fighter within 3" of this fighter with 1 or more damage points allocated to them.
Until the end of the battle round, add 1 to the Strength characteristic of attack actions made by friendly fighters that target that fighter.
A fighter cannot be picked to be the target of this ability more than once per battle round.
 Minion CHILLING HORDE
A fighter can use this ability only if there is a visible friendly fighter with the Minion runemark within 3" of them.
Add 1 to the Attacks and Strength characteristics of attack actions made by this fighter until the end of their activation.
 Destroyer FRIGHTFUL TOUCH
Until the end of this fighter’s activation, count each hit from attack actions made by them as a critical hit instead.
 Leader SPECTRAL SUMMON
Pick a friendly fighter that has been taken down.
Set up that fighter once more on the battlefield wholly within 3" of this fighter.
The fighter set up on the battlefield no longer counts as being taken down.
Remove a number of damage points allocated to that fighter equal to the value of this ability.
 Elite REAPED LIKE CORN
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.
allies
ORDER ALLIES CHAOS ALLIES DESTRUCTION ALLIES DEATH ALLIES
Stormcast Eternals: Warrior Chamber Slaves to Darkness Ironjawz Flesh-Eater Courts
Daughters of Khaine Beasts of Chaos Bonesplittez Legions of Nagash
Idoneth Deepkin Skaven Gloomspite Gitz Nighthaunt
Khorne Bloodbound
Maggotkin of Nurgle
Disciples of Tzeentch
Warrior Chamber
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3
205 LORD-CELESTANT Sword & Hammer 4 5 30 Ally, Champion 1 5 4 2/5
210 LORD-CASTELLANT Halberd 4 5 32 Ally, Elite 2 2 5 3/6
190 LORD-VERITANT Judgement Blade 4 5 32 Ally, Destroyer 1 3 4 2/5
220 KNIGHT-QUESTOR Sword & Shield 4 6 30 Ally, Bulwark 1 4 4 2/5
180 KNIGHT-VEXILLOR Warhammer 4 5 30 Ally, Icon Bearer 1 3 4 2/4
195 KNHIGHT-HERALDOR Broad Sword 4 5 30 Ally,Warrior 1 4 4 2/5

WARRIOR CHAMBER ABILITIES


 Champion WARCLOAK'S STORM MAGIC
Pick a visible enemy fighter within 6" of this fighter and roll 2 dice.
For each roll of 4-5, allocate 1 damage point to that fighter.
For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Bulwark HEROIC CHALLENGE
Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that has a Range
characteristic of 3 or less and that targets an enemy fighter with the Leader runemark or Ally runemark.
 Warrior BATTLE-HORN THUNDERBLAST
Pick a visible enemy fighter within 12" of this fighter that is on a platform.
Roll 1 dice for that fighter and each other enemy fighter within 6" of that fighter.
On a 4+ allocate 3 damage points to the fighter being rolled for.
 Destroyer LANTERN OF ABJURATION
Until the end of the battle round, subtract 1 from the value of abilities (to a minimum of 1) used by enemy fighters while they are within 9" of this fighter.
 Elite WARDING LANTERN
Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.
 Icon TEMPEST WINDS
Bearer Until the end of the battle round, add the value of this ability to the Move characteristic of friendly fighters that start their activation within 12" of this
fighter.
Daughters of Khaine
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3
130 HAG QUEEN Dagger 5 5 25 Ally, Priest 1 3 4 2/5
150 SLAUGHTER QUEEN Sword 5 3 25 Ally, Champion 1 5 4 2/5

DAUGHTERS OF KHAINE ABILITIES


 Priest WITCHBREW
Pick a visible friendly fighter within 3" of this fighter. Until the end of the battle round, add the value of this ability to the
Strength characteristic of the next attack action made by that fighter that has a Range characteristic of 3 or less.
 Champion ORGY OF SLAUGHTER
Until the end of the battle round, add the value of this ability to the Attacks characteristic of attack actions that have a
Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
Idoneth Deepkin
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
145 TIDECASTER Staff 5 3 25 Ally, Mystic 2 3 3 1/4 3-7 2 3 3-6
150 SOULDRENDER Billhook 5 3 25 Ally, Destroyer 3 3 4 2/4 2 4 4 2-5
130 SOULSCRYER Finger-claws 5 3 25 Ally, Priest 1 3 4 2/4

IDONETH DEEPKIN ABILITIES


 - LOW TIDE
A fighter can use this ability only if it is the first battle round. This fighter can make a bonus move action a number of inches equal to the value of this
ability
 Mystic RIPTIDE
Pick a visible enemy fighter within 12" of this fighter.
Until the end of the battle round, subtract 1 (to a minimum of 1) from the Attacks characteristic of attack actions made by that fighter
 Destroyer HANGMAN'S KNOT
Pick a visible enemy fighter within 3" of this fighter. Until the end of the battle round, that fighter cannot make move actions or disengage actions
Slaves to Darkness
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
185 DARKOATH CHIEFTAIN Sword 4 4 25 Ally, Elite 1 5 5 2/5
195 DARKOATH WARQUEEN Axe & Shield 4 5 25 Ally, Champion 1 4 5 2/5
165 CHAOS SORCERER LORD Staff 4 4 25 Ally, Mystic 2 3 4 1/4 3-7 2 3 3-6
190 CHAOS LORD Spear 4 4 25 Ally, Champion, Destroyer 2 3 5 3/6

SLAVES TO DARKNESS ABILITIES


 Champion DAEMONBLADE
Destroyer Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3
or less.
 Champion THE WILL OF THE GODS
Until the end of the battle round, add 1 to the Move characteristic of friendly fighters that are within 6” of this fighter at the start of their activation.
 Mystic DAEMONIC POWER
Pick a visible friendly fighter within 8” of this fighter. Until the end of the battle round, add 1 to the Strength and Attacks characteristics of the next attack
action made by that fighter that has a Range characteristic of 3 or less.
 Elite DEATHBLOW
Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from the next attack action made by this fighter
this activation that has a Range characteristic of 3 or less.
Beasts of Chaos
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
185 GREAT BRAY-SHAMAN Staff 4 4 25 Ally, Mystic 2 3 4 1/4 3-7 2 3 3-6

BEAST OF CHAOS ABILITIES


 Mystic DEVOLVE
Pick a visible enemy fighter within 14" of this fighter.
That fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability
Skaven
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
125 GREY SEER Staff 5 3 20 Ally, Mystic 2 3 3 1/4 3-7 2 3 3/6
140 CLAWLORD Sword 5 3 22 Ally, Champion 1 5 4 2/5

SKAVEN ABILITIES
 Mystic CONSUME WARPSTONE TOKEN
Roll a number of dice equal to the value of this ability.
For each roll of 1, allocate 1 damage point to this fighter.
For each roll of 4+, add 1 to the damage points allocated to enemy fighters by each hit or critical hit from the next attack action made by this fighter this
activation that has a Range characteristic of 3 or more.
 Champion STRIKE AND SCURRY AWAY
This fighter makes a bonus attack action. Then, they can then make a bonus disengage action.
Khorne Bloodbound
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
200 ASPIRING DEATHBRINGER Bloodaxe 4 4 30 Ally, Champion 1 5 5 2/5
200 EXALTED DEATHBRINGER Impaling Spear 4 4 30 Ally, Destroyer 2 3 5 3/6
200 EXALTED DEATHBRINGER Ruinous Axe 4 4 30 Ally, Destroyer 1 3 6 3/6
190 SKULLGRINDER Brazen Anvil 4 4 30 Ally, Berserker 3 2 5 3/6
210 SLAUGHTERPRIEST Bloodbathed Axe 4 4 32 Ally, Priest 1 3 6 3/6
205 SLAUGHTERPRIEST Wrath-hammer & Blade 4 4 32 Ally, Priest 1 4 5 2/5 3 2 4 1/3

KHORNE BLOODBOUND ABILITIES


 - BLOOD FOR THE BLOOD GOD
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
This fighter makes a bonus move action or a bonus attack action.
 Priest BLOODBIND
Pick a visible enemy fighter within 14" of this fighter.
That fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability.
 Berserker FIERY ANVIL
Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3
or less.
 Priest BLOODBOIL
Pick a visible enemy fighter within 14" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, allocate D3 damage points to that fighter
 Destroyer SKULLS FOR THE SKULL THRONE
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
Pick a visible friendly fighter within 8" of this fighter. That fighter can makes a bonus move action.
Then, they can make a bonus attack action
 Champion SLAUGHTER INCARNATE
Until the end of the battle round, add half the value of this ability (rounding up) to the damage points allocated to enemy fighters by each hit or critical
hit from attack actions made by friendly fighters that have a Range characteristic of 3 of less, while that friendly fighter is within 8" of this fighter
Maggotkin of Nurgle
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3
190 LORD OF PLAGUE Axe 3 4 35 Ally, Champion 1 2 6 3/6
200 LORD OF BLIGHTS Hammer & Shield 3 5 35 Ally, Bulwark 1 3 5 2/5

MAGGOTKIN OF NURGLE ABILITIES


 Bulwark THRICE-RIPENED DEATH'S HEAD
Pick a visible enemy fighter . within, 6" of this fighter and roll 2 dice.
For each roll of 4-5, allocate damage point to that fighter.
For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Champion GRANDFATHER'S GIFT
Roll a dice for each visible enemy fighter within 3" of this fighter.
On a 3-4, allocate 1 damage point to the fighter being lolled for.
On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
Disciples Of Tzeentch
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
165 MAGISTER Staff & Sword 4 4 25 Ally 1 3 4 2/4 3-7 2 3 3/6
260 TZAANGOR SHAMAN Staff 10 4 25 Ally, Destroyer, Fly 1 4 4 2/4 3-7 2 3 3/6
220 OGROID THAUMATURGE Staff 4 4 35 Ally, Brute 2 3 4 2/4 3-7 2 3 3/6
260 GAUNT SUMMONER Staff 10 4 30 Ally, Champion, Fly 2 3 4 2/4 3-7 2 3 3/6
170 GAUNT SUMMONER Staff 4 4 25 Ally, Champion 1 4 4 2/4 3-7 2 4 1/3

DISCIPLES OF TZEENTCH ABILITIES


 - LOCUS OF SORCERY
Add half the value of this ability (rounding up) to the Strength characteristic of the next attack action made by this fighter this activation that has a Range
characteristic of 3 or more
 Brute BRUTAL RAGE
A fighter can only use this ability if 15 or more damage points are allocated to them.
Add half the value of this ability (rounding up) to the Strength characteristic of the next attack action made by this fighter this activation that has a Range
characteristic of 3 or less.
 Champion WARPTONGUE BLADE
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
On a 2-5, allocate 1 damage point to the fighter being rolled for.
On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability
 Destroyer VISIONS OF THE FUTURE
Pick a friendly fighter that has not activated yet this battle round and that is within 9" of this fighter.
You can activate that fighter immediately after the activation of this fighter ends.
Ironjawz
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
255 MEGABOSS Boss Choppa & Fist 3 5 38 Ally, Champion 1 3 6 4/8
195 WARCHANTER Twin Clubs 3 5 35 Ally, Berserker 1 5 4 2/5
185 WEIRDNOB SHAMAN Staff 3 4 35 Ally, Mystic 2 3 4 1/4 3-7 2 3 3/6

IRONJAWZ ABILITIES
 - CHARGE!
A fighter can use this ability only if there is a visible enemy fighter within 6" of them.
This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
 Berserker WARCHANTER'S BEAT
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by friendly fighters
while they are within 6" of this fighter.
 Mystic FOOT OF GORK
Pick a visible enemy fighter within 12" of this fighter and roll a number of dice equal to the value of this ability.
For each roll of 2-5, allocate 1 damage point to that fighter.
For each roll of 6, allocate 3 damage points to that fighter.
 Champion MIGHTY WAAAGH!
Add the value of this ability to the Move characteristic of friendly fighters within 9" of this fighter when this fighter uses this ability, until the end of the
battle round.
Bonesplitterz
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
195 SAVAGE BIG BOSS Boss Chompa 4 4 30 Ally, Champion 1 3 5 3/6

BONESPLITTERZ ABILITIES
 Champion CHARGE!
A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the
closest visible enemy fighter than they were at the start of that move action.
 Champion MIGHTY WAAAGH!
Add the value of this ability to the Move Characteristic of friendly fighters within 9" of this fighter when this fighter uses this ability until the end of the
battle round.
Gloomspite Gitz
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
140 LOONBOSS Moon-slicer 4 4 20 Ally, Champion 2 4 4 2/4
140 FUNGOLD CAVE-SHAMAN Moon-sickle 4 4 20 Ally, Mystic - - - - 3-7 2 3 3/6
85 BOGGLEYE Mesmerizing Staff 4 4 12 Ally, Berserker 2 3 3 1-4
90 SCAREMONGER Tusks and Fangs 4 4 20 Ally, Destroyer 1 4 3 1/4
85 SHROOMANCER Moon Staff & Knife 4 4 12 Ally, Agile 2 3 3 1/4
85 BREWGIT Concealed Stikka 4 4 12 Ally, Bulwark 1 4 3 1/3
85 SPIKER Scorpisquig Stikka 4 4 12 Ally, Elite 2 3 3 1/4

GLOOMSPITE GITZ ABILITIES


 Berserker MESMERIZE
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
 Bulwark LOONSHINE POTION
Pick another visible friendly fighter within 3" of this fighter. Until the end of the battle round, add half the value of this ability (rounding up) to the
Attacks characteristic of the next attack action made by that fighter that has a Range characteristic of 3 or less.
 Elite POISON BREW
Pick another visible friendly fighter within 3" of this fighter.
Until the end of the battle round, add the value of this ability to the Strength characteristic of the next attack action made by that fighter that has a Range
characteristic of 3 or less.
 Destroyer BOGEYMAN DANCE
Pick another visible friendly fighter within 6” of this fighter. Until the end of the battle round, add half the value of this ability (rounding up) to the Move
characteristic of that fighter.
 Agile FUNGOID CLOUD
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability.
Until the end of the battle round, subtract the value of this ability from the Attacks characteristic (to a minimum of 1) of attack actions made by that
fighter.
 Mystic MAGIC SPORE MAWS
Roll a dice for each visible enemy fighter within 3” of this fighter.
On a 3-4, allocate 1 damage point to the fighter being rolled for.
On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 Champion I'M DA BOSS, NOW STAB 'EM GOOD!
Until the end of the battle round, add the value of this ability to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less
made by friendly fighters while they are within 6” of this fighter.
Flesh-Eater Courts
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
185 ABHORRANT GHOUL KING Fangs 5 4 28 Ally, Champion 1 5 4 2/5

FLESH-EATER COURTS ABILITIES


 Champion SUMMON THE BLACK HUNGER
Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly
fighters while they are within 3" of this fighter.
Legions Of Nagash
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
170 LONE NECROMANCER Staff 4 4 25 Ally, Mystic 2 3 4 1/4 3-7 2 3 3/6
175 WIGHT KING Sword & Shield 4 5 25 Ally, Champion 1 4 4 2/5

LEGIONS OF NAGASH ABILITIES


 Mystic NECROTIC SIPHON
Pick another visible friendly fighter within 6" of this fighter.
Allocate a number of damage points to that fighter equal to value of this ability.
Then, remove a number of damage points from this fighter equal to double the value of this ability.
 Champion BEHEADING STRIKE
Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from the next attack action made by this fighter
this activation that has a Range characteristic of 3 or less.
 Mystic VANHEL'S DANSE MACABRE
A number of visible friendly fighters equal to the value of this ability that are within 6" of this fighter can each make a bonus move action or a bonus
attack action (some can make bonus move actions, and others bonus attack actions).
Nighthaunt
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
225 KNIGHT OF SHROUDS Sword of Stolen Hours 6 5 25 Ally, Champion, Fly 1 5 4 2/5
220 CAIRN WRAITH Reaper Scythe 6 5 25 Ally, Destroyer, Fly 2 4 4 2/5
230 LORD EXECUTIONER Greataxe 6 5 25 Ally, Bulwark, Fly 1 3 5 3/5
220 SPIRIT TORMENT Shacklegheist Chains 6 5 25 Ally, Elite, Fly 3 4 4 2/5
210 TOMB BANSHEE Chill Dagger 6 5 25 Ally, Berserker, Fly 1 3 3 1/4 3-7 2 3 3/6

NIGHTHAUNT ABILITIES
 Bulwark STARING DEATH IN THE FACE
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
 Champion STOLEN HOURS
At the end of this fighter's activation, heal a number of damage points allocated to this fighter equal to the number of damage points allocated to enemy
fighters this activation.
 Elite NAGASH'S BIDDING
Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly
fighters while they are within 6" of this fighter.
 Berserker FRIGHTFUL TOUCH
Until the end of this fighter's activation, count each hit from attack actions made by them that have a Range characteristic of 3 or less as a critical hit
instead.
 Destroyer REAPED LIKE CORN
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.
BESTIARY
Chaotic beasts Roaming BEasts monsters MISCELLANEOUS
THRALLS Wild Cave Creatures, Chimera Varanguard’s Retinue
Raptoryx, Fury, Razorgor, Restless Undead Chaos Gargant,
Chaos Spawn, Chaos Warhound Ghorgon, Cygor,
ALLIES Skitterstrand Arachnarok,
Orgoid Myrmidon, Fomoroid Crusher, War Hydra, Kharibdyss,
Mindstealer Sphiranx Terrorgheist, Zombie Dragon
MONSTER hunting abilities & monster universal abilities
-Monsters cannot use universal abilities. Instead, if any monsters are in play, they can use the Monster Universal Abilities.
-If any monsters are in play, all fighters except monsters themselves and fighters with the Beast runemark can use the Monster-hunting Abilities.

MONSTER UNIVERSAL ABILITIES


 Gargantuan MONSTROUS REACH
Until the end of this fighter’s activation, do not count the vertical distance when measuring the range for attack actions made by this fighter.
 Gargantuan DRAG AND MAUL
Pick an enemy fighter within 6" of this fighter.
Remove that fighter from the battlefield and set them up within 1" of this fighter.
Then, roll a number of dice equal to the value of this ability.
For each roll of 4+, allocate 3 damage points to that fighter.
 Gargantuan DEMOLISHING RAMPAGE
Pick a terrain feature within 1" of this fighter.
In an order of your choice, place each objective, treasure token and fighter that is on that terrain feature, and on any other terrain feature that is on
that terrain feature, on the battlefield floor in a location of your choice as close as possible horizontally to its current location.
Then, in an order of your choice, each fighter placed on the battlefield in this manner suffers impact damage.
Then, remove the terrain feature(s).

MONSTER-HUNTING ABILITIES
 - BINDING ROPES
Pick an enemy fighter with the Gargantuan runemark within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, subtract 1 from the Move characteristic of that fighter (to a minimum of 3) until the end of the battle.
 - DODGE AND EVADE
Until the end of the battle round, add the value of this ability to the Toughness characteristic of this fighter when it is being targeted by an attack
action made by a fighter with the Gargantuan runemark.
 - JUMP ON ITS BACK
Pick an enemy fighter with the Gargantuan runemark.
Until the end of the battle round, if that fighter starts a move action within 1" of this fighter, then after that move action you can remove this fighter
from the battlefield and set them up within 1" of that fighter.
 - GO FOR THE EYES
If the next attack action made by this fighter this activation that targets an enemy fighter with the Gargantuan runemark scores any critical hits,
subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by that fighter until the end of the battle.
 - GUTTING STRIKE
Add double the value of this ability to the damage points allocated by each critical hit from attack actions made by this fighter this activation that
have a Range characteristic of 3 or less and that target an enemy fighter with the Gargantuan runemark.
 TAUNT
Pick an enemy fighter with the Gargantuan runemark that is within 6" of this fighter and roll a number of dice equal to the value of this ability.
If a 4+ is rolled on any of the dice, then until the end of the battle round or until this fighter is taken down, attack actions made by that fighter must
target this fighter.
Chaotic Beasts
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3
105 RAPTORYX Claws 5 4 12 Thrall, Destroyer 1 2 4 2/5
70 FURY Claws 8 3 8 Thrall, Fly, Sentience 1 3 3 1/2
185 RAZORGOR Fangs 8 4 25 Thrall, Ferocious, Beast 1 4 4 2/5
175 CHAOS SPAWN Fangs 5 4 30 Thrall, Agile 1 4 4 2/4
70 CHAOS WARHOUND Fangs 8 3 10 Thrall, Scout, Beast 1 3 3 1/3

CHAOTIC BEASTS ABILITIES


 Sentience COWER
Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead.
 Destroyer CRAZED FLOCK
Until the end of this fighter's activation, for each other friendly fighter within 3" of this fighter that has the same runemarks as this fighter, add 1 to
the Attacks and Strength characteristics of attack actions made by this fighter that have a Range characteristic of 3 or less.
 Scout OUTRUNNER OF CHAOS
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Agile WRITHING TENTACLES
Add the value of this ability to the Attacks characteristic of the next attack action made by this fighter this activation that has a Range characteristic
of 3 or less.
 Ferocious UNCONTROLLABLE STAMPEDE
Until the end of this fighter's activation the next time this fighter finishes a move action within 1" of an enemy fighter, pick an enemy fighter within 1"
of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
Chaotic Beasts: Ogroid Myrmidon
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
295 OGROID MYRMIDON Spear & Shield 5 6 35 Ally, Champion 2 3 5 4/8

OGROID MYRMIDON ABILITIES


 Champion BERSERK
A fighter can only use this ability if 20 or more damage points have been allocated to them. Add half the value of this ability (rounding up) to the Attacks
characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
 Champion ARCANE FURY
Until the end of this fighter's activation, add the value of this ability to the damage points allocated by each critical hit from attack actions made by this
fighter that have a Range characteristic of 3 or less.
 Champion BLOOD MARSHAL
Pick a friendly fighter within 4" of the fighter using this ability.
Allocate 1 damage point to that fighter.
If the fighter picked is not taken down, that fighter can make a bonus attack action that has a Range characteristic of 3 or less
Chaotic Beasts: Fomoroid Crusher
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
260 FOMOROID CRUSHER Fists 5 6 35 Ally, Destroyer 1 2 6 3/6

FOMOROID CRUSHER ABILITIES


 Destroyer HURL MASONRY
A fighter can use this ability only if they are within 1" of an obstacle.
Pick an enemy fighter within 8" of this fighter and roll a dice.
On a 3-4, allocate 1 damage point to that fighter.
On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
 Destroyer RAMPAGING CHARGE
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick 1 visible enemy fighter within
1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability
 Destroyer BLOODY TROPHY
A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
The player controlling this fighter immediately gains 1 wild dice that can he used in the hero phase of the next battle round.
Chaotic Beasts: Mindstealer Sphiranx
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
240 MINDSTEALER SPHIRANX Claws 8 5 30 Ally, Mystic 1 4 5 2/5

MINDSTEALER SPHIRANX ABILITIES


 Mystic TELEPATHIC THREATENING
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice.
On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
 Mystic DOMINATE MIND
Pick a visible enemy fighter within 6" of this fighter and roll a number of dice equal to the value of this ability.
For each roll of a 3-4, allocate 1 damage point to that fighter.
For each roll of a 5-6, allocate 3 damage points to that fighter.
 Mystic CHARM
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability.
That fighter cannot activate this battle round.
Roaming Beasts: Wild Cave Creatures
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3
135 CAVE SQUIG Fangs 4 4 15 Beast 1 4 5 2/4
195 FELLWATER TROGGOTH Club 4 4 25 Brute, Destroyer 1 3 5 3/6
190 ROCKGUT TROGGOTH Club 4 4 30 Brute 1 3 5 2/4

WILD CAVE CREATURES ABILITIES


 Destroyer NOXIOUS VOMIT
Roll a number of dice equal to the value of this ability.
For each 4+, pick 1 visible enemy fighter within 6" of this fighter. Allocate D3 damage points to that fighter.
 Brute TROGGOTH REGROWTH
Remove a number of damage points from this fighter equal to the value of this ability
 Beast SQUIG RAMPAGE
A fighter can use this ability only if they have 10 or more damage points allocated to them.
This fighter can make a bonus move action. Then, they can make a bonus attack action.
Roaming Beasts: Restless Undead
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3 5 u 6 3
210 TOMB BANSHEE Dagger 6 5 25 Champion, Fly 1 3 3 1/4 3-7 2 3 3/6
85 GRAVEGUARD Sword & Shield 3 4 10 - 1 3 4 2/4
55 SKELETON Sword & Shield 3 4 8 - 1 3 3 1/3
75 CHAINRASP Sword 5 4 8 Fly 1 3 3 1/2
210 SPIRIT HOST Dagger 5 5 30 Fly 1 6 3 1/4
175 WIGHT KING Sword & Shield 3 5 25 Champion 1 4 4 2/5
220 CAIRN WRAITH Scythe 6 5 25 Champion, Fly 2 4 4 2/5

RESTLESS UNDEAD ABILITIES


 - PREY ON THE LIVING
A fighter can use this ability only if there is a visible friendly fighter within 3" of them.
Add 1 to the Attacks characteristic of attack actions made by this fighter until the end of their activation.
 Champion SUMMON MINIONS
Set up D3 fighters with the Restless Undead runemark within 3" of this fighter.
Chaotic Beast: Chimera
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
360 CHIMERA Fangs & Claws 4 50 Gargantuan, Bulwark, Fly 2 6 6 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 12 5/10
11-20 10 4/8
21-30 8 3/6
31-40 6 2/4
41-49 4 1/2

CHIMERA ABILITIES
 Bulwark TAIL WHIP
Pick a visible enemy fighter within 3” of this fighter and roll a dice.
On a 4-5, allocate 1 damage point to that fighter.
On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
 Bulwark LEONINE ROAR
Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are
within 6" of this fighter.
 Bulwark DRACONIC HEAD’S FIERY BREATH
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 4" of this fighter.
Chaotic Beast: Chaos Gargant
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
305 CHAOS GARGANT Club 4 50 Gargantuan, Brute 2 4 5 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 4/6
21-30 4 3/6
31-40 3 3/4
41-49 2 2/4

CHAOS GARGANT ABILITIES


 Brute DRUNKEN STAGGER
Roll a number of dice equal to the value of this ability.
For each roll of 1-2, subtract 1 from this fighter's Move characteristic until the end of this fighter's activation.
For each roll of 3+, add 1 to this fighter's Move characteristic until the end of this fighter's activation.
 Brute MIGHTY KICK
Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within
1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
 Brute VICIOUS 'EADBUTT
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 4+, allocate a number of damage points to that fighter equal to the value of this ability.
Chaotic Beast: Ghorgon
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
330 GHORGON Bare Hands 4 50 Gargantuan, Frenzied 2 5 6 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/10
11-20 5 4/8
21-30 4 3/8
31-40 3 3/6
41-49 2 2/6

GHORGON ABILITIES
 Frenzied ROARING CHARGE
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Frenzied SLAVERING MAW
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability.
For each 3+, allocate 3 damage points to that fighter.
 Frenzied RAVENOUS BLOODGREED
This fighter can make a bonus move action a number of inches equal to the value of this ability.
Then, this fighter can make a bonus attack action.
Chaotic Beast: Cygor
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
295 CYGOR Club 4 50 Gargantuan, Terrifying 2 4 4 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 4/8
11-20 5 4/6
21-30 4 3/6
31-40 3 3/4
41-49 2 2/4

CYGOR ABILITIES
 Terrifying RIP AND TEAR MASONRY
This fighter can use this ability only if they are within 1" of an obstacle.
If this fighter is empty-handed (see below), they are no longer empty-handed.
 Terrifying HURL BOULDER
This fighter can use this ability only if they are not empty-handed (see below).
Pick a visible enemy fighter within 15" of this fighter and roll a number of dice equal to the value of this ability.
For each roll of 4+, allocate 5 damage points to that fighter.
After using this ability, this fighter is said to be empty-handed
 Terrifying SOUL-EATER
Roll a dice for each enemy fighter within 6" of this fighter.
On a 4+, allocate 3 damage points to the fighter being rolled for and remove 3 damage points from this fighter.
Monster of Destruction: Skitterstrand Arachnarok
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
355 SKITTERSTRAND ARACHNAROK Fangs 4 55 Gargantuan, Destroyer 1 6 5 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 8 5/8
11-20 7 4/7
21-30 6 3/6
31-40 5 2/4
41-49 4 1/2

SKITTERSTRAND ARACHNAROK ABILITIES


 Destroyer WALL CRAWLER
Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is climbing.
 Destroyer PARALYZING VENOM
Until the end of this fighter's activation, after each attack action made by this fighter, roll a dice.
On a 2+, until the end of the battle round, the target of that attack action cannot make move or disengage actions
 Destroyer DRAGGED VICTIM
Pick an enemy fighter within 1" of this fighter.
Remove that fighter from the battlefield and set them up within 1" of this fighter.
Then, this fighter makes a bonus attack action against that fighter.
Monster of Order: War Hydra
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
345 WAR HYDRA Fangs 4 50 Gargantuan, Destroyer 2 6 5 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 5/10
11-20 5 4/8
21-30 4 3/6
31-40 3 2/4
41-49 2 1/2

WAR HYDRA ABILITIES


 Destroyer QUICK WITH THE LASH
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation
 Destroyer FIERY BREATH
Pick a visible enemy fighter within 6" of this fighter and roll a dice for that fighter and each other fighter within 3" of that fighter.
On a 3+, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 Destroyer SEVER ONE HEAD, ANOTHER TAKES ITS PLACE
Remove a number of damage points allocated to this fighter equal to double the value of this ability.
Monster of Order: Kharibdyss
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
345 KHARIBDYSS Fangs 4 50 Gargantuan, Berserker 2 6 5 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 6 5/10
11-20 5 4/8
21-30 4 3/6
31-40 3 2/4
41-49 2 1/2

KHARIBDYSS ABILITIES
 Berserker QUICK WITH THE LASH
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Berserker ABYSSAL HOWL
Roll a dice for each enemy fighter within a number of inches of this fighter equal to the value of this ability.
On a 3+, until the end of the battle round, the fighter being rolled for cannot make move actions or disengage actions.
 Berserker SPIKED TAIL
Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability.
Monster of Death: Terrorgheist
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
350 TERRORGHEIST Fangs 4 50 Gargantuan, Fly, Terrifying 2 4 5 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 12 4/8
11-20 10 3/6
21-30 8 3/6
31-40 6 2/4
41-49 4 1/2

TERRORGHEIST ABILITIES
 Terrifying SWOOPING DIVE
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Terrifying DEATH SCREAM
Roll 1 dice for each visible enemy fighter within 8" of this fighter.
On a 5, allocate 1 damage point to the fighter being rolled for.
On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
 Terrifying INFESTED WITH BATS
A fighter can only use this ability if 10 or more damage points have been allocated to them.
Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability.
Monster of Death: Zombie Dragon
FIGHTER Weapons 4 7 8 ABILITIES 5 q 6 3
360 ZOMBIE DRAGON Fangs 4 50 Gargantuan, Fly, Brute 2 5 5 *
*
DAMAGE TABLE
Damage points allocated Move Damage
0-10 12 4/8
11-20 10 3/6
21-30 8 3/6
31-40 6 2/4
41-49 4 1/2

ZOMBIE DRAGON ABILITIES


 Brute SWOOPING DIVE
Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation.
 Brute SWORD-LIKE CLAWS
Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that has a Range
characteristic of 3 or less.
 Brute PESTILENT BREATH
Pick a visible enemy fighter within 8" of this fighter and roll a dice for that fighter and each other fighter within 3" of that fighter.
On a 2-5 allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
On a 6, allocate a number of damage points to the fighter being rolled for equal to double the value of this ability.
Varanguard’s Retinue
FIGHTERS Weapons 4 7 8 ABILITIES 5 q 6 3
385 VARANGUARD Sword 8 6 40 Leader, Mount 1 6 6 5/10
250 EXALTED CHAMPION Great Axe 4 5 28 Warrior, Champion 1 5 5 3/6
220 ASPIRING CHAMPION Two Hand Weapons 4 5 25 Champion 1 5 4 2/6
180 CHAOS CHOSEN Soul Splitter 4 5 18 Warrior 1 4 5 2/6
170 CHAOS WARRIOR Sword & Shield 4 6 15 Bulwark 1 3 4 2/5
145 CHAOS WARRIOR Two Hand Weapons 4 5 15 - 1 4 4 2/5

VARANGUARD’S RETINUE ABILITIES


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

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