WM ArmyLists

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The document provides details on the army lists for several factions in the Warmaster wargame, including troop types, stats, and special rules for each.

The Empire army can field Halberdiers, Handgunners, Crossbowmen, Flagellants, Skirmishers, Knights, Pistoliers, Hellblasters, Cannons, Steam Tanks, Generals, Heroes and Wizards.

Flagellants in the Empire army always use initiative to charge, can never use initiative to evade, cannot be driven back by shooting, do not roll for drive-backs, must pursue where possible, and do not suffer terror.

WARMASTER

ARMY LISTS
These are copies of the official army lists that
come as part of the Warmaster rules & annuals
~ reformatted for the players convenience.

by Pete at The Wargames Directory


,,

Empire, Undead, Chaos, Orcs & Goblins, High Elves, Dwarfs


Lizardmen, Bretonnians, Kislev, Vampire Counts & Dark Elves

http://www.wargamesdirectory.com/ 02/12/2003
EMPIRE ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Halberdiers Infantry 3 3 6+ - 3 45 2/- -
Handgunners Infantry 3/1 3 0 - 3 65 -/3 *1
Crossbowmen Infantry 3/1 3 0 - 3 55 2/- -
Flagellants Infantry 5 3 0 - 3 70 -/1 *2
Skirmishers Infantry 4 3 0 or 6+ - +1 25 -/- *3
Knights Cavalry 3 3 4+ - 3 110 -/- -
Pistoliers Cavalry 3/1 3 5+ - 3 95 -/4 *4
Hellblaster Artillery 1/6-3-1 2 0 - 1 50 -/1 -
Cannon Artillery 1/2+b 2 0 - 2 85 -/1 -
Steam Tank Machine 2/2+b 3 3+ - 1 120 -/1 -

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Wizard Wizard +0 - - 7 1 45 -/1 -
Griffon Mn-Mount +2 - - - 1 +80 -/1 *5
War Altar Ch-Mount +1 - - - 1 +15 -/1 *6

Special Rules
1. Handgunners
o count enemy armour as one less

2. Flagellants
o always use initiative to charge - can't be given orders instead
o never use initiative to evade
o can't be driven back by shooting
o do not roll for drive-backs
o must pursue where possible
o do not suffer terror

3. Skirmishers
o never fight as independent units
o may add 1 stand to any infantry unit
o same armour as parent unit (0 or 6+)
o can be removed from parent unit as casualty
o never count as casualty when issuing orders
o never count as part of parent unit formation

4. Pistoliers
o 15cm max shoot range
o can shoot to side or rear without facing

5. Griffon
o can be ridden by Generals, Heroes & Wizards
o can fly up to 100cm
o +2 to attacks of rider
o causes terror

6. War Altar
o mount for wizard only
o +1 to attack
o +1 when casting a spell

Spells
Ball of Flame 5+ 30cm units take 3 shooting attacks - unengaged driven back, engaged carry hits over
Voice of Command 5+ 30cm target unit can move as if it received an order - one per unit/turn
Weird Enchantment 4+ 30cm target unit half-pace, count all enemy as terrifying, all terrifying enemy as OK,
lasts until end of opposing players turn, once per unit/turn
Teleport 2+ - move wizard to new position then can attempt to cast new spell on 4+

http://www.wargamesdirectory.com/ 02/12/2003
UNDEAD ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Skeletons Infantry 2 3 6+ - 3 30 2/- -
Skeleton Bowmen Infantry 2/1 3 0 - 3 35 2/- -
Skeleton Cavalry Cavalry 2 3 5+ - 3 60 -/- -
Skeleton Chariots Chariot 3/1 3 5+ - 3 110 -/3 -
Carrion M0nster 2 3 6+ - 3 65 -/1 *1
Bone Giant M0nster 6 4 4+ - 1 125 -/1 *2
Sphinx M0nster 4 6 3+ - 1 150 -/1 *3
Skull Chukka Artillery 1/3 3 0 - 1 85 -/1 -
Bone Thrower Artillery 1/1 per 2 0 - 2 65 -/1 -

Tomb King General +2 - - 9 1 130 1 *4


Liche Priest Wizard +1 - - 8 1 90 -/2 *5
Zombie Dragon Mn-Mount +3 - - - - +100 -/1 *6
Liche Chariot Ch-Mount +1 - - - - +10 -/1 *7

Common Rules
All Undead
o never act on initiative
o only move when ordered (except Carrion)
o unaffected by command penalty when enemy within 20cm
o unaffected by command penalty for terror
o unaffected by the confusion rule

Special Rules
1. Carrion
o can fly up to 100cm
o can home-back at start of command phase

2. Bone Giant
o causes terror
o -1 command penalty, even when attached to a unit as a brigade

3. Sphinx
o causes terror
o if 3-5 hits accumulated in a turn, max hits reduced to 3 for rest of battle

4. Tomb King
o +1 for all attacks of one unit within 20cm during combat phase - only once per battle

5. Liche Priests
o cast spells like other Wizards

6. Zombie Dragon
o can be ridden by Tomb King or Liche Priest
o can fly up to 100cm
o +3 to attacks of rider
o can use Breath attack when joined to a unit - range of 20cm, used against one target and has 3 attacks
o causes terror

7. Liche Chariot
o can be ridden by Tomb King or Liche Priest
o +1 to attacks

Spells
Raise Dead 5+ 30cm 3 infantry stands placed in a combat engagement, don't count as charging
Touch of Death 4+ contact 3 combat attacks on unit touching unit wizard is with, carry hits over
Doom & Despair 4+ 60cm unit cannot charge/pursue/advance, lasts until end opponent turn, one unit/turn
Death Bolt 5+ 30cm 3 shooting attacks, armour has no effect, causes drive backs, must have LOS,
cannot target engaged units

http://www.wargamesdirectory.com/ 02/12/2003
CHAOS ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Chaos Warriors Infantry 4 4 4+ - 3 150 1/- -
Marauders Infantry 3 3 5+ - 3 60 1/- -
Ogres Infantry 4 4 5+ - 3 105 -/1 *1
Trolls Infantry 5 3 5+ - 3 110 -/3 *2
Marauder Horsemen Cavalry 3 3 5+ - 3 90 -/4 -
Chaos Knights Cavalry 4 4 4+ - 3 200 -/4 -
Chaos Hounds Cavalry 3 3 0 - 3 30 -/2 -
Chariots Chariot 3 3 5+ - 3 95 -/3 -
Harpies Monster 2 3 6+ - 3 65 -/1 *3
Dragon Ogres Monster 6 4 5+ - 3 250 -/1 -
Chaos Spawn Monster 3/3 4 3+ - 1 110 -/2 *4

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/1 -
Sorcerer Wizard +1 - - 8 1 90 -/1 -
Chaos Dragon Mn-Mount +3 - - - 1 +100 -/1 *5

Special Rules
1. Ogres
o must use initiative to charge humans (not Dwarves, Elves etc) if within 20cm at start of command phase

2. Trolls
o -1 command penalty, even when brigaded
o in each round of combat, after stands removed, can remove one hit (regenerate)

3. Harpies
o can fly up to 100cm
o cannot be joined by a character

4. Chaos Spawn
o can shoot up to 15cm in any direction
o cannot act on own initiative
o cannot be given orders on their own but can if part of a brigade that has more non-Spawn units than Spawn
o does not add to the size of a brigade
o will halt when not joined to another unit
o cannot make way for friendly units
o cannot be driven back by shooting
o they pursue, retreat, advance & fall back as normal in combat

5. Chaos Dragon
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +3 to attacks of rider
o can also shoot fire but only when character rider has joined another unit and is not engaged in combat
o shooting fire has a range of 20cm, can be used against a single target and has 3 attacks
o causes terror

Spells
Boon of Chaos 4+ contact +1 to combat attacks of all stands in unit the wizard has joined, including own
attack, lasts for duration of combat phase
Anger of the Gods 4+ 30cm all units suffer -1 command penalty, lasts until end of opponent turn, units can
only be affected by one of these spells at one time
Rage of Chaos 5+ 30cm affects one unit for duration of combat round, player may roll 1 dice per stand and
add to unit attacks, if duplicate rolled - all extra hits struck on own unit
Curse of Chaos 5+ 30cm 3 shooting attacks, armour has no effect, causes drive backs, must have LOS, can't
target an engaged unit

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ORC & GOBLIN ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Orc Warriors Infantry 4 3 6+ - 3 60 2/- -
Black Orcs Infantry 4 4 5+ - 3 110 -/1 -
Goblins Infantry 2/1 3 0 - 3 30 2/- *1
Trolls Infantry 5 3 5+ - 3 110 -/3 *2
Ogres Infantry 4 4 5+ - 3 105 -/1 *3
Boar Riders Cavalry 4 3 5+ - 3 110 -/- -
Wolf Riders Cavalry 2/1 3 6+ - 3 60 -/- *4
Wolf Chariots Chariot 3 3 6+ - 3 80 -/3 -
Giant Monster 8 8 5+ - 1 150 -/1 *5
Rock Lobber Artillery 1/3 3 0 - 1 75 -/1 -

Orc General General +2 - - 8 1 95 1 -


Orc Hero Hero +1 - - 8 1 80 -/2 -
Orc Shaman Wizard +0 - - 7 1 45 -/1 -
Goblin Hero Hero +1 - - 7 1 45 -/2 -
Goblin Shaman Wizard +0 - - 6 1 30 -/1 -
Wyvern Mn-Mount +2 - - - 1 +80 -/1 *6
Boar Chariot Ch-Mount +1 - - - 1 +10 -/1 *7

Special Rules
1. Goblins
o can shoot bows up to 15cm

2. Trolls
o -1 command penalty, even when attached to a unit as a brigade
o in each round of combat, after stands removed, can remove one hit (regenerate)

3. Ogres
o must use initiative to charge humans (not Dwarves, Elves etc) if within 20cm at start of command phase

4. Wolf Riders
o shoot bows up to 15cm in any direction without turning to face

5. Giant
o must always be given a separate order
o cannot be brigaded with other troops although can brigade with other giants
o if order fails, test giants response (see Page 137 of the rules) - test each separately if brigaded
o causes terror
o if 4-7 hits accumulated in a turn, max hits & attacks reduced to 4 for rest of the battle

6. Wyvern
o can be ridden by Generals, Heroes & Wizards
o can fly up to 100cm
o +2 to attacks of rider
o causes terror when attached to a unit

7. Boar Chariot
o can be ridden by Generals, Heroes & Wizards
o +1 to attacks of rider

Spells
Foot of Gork 6+ 50cm 6 attacks on unengaged enemy unit, cannot be driven back
Gotcha! 5+ 30cm 3 shooting attacks on each unit within range, unengaged units driven back, engaged carry
hits over
Gerroff! 5+ 60cm target driven back 5 x d6cm towards own table edge, unengaged units only, once per unit
Waaagh! 4+ 30cm +1 to attacks of each stand/character, only one spell per unit

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HIGH ELF ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Spearmen Infantry 3 3 5+ - 3 60 2/- -
Archers Infantry 3/1 3 6+ - 3 75 1/- *1
Silver Helms Cavalry 3 3 4+ - 3 110 -/- -
Reavers Cavalry 3/1 3 6+ - 3 100 -/3 *1
Chariots Chariot 3 3 5+ - 3 95 -/3 -
Giant Eagles Monster 2 3 6+ - 3 70 -/1 *2
Dragon Riders Monster 6/3 6 4+ - 1 350 -/1 *3
Bolt Throwers Artillery 1/3 2 0 - 2 65 -/1 *4

General General +2 - - 10 1 155 1 -


Hero Hero +1 - - 8 1 80 -/1 -
Wizard Wizard +0 - - 8 1 85 -/1 -
Giant Eagle Mn-Mount +2 - - - - +20 -/1 *5
Dragon Mn-Mount +3 - - - - +100 -/1 *3
Chariot Ch-Mount +1 - - - - +10 -/1 *6

Special Rules
1. Archers & Reavers
o +1 to shooting attacks

2. Giant Eagles
o can fly up to 100cm

3. Dragon
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +3 to attacks of rider
o can also shoot fire but only when character rider has joined another unit and is not engaged in combat
o shooting fire has a range of 20cm, can be used against a single target and has 3 attacks
o causes terror
o if 3-5 hits accumulated in a turn, max hits & attacks reduced to 3 for rest of the battle

4. Bolt Throwers
o +1 bonus to hit

5. Giant Eagle
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +2 to attacks of rider

6. Chariot
o can be ridden by Generals, Wizards and Heroes
o +1 to attacks of rider

Spells
Storm of Stone 6+ 30cm each enemy unit takes d3 shooting attacks, not driven back, hits carry over
Light of Battle 5+ 30cm +1 to attacks to all units/characters, only once per unit/turn
Heaven's Fire 5+ 30cm a missile unit can shoot even if it has already done so, once per unit/turn,
not artillery/machines
Hail of Destruction 5+ 30cm 3 shooting attacks, armour has no effect, causes drive backs, must have LOS,
cannot target engaged units

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DWARF ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Warriors Infantry 3 4 4+ - 3 110 2/- -
Handgunners Infantry 3/1 4 6+ - 3 90 -/- *1
Rangers Infantry 3/1 4 5+ - 3 110 -/2 *2
Troll Slayers Infantry 5 4 0 - 3 80 -/2 *3
Cannon Artillery 1/2 2 6+ - 2 90 -/1 -
Flame Cannon Artillery 1/2d6 2 6+ - 1 50 -/1 -
Gyrocopter Machine 1/3 3 5+ - 1 75 -/1 -

General General +2 - - 10 1 155 1 -


Hero Hero +1 - - 8 1 80 -/1 -
Runesmith Wizard +1 - - 8 1 90 -/1 -
Anvil Special +1 - - - 1 +10 -/1 *4

Special Rules
1. Handgunners
o -1 from enemy armour when hit

2. Rangers
o can pursue any retreating enemy

3. Troll Slayers
o always use initiative to charge
o cannot be given orders
o never use initiative to evade
o cannot be driven back by shooting
o never roll for drive-backs
o must pursue or advance where possible
o unaffected by terror
o +1 to attacks against monsters
o surviving stands at the end of the game count as destroyed for enemy victory points
o units that are completely destroyed at the end of the game are not included in the enemy victory points!

4. Anvil
o used by a Runesmith
o +1 to die roll when attempting to dispel enemy spells (only once in a battle)

Spells
A Runesmith can attempt to nullify an enemy spell on 4+ but only one attempt per spell.

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LIZARD ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Skinks Infantry 2/1 3 6+ - 3 40 2/- *1
Saurus Infantry 4 3 6+ - 3 60 2/- -
Temple Guard Infantry 4 3 5+ - 3 75 -/1 -
Salamanders Infantry 2/2 3 6+ - +1 25 -/- *2
Kroxigor Infantry 5 3 4+ - 3 135 -/2 -
Cold One Riders Cavalry 4 3 4+ - 3 140 -/2 -
Terradons Monster 2/1 3 6+ - 3 80 -/1 *3
Stegadon Monster 10/3 8 4+ - 1 250 -/1 *4

Slann Mage General +0 - - 9 1 135 1 *5


Saurus Hero Hero +2 - - 6 1 55 -/1 -
Skink Hero Hero +0 - - 8 1 70 -/2 -
Skink Shaman Wizard +0 - - 6 1 30 -/1 -
Stegadon Mn-Mount +5 - - - - +90 -/1 *6
Palanquin Sp-Mount +2 - - - - +20 -/1 *7
Carnosaur Mn-Mount +3 - - - - +85 -/1 *8

Common Rules
All Infantry
o unaffected by command penalty for dense terrain

Special Rules
1. Skinks
o can shoot bows up to 15cm in any direction without turning to face

2. Salamanders
o may add 1 stand to Saurus & Skink units - no command penalty when losing this stand
o can shoot fire up to 15cm in any direction without turning to face
o shoot at 1 attack against charging enemy

3. Terradons
o can fly up to 100cm
o can shoot bows up to 15cm in any direction without turning to face

4. Stegadon
o causes terror
o cannot be brigaded with other Stegadons
o riders can shoot bows up to 15cm in any direction without turning to face
o if 5-7 hits accumulated in a turn, attacks reduced to 5/2 & max hits reduced to 4 for rest of the battle

5. Slann Mage
o has same abilities as a wizard
o can re-roll when casting a spell

6. Stegadon Mount
o can only be ridden by Slann Mage
o causes terror when attached to a unit

7. Palanquin
o can only be ridden by Slann Mage
o classed the same as infantry for movement purposes

8. Carnosaur
o can be ridden by Skink Hero, Saurus Hero or Shaman
o causes terror when attached to a unit

Spells
Gaze of Sotek 5+ 30cm 3 shooting attacks, armour has no effect, can cause drive backs, LOS
Mazdamundi's Revenge 5+ 60cm cannot move by initiative or orders, cannot shoot, LOS
Wings in the Jungle 5+ contact unit joined by wizard can move, brigade/characters don't move
Shield of the Old Ones 5+ 30cm units armour increased by 1 for duration of combat phase

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BRETONNIAN ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Bowmen Infantry 3/1 3 0 - 3 55 -/- -
Men-at-Arms Infantry 3 3 6+ - 3 45 1/- -
Peasants Infantry 3 3 0 - 3 30 -/4 *1
Squires Cavalry 3/1 3 6+ - 3 90 1/4 -
Knights Cavalry 3 3 4+ - 3 110 1/- *2
Grail Knights Cavalry 3 3 4+ - 3 120 -/1 *3

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Enchantress Wizard +0 - - 7 1 45 -/1 -
Pegasus Mn-Mount +1 - - - 1 +15 -/1 *4
Unicorn Mn-Mount +1 - - - 1 +15 -/1 *5

Special Rules
1. Peasants
o -1 to command roll unless part of a brigade containing units other than peasants
o can only use initiative to evade
o no charge bonus

2. Knights
o always use initiative to charge an enemy unit where possible
o never use initiative to evade
o unaffected by terror

3. Grail Knights
o always use initiative to charge an enemy unit where possible
o never use initiative to evade
o unaffected by terror
o +1 to attack when charging enemy in the open

4. Pegasus
o can be ridden by a General, Enchantress or Hero
o +1 to attacks of rider
o can fly up to 100cm

5. Unicorn
o can only be ridden by Enchantress
o +1 to attacks
o +1 when casting a spell (only once in a battle)

Spells
Aerial Shield 4+ 15cm all units may re-roll failed armour rolls from shooting, only one per unit
Shield of Combat 4+ contact unit may re-roll failed armour rolls from combat, only one per unit
Eerie Mist 4+ 30cm enemy units cannot use initiative, -1 command penalty, LOS not required, lasts
until end of opponents turn, only one per unit/turn
Lady's Favour 5+ 30cm friendly unit can move as if ordered in command phase, only affects one unit -
not brigades/characters, no LOS required

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KISLEVITE ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Knights Cavalry 3 3 4+ - 3 110 -/4 -
Horse Archers Cavalry 3/1 3 6+ - 3 80 2/- *1
Bowmen Infantry 3/1 3 0 - 3 55 -/- -
Axemen Infantry 3 3 6+ - 3 45 2/- -
Bears Monster 5 3 0 - 3 85 -/1 *2
War Wagon Artillery 3/3 4 4+ - 1 130 -/1 *3

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Shaman Wizard +0 - - 7 1 45 -/1 -
Bear Mn-Mount +1 - - - 1 +10 -/1 *4
Tzarina Special +0 - - - 1 +25 -/1 *5

Special Rules
1. Horse Archers
o can shoot bows up to 15cm in any direction without turning to face

2. Bears
o can move as infantry through woods and mountains although they cannot claim defended status
o can only be brigaded with other bears
o gain 1 free attack when scoring more hits than enemy during first round of combat
o always pursue/advance where possible

3. War Wagon
o cannot charge
o moves at infantry pace & has same restrictions as artillery
o can shoot up to 30cm in any direction without turning to face
o enemy armour value reduced by 1
o can either move or form a stockade when an order given (cannot use initiative to form a stockade)
o when using initiative to evade, it cannot form a stockade that turn
o if already stockaded at start of command phase, will cease to be stockaded if evading or moves
o counts as a fortified target when stockaded
o cannot be driven back by shooting when stockaded but still rolls for confusion
o unstockaded - cannot pursue and is destroyed if forced to retreat
o stockaded - will neither pursue nor retreat and does not suffer penalty for side/rear combat

4. Bear
o may be ridden by General, Heroes and Shamans
o +1 to attack of rider

5. Tzarina
o the General may be the Tzarina Katarina riding a horse-drawn sled (not a chariot)
o has the power of a wizard & can carry 1 wizard item
o +1 when casting a spell (only once during a battle)

Spells
Icy Blast 5+ 30cm3 shooting attacks, armour has no effect, can be driven back, must have LOS,
cannot target engaged units
Chill 4+ 30cm -1 attack modifier for each stand in unit for remainder of combat phase, once per
unit/turn, use against engaged enemy units
Monster Bear! 4+ contact +2 to attacks when wizard attached to engaged unit, also causes terror, +4 if used
by Tzarina
Freeze 6+ 60cm against unengaged unit, LOS required, roll d6 - if score equal/greater than number
of hits then 1 stand destroyed, causes drive-backs

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VAMPIRE COUNTS ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Skeletons Infantry 2 3 6+ - 3 30 2/- -
Zombies Infantry 2 4 0 - 3 35 2/- -
Ghouls Infantry 4 3 0 - 3 55 -/- -
Grave Guard Infantry 3 3 5+ - 3 60 -/4 -
Ethereal Host Infantry 3/1 4 0 - 3 90 -/2 *1
Grave Knights Cavalry 3 3 4+ - 3 110 -/4 -
Dire Wolves Cavalry 2 3 0 - 3 40 -/4 *2
Fell Bats Monster 2 3 6+ - 3 65 -/1 *3

Vampire Lord General +2 - - 9 1 150 1 *4


Vampire Hero +1 - - 8 1 80 -/2 -
Necromancer Wizard +0 - - 7 1 45 -/1 *5
Winged Nightmare Mn-Mount +2 - - - - +80 -/1 *6
Black Coach Ch-Mount +1 - - - - +40 -/1 *7

Common Rules
All Vampire Count Units (except Ghouls)
o never act on initiative
o unaffected by command penalty when enemy within 20cm
o unaffected by command penalty for terror
o unaffected by confusion
Special Rules
1. Ethereal Hosts
o cause terror
o cannot be driven back by shooting
o always fight the enemy as if in the open

2. Dire Wolves
o +1 when charging enemy in the open
o cannot have magic items

3. Fell Bats
o can fly up to 100cm & can home-back
o unaffected by terrain command penalty

4. Vampire Lord
o can cast spells like a necromancer

5. Winged Nightmares
o can be ridden by Vampire Lord, Vampire Heroes & Necromancers
o can fly up to 100cm
o causes terror when attached to another unit

6. Black Coach
o can be ridden by Vampire Lord or Vampire Hero
o causes terror

Spells
Raise Dead 5+ 30cm a unit of 3 Skeleton or Zombie stands is created, no LOS required, can
be placed anywhere round a unit, doesn't count as charging, ignore
when calculating victory points
Vanhel's Danse Macabre 5+ 40cm unit can move up to full pace, no LOS required, cannot be cast on
Ghouls, once per unit in a turn
Deathbolt 5+ 30cm 3 shooting attacks against unengaged enemy unit within LOS, no
armour save
Curse of Years 6+ contact 6 attacks against enemy unit in the first round of combat

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DARK ELF ARMY
Troops Type Attack Hits Armour Command Size Points Min/Max Special
Spearmen Infantry 3 3 5+ - 3 60 2/- -
Crossbowmen Infantry 3/1 3 6+ - 3 75 1/- *1
Witch Elves Infantry 5 3 0 - 3 70 -/2 *2
Dark Riders Cavalry 3/1 3 6+ - 3 100 -/4 *1
Cold One Knights Cavalry 3 3 4+ - 3 110 -/- -
Harpies Monster 2 3 6+ - 3 65 -/1 *3
War Hydra Monster 6/2 4 4+ - 1 135 -/1 *4
Bolt Thrower Artillery 1/3 2 0 - 2 65 -/1 *5

General General +2 - - 9 1 125 1 -


Hero Hero +1 - - 8 1 80 -/2 -
Sorceress Wizard +0 - - 8 1 80 -/1 -
Manticore Mn-Mount +2 - - - - +80 -/1 *6
Chariot Ch-Mount +1 - - - - +10 -/1 -

Special Rules
1. Crossbowmen & Dark Riders
o fire once at 30cm or twice at 15cm and stationary

2. Witch Elves
o always use initiative to charge enemy
o never use initiative to evade
o cannot be driven back by shooting
o must pursue/advance where possible
o unaffected by terror

3. Harpies
o can fly up to 100cm
o cannot be joined by a character

4. War Hydra
o cannot be brigaded with other units
o causes terror
o breathe fire up to 20cm with 2 attacks

5. Bolt Thrower
o +1 bonus to hit

6. Manticore
o can be ridden by Generals, Wizards and Heroes
o can fly up to 100cm
o +2 to attacks of rider
o causes terror

Spells
Doom Bolt 5+ 30cm 3 shooting attacks - affects all units in a line up to 30cm, unengaged units can
be driven back, hits carry over
Beast Master 6+ 30cm each enemy cavalry/chariot/monster confused
Dominion 4+ 30cm unit cannot move/charge/pursue/advance, continues until opponents turn,
LOS not required, only once per unit/turn
Soul Stealer 5+ contact unit takes 3 attacks, armour has no effect, hits carried over

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