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Army Men- Exodus (Domaine Prequel Expansion II)

Contents
Army Men- Exodus (Domaine Prequel Expansion II) ....................................................... 1
Mage: ................................................................................................................................ 7
Battle Abilities: (page 8 – 18)................................................................................. 8
Elemental Abilities: (page 19 – 27) .................................................................... 19
Necromantic Abilities: (page 28 – 31) ............................................................... 28
Necromantic SUMMONED Units: .......................................................................... 32
Ranked Daimon Abilities: (page 34 – 37) ........................................................ 34
Illusionist Abilities: (page 38 – 41)..................................................................... 38
Angelic Abilities: (page 42 – 44) ......................................................................... 42
Reserves Up Front! .................................................................................................... 45
Raining Feathers: ....................................................................................................... 45
Incoming! ...................................................................................................................... 45
Hover: ............................................................................................................................. 45
Shield Wall: .................................................................................................................. 45
Tortoise Formation: ................................................................................................... 46
Shooting into Unbalanced Close Combats: ...................................................... 46
The War for Domaine (Exodus) ............................................................................ 47
Geography of Domaine (Exodus) ......................................................................... 48
Neutral Units (Exodus) ............................................................................................. 51
Corrupt Elves:.............................................................................................................. 54
Corrupt Elf HERO Units:........................................................................................... 56
Corrupt Elf CORE Units: ........................................................................................... 58
Corrupt Elf Specialist Units: ................................................................................... 61
Corrupt Elf Heavy Units: ......................................................................................... 68
Skirmishers ................................................................................................................... 70
Corrupt Elf Mercenary Units ................................................................................... 71
Corrupt Elf Allied Units: ........................................................................................... 71
Corrupt Elf Host Units: ............................................................................................. 72
Corrupt Elf Allied Hero Units: ................................................................................ 73
Corrupt Elf Allied Contingent: ............................................................................... 75
Nature Elves: ............................................................................................................... 80
Nature Elf HERO Units: ............................................................................................ 81
Nature Elf CORE Units: ............................................................................................ 83
Nature Elf Specialist Units: ..................................................................................... 88
Nature Elf Heavy Units: ........................................................................................... 94
Skirmishers ................................................................................................................... 96
Nature Elf Allied Units: ............................................................................................. 99
Nature Elf Mercenary Units: ................................................................................... 99
Nature Elf Host Units:............................................................................................... 99
Nature Elf Allied Hero Units: ................................................................................ 100
Nature Elf Allied Contingent: ............................................................................... 101
Marine Elves: ............................................................................................................. 105
Marine Elf HERO Units: .......................................................................................... 106
Marine Elf CORE Units: .......................................................................................... 109
Marine Elf Specialist Units: ................................................................................... 114
Marine Elf Heavy Units: ......................................................................................... 117
Skirmishers ................................................................................................................. 120
Marine Elf Allied Units: ........................................................................................... 123
Marine Elf Mercenary Units: ................................................................................. 123
Marine Elf Host Units: ............................................................................................. 123
Marine Elf Allied HERO Units: .............................................................................. 124
Marine Elf Allied Contingent: ............................................................................... 126
Provincial Empire: .................................................................................................... 129
Provincial Empire HERO Units: ........................................................................... 130
Provincial Imperial CORE Units: ......................................................................... 133
Provincial Imperial Specialist Units: ................................................................. 137
Provincial Imperial Heavy Units: ........................................................................ 143
Skirmishers ................................................................................................................. 145
Provincial Empire Mercenary Units: .................................................................. 148
Provincial Empire Allied Units: ............................................................................ 148
Provincial Empire Host Units: .............................................................................. 149
Ducal Camelot:.......................................................................................................... 150
Ducal Camelot HERO Units: ................................................................................. 151
Ducal Camelot CORE Units: ................................................................................. 153
Ducal Camelot Specialist Units: ......................................................................... 157
Ducal Camelot Heavy Units: ................................................................................ 163
Skirmishers ................................................................................................................. 167
Ducal Camelot Allied Units:.................................................................................. 170
Ducal Camelot Mercenary Units:........................................................................ 170
Ducal Camelot Host Units: ................................................................................... 170
Traitors: ....................................................................................................................... 171
Traitor HERO Units: ................................................................................................. 172
Traitor CORE Units: ................................................................................................. 175
Traitor Specialist Units: ......................................................................................... 189
Traitor Heavy Units: ................................................................................................ 197
Traitor Allied Units: ................................................................................................. 202
Traitor Mercenary Units: ....................................................................................... 202
Tratior Host Units: ................................................................................................... 203
Traitor Allied Contingent: ...................................................................................... 204
Traitor Ally HERO Units: ........................................................................................ 205
Traitor Allied Contingent Units: .......................................................................... 208
Rodents: ...................................................................................................................... 231
Rodent HERO Units: ................................................................................................ 232
Rodent CORE Units: ................................................................................................ 234
Rodent Specialist Units: ........................................................................................ 239
Rodent Heavy Units: ............................................................................................... 249
Skirmishers ................................................................................................................. 251
Rodent Allied Units:................................................................................................. 255
Rodent Mercenary Units:....................................................................................... 255
Rodent Host Units: .................................................................................................. 256
Rodent Allied HERO Units: .................................................................................... 257
Rodent Allied Contingent: ..................................................................................... 259
Tribals: ......................................................................................................................... 267
Tribal HERO Units: ................................................................................................... 270
Tribal CORE Units: ................................................................................................... 278
Tribal Specialist Units: ........................................................................................... 290
Tribal Heavy Units: .................................................................................................. 299
Skirmishers ................................................................................................................. 308
Tribal Allied Units:.................................................................................................... 312
Tribal Mercenary Units: ......................................................................................... 312
Tribal Host Units: ..................................................................................................... 313
Tribal Orc Allied HERO Units: .............................................................................. 314
Tribal Orc Allied Contingent: ............................................................................... 316
Man-Orc Mercenary HERO Units: ....................................................................... 321
Man-Orc Mercenary Contingent: ........................................................................ 323
Tribal Orc Mercenary Contingent: ..................................................................... 327
Grim Dwarfs:.............................................................................................................. 331
Grim Dwarf HERO Units: ....................................................................................... 332
Grim Dwarf CORE Units: ....................................................................................... 334
Grim Dwarf Specialist Units:................................................................................ 338
Grim Dwarf Heavy Units: ...................................................................................... 343
Skirmishers ................................................................................................................. 349
Grim Dwarf Allied Units: ........................................................................................ 352
Grim Dwarf Mercenary Units: .............................................................................. 352
Grim Dwarf Host Units:.......................................................................................... 353
Grim Dwarf Mercenary Contingent: .................................................................. 354
Gnome Tunneller Allied HERO Units: ............................................................... 358
Gnome Tunneller Allied Contingent: ................................................................. 359
Jungle Reptiles:......................................................................................................... 362
Jungle Reptile Centaur Allied Contingent: ...................................................... 363
Jungle Reptile Centaur CORE Units: ................................................................. 363
Jungle Reptile Centaur HERO Units: ................................................................. 364
Swamp Fimir Allied HERO Units: ........................................................................ 365
Swamp Fimir Allied Contingent: ......................................................................... 367
Jungle Pygmy Allied HERO Units: ...................................................................... 370
Jungle Pygmy Allied Contingent: ....................................................................... 372
Jungle Reptile HERO Units: .................................................................................. 376
Jungle Reptile Allied Contingent: ....................................................................... 380
Skirmishers ................................................................................................................. 395
Jungle Reptile Allied Units: ................................................................................... 400
Jungle Reptile Mercenary Units: ......................................................................... 400
Jungle Reptile Host Units:..................................................................................... 401
Jungle Reptile Mercenary HERO Units: ............................................................ 402
Jungle Reptile Mercenary HERO Contingent: ................................................ 405
Hungry Dead: ............................................................................................................ 411
Hungry Dead HERO Units: .................................................................................... 413
Each Vampire Mage also has the following abilities: .................................................... 417
Hungry Dead CORE Units: .................................................................................... 418
Hungry Dead Specialist Units: ............................................................................ 425
Hungry Dead Heavy Units: ................................................................................... 429
Hungry Dead Allied Units: .................................................................................... 432
Hungry Dead Mercenary Units: .......................................................................... 432
Hungry Dead Host Units: ...................................................................................... 432
Hungry Dead Allied HERO Units: ....................................................................... 436
Hungry Dead Allied Contingent: ......................................................................... 437
Imperial Mercenaries: ............................................................................................ 444
Imperial Mercenary Allied Contingent: ............................................................ 444
Imperial Mercenary Units: .................................................................................... 447
Imperial Mercenary Contingent: ........................................................................ 448
Lazy Halflings: ........................................................................................................... 454
Lazy Halfling Allied HERO Units: ........................................................................ 455
Lazy Halfling Allied Contingent: ......................................................................... 457
Lazy Halfling Mercenary Units: ........................................................................... 460
Halfling Mercenary Contingent: .......................................................................... 461
Brawler Ogres: .......................................................................................................... 464
Brawler Ogre Allied HERO Units: ....................................................................... 465
Brawler Ogre Mercenary Contingent:............................................................... 466
Brawler Ogre Mercenary Units: .......................................................................... 470
Clumsy Giant Allied Contingent: ........................................................................ 471
Steppe Norkers:........................................................................................................ 472
Steppe Norker Mercenary HERO Units: ........................................................... 473
Steppe Norker Mercenary Contingent: ............................................................ 476
Steppe Norker Mercenary Units: ........................................................................ 479
Feudal Jin: ................................................................................................................... 480
Feudal Jin Mercenary Contingent: ..................................................................... 481
Nordic Raiders:.......................................................................................................... 487
Nordic Raider Mercenary Contingent: .............................................................. 489
Neutral Units: ............................................................................................................ 500
Neutral HERO Units:................................................................................................ 501
Swarms (All units with ‘Swarm’ in unit title): ............................................... 517
Warped Beyond Imagination: ............................................................................. 519
Elementals (any unit with ‘Elemental’) ............................................................ 525
Ranked Daimons: ..................................................................................................... 530
Angels: ......................................................................................................................... 538
Mercenary Pirates (Exodus) ................................................................................. 544
Red Indians (Exodus) ............................................................................................. 545
Desert Oranges (Exodus) ...................................................................................... 548
Mercenary Colonists (Exodus)............................................................................. 549
Merc Colonist Mercenary Units: .......................................................................... 551
Amazons (Exodus) ................................................................................................... 552
Bliss Daimons: ........................................................................................................... 555
Bliss Daimon HERO Units: .................................................................................... 557
Each Bliss Daimon unit has ALL of these Abilities: ...................................................... 558
Bliss Daimon CORE Units: .................................................................................... 560
Corrupt Elf ‘Bliss’ Units: ......................................................................................... 563
Bliss Daimon Specialist Units: ............................................................................. 568
Bliss Daimon Heavy Units: ................................................................................... 573
Bliss Daimon Allied Units: ..................................................................................... 575
Bliss Daimon Mercenary Units: ........................................................................... 575
Bliss Daimon Host Units: ....................................................................................... 576
Bliss Daimon Warband Type I: ........................................................................... 578
Bliss Daimon Warband Type II: ......................................................................... 579
Ranked Daimon Allied Contingent: ................................................................... 580
Illusion Daimons: ..................................................................................................... 581
Illusion Daimon HERO Units: ............................................................................... 583
Each Illusion Daimon unit has ALL of these Abilities: .................................................. 584
Illusion Daimon CORE Units: ............................................................................... 586
Illusion Daimon Specialist Units: ....................................................................... 590
Illusion Daimon Heavy Units: .............................................................................. 596
Illusion Daimon Allied Units: ............................................................................... 600
Illusion Daimon Warband: .................................................................................... 601
Illusion Daimon Unbound Host Contingent: .................................................. 603
Ranked Daimon Allied Contingent: ................................................................... 604
Illusion Daimon Host Units: ................................................................................. 605
Disease Daimons: .................................................................................................... 637
Disease Daimon HERO Units: .............................................................................. 639
Each Disease Daimon unit has ALL of these Abilities: ................................................. 640
Disease Daimon CORE Units: .............................................................................. 642
Disease Daimon Specialist Units: ...................................................................... 646
Disease Daimon Heavy Units: ............................................................................. 650
Disease Daimon Allied Units: .............................................................................. 655
Disease Daimon Warband: ................................................................................... 656
Disease Daimon Unbound Host Contingent: ................................................. 659
Ranked Daimon Allied Contingent: ................................................................... 660
Disease Daimon Host Units: ................................................................................ 661
Gore Daimons: .......................................................................................................... 676
Gore Daimon HERO Units: .................................................................................... 678
Each Gore Daimon unit has ALL of these Abilities: ...................................................... 679
Gore Daimon CORE Units: .................................................................................... 682
‘Gore’ Kobolds (all units with ‘Gore Kobold’ in title):................................. 688
Gore Daimon Specialist Units: ............................................................................ 692
Gore Daimon Heavy Units: ................................................................................... 704
Gore Daimon Allied Units: .................................................................................... 710
Gore Daimon Host Units: ...................................................................................... 711
Gore Daimon Warband Type I: ........................................................................... 713
Gore Daimon Warband Type II: ......................................................................... 715
Ranked Daimon Allied Contingent: ................................................................... 717
Hungry Dead Allied Hero Units: ......................................................................... 718
Hungry Dead Allied Contingent Units: ............................................................. 719
Nomad ‘Gore’ Minos Allied Contingent Units: ............................................... 721
Rodent Daimons: ...................................................................................................... 722
Each Greater Rodent Daimon has ALL of these Abilities:............................................. 724
Classical Mercenary HERO Units: ....................................................................... 729
Classical Mercenary Contingent: ........................................................................ 731
Hungry Halfling HERO Units: ............................................................................... 748
Hungry Halfling Contingent: ................................................................................ 750
Hungry Halfling Host Units: ................................................................................. 758
Nature Elf Kindred: .................................................................................................. 759
Nordic Raider Saga HERO Units: ........................................................................ 763
Nordic Raider Saga: ................................................................................................ 764
Nordic Saga Host Units: ........................................................................................ 775
Steppe Cossack HERO Units:............................................................................... 784
Steppe Cossack Contingent: ................................................................................ 785
Steppe Cossack Allied Units: ............................................................................... 791
Steppe Cossack Host Units: ................................................................................. 792
Witch Hunter Warband HERO Units: ................................................................ 797
Witch Hunter Warband Contingent:.................................................................. 800
Mage: A unit with ‘Mage’ in their description (including
Necromancers and Shamans) will have an amount of Energy
in their unit description, e.g. Energy = 10 or 3D6, meaning in
that example you could roll 3D6 and have from 3 – 18 Energy
or just choose 10 Energy as a safer bet.

Magical: All ‘Mages’ have Magical Attacks and this includes


any Abilities that they use in the Magic Phase.

Mage Abilities: A unit with ‘Mage’ in its description will also


include how many Abilities they have to choose from, e.g. a
Centaur Mage has 1 Battle Ability each, chosen from a list of
abilities. The different kinds of Mage Abilities will all be
included here from pages 8 to 44, and clearly labelled so
that you can select a variety of different Mages in your army
and look up the relevant pages from Army Men- Exodus to
see the Abilities in full. The alternative would be to include the
full description of every kind of Mage ability available to each
army, which would make the army lists themselves far bulkier
with text than necessary.

Magic Phase: In Army Men- Exodus, the Magic Phase takes


place after the Movement Phase, just before the Shooting
Phase.

Energy Cost and Energy Pool: Each Ability will cost a


certain amount of Energy, as described, e.g. Assault of Stone
(3 Energy). A ‘Mage’ can also pool their Energy together so
any friendly ‘Mage’ can utilise this Energy for their own
abilities e.g. If you had 3 Necromancers with 30 Energy
between them, you could pool this together and utilise up to
30 Energy for any of the Necromancers until it is exhausted.

NOTE: If the Energy Cost or any other attributes of an Ability


has changed since Army Men: Genesis e.g. Cause Rivalry (2
Energy) or Deals 3 S3 Hits
Gathering Storm: Any ‘Mage’ can use 1 ability before the
battle begins, at the Energy cost stated (e.g. Death Answers
My Call)

Rest: Any ‘Mage’, unless described otherwise, can recover 1


Energy each by not Moving or doing anything for a whole Turn
(including not fighting in Close Combat, Running or Shooting).

Battle Abilities: (page 8 – 18)

The following armies can choose Battle Abilities for their


Mages:

Corrupt Elves (1 ability each)


Nature Elves (1 ability each)
Marine Elves, Coastal Elves (1 ability each)
Provincial Empire (1 ability each)
Ducal Camelot (1 ability each)
Traitors, Nomad Cloven (1 ability each)
Rodents (Cannot Rest) (1 ability each)
Tribal Orcs, Jungle Orcs, Man-Orcs (1 ability each)
Tribal Kobolds (1 ability each)
Grim Dwarfs (1 ability each)
Jungle Reptiles (3 abilities each), Cave Lizards (1 ability each)
Necromancers, Vampire Mages, Liche Mages (1 ability each)
Fimir ‘Hag’, Fimir ‘Slave’ Mages (1 ability each)
Jungle Reptile Centaur Mages (3 abilities each)
Steppe Norkers (1 ability each)
Jungle Pygmy Mage (1 ability each)
Centaur Mage (1 ability each)
Jungle ‘Coatl’ Serpent Mage (1 ability each)
Dominator Dwarf Mage (1 ability each)
Lazy Halfling Mage (1 ability each)
Brawler Ogre Mage (1 ability each)
Mutant Gorgon Mage (1 ability each)
Choose from:

Resist Damage (2 Energy) = Caster gains +1 to his Armour


Saves (6+ Armour Save if he had No Save before). Ignored
by Magical Attacks and can be dispelled. Caster cannot use
any other abilities on himself.

Cause Rivalry (2 Energy) = Target an enemy unit within ‘24’


and a roll a 2D6 against your opponent, if you win they will
fail their next Rivalry test.

Heal (1 Energy) = Heals 1 Wound for the caster or a model


he is next to. If Caster attempts to use this and does not have
enough Energy, it will deal 1 Wound instead.

Discourage (2 Energy) = Target an enemy unit within ‘24’ and


a roll a 2D6 against your opponent, if you win their unit suffers
-1 to CCR rolls for the rest of the battle (unless Dauntless)

Encourage (2 Energy) = Target a friendly unit within ‘24’, it


gains +1 to CCR rolls for the rest of the battle (so a result of
11 will result in ‘Courageous’ and automatically passing the
CCR roll)

Fire Ball (1 Energy per Fire Ball) = Target an enemy unit


within ‘24’, Deals 3 S3 Hits which are Magical Fire Attacks
(S4 against units Weak Against Fire) and Ignores Armour
Saves

Flight (3 Energy) = Caster is allowed to fly to an area within


‘24’ but cannot fly through solid objects or terrain. Can pick
up and carry a small creature (half of caster’s weight) like a
Gnome or Halfling (e.g. if caster is human) there if caster
wishes.
The Hammer (2 Energy) = Caster gains Double Attacks and
Strength 5 (-2 to Armour Saves). E.g. If the Caster had A2,
they become A4, so on a Charge they will still be A4 + 1
Attacks for Charging (A5), not A6. Dispelled once the caster
takes an unsaved Wound.

Burning Missiles (1 Energy) = Target a friendly unit within


‘12’, it gains Fire Attacks for its missile weapons next time
it shoots, whether in the Shooting Phase or Reflex Shots
Immune to Poison (2 Energy) = Caster or any other model
within ‘3’ gains immunity to Poison, including Venomous
Attacks and Magical Poison Attacks. Caster cannot use any
other abilities on himself. Lasts until the end of the battle and
can be dispelled by the caster.

Break Leg (1 Energy) = Target an enemy unit with T4 or less


within ‘24’ and roll 2D6 against your opponent, if you win then
the target model reduces its Move by 50%, rounding up. So
if ‘Slow’ then they can Move or Charge the highest of 2D6 /
2, so a maximum of ‘3’. This also applies to Run and Victory
Run moves. ‘Break Leg’ will not bother a Flyer.

Part the Waters (2 Energy) = The caster can target a water


feature within ‘12’ such as a river and create a ‘4’ gap, to be
closed at any time. Units will still move through it like terrain,
counting as rocky ground. Fire Elementals will be extinguished
if a water feature closes as they attempt to cross it.

Nighty! Night! (2 Energy) = Target an enemy unit within ‘12’


and roll 2D6 against your opponent, if you win then the enemy
model loses their mind and cannot do anything for D6 Turns.
The slobbering idiot cannot defend itself and will suffer free
hits due to the ‘Crush Them!’ rule if engaged in Close Combat.
The slobbering idiot can be dragged by friendly units at his
half-speed (rounding down).
Mighty Warrior (1 Energy) = The caster gains +1 to all stats
(Toughness, Wounds, Strength, Initiative and Attacks).
Dispelled once the caster uses another ability.

Wind Blast (2 Energy) = Target a unit within ‘24’, the unit


targeted will be knocked to the ground and cannot Move, Run
or Shoot or fire Reflex Shots. If a Close Combat is targeted,
both sides will halve their Close Combat Wounds dealt,
rounding up. Units on Walls, in Buildings or behind Barriers
like Walls or Hedges are immune to Wind Blast.

Magical Armour (1 Energy) = Caster gains +2 to his Armour


Saves (5+ Armour Save if he had No Save before). Ignored
by Magical Attacks and can be dispelled. Caster cannot use
any other abilities on himself.

Cause Frenzy (2 Energy) = Target a unit within ‘24’, this unit


becomes Crazed, Dauntless, their Attacks are doubled (so
A2 becomes A4, still only +1 on Charge) and they gain +2 to
Hit in CC. Does not affect Hungry Dead (except for
Starving Ghouls). Roll a 2D6 against your opponent if you
target one of their units, if you win they become Crazed and
Dauntless, their Attacks are doubled (so A2 becomes A4, still
only +1 on Charge) and they gain +2 to Hit in CC.

Panic Outbreak (2 Energy) = Target a unit within ‘24’ and


roll a 2D6 against your opponent if you target one of their
units, if you win they must make a CCR roll. Does not affect
units which are Dauntless.

Hold Fast! (2 Energy) = Target a unit within ‘24’ which is


NOT Dauntless. If this unit fails a CCR roll in Close Combat,
they can ignore this for your player turn only.
Cause Hatred (2 Energy) = Target a unit within ‘24’, this unit
Hates an enemy unit of your choice (Crazed so must move
toward the Hated unit as fast as possible and Charge them if
in range, Does NOT need to do this if unit affected by ‘Cause
Hatred’ is in a Defended Obstacle or manning a barricade of
any kind). Does not affect Hungry Dead (except for
Starving Ghouls). Roll a 2D6 against your opponent if you
target one of their units, if you win they become Crazed and
Dauntless, their Attacks are doubled (so A2 becomes A4, still
only +1 on Charge) and they gain +2 to Hit in CC.

Lightning Bolt (1 Energy per Bolt) = Target an enemy unit


within ‘24’, it deals 3 S4 Hits, Electric Fire Attacks (S5
against units Weak Against Fire) and Ignores Armour
Saves

Battle of the Mind (3 Energy) = Target a unit with ‘Mage’ in


its title (e.g. Jungle Lizard Mage, Jungle Reptile Centaur Mage,
OR Necromancer, Arch-Angel or Ranked Greater Daimon) and
roll 2D6 against your opponent, adding your remaining
Energy, if you win then the enemy ‘Mage’ has an aneurysm
and dies. If you lose, your ‘Mage’ dies. This spell cancels all
current magic zones (with a radius of effect, e.g. ‘6’), boosts
to stats and dispels all active Illusions for both ‘Mages’.

The Mist (5 Energy) = Creates a stationary ‘6’ Cloud of Mist


anywhere on the battlefield, which no unit (friendly or enemy)
can see through. Units can move at half-speed (round down)
through the Cloud. The Cloud of Mist lasts for up to 3 Turns:
roll a D6: 1-2 = 1 turn, 3-4 = 2 turns, 5-6 = 3 turns.

Collapse Building (2 Energy) = Target a Building within ‘24’


and roll 2D6 and add +4 to the result. If it adds up to 16, the
target object is destroyed.

Break It Down! (1 Energy) = Caster can deal 3 S10 -7 to


Armour Saves Hits to any Door, Wall or stationary object (i.e.
not a unit) the caster is next to.
Stampede! (4 Energy) = Target a unit with the Run Amok
rule within ‘24’ and roll a 2D6 against your opponent, if you
win their unit will ‘Run Amok’. Does not affect Dauntless
units.

Faithful to the Last! (4 Energy) = Caster and unit he is


attached to gain Double Attacks (so A1 becomes A2, A2
becomes A4) and gains +1 to Armour Saves (6+ Armour Save
if No Save before this). They also become Dauntless. Caster
cannot Rest or use any other abilities while holding the zone
in place. Roll a D6 to determine how long it lasts:
1-2 = 1 Turn, 3-4 = 2 Turns, 5-6 = 3 Turns.

I Want Another One! (3 Energy) = Target a unit with ‘Mage’


in its title within ‘24’ (e.g. Jungle Lizard Mage, Jungle Reptile
Centaur Mage, OR Necromancer, Arch-Angel or Ranked
Greater Daimon) and roll 2D6 against your opponent. If you
win then you steal 2D6 Energy from the ‘Mage’. If they lose
all of their Energy in this way, their brains are scrambled and
they die.

A Little Black Hole (4 Energy) = Creates a ‘2’ Black Hole on


the battlefield by the Caster, it moves ‘2D6’ in a random
direction. Models and terrain are immediately destroyed if
they are touched by the Black Hole. The Black Hole continues
to Move ‘2D6’ each turn unless a 7 or a double is rolled on a
2D6.

Sanctuary! (2 Energy) = Creates a zone around caster and


the unit/s they are attached to where Ranked Daimons,
Ethereal units and Hungry Dead units cannot enter or Shoot
through or into. Caster cannot Rest or use any other abilities
while holding the Sanctuary in place.
Animate Sword (1 Energy + 1 per Turn) = Summons an
Animated Sword to the caster (Moves ‘9’, S4 -1 to Armour
Saves, A2, Hits on 2+ in CC (+1 Bonus to Hit), Magical
Attacks. Caster cannot Rest while animating the
Animated Sword/s.

Impervious to Missile Fire (2 Energy) = Caster or a unit


within ‘12’ gains immunity to Shooting, Reflex Shots and
enemy units firing into Close Combat. Lasts for D6 Turns.
Target unit is NOT immune to Shooting of any kind which is
Magical in any way or from spells (like Fire Ball, Lightning
Bolt).

Run Away! Run Away! (6 Energy) = Target a unit within ‘24’


and roll a 2D6 against your opponent if you target one of their
units, if you win they automatically fail a CCR roll. Does not
affect units which are Dauntless.

Fear My Wrath! (5 Energy) = Target a unit within ‘24’ and roll


2D6 against your opponent if you target one of their units, if
you win they are Afraid of all enemy units so they suffer -1
to Hit against them in Close Combat. Does not affect units
which are Dauntless or Terrific.

Brainless Morons… (2 Energy) = Target an enemy unit within


‘24’ and roll a 2D6 against your opponent, if you win they are
being Brainless. Does not affect Hungry Dead units or
Brainless units

The Black Veil (6 Energy) = Creates a Black Cloud on the


Caster and the unit/s they are attached to. The units are
covered in a ‘Black Veil’, allowing them to Shoot out of it but
they cannot be seen or targeted. Any unit shooting through
the Black Cloud to another unit suffers -2 to Hit in Shooting.
Any unit wishing to Charge into the ‘Black Veil’ suffers -1 to
Hit in Close Combat unless Dauntless. The Black Cloud lasts
for up to 4 Turns: roll a D6: 1-2 = 1+1 turn, 3-4 = 2+1 turns,
5-6 = 3+1 turns.
Corrode Metal (5 Energy) = Target an enemy unit within ‘24’
and roll a 2D6 against your opponent, if you win they lose
their Armour Save for the rest of the battle and they also
suffer -1 to Hit in Close Combat and enemy units gain +1 to
Armour Saves against them. Cavalry units suffer -1 to their
CCR rolls and their Charge is reduced by ‘2’. A Chariot or
artillery piece will be destroyed instantly.

Bogged Down (10 Energy) = Creates a ‘D6’ Magical Bog within


‘24’ of the Caster. If any unit is targeted, they sink into the
Bog and are destroyed. If a unit enters the Magical Bog, they
will be lost immediately. Each turn they can attempt to escape
and on a 5 or 6 they can leave the Bog. The Bog is always in
play.

Seek… (6 Energy) = Target an enemy unit within ‘24’ and roll


a 2D6 against your opponent, if you win then the unit
becomes a ‘Missile Magnet’ for the rest of the battle. All
Shooting within ‘24’ of the unit (unless Magical)
automatically hits them instead. If the unit has missile
weapons, any Shooting or Reflex Shots will hit their own unit.

Sod Off! (1 Energy) = Target a Zone within ‘24’ which has a


radius (e.g. ‘6’ or ‘D6’) created by a ‘Mage’ (even if Zone only
affects Caster and/or attached unit) and it dissipates. Does
not affect the following Zones: Hurry Up, You Lot! Dispel This!

Come on, You Pansies… (5 Energy) = Target an enemy unit


within ‘24’ and roll 2D6 against your opponent, if you win then
the target unit reduces its Move when traversing terrain by
50%, rounding up. So if ‘Slow’ then they can Move or Charge
the highest of 2D6 / 2, so a maximum of ‘3’. This also applies
to Run and Victory Run moves. The enemy unit also suffers -
1 Strength and -1 Toughness.
Build A Bridge and Get Over It! (4 Energy + 4 per ‘6’
Length) Caster creates a ‘4’ wide Bridge and ‘6’ long. This
can be used to climb onto a Wall if it is long enough. This can
be dispelled by the caster at any time (including your
opponent’s turn to watch them fall to the ground, suffering a
Strength hit equal to the height they fell from), but otherwise
it lasts until the end of the battle.

A Lot of Little Black Holes (18 Energy) = Creates D6 ‘2’


diameter Black Holes on the battlefield by the Caster, it moves
‘2D6’ in a random direction. Models and terrain are
immediately destroyed if they are touched by a Black Hole.
Each Black Hole continues to Move ‘2D6’ each turn unless a 7
or a double is rolled on a 2D6.

Hurry Up, You Lot! (8 Energy) = The Caster and any unit/s
they are attached to gain Double Move, Double Initiative (up
to a maximum of I10) and Double Attacks (so A1 becomes
A2, A2 becomes A4). Caster cannot Rest or use any other
abilities while holding the zone in place. Roll a D6 to determine
how long it lasts: 1-2 = 1 Turn, 3-4 = 2 Turns, 5-6 = 3 Turns.

Invulnerability (8 Energy) = Caster ignores the next 4


Wounds suffered (be sure to keep track of this). Ignored by
Magical Attacks and can be dispelled. Caster cannot use any
other abilities on himself.

Power Blast (4 Energy) = Target an enemy unit within ‘24’,


Deals D6 S8 Hits -5 to Armour Saves which are Magical Fire
Attacks (S9 against units Weak Against Fire) and Ignores
Armour Saves. Cannot be cast twice by the same Caster in
the same Magic Phase.

I Want That One! (8 Energy) = Target an enemy unit within


‘24’. Roll 2D6 against your opponent, if you win you
immediately gain control of this unit for the rest of the battle.
Aim For That One! (8 Energy) = Target an enemy artillery unit
anywhere on the battlefield. The next time the target model
fires, you can redirect its fire elsewhere for the rest of the
battle.

Giddy Up! Horsey! (8 Energy) = Target an enemy Chariot unit


anywhere on the battlefield. You can decide where to Move it
instead next time it attempts to Move. The Chariot also ‘Runs
Amok’ for the rest of the battle, even if the Caster is killed.

Restore (1 Energy per Wound) = Heals 1 Wound for the


Caster or a model he is next to.

I Want That One! That One! And That One! (12 Energy) =
Target an enemy unit anywhere on the battlefield and roll a
2D6 against your opponent. If you win and you targeted a
‘Mage’ they now have 0 Energy and you now have all of their
remaining Energy. If you chose a ‘Spirits’ unit, they are
destroyed. If you chose a Hungry Dead unit, they crumble
(but not any Characters inside the unit). An Elemental can be
destroyed in this way too.

Look At My Shiny Sword! (2 Energy) = Grants a regular


weapon, which the Caster or a model in his unit has, Magical
Attacks for the rest of the battle. The weapon also gains +1
to Hit, +1 Strength and -1 to Armour Saves.

Stop Vining… (6 Energy) = Target a point anywhere on the


battlefield and all enemy units within ‘12’ of this point suffers
-1 to Hit in Shooting, Reflex Shots and Close Combat for D6
+ 1 Turns. The target unit also reduces its Move by 50%,
rounding up. So if ‘Slow’ then they can Move or Charge the
highest of 2D6 / 2, so a maximum of ‘3’. This also applies to
Run and Victory Run moves. If a unit gets clear of the ‘12’
Vine area then they no longer suffer Movement penalties.
I’m Sorry… (8 Energy) = Creates a ‘D6’ Terrible Gas Cloud
anywhere on the battlefield. It moves ‘6’ in a chosen direction
each Magic Phase. Any model that chokes on the Terrible Gas
Cloud suffers a S5 hit which is Magical. The Terrible Gas
Cloud remains in play until the Caster dissipates it or it is
dispelled.

Like A Hurricane (12 Energy) = Creates a Hurricane which


lasts for D6 Turns. This makes ALL Movement reduced by
50%, rounding up. So if ‘Slow’ then they can Move or Charge
the highest of 2D6 / 2, so a maximum of ‘3’. All Flyers are
grounded and cannot Fly while the Hurricane remains in play.
Shooting and Reflex Shots and Magic Missiles such as Fireballs
also become impossible. All Fires on the battlefield are put out
and all Buildings suffer a S5 hit each Turn.

Down They Go! (12 Energy) = Creates a ‘3D6’ long and ‘1’
wide Fissure in the battlefield. Units with 5+ or 6+ Armour
Saves will only escape falling into the Fissure on a 6. Other
units will prevent falling into it on a 4+. Any Building or
structure on top of the Fissure are destroyed, as are any units
which fall into it.

Mind Over Matter (6 Energy) = The caster gains +1 to ONE


of his stats (Toughness, Wounds, Strength, Initiative OR
Attacks). This lasts until the end of the battle.

Just Stand There! (6 Energy) = Target an enemy unit within


‘24’ and roll 2D6 against your opponent. The unit is frozen still
and cannot fight in Close Combat, Shoot, Run or use Reflex
Shots for the rest of the battle until dispelled

Dispel This! (2 Energy) = Creates a Null Zone for the Caster


and any unit/s they are attached to which nullifies all enemy
‘Mage’ abilities, including Black Holes. Ranked Daimons,
Ethereal units and Hungry Dead units cannot enter the Null
Zone. Lasts until any model in the unit Moves or if they lose
a round of Close Combat.
Elemental Abilities: (page 19 – 27)

The following armies can choose Elemental Abilities for their


Mages:

Nature Elves (1 ability each)


Marine Elves, Coastal Elves (1 ability each)
Provincial Empire (1 ability each)
Ducal Camelot (1 ability each)
Traitors (1 ability each)
Rodents (1 ability each)
Tribal Orcs, Jungle Orcs, Man-Orcs (1 ability each)
Tribal Kobolds (1 ability each)
Grim Dwarfs (1 ability each)
Jungle Lizards (3 abilities each), Cave Lizards (1 ability each)
Vampire Mage (1 ability each)
Pygmy Mage (2 abilities each)
Steppe Norker Mage (1 ability each)
Centaur Mage (1 ability each)
Jungle ‘Coatl’ Serpent Mage (1 ability each)
Lazy Halfling Mage (1 ability each)
Weald Giant Mage (3 abilities each)
Choose from:

Assault of Stone (3 Energy) = Target an enemy unit within


‘24’, Deals 3 S4 -1 to Armour Save Hits with no Magic
Save.

Flash of Light (2 Energy) = Blinds all units within ‘6’ of the


caster, who can move at 25% speed (rounding down) or
stay stationary and cannot fight in Close Combat, Shoot,
Run or use Reflex Shots this Turn ONLY. They will
automatically be hit in Close Combat under the Crush
Them! rules (so units with Slaughter Them! will deal 2
hits each). No Magic Save.

Breathe Underwater (1 Energy) = Caster can breathe in water


features for the rest of the battle. Can cast on a model who
the caster is standing next to. Not Immune to Poison caused
in Close Combat (e.g. ‘Bite’) but immune to all other Poisoned
Attacks, including Gas Grenades and does NOT suffer -1 to
Hit against Troglodytes or Dino Beasts in Close Combat.

Cloud of Smoke (2 Energy) = Creates a stationary ‘3’ Cloud


of Smoke around the caster, which no unit (friendly or enemy)
can see through. Units can move at 50% speed (round down)
through the Cloud. The Cloud of Smoke lasts for D6 Turns.

Flaming Fists (1 Energy) = Caster gains Magical Fire


Attacks, +1 Strength (+2 Strength against units Weak
Against Fire) until the end of the battle or the Caster dispels
it.
Chameleon (3 Energy) = The caster and any unit/s he is
attached to cannot be seen at more than ‘6’ away IF they
stay still and do not Move or Run. Enemy units suffer -2 to Hit
against them in Shooting (once they can see them). Enemy
units suffer -1 to Hit against them in CC. Caster cannot use
any other abilities or Rest while maintaining the Zone. Lasts
until they are beaten in Close Combat (or win Close
Combat), or Move anywhere in any way.

Illumination (1 Energy) = Creates a ‘6’ Zone of Light around


Caster which penetrates all darkness. Can be thrown up to ‘6’
away at an enemy unit, which blinds 1 model (who can move
at half speed (rounding down) and cannot fight in Close
Combat, Shoot, Run or use Reflex Shots this Turn ONLY).
Lasts until the end of the battle. Can be thrown up to ‘6’
away, creates a ‘6’ Zone of Light for 1 Turn ONLY.

Walk on Water (2 Energy) = Caster can walk on water


features (e.g. rivers, lakes, swamps, bogs) for the rest of the
battle without slowing down. Automatically wears off once the
Caster steps onto dry land.

Missile Shield (2 Energy) = Caster and any unit/s he is


attached to are protected by a fierce wind, causing enemy
units to suffer -1 to Hit against them in Shooting. Additionally,
Magic Missiles deal 1 less Wound than usual (e.g. 3 Wounds
becomes 2 Wounds). Lasts until they are engaged in Close
Combat or if the Caster leaves the unit.

Firestarter (4 Energy) = Target a unit anywhere which is


Weak Against Fire (e.g. Hungry Mummies, Weald Giants)
and roll 2D6 against your opponent, if you win then deal 2D6
Wounds. Can be used to target a Building and set it on fire.
Torrential Rain (4 Energy) = Battlefield is covered in torrential
rain from now until the end of your Turn and your opponent’s
Turn (if you have 2+ opponents, then it will affect yourself
and the next player ONLY). Gunpowder weapons (Arquebus,
Black Powder Pistols, ‘Lead Belcher’, Cannon, Multi-Cannon,
Blunderbuss, Rocket Launcher, Mortar, Inferno Launcher and
Grim Dwarf Flamethrower) don’t work but they can fire if
they roll a 4+ before Shooting. All Fire Magic (e.g. Flaming
Fists) is dispelled. Fire Elementals are destroyed. All Shooting
is at Short Range (Half Range, so ‘30’ becomes ‘15’. However,
any Missile Weapons with ‘8’ range or less and Reflex Shots
are not affected by this) and -1 to Hit.

Thunderclap (5 Energy) = All Brainless units will


automatically FAIL their Brainless test next Turn and
are Being Brainless. All Brainless units who would fail
their test on a 3+ (e.g. Mind-Slaves, Swarms) must
make an immediate CCR roll.

Fire Extinguisher (4 Energy) = Target a Building or unit


which is on fire and the Fire is put out immediately. Fire
Elementals are destroyed if targeted.

Telekinesis (3 Energy) = Caster can open or close ANY door


within ‘12’ and unlock it. Or Caster can move a lightweight
item which is not secured up to ‘6’ (e.g. a banner on the
ground)

River Crossing (4 Energy) = Target a River up to ‘24’ away.


Creates a ‘4’ wide river crossing for units to move over (dry
land). This can be dispelled by the Caster at any time
(including your opponent’s turn to watch those suckers
drown), but Caster cannot use any other abilities while
maintaining the River Crossing.

Resist Fire (3 Energy) = Caster becomes immune to all Fire


Attacks (including Magical ones) for the rest of the battle.
Wind Shield (4 Energy) = Caster can target an enemy unit
and make them unable to Shoot or fire Reflex Shots. The unit
can only Move at 50% (rounding down). However, any missile
fire will be at -1 to Hit against the unit with a ‘Wind Shield’.
Caster cannot use any other abilities while maintaining the
Wind Shield.

Withering Autumn (4 Energy) = Caster can target vegetative


terrain such as a Hedge, Jungle or Wood and wither it away,
remove it from the battlefield (or replace the Wood/Jungle
with trees with no leaves if you want to be a pain)

Dispel Elemental (10 Energy) = Dissipates an Elemental


within ‘12’

Essence of a Shade (7 Energy) = Gains ‘Spirits’ rule and


become visible or invisible at will. Caster and all of his
possessions are Ethereal for as long as the Caster wishes.
Spirits: Electric, Fire and Magical attacks will affect them
normally, Immune to Poisoned Attacks of all kinds UNLESS
they are Magical, Ethereal: Ignores all Terrain when Moving
at ANY time & Charging)

Breathe Fire (10 Energy) = Caster can Breathe Fire up to 3


times in the battle, Breathes Fire (Auto, ‘12’, Deals 2D6 S4
Hits Ignores Armour Saves (S5 against units who are Weak
Against Fire, Magical Fire Attacks)

Sucked In! (9 Energy) = Caster can create a ‘3’ area of


Quicksand (including under enemy units) anywhere within
‘24’. Each model in the Quicksand must pass a Toughness
Test or be removed (6 always fails). Hungry Dead models
(except Starving Ghouls) and those who don’t need to breathe
(‘Spirits’) are stuck there if they fail. Quicksand lasts until
dispelled, or the end of the battle.
Stone Breaker Fists (9 Energy) = The caster, when attacking
a Building or Wall made of stone, deals D6 S8 -5 to Armour
Hits for each one of his Attacks. Alternatively, the Caster can
deal a single S10 -7 to Armour Saves Hit. Caster cannot use
any other abilities while maintaining this. Lasts until dispelled.

Cloud of Dust (5 Energy) = Creates a mobile ‘3’ Cloud of Dust


within ‘24’ of caster, which moves ‘6’ each turn in direction
chosen by Caster. Deals a S2 Hit to any unit touched by the
Dust Cloud. The Cloud of Dust lasts until the end of the battle
or until dispelled. Units inside Cloud cannot Shoot or use
Reflex Shots.

Fire Tail (4 Energy) = Creates a Fire Tail ‘1’ wide behind the
caster and stretches as far Caster’s Movement this turn and
last until the beginning of his next turn. Any unit, including
Flyers, take a S3 Hit (Magical, Fire Attacks, S4 against
units Weak Against Fire) if moving into or through it.

Bad Gas (8 Energy) = Creates a ‘6’ Cloud of Bad Gas within


’24’ of Caster. Deals a S3 Poisoned Attack (Every Hit dealt
counts also counts as a Poisoned Attack) to any model
touched by the Bad Gas. The Bad Gas lasts until dispelled
by the Caster, when he no longer has Bad Gas. Hungry Dead
models (except Starving Ghouls) and those who don’t need to
breathe (‘Spirits’) are not affected by Bad Gas.
Magical Storm (8 Energy) = Caster may target any unit each
Magic Phase. The unit caught in a Magical Storm cannot Move,
Shoot or use Reflex Shots. Any unit shooting at them suffer -
1 to Hit. If a unit with a ‘Mage’ is targeted (including
Necromancers), they drain 3 Energy from any ‘Mage’ in the
unit. If the unit has the Shaky rule, they must immediately
roll a D6 to see what happens (they are being ‘Shaky’). A unit
of Flyers cannot attack a unit caught in a Magical Storm and
will be blown ‘2D6’ in a random direction should they attempt
to do so. If a unit in a Magical Storm is engaged in Close
Combat, any unit involved suffers a -1 to Hit penalty and
cannot Crush Them! Magical Storm lasts until Caster is slain
or uses another Ability.

Do Not Disturb the Water (16 Energy) = Target a water


feature up to ‘24’ away. An area of ‘3’ (or an area ‘’12 long if
a river) will now attack any unit which enters the water,
dealing 12 S6 Attacks at 2+ to Hit (+3 Bonus to Hit) which
also Ignores Armour Saves. Units which can Breathe
Underwater (see page 14 of Elementalist) have a 4+ Save
against the water. Lasts for the remainder of the battle or
until dispelled by the caster.

Dispel Elementals (24 Energy) = Dissipates all Elementals


within ‘24’

Thorny Hedge (14 Energy) = Creates an area of ‘3’ (or an


area ’12’ long) within ‘24’ of Caster which deals 4 S5 -2 to
Armour Saves Hits to any unit/s moving through it. Also
reduces Move of any unit moving through it to ‘1’. Lasts for
the remainder of the battle and cannot be dispelled by the
caster. Thorny Hedge is T8 W8 and Weak Against Fire.

Summon Elemental (18 Energy) = Summons an Elemental


(Earth, Fire, Air or Water) within ‘3’ of the caster. Caster must
roll 2D6 to bind the Elemental to his Will. If he rolls an 11+,
the Elemental is loose and will attack the closest unit
(Crazed) for the rest of the battle, preferring the Caster.
Summon Elemental Horde (30 Energy) = Roll a D6, on a 1-2
it summons 2 Elementals (Earth, Fire, Air or Water), on a 3-
4 it summons 3 Elementals or on a 5-6 it summons 4
Elementals within ‘3’ of the caster. Caster must roll 2D6 to
bind the Elemental Horde to his Will. If he rolls an 11+, the
Elemental Horde is loose and will attack the closest unit
(Crazed) for the rest of the battle, preferring the Caster.

Summon Swarm (12 Energy) = Summons any unit with


‘Swarm’ in their title (Serpent, Ant, Spider, Scorpion, Rat, Bat,
Frog, Wolf, Lizard, Bird, or Flying Beetle Swarm) within ‘3’ of
the caster.

Magical Tempest (35 Energy) = Affects all units on the


battlefield and lasts from the Caster’s Magic Phase until the
next Player’s Magic Phase. After this it turns into a Magical
Storm (see page 18 of Elementalist). All Close Combat
stops, Shooting is impossible as are Reflex Shots. All Flyers
are blown off the table and scattered to the winds. All ‘Mages’
(and Necromancers) must make a Save or lose D6 Energy.
Any Energy lost in this way goes immediately to the Caster of
the Magical Tempest. All units summoned thus far in the
battle (e.g. Hungry Dead, Elementals, Swarms) are destroyed
in the Magical Tempest. The Magical Tempest ends
immediately if Caster is slain and it cannot be dispelled any
other way. All units which are subject to the ‘Shaky’ rule
(Hungry Dead, Ranked Daimons, Angels) must make a
‘Shaky’ roll on a D6 and suffer -2 to the result. E.g. a
roll of 6 on the ‘Shaky’ test becomes a 4- Brittle.
Tunneller (18 Energy) = Caster can move underground
through any terrain made of mud, stone, sand or solid rock
via a Tunnel, which the caster leaves behind him as he moves
through the terrain. The Tunnel does not damage the
structure (e.g. Wall or Building) and this can be dispelled by
the Caster at any time (instantly killing any unit still inside the
tunnel).

Shake! Shake! (16 Energy) = Caster can cause all Building


sections within ’12’ to collapse. Any unit inside those
Building sections must make a Save (e.g. Armour or
Numb Save) or die in the collapse.
Necromantic Abilities: (page 28 – 31)

The following armies can choose Necromantic Abilities for


their Mages:

Corrupt Elves (1 ability each)


Marine Elves (1 ability each)
Provincial Empire (1 ability each)
Ducal Camelot (1 ability each)
Traitors, Nomad Cloven (1 ability each)
Rodents (1 ability each)
Tribal Orcs, Jungle Orcs, Man-Orcs (1 ability each)
Tribal Kobolds (1 ability each)
Grim Dwarfs (1 ability each)
Jungle Lizards (3 abilities each), Cave Lizards (1 ability each)
Necromancers (3 abilities each)
Liche Mages (3 abilities each)
Vampire Mages (3 abilities each)
Fimir ‘Hag’ Mage (1 ability each)
Steppe Norker Mage (1 ability each)
Dominator Dwarf Mage (1 ability each)
Choose from:

Destroy Hungry Dead (2 Energy) = Aim at a Hungry Dead unit


within ‘12’ and roll 2D6 against your opponent, if you win then
remove D6 models from the unit you chose. Does NOT work
on Starving Ghoul units. Works on any unit with ‘Spirits’
rule, including Angel and Ranked Daimon units.

Killing Time (1 Energy) = All hits from the Necromancer in


Close Combat automatically Wounds. Lasts until Caster is
wounded. No Magic Saves are allowed.

Summon Skeletons (3 Energy) = Summons D6 Animated


Skeletons within ‘3’ of Necromancer, armed with Blade and
Shield. Can be recast in same Magic Phase.

Summon Skeleton Horsemen (3 Energy) = Roll a D6. On a


1-2 it summons 1 Animated Skeleton Horseman, 3-4: 2
Skeleton Horsemen. 5-6: 3 Skeleton Horsemen. Animated
Skeleton Horsemen are summoned within ‘3’ of Necromancer.
Can be recast in same Magic Phase.

Control Undead (3 Energy) = Take control of an Animated


Skeleton or Zombie unit within ‘24’. First you have to roll 2D6
against your opponent, if you win then you now control the
unit

Death Answers My Call (3 Energy) = Necromancer extends


the range of being a ‘Summoner’ from ‘12’ to ‘24’ for rest of
battle.

Touch of Death (1 Energy) = All hits from the Necromancer in


Close Combat automatically deals D6 Wounds, which also
Ignores Magic Saves. Lasts until Caster is wounded.

Stop Shaking Now! (2 Energy) = Choose a Hungry Dead unit


within ‘24’, they will now ignore the need to test for being
Shaky next time, even if enemy magic causes this.
Annihilate Hungry Dead (12 Energy) = Destroy ALL Hungry
Dead units within ‘12’ of the Necromancer. Does not affect
Starving Ghouls. But does affect all units with ‘Spirits’
rule, including Angel and Ranked Daimon units.

I Live…Again! (10 Energy) = After a Necromancer is slain,


after casting this, they can inhabit the body of any other
creature within ‘6’ for the next 2D6 Turns. The Necromancer’s
Ghost appears after death to take over a new host. Once a
host is chosen, roll a 2D6 against your opponent. If you win,
you take over this model and the Necromancer retains all of
their spells and can receive Energy from other Necromancers.
The Necromancer cannot resurrect himself.

Raise the Hungry Dead (10 Energy) = Can only be cast within
a Cemetery, Crypt, Graveyard, Tomb etc. Summons 6D6
Animated Skeletons, 6D6 Animated Zombies, 3D6 Starving
Ghouls or D6 Hungry Mummies.

Summon Infirm Skeleton Horde (10 Energy) = Summons


6D6 + 3 Animated Skeletons within ‘3’ of Necromancer.

Summon Skeleton Horsemen Horde (10 Energy) =


Summons 3D6 + 3 Animated Skeleton Horsemen within ‘3’ of
Necromancer.

Your Time Is Up! (15 Energy) = Necromancer can target a


unit and roll a 2D6 against your opponent. If you win, the
model dies of old age. Units which are T5 or higher or T4 W3
(or more Wounds) cannot be targeted.
Death Bows To Me (12 Energy) = The Necromancer extends
his influence as a Summoner to the entire battlefield for the
rest of the battle.

Wind of Death (35 Energy) = All models take a S3 Hit which


Ignores Armour Saves, Numb Saves, Magic Saves and
Dodge Saves. Does NOT affect Hungry Dead (except for
Starving Ghouls), Army of Darkness, Dead Egyptian, Blood,
Pox, Magic or Pleasure Daimons or United Daimon Host units.
Does not affect Angel or Ranked Daimon units or ‘Spirits’.

Summon Skeleton Chariots (9 Energy) = Summons D6


Tempest Skeleton Chariots within ‘6’ of Necromancer.
Necromantic SUMMONED Units:

Animated Skeleton with Blade and Shield: 10pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Animated (They will all collapse into a pile of bones if
they ever suffer being Shaky), Brainless if no Summoner
within ‘12’, Dauntless

Animated Zombie: 4pts


T3, W1, S3, I1, A1, No Save, Hits on a 5+ by Default in CC,
Shaky, Brainless if no Summoner within ‘12’, Animated
(They will all collapse into a pile of lifeless corpses if they ever
suffer being Shaky)

Animated Skeleton Horseman w/ Blade and Shield:


21pts Move ‘9’- T3, W2, S3, I2, A2, 5+ Armour Save,
Horseman Hits on a 4+ by Default in CC, Shaky, Cavalry,
Brainless if no Summoner within ‘12’, Dauntless,
Animated (They will all collapse into a pile of bones if they
ever suffer being Shaky), Ghostly Steed: Can Move through
Walls and through all other terrain
Starving Ghoul: 8pts
T4, W1, S3, I3, A2, No Save, Craven (If a unit of Starving
Ghouls is beaten in Close Combat, it will automatically rout
without a CCR roll) Ravenous (If they win a CCR then 3
Starving Ghouls, if this many models remain, feed instead on
the fallen enemy unit/s. If Charged by an enemy unit/s, they
will fight back in Close Combat. They roll a D6 at the start of
each turn. On a 6, they are done feasting on the dead and can
Move etc. as normal), Hits on a 5+ by Default in CC,
Venomous Attacks (Poisonous ‘Bite Attack’, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls).

Hungry Mummy: 80pts


T5, W4, S4, I3, A2, No Save, Weak Against Fire (Fire
Attacks are +1 Strength against Mummies), Slow, Hits on a
4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Magical Attacks, -1 to Armour
Saves

Tempest Skeleton Chariot with 2 Skeleton Horses:


Moves ‘9’- T3, W4, S4, I3, A5, 5+ Armour Save, Pulled by 2
Skeleton Horses which deal 4 I8 S4 -1 to Armour Save Impact
Hits on Charge ONLY, The 2 Skeleton Horses and Tempest
Skeletons combined are I2 A4 S3 in Close Combat and Hit on
a 5+ by Default, Cavalry, Dauntless, Ghostly Steeds: Can
Move through Walls and through all other terrain, I5 and S5 -
3 to Armour Saves on Charge, Taken By Storm (Does not
suffer from ‘Shaky’ or ‘Run Amok!’)
Ranked Daimon Abilities: (page 34 – 37)

The following armies can choose Ranked Daimon Abilities for


their Mages:

Corrupt Elves (1 ability each)


Traitors, Nomad Cloven (1 ability each)
Rodents (1 ability each)
Tribal Orcs, Jungle Orcs, Man Orcs (1 ability each)
Tribal Kobolds (2 abilities each)
Liche Mages, Vampire Mages (1 ability each)
Fimir ‘Hag’ Mage (2 abilities each)
Fimir ‘Slave’ Mage (1 ability each)
Steppe Norker Mage (1 ability each)
Ranked Daimons- Greater Daimon (ALL Abilities)
Jungle ‘Coatl’ Serpent Mage (1 ability)
Dominator Dwarf Mage (1 ability)
Choose from:

Bind Ranked Lesser Daimons (3 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound or Ranked Greater
Daimon unit within ‘24’ and roll 2D6 against your opponent,
if you win then the Greater Daimon or D6 Lesser Daimon /
Ranked Daimon Hound models are frozen in stasis and cannot
do anything

Dispel Ranked Lesser Daimon (1 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound unit within ‘12’ and
roll 2D6 against your opponent, if you win then remove 1
Ranked Lesser Daimon

How…Familiar (2 Energy) = Summons 1 Ranked Daimon


Familiar to the Caster within ‘3’, adding 5 to his Energy. One
Familiar per Caster.

Summon Ranked Daimon Steed (1 Energy) = Summons 1


Ranked Daimon Steed within ‘3’ of Caster, which can be
ridden so the Caster becomes Cavalry. If Caster dies, the
Summoned Ranked Daimon Steed will disappear. Only ridden
by infantry.
Ranked Daimon Null Zone (2 Energy) = Creates a Null Zone
around Caster and any unit/s he is attached to where Ranked
Daimon units cannot enter. Caster cannot use any other
abilities while holding the Zone in place. Lasts until Caster or
any model in his unit/s Moves or loses a round of Close
Combat.

Stop Shaking Now! (3 Energy) = Choose a Ranked Daimon


unit within ‘24’, they will now ignore the need to test for being
Shaky next time, even if enemy magic causes this.

Generate Energy (3 Energy) = Gives 2D6 Energy to the


Caster.

Summon Ranked Lesser Daimons (15 Energy) = Summons


3D6 Ranked Lesser Daimons / Ranked Daimon Hounds within
‘3’ of caster.

Ranked Daimon Zone of Denial (5 Energy) = Creates a Zone


for the Caster and any unit/s they are attached to for the rest
of the battle. Any enemy Ranked Daimon units which enter or
are already in the Zone of Denial are destroyed. Ranked
Daimon units also may NOT Shoot through or use abilities on
the Zone or any unit in it. Ranked Daimon units that move
within ‘12’ immediately suffer a Shaky test. The Zone of
Denial is immediately dispelled if the unit inside it Moves at
all, including winning and losing Close Combat.

Destroy Ranked Lesser Daimon Horde (10 Energy) = Target


a Ranked Lesser Daimon / Ranked Daimon Hound unit within
‘24’ and roll 2D6 against your opponent, if you win then the
Ranked Lesser Daimon / Ranked Daimon Hound unit is
destroyed.

Spread Insanity (8 Energy) = All enemy units within ‘12’ of


the caster must roll 2D6 against your caster, if you win then
they count as failing a CCR roll. Dauntless units are not
affected by this.
Summon Ranked Lesser Daimon Horde (25 Energy) =
Summon 6D6 Ranked Lesser Daimons / Ranked Daimon
Hounds within ‘3’ of caster.

Augment Power (6 Energy) = Caster gains +1 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks)

Destroy Ranked Greater Daimon (10 Energy) = Target a


Ranked Greater Daimon unit within ‘24’ and roll 2D6 against
your opponent, if you win then the Ranked Greater Daimon
unit is destroyed.

Summon Ranked Greater Daimon (25 Energy) = Summons a


Ranked Greater Daimon / Balrog Greater Daimon within ‘3’ of
caster.

Absolute Power (40 Energy) = Caster gains +2 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks) and
+10 Energy. If cast when already above starting Energy in
unit description, the Caster will be overwhelmed with power
and die.

Summon Ranked Daimon Portal (20 Energy) = Opens a Portal


within ‘24’ which Summons 6D6 Ranked Lesser Daimons /
Ranked Daimon Hounds and 1 Ranked Greater Daimon each
turn. The Portal remains open for D6 x 10 turns (up to 60
Turns!). If the Portal closes, the summoned Ranked Daimons
will disappear. NOTE: Ranked Daimon units which emerge
from a Daimon Portal are neutral and will attack any unit they
encounter, preferring Angels or units which are NOT Ranked
Daimons.
Illusionist Abilities: (page 38 – 41)

The following armies can choose Illusionist Abilities for their


Mages:

Corrupt Elves (1 ability each)


Nature Elves (3 abilities each)
Marine Elves, Coastal Elves (1 ability each)
Provincial Empire (1 ability each)
Ducal Camelot (1 ability each)
Traitors (1 ability each)
Tribal Orcs, Jungle Orcs, Man-Orcs (1 ability each)
Tribal Kobolds (1 ability each)
Jungle Lizards (1 ability each)
Vampire Mage (1 ability each)
Jungle ‘Coatl’ Serpent Mage (1 ability each)
Lazy Halfling Mage (1 ability each)
Mutant Gorgon Mage (1 ability each)

Choose from:

You Look Familiar… (1 Energy) = Caster can assume


appearance of any model which is not T5 (or higher) or T4 W3
(or more).

Bewildered (4 Energy) = Target a model within ‘12’ and roll


2D6 against your opponent. If you win, the model will not
Attack in Close Combat and will be hit automatically if in Close
Combat, as per the Crush Them! rules (or Slaughter Them!
if applicable to your unit). Lasts until next Player’s Magic
Phase. If the target model is a ‘Mage’ (including
Necromancers), they cannot use any Magic in their next
Magic Phase.

Blending In (2 Energy) = Enemy units suffer -1 to Hit against


Caster in Shooting, Reflex Shots and Close Combat.
Seeing Double (2 Energy) = The Caster suddenly gains an
identical model. The Caster is the only real ‘Mage’. Can be
recast in same Magic Phase. (Just don’t forget which one is
real).

How Nice Of You To Join Us (2 Energy per Clone ) = Caster


can create a single Illusion model, a Clone ‘Mage’ (including
Necromancers) of himself, up to a limit of 4 Clone ‘Mages’. If
attacked, an Illusion model will disappear.
Shattering Illusions (3 Energy) = Destroys an Illusion within
‘24’ if you suspect the model is an Illusion (e.g. a ‘Clone’,
terrain)

But You’re Dead… (8 Energy) = Caster can ignore all Wounds


in their Close Combat phase and regains all Wounds at the
end of the Close Combat, even if they were killed that
Turn. Can be cast as soon as the Caster is Wounded
(saved or not saved), including during an opponent’s
Turn.

Paper Street (2 Energy per Building) = Caster creates an


Illusionary Building which is ‘4’ by ‘4’. These Buildings still
Block LOS (Line of Sight).

Endless Forest (5 Energy per Forest) = Caster creates an


Illusionary Forest which is ‘6’ by ‘6’. They grant Cover Saves
as usual as well as ‘I9 in Cover’.

Ghost! (3 Energy) = Caster gains Terrific rule.

No! Nooo! Nooooo!!!! (4 Energy) = Caster targets an enemy


unit which is Afraid of something (such as Fire Attacks,
artillery etc.) and they must immediately pass a CCR roll.
We’re Under Attack! (6 Energy) = Caster creates a unit within
‘24’ of up to 20 Illusionary creatures up to T3. This includes
Angels, Ranked Daimons, Hungry Dead units. This does not
include models which are T4 W3 (or more) or T5 or higher.
The Illusionary unit is controlled by the Caster like a real unit.

It Won’t Even Feel Our Bullets! (6 Energy) = Caster takes on


the appearance of any model of any size.

Confusion Reigns (Energy 8) = All units on the battlefield


move at 50% speed (rounding down). Close Combat is at -1
to Hit as is Shooting and Reflex Shots. Lasts until next Player’s
Turn.

Now You See Me… (Energy 6) = Caster disappears from the


battlefield but can still maintain all Illusions. Can reappear at
any time but must be within ‘24’ of where they vanished.

None Of This Is Real… (Energy 8) = All Illusions, including


units and terrain from all Players are immediately disappear.

When Did You Get Here?! (Energy 12) = Caster creates up to


2D6 units of up to 20 Illusionary creatures up to T3. These
units appear within ‘12’ of the Caster or along the owning
Player’s table edge. This includes Hungry Dead units. This
does not include models which are T4 W3 (or more) or T5 or
higher. The Illusionary unit is controlled by the Caster like a
real unit.
Darkness Falls… (Energy 15) = Caster creates a ‘6’ Zone of
Darkness anywhere within ‘48’. Any units inside the Zone
move at 25% speed (rounding down) and cannot Shoot or
fight in Close Combat. If they choose to Move, it will be in a
random direction as they cannot even see their own hands.

Now You Don’t… (Energy 20) = Caster disappears from the


battlefield and dissipates all their Illusions. Can reappear
anywhere on the battlefield, if they chooses to return, at the
beginning of their own Player Turn.
Angelic Abilities: (page 42 – 44)

The following armies can choose Angelic Abilities for their


Mages:

Marine Elves, Coastal Elves (1 ability each)


Provincial Empire (1 ability each)
Ducal Camelot (1 ability each)
Grim Dwarfs (1 ability each)
Jungle Lizards (3 abilities each), Cave Lizards (1 ability each)
Angels- Arch-Angel (ALL Abilities)
Lazy Halfling Mage (1 ability each)

Choose from:

Chain Ranked Lesser Daimons (3 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound or Ranked Greater
Daimon unit within ‘24’ and roll 2D6 against your opponent,
if you win then the Greater Daimon or D6 Lesser Daimon /
Ranked Daimon Hound models are frozen in stasis and cannot
do anything

Banish Ranked Lesser Daimon (1 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound unit within ‘12’ and
roll 2D6 against your opponent, if you win then remove 1
Ranked Lesser Daimon / Ranked Daimon Hound

Request Cherubim (2 Energy) = Summons 1 Angelic


Cherubim within ‘3’ of the Caster, adding 5 to his Energy. One
Cherubim per Caster OR Arch Angel.

Request Angelic Steed (1 Energy) = Summons 1 Angelic


Steed within ‘3’ of Caster, which can be ridden so the Caster
becomes Cavalry. If Caster dies, the Angelic Steed/s
disappear. Only ridden by infantry.
Zone of Silence (2 Energy) = Creates a Zone of Silence around
Caster and any unit/s he is attached to where Ranked Daimon
units cannot enter. Caster cannot use any other abilities while
holding the zone in place. Lasts until Caster or any model in
his unit/s Moves or loses a round of Close Combat.

Stop Shaking Now! (3 Energy) = Choose an Angel unit within


‘24’, they will now ignore the need to test for being Shaky
next time, even if enemy magic causes this.

Pray for Strength (3 Energy) = Gives 2D6 Energy to the


Caster

Request Angelic Messengers (15 Energy) = Summons 3D6


Angelic Messengers within ‘3’ of Caster.

Holy Zone of Denial (5 Energy) = Creates a Zone for the


Caster and any unit/s he is attached to for the rest of the
battle where any Ranked Daimon units which enter or are
already in the Zone of Denial are destroyed. Ranked Daimon
units also may NOT Shoot through or use abilities on the Zone
or any unit in it. Caster cannot Rest or use any other abilities
while holding the zone in place. Ranked Daimon units that
move within ‘12’ immediately suffer a Shaky test. The Zone
of Denial is immediately dispelled if the unit inside it Moves at
all, including winning and losing Close Combat.

Banish Ranked Lesser Daimon Horde (10 Energy) = Target a


Ranked Lesser Daimon / Ranked Daimon Hound unit within
‘24’ and roll 2D6 against your opponent, if you win then the
Ranked Lesser Daimon unit is destroyed.

Awesome Presence (8 Energy) = All enemy units within ‘12’


of the Caster must roll 2D6 against your Caster, if you win
then they count as failing a CCR roll. Dauntless units are not
affected by this.
Request Angelic Messenger Host (25 Energy) = Summons
6D6 Angelic Messengers within ‘3’ of Caster.

Fortified by Faith (6 Energy) = The Caster gains +1 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks)
Banish Ranked Greater Daimon (10 Energy) = Target a
Ranked Greater Daimon unit within ‘24’ and roll 2D6 against
your opponent, if you win then the Ranked Greater Daimon
unit is destroyed.

Request Arch-Angel (25 Energy) = Summons an Arch-Angel


within ‘3’ of Caster.

Heavenly Power (40 Energy) = The Caster gains +2 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks) and
+10 Energy.

Open Heavenly Gate (20 Energy) = Opens a Heavenly Gate


within ‘24’ which Summons 6D6 Angelic Messengers and 1
Arch-Angel each turn. The Heavenly Gate remains open for
D6 x 10 turns (up to 60 Turns!). If the Gate closes, no more
Angelic units will appear from it. NOTE: Angelic units which
emerge from a Heavenly Gate will attack any unit they
encounter (except Angelic units), preferring units which are
Ranked Daimons.
Reserves Up Front!- After the end of the Close Combat
phase, after Victory Run moves and Victory Collisions have
been resolved, the Reserves Phase begins. During the
Reserves Phase, any unit which is NOT in Close Combat may
make a normal Move as they would in the Movement Phase.

Raining Feathers: If a unit from Army Men: Exodus with


the Flyer rule is grounded for any reason (weather, spell or
Incoming!), it crashes to the ground in a mangled heap of
feathers and sinews and is destroyed. If unit of ‘Flyers’ reads
‘Move ‘0’, then ‘Raining Feathers’ does NOT apply. This is
because they can Hover on the spot, as indicated by Move ‘0’

Incoming!- Units with the ‘Flyers’ rule cannot remain in


Close Combat. They must Move as far their minimum Move
will allow at the end of any Close Combat they are involved
in, so long as they end their Move at least ‘1’ away from
enemy models. If they cannot find anywhere safe to Move for
their whole unit of ‘Flyers’, then the unit is grounded. See
‘Raining Feathers’.

Hover: Units from Army Men: Exodus with the ‘Flyers’ rule
automatically ignore ‘Raining Feathers’ AND Incoming! If
they choose to leave a Close Combat, they can Move up to
their maximum Move to do so and must still land ‘1’ away
from enemy models.

Shield Wall: Infantry units with Shields from the following


armies can form a Shield Wall at the beginning of their
Movement Phase, which grants +1 to Armour Saves- Corrupt
Elves, Nature Elves, Marine Elves, Provincial Empire, Ducal
Camelot, Traitors, Grim Dwarfs, Imperial Mercenaries and
Nordic Raiders. The Shield Wall formation is lost if the unit
wins (Crush Them!) or loses a round of Close Combat or
Moves in any way. Units with the ‘Slaughter Them!’ rule
cannot make a Shield Wall, they are too hopping mad!
Tortoise Formation: Infantry units with Shields from the
following armies can form a Tortoise at the beginning of their
Movement Phase, which grants +2 to Armour Saves-
Provincial Empire, Ducal Camelot, Grim Dwarfs and Imperial
Mercenaries. Units in a Tortoise Formation Move at 50%
speed. ‘Slow’ units like Grim Dwarfs now have Move ‘3’, Can
Run or Victory Run up to ‘3’ or Charge ‘3’. The Tortoise
formation is lost if the unit enters Close Combat. Units with
the ‘Slaughter Them!’ rule cannot form a Tortoise
Formation, they are too undisciplined!

Shooting into Unbalanced Close Combats:


‘On a 1 – 3 the shot hits an enemy unit, on a 4 – 6 it hits a
friendly unit’ is how this usually goes. However, with your
opponent’s permission, you can permit this rule. So if there
are 20 enemy models and 10 friendly models in a Close
Combat you wish to shoot into, then it will now be ‘On 1 – 4’
the shot hits an enemy unit, on a 5 – 6 it hits a friendly unit’.
If the enemy models are far larger than yours (e.g.
Halfling/Gnome/Pygmy vs Orc or Man vs Brawler Ogre) then
the same odds will apply (hit enemy on 1-4)
The War for Domaine (Exodus)
The landscape of Domaine changed violently in Exodus, the
Grim Dwarfs and Marine Elves (and their Coastal Elf allies)
clash across their empires in Europe, sending both scrambling
for their fleets to withdraw at once. During the grumbling
Grim Dwarf journey, the Dominator Dwarfs finally cut ties with
them and decide to stay in mainland Europe and enslave the
uncounted Tribals. The Corrupt Elves also break from the
Marine Elves in vast numbers, their sights set on the Northern
USA, the Caribbean and the coastal regiosn left behind by the
Marine Elves. The Tribals, later known as the Green Horde,
spill out all over Russia, the Balkans and Turkey. The ground
shakes as tribes of Brawler Ogres smash their way through
Eastern Europe and the Balkans. The Grand Army of Ducal
Camelot arrives in the United Kingdom and begins carving up
France, only to be beset by Marine Elves and Giants,
struggling for their survival. Civil War breaks out across the
Baltic region, seeing the Imperial Russians fragment into
Provincial Imperials, with mass starvation and death ensuing.
The Necromancers seize upon this power vacuum and the
Hungry Dead rise in enormous numbers, wherever dead men
be found. The Red Indians prepare to defend their vast
territories in the Northern USA from tribes of Nomad Cloven
inhabiting the forests, but the forests of Domaine are no
longer safe with these brutes multiplying in such numbers.
The Imperial Mercenaries rise to power as greater numbers of
Spanish, Italian, Norse and Greeks settle all over Europe and
the Americas. But this expansion is not without incident, as
the virulent Rodent Plague breaks out in Italy, carried across
the ocean to Central America by the Mercenaries, now
resembling man sized Rodents. Exodus sees the decline of the
oldest races of Domaine and an avalanche of new factions and
creatures, warped beyond imagination, who engulfed their
empires. The Age of Migrations has come and Domaine will
never be the same. There are new races who have been
watching Domaine for some time and they are Not From
Around Here…
Geography of Domaine (Exodus)

Nature Elves & Weald Giants: Forested regions


Weald Giants: Arrives in German Alps
Mutant Cloven: Forested regions
Jungle Reptiles & ‘Coatl’: South America
Cave Lizards, Troglodytes & Dino Beasts: Mountainous
Regions- underground in Caverns
Trolls: Arrives in Balkans, Switzerland, Belgium & Holland
Ogres, Giants: Carpathian Mountains, Forested regions
Weres: Norse Lands, Forested Regions (Nature Elves)
Grim Dwarfs: German to Carpathian Mountains
Starving Ghouls: Wherever the Men of the Provincial Empire
fall in battle, Graveyards (Night), Charnel Houses
Hungry Dead ‘Spirits’: Cemeteries, Graveyards, Tombs etc
Ducal Brigands & Spanish Bandits: Forested regions
Marine Elves: Coastal regions, Arrives in United Kingdom
Coastal Elves: Coastal regions
Corrupt Elves: Arrives in Coastal Regions
Gnomes: Underground in German and Carpathian Mountains

The Continent- Europe


Switzerland, Belgium & Holland: Marine Elves, Grim Dwarfs,
Provincial Imperials, Lazy Halflings
Spain: Desert Oranges, Nomad Cloven
France: Marine Elves, Ducal Camelot
Germany: Provincial Imperials, Nomad Cloven, Nature
Elves
Italy: Lazy Halflings, Imperial Mercenaries, Rodents
United Kingdom: Giants, Ducal Camelot, Gnomes
Baltic Coast: Provincial Imperials, Hungry Dead
Eastern Europe: Steppe Cossacks, Nomad Cloven,
Vampires
Russia: Steppe Cossacks, Steppe Norkers, Provincial
Imperials, Nomad Cloven
The 7 ‘Stan Nations: Steppe Cossacks, Steppe Norkers,
Provincial Imperials, Nomad Cloven
Balkans: Grim Dwarfs, Dominator Dwarfs, Ogres, Tribals
Sinai Coast: Desert Oranges, Tribals
Turkey: Steppe Cossacks, Steppe Norkers, Tribals
Arabia: Desert Oranges
Far East: Desert Oranges, Tribals
North Africa: Desert Oranges, Hungry Dead

Norse Lands (Denmark, Sweden, Norway, Finland,


Greenland, Iceland and Svalbard): Tratiors, Norse, Trolls,
Norse Dwarfs, Nomad Cloven, Giants, Ogres, Weres,
Mammoths

The Americas- Western Lands


Texas: Red Indians
Mexico: Red Indians
Caribbean Islands: Mutant Harpies, Corrupt Elves
Canada: Red Indians, Blue Indians
Alaska: Red Indians, Nature Elves
Northern USA: Red Indians, Corrupt Elves, Nomad Cloven
Original 13 States of USA: Corrupt Elves
Southern USA- Bayou: Corrupt Elves, Red Indians, Norse
Dwarfs
East Coast USA: Nature Elves
Central America: Imperial Mercenaries, Rodents
South America: Jungle Reptiles, Pygmies
Guyana, Suriname, French Guyana: Norse, Imperial
Mercenaries

The East- Asia


Japan: Feudal Jin
China: Feudal Jin, Steppe Norkers, Lesser Kobolds, Giants

The South- Africa


Steppe Norkers, Weres, Shadow Indians

Swamp Fimir: Bayou- Deep South USA, Coastal Europe


Jungle Reptile Centaurs: Forested regions (Nature Elves)
Neutral Territories
Madagascar, Indonesia, PNG, Philippines
Indian Subcontinent
Australia & New Zealand
Korea, Indochina, Mongolia

Mercenary Colonist Migrations (includes units from


Army Men- Domaine):
Greek Hoplites: Arrives in Cyrenacia, Nicaea,
Constantinople, Crimea, Trebizond, Georgia, Corsica,
Sardinia, Valencia, Marseilles, Khazar, Kiev, Serbia, Croatia,
Crete, Rhodes and Cyprus

Mercenary Pirates (Army Men PAZCIK): Arrives in Sicily

Italian Pikemen, Italian Mercenary Knights, Italian


Crossbowmen: Arrives in Italy

Conquistador Pikemen, Spanish Bandits & Horsemen:


Arrives in Spain, Carribean, USA, Central America, South
America, Holland, Cuba, Puerto Rico, Jamaica and Sardinia

Savage Norsemen and Nordic Raiders: Arrives in South


America, Baltic, Northern coast of Europe, Coastal Spain
(excluding Portugal), Morocco, Tunisia, Finland, Corsica,
Sardinia, Naples, Sicily, Russia, Crimea, Bulgaria, Kiev,
Moldavia, United Kingdom, Iceland, Greenland

Warrior Women and Amazons: Arrives in Russia, Romania,


Bulgaria, Wallachia, Moldavia, Kiev
Neutral Units (Exodus)

Bear: German and Carpathian Mountains, USA Mountains,


Forested regions
Eagles: Peaks of German Alps
Dragon: German and Carpathian Mountains, Western China,
Arabia
Mutant Harpy ‘Bird Woman’: Carpathian Mountains,
Caribbean Islands, Forested Regions (Nomad Cloven), Lands
of Provincial Empire and Ducal Camelot

Centaurs: Russian Steppe, 7 ‘Stan Nations


Giant Bat, Bat Swarm: Eastern Europe Forests
Norker Hound: Eastern Europe, 7 ‘Stan Nations
Wild Horse: Eastern Europe, 7 ‘Stan Nations, Russia,
Introduced to Europe, South America, North and Central
China, Norse Lands, Balkans and Arabia

Cougar: USA
Pack Wolf: Arabia, Europe, Common in USA
Wolf: Norse Lands, Russia Steppe

Coatl, Jungle Sabretooth: South America


Culchan: South America Grasslands
Cave Dino Beast, Dino Hound: Caverns of the Americas
Giant Frog: Amazon River
Giant Leech: South America Jungle, Africa and China Jungles
Giant Tick, Swarm: South America, Africa & China Jungles
Jaguar: South America Jungle
Giant Snail: Europe Forests, Africa and South America
Jungle, Hibernates through Winter

Giant Spider: Forests of USA, China, South America and


Mountain Ranges, Forests of France and Germany
Lion: Africa, parts of Arabia (Mutant Winged Manticores too)
Leopard: Africa, West China
Panther: Africa, West China
Tiger: China, Eastern Europe, The 7 ‘Stan’ Nations
Panda Bear: China Highlands
Boar, War Boar: Europe and China Forests, Lands of Tribals

Slavering Wolf: Forested regions (Night time)


Giant Wolf: Russia Steppe, Lands of Tribals
Warhound: Lands of Nature Elves, Marine Elves and Tribals,
Lands of Nordic Raiders
Wild Cat: Forested Regions of Europe (Nature Elves), Europe
Mountains

Mutant Norker Hound: Norse Lands, Europe Forests, Lands


of Steppe Norkers, Arrived in Exodus

Mutant Chimera: Norse Lands, Carpathian Mountains

Mutant Wyvern: Norse Lands, German and Carpathian


Mountains, Arrived with Traitors.

Traitor Griffon, Mutant Hippogriff: Arrived with Traitors


and Nomad Cloven, Colonies in European, African, Chinese,
South American and Carpathian Mountains

Mutant Hydra: Arrived with Traitors, Norse Lands, Caverns


and Dark Caves

The following units arrived with Traitors: Norse Lands


Traitor Mutant Hound
Traitor Mutant Steed
Mutant Cockatrice
Mutant Gorgon
Mutant Jabberwock
Mutant Winged Manticore

Traitor Kobolds: Arrived with Traitors, Norse Lands


Traitor Cultists: France, United Kingdom, Germany,
Switzerland, Holland, Belgium, Baltic Coast, The 7 ‘Stan’
Nations (Lands of Provincial Empire & Ducal Camelot),
Forested regions with Nomad Cloven or Norse Lands

Gigantic Scorpion: South America, Deserts


Ki-Rin, Eastern Temple Dog Statue: China

Giant Rat, Rat Swarm, Wolf-Rat: Underground Norse


Lands, USA, German and Carpathian Mountains. Arrived in
Exodus

Snake Swarm: Underground, Desert, Forest, Jungle,


Swamps, Grassy areas

Rat Swarm: Underground Norse Lands, USA, German and


Carpathian Mountains

Lizard Swarm: Desert, Prairie, Forest, Rocky areas, Marsh,


In Trees

Beetle Swarm: Plants, Gardens, Ponds, Lakes, Grain Fields

Frog Swarm: Anywhere with water, Jungle

Toad Swarm: Jungle, Anywhere with a water source

Ant Swarm: Underground, Mounds in Wood, Plants or Trees

Death Vultures: German and Carpathian Mountains, Norse


Lands, Arrived with Traitors

Hungry Ghosts: Bayou- Deep South USA, Haunted House,


Cemeteries, Graveyards

Hungry Dead Knights: Haunted Castles, Tombs

Hungry Wraiths: Tombs, Ruins


Corrupt Elves:
Universal Bonuses and Penalties for Corrupt Elves:

+1 to Hit when Charging


+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Elven Speed: When Running (Shooting Phase or Victory


Run), Corrupt Elf units can Run D6 + ’2’

Eternal Rivalry:
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds (Crazed so must move toward the Elves
as fast as possible and Charge them if in range, Does NOT
need to do this if Corrupt Elves are in a Defended Obstacle or
manning a barricade of any kind). Also gains +1 to CCR
rolls when fighting these Elves listed above and +1 to
Hit against them in Close Combat.
Dino Beast:
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific)

Brainless (Roll a 2D6 at the start of each of your Player turns


for this unit, on a 9+ they are Being Brainless. If in Close
Combat half of the models stop fighting but odd models will
fight on a 4+ in your Close Combat phase; if NOT in Close
Combat roll a D6, on a 4+ they just stand there. On a 1-3
they Move forward ‘4’ and will Charge ANYTHING in the way,
including friendly and enemy units and terrain. While Being
Brainless, they are Dauntless)
Corrupt Elf HERO Units:
Limit of 8 Corrupt Elf Mages (Battle Abilities)
Limit of 8 Corrupt Elf Mages (Necromantic Abilities)
Limit of 8 Corrupt Elf Mages (Ranked Daimon Abilities)
Limit of 8 Corrupt Elf Mages (Illusionist Abilities)

Corrupt Elf Mage (Battle): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Corrupt Elf Mages can pool their Energy together
though (represented by dice or tokens). Each Corrupt Elf
Mage has 1 Battle Ability each, See page 8 to 18 of Army Men-
Exodus for Battle Abilities

Corrupt Elf Mage (Necromantic): 78pts


Energy = 10 or 3D6- T3, W1, S4, I6, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Corrupt Elf Mages can pool
their Energy together though (represented by dice or tokens).
Each Corrupt Elf Mage has 1 Necromantic Ability each, See
page 28 to 31 of Army Men- Exodus for Necromantic Abilities

Corrupt Elf Mage (Ranked Daimon): 78pts


Energy = 10 or 3D6- T3, W1, S4, I6, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Corrupt Elf Mages can pool
their Energy together though (represented by dice or tokens).
Each Corrupt Elf Mage has 1 Ranked Daimon Ability each, See
page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities
Corrupt Elf Mage (Illusionist): 78pts, Energy = 10 or 3D6
T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC, -
1 to Armour Saves in CC, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Corrupt Elf Mages can pool their Energy together though
(dice or tokens). Each Corrupt Elf Mage has 1 Illusionist Ability
each, See page 38 to 41 of Army Men- Exodus for Illusionist
Abilities
Corrupt Elf CORE Units:
Limit of 100 Corrupt Elves with Blades and Shields
Limit of 30 Corrupt Elves with 2H Swords
Limit of 30 Corrupt Elves with Halberds
Limit of 60 Corrupt Elves with Crossbows and Shields
Limit of 20 Corrupt Elves with Multi-Crossbows and Shields
Limit of 20 Corrupt Elves with Crossbows and 2H Swords
Limit of 60 Corrupt Temple Elves with Twin Blades
Limit of 30 Corrupt Temple Elves with Twin Poisoned Blades
Limit of 30 Corrupt Temple Elves with Crossbows
Limit of 1 unit of Marine Elf Slaves with Blades
Limit of 1 unit of Human Slaves with Clubs
Limit of 1 Corrupt Elf Slave Driver per Slave unit

Corrupt Elf with Blade and Shield: 11pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default

Corrupt Elf with 2H Sword: 13pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves

Corrupt Elf with Halberd: 13pts


T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -1 to Armour Saves, I7 against Cavalry and Flyers

Corrupt Elf with Crossbow and Shield: 14pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on 4+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Corrupt Elf with Multi-Crossbow and Shield: 15pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S3,
2 Shots, Hits on 5+ by Default), Armed with Multi-Crossbow
(Auto, ‘16’, S3, 2 Shots)
Corrupt Elf with Crossbow and 2H Sword: 15pts
T3, W1, S4, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, -2 to Armour Saves in Close Combat,
Reflex Shots (S4, Hits on 4+ by Default), Armed with
Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves)

Corrupt Temple Elf with Twin Blades: 11pts


T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above)

Corrupt Temple Elf with Twin Poisoned Blades: 14pts


T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 4+ by Default in CC (includes +1 to Hit Bonus), Poisoned
Attacks (S4 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!, +1
to Saves (included above)

Corrupt Temple Elf with Crossbow: 13pts


T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Armed with Crossbow
(Heavy, ‘30’, S4, -1 to Armour Saves), Reflex Shots (S4,
Hits on 4+ by Default), Slaughter Them!, +1 to Saves
(included above)
Marine Elf Slave with Blade: 3pts
T3, W1, S2, I6, A1, No Save, Hits on a 4+ by Default,
Expendable (If a unit of Slaves is beaten in CC and fails their
CCR roll, this will not affect any other unit), Revolting Slaves
(Roll a D6 at the beginning of each Movement Phase for a
Slave unit, on a 1, there is a problem. On a 1 or 2- Uprising,
they Attack the Slave Driver immediately. If they kill the Slave
Driver, they become Crazed and attack all enemy units,
preferring Corrupt Elf units. On a 3 or 4- Exhaustion, they
become ‘Slow’. Human Slaves are already ‘Slow’ so they can
Run, Charge and Victory Run up to ‘3’. On a 5-6- It’s A
Slaughterhouse! The Slave unit must roll 2D6 against the
Slave Driver, if they lose, they are all cut down. If they win,
they flee ‘2D6’ per turn toward the nearest exit from the
battlefield. They are also Dauntless, Mercy for Elf Slaves
(If a Marine Elf Slave unit is attacked by a unit from the
following armies: Marine Elves, Coastal Elves or Nature Elves,
the enemy will suffer -1 to Hit against Marine Elf Slaves in
Close Combat

Human Slave with Blade: 2pts


T3, W1, S2, I3, A1, No Save, Hits on a 5+ by Default, Slow,
Expendable, Revolting Slaves, Mercy for Human Slaves
(If a Human Slave unit is attacked by a unit from the following
armies: Provincial Empire, Ducal Camelot, Imperial
Mercenaries, Classical Mercenaries or Steppe Cossacks, the
enemy will suffer -1 to Hit against Human Slaves in Close
Combat

Corrupt Elf Slave Driver with Shield: 15pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default,
Armed with Whip (Can Attack within ‘3’ of friendly models in
CC), Chow Time (Slave Drivers can feed 1 Slave per Corrupt
Elf Knight or Corrupt Elf Lord model in a unit to make them
Immune to the Brainless rule for the battle)
Corrupt Elf Specialist Units:
Limit of 40 Corrupt Elf Knights with Blades and Shields
Limit of 40 Corrupt Elf Knights with Lances and Shields
Limit of 40 Corrupt Elf Knights w/ Blades, Shields & Crossbows
Limit of 15 Corrupt Elf Knights w/ Blades, Shields & Multi-
Crossbows
Limit of 25 Corrupt Elf Scouts with Blades and Shields
Limit of 25 Corrupt Elf Scouts with Crossbows
Limit of 25 Corrupt Elf Scouts with Crossbows
Limit of 40 Corrupt Elf Lords with Blades and Shields
Limit of 40 Corrupt Elf Lords with Lances and Shields
Limit of 40 Corrupt Elf Lords with Crossbows & Shields
Limit of 15 Corrupt Elf Lords with Multi- Crossbows & Shields
Limit of 40 Corrupt Elf Riders with Blades and Shields
Limit of 40 Corrupt Elf Riders with Lances and Shields on
Barded Horses
Limit of 40 Corrupt Elf Riders with Blades, Shields &
Crossbows
Limit of 20 Corrupt Elf Riders with Multi-Crossbows on Barded
Horses
Limit of 30 Corrupt Elf Nobles with Lances and Shields
Limit of 20 Corrupt Elf Nobles with Lances and Shields on
Barded Warhorses
Limit of 30 Corrupt Elf Nobles with Lances, Shields and
Crossbows
Limit of 30 Corrupt Elf Nobles with Lances, Shields and Multi-
Crossbows
Corrupt Elf Knight with Blade and Shield: 35pts- Move ‘9’
T4, W2, S3, I6, A1, 4+ Armour Save, Dino Beast is S4 I1 A2
and Hits on a 4+ by Default in CC and has -3 to Armour Saves
in CC, Dino Beast is Brainless and will NOT attack Aztec
Dinosaur or Jungle Reptile units, Pirate Elf Knights or Aztec
Geckos on Horned Beasts, Dino Beast is also Terrific (Enemy
units suffer a -1 to Hit against them penalty in Close Combat
unless: Dauntless or Terrific), Half of a Dino Beast’s Attacks
are ‘Bite Attacks’, rounding up (so A3 means 2 ‘Bites’)
Knight Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat), Cavalry, Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat

Corrupt Elf Knight with Lance and Shield: 39pts- Move


‘9’- T4, W2, S3, I6, A1, 4+ Armour Save, Dino Beast is S4 I1
A2 and Hits on a 4+ by Default in CC and has -3 to Armour
Saves in CC, Dino Beast is Brainless and will NOT attack
Aztec Dinosaur or Jungle Reptile units, Pirate Elf Knights or
Aztec Geckos on Horned Beasts, Dino Beast is also Terrific
(Enemy units suffer a -1 to Hit against them penalty in Close
Combat unless: Dauntless or Terrific), Half of a Dino Beast’s
Attacks are ‘Bite Attacks’, rounding up (so A3 means 2 ‘Bites’)
Knight Hits on a 2+ by Default in CC, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat,
Knight is I9, S5 and -3 to Armour Saves on Charge ONLY
Corrupt Elf Knight with Crossbow and Shield: 41pts
Move ‘9’- T4, W2, S3, I6, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Knight Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat), Cavalry, Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat, Hits on 3+ in Shooting, Reflex
Shots (S4, Hits on 4+ by Default), Armed with Crossbow
(Heavy, ‘30’, S4, -1 to Armour Saves)

Corrupt Elf Knight with Multi-Crossbow and Shield:


43pts- Move ‘9’, T4, W2, S3, I6, A1, 4+ Armour Save, Dino
Beast is S4 I1 A2 and Hits on a 4+ by Default in CC and has
-3 to Armour Saves in CC, Dino Beast is Brainless and will
NOT attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Knight Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat), Cavalry, Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat, Hits on 4+ in Shooting, Reflex
Shots (S3, 2 Shots, Hits on 5+ by Default), Armed with
Multi-Crossbow (Auto, ‘16’, S3, 2 Shots)

Armoured Corrupt Elf Scout with Blade and Shield:


16pts- T3, W1, S3, I6, A1, 6+ Dodge Save, 5+ Armour Save,
+1 to Cover Saves, Hits on 3+ in Close Combat
Corrupt Elf Scout with Crossbow: 16pts
T3, W1, S3, I6, A1, 6+ Dodge Save, +1 to Cover Saves, Hits
on 3+ in Shooting and Close Combat, Reflex Shots (S4, Hits
on 4+ by Default), Armed with Crossbow (Heavy, ‘30’, S4, -
1 to Armour Saves)

Corrupt Elf Scout with Multi-Crossbow: 17pts


T3, W1, S3, I6, A1, 6+ Dodge Save, +1 to Cover Saves, Hits
on 3+ in Close Combat, Hits on 4+ in Shooting, Reflex Shots
(S3, 2 Shots, Hits on 5+ by Default), Armed with Multi-
Crossbow (Auto, ‘16’, S3, 2 Shots)

Corrupt Elf Lord with Blade and Shield: 39pts


Move ‘9’- T4, W2, S4, I7, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Lord Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat) and has -1 to Armour Saves, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat
Corrupt Elf Lord with Lance and Shield: 43pts
Move ‘9’- T4, W2, S4, I7, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Lord Hits on a 2+ by Default in CC and has -1 to Armour
Saves, Cavalry, Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat, Lord is I10, S6 and -4 to
Armour Saves on Charge ONLY

Corrupt Elf Lord with Blade, Shield and Crossbow: 45pts


Move ‘9’- T4, W2, S4, I7, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Lord Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat) and has -1 to Armour Saves, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat,
Hits on 3+ in Shooting, Reflex Shots (S4, Hits on 4+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)
Corrupt Elf Lord with Blade, Shield and Multi-Crossbow:
47pts- Move ‘9’, T4, W2, S4, I7, A1, 4+ Armour Save, Dino
Beast is S4 I1 A2 and Hits on a 4+ by Default in CC and has
-3 to Armour Saves in CC, Dino Beast is Brainless and will
NOT attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Lord Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat) and has -1 to Armour Saves, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat,
Hits on 4+ in Shooting, Reflex Shots (S3, 2 Shots, Hits on
5+ by Default), Armed with Multi-Crossbow (Auto, ‘16’, S3,
2 Shots)

Corrupt Elf Rider with Blade and Shield: 22pts, Moves ‘9’
T3, W2, S3, I6, A1, 4+ Armour Save, Cavalry, Hits on 2+ in
Close Combat

Corrupt Elf Rider with Lance and Shield on Barded


Horse: 34pts, Moves ‘9’- T3, W2, S3, I6, A1, 3+ Armour
Save, Cavalry, I9, S5 and -3 to Armour Saves on Charge
ONLY, Hits on 3+ in Close Combat

Corrupt Elf Rider with Blade, Shield and Crossbow:


28pts Moves ‘9’, T3, W2, S3, I6, A1, 4+ Armour Save,
Cavalry, Hits on 2+ in Close Combat, Hits on 3+ in Shooting,
Reflex Shots (S4, Hits on 4+ by Default), Armed with
Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves)

Corrupt Elf Rider with Multi-Crossbow on Barded Horse:


38pts- Moves ‘9’, T3, W2, S3, I6, A1, 4+ Armour Save,
Cavalry, Hits on 2+ in Close Combat, Hits on 4+ in Shooting,
Reflex Shots (S3, 2 Shots, Hits on 5+ by Default), Armed
with Multi-Crossbow (Auto, ‘16’, S3, 2 Shots)
Corrupt Elf Noble with Lance and Shield: 33pts
Moves ‘9’- T3, W2, S4, I7, A1, 4+ Armour Save, Cavalry,
I10 S6 and -4 to Armour Saves on Charge ONLY, Warhorse is
S4 I1 A1 -1 to Armour Saves in Close Combat, Noble is S4 -1
to Armour Saves at all other times.

Corrupt Elf Noble with Lance and Shield on Barded


Warhorse: 41pts- Moves ‘9’- T3, W2, S4, I7, A1, 3+ Armour
Save, Cavalry, I10 S6 and -4 to Armour Saves on Charge
ONLY, Warhorse is S4 I1 A1 -1 to Armour Saves in Close
Combat, Noble is S4 -1 to Armour Saves at all other times.

Corrupt Elf Noble with Lance, Shield and Crossbow:


39pts Moves ‘9’, T3, W2, S3, I6, A1, 4+ Armour Save,
Cavalry, Hits on 2+ in Close Combat, Hits on 3+ in Shooting,
Reflex Shots (S4, Hits on 4+ by Default), Armed with
Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves), I10 S6 and
-4 to Armour Saves on Charge ONLY, Warhorse is S4 I1 A1 -
1 to Armour Saves in Close Combat, Noble is S4 -1 to Armour
Saves at all other times.

Corrupt Elf Noble with Lance, Shield and Multi-


Crossbow: 41pts- Moves ‘9’, T3, W2, S3, I6, A1, 4+ Armour
Save, Cavalry, Hits on 2+ in Close Combat, Hits on 4+ in
Shooting, Reflex Shots (S3, 2 Shots, Hits on 5+ by Default),
Armed with Multi-Crossbow (Auto, ‘16’, S3, 2 Shots), I10
S6 and -4 to Armour Saves on Charge ONLY, Warhorse is S4
I1 A1 -1 to Armour Saves in Close Combat, Noble is S4 -1 to
Armour Saves at all other times.
Corrupt Elf Heavy Units:
Limit of 6 Corrupt Elf Assassins
Limit of 4 Corrupt Elf Multi-Ballistae
Limit of 1 Corrupt Elf Cauldron
No Limit on Corrupt Elf Artillery Crew
Limit of 3 Corrupt Elf Quad Ballistae with 4 Crew

Corrupt Elf Assassin with Twin Poisoned Blades: 48pts


T3, W1, S4, I7, A2, 6+ Armour Save, Hits on a 2+ by Default
in CC, Poisoned Attacks (S4 against all enemy units that are
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Sudden Strike (Assassin units are revealed in their
Corrupt Elf infantry unit (not Flyers) when they enter Close
Combat for the first time. If the unit hiding an Assassin is
destroyed, the Assassin is assumed to escape)

Corrupt Elf Multi-Ballista with 2 Crew: 58pts


T3, W1, S3, I6, A1, 6+ Armour Save (2 Corrupt Elf Crew)
Corrupt Elf Multi-Ballista cannot be targeted, Artillery,
Corrupt Elves hit on a 3+ by Default in CC, Hits on 3+ in
Shooting, Armed with Multi-Ballista (Heavy, ‘24’, S3, 6
shots)
Corrupt Elf Cauldron with 5 Temple Elf Guards: 100pts
T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless,
Artillery, Guarded by 5 Corrupt Temple Elves with Twin
Blades, Cauldron cannot be destroyed BUT if all 5 of the
Temple Elf Guards are slain, the Cauldron is removed.
However, if there are 5 Temple Elves in the enemy army, they
can take control of the Cauldron (See Commandeering
Artillery)

Bloodthirsty: Corrupt Elf Units within ‘12’ of the Corrupt Elf


Cauldron now Hate ALL units (so gains +1 to CCR rolls and
+1 to Hit in Close Combat).

Corrupt Elf Artillery Crew: 14pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting

Corrupt Elf Quad Ballista with 4 Crew: 106pts


T3, W1, S3, I6, A1, 6+ Armour Save (4 Corrupt Elf Crew)
Corrupt Elf Quad Ballista cannot be targeted, Artillery,
Corrupt Elves hit on a 3+ by Default in CC, Hits on 3+ by
Default in Shooting, Reflex Shots (S3, 6 Shots, Hits on 4+ by
Default)

Quad Bolts- 4 Crew (Heavy, ‘48’, S5 -2 to Armour Saves, 3


shots, Deals 3 Wounds if unsaved)
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 30 Corrupt Elf Skirmishers with Crossbows


Limit of 30 Corrupt Elf Skirmishers with Multi-Crossbows
Limit of 30 Corrupt Elf Scout Skirmishers with Blades and
Shields
Limit of 30 Corrupt Elf Scout Skirmishers with Crossbows
Limit of 30 Corrupt Elf Scout Skirmishers with Crossbows

Corrupt Elf Skirmisher with Crossbow: 13pts, Moves ‘9’


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on 4+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Corrupt Elf Skirmisher with Multi-Crossbow: 14pts


Moves ‘9’- T3, W1, S3, I5, A1, 5+ Armour Save, Hits on a 3+
by Default in CC and in Shooting, Reflex Shots (S3, 2 Shots,
Hits on 4+ by Default), Armed with Multi-Crossbow (Auto,
‘16’, S3, 2 Shots)

Armoured Corrupt Elf Scout Skirmisher w/ Blade &


Shield: 16pts- Moves ‘9’- T3, W1, S3, I6, A1, 6+ Dodge Save,
5+ Armour Save, +1 to Cover Saves, Hits on 3+ in Close
Combat

Corrupt Elf Scout Skirmisher with Crossbow: 16pts


Moves ‘9’- T3, W1, S3, I6, A1, 6+ Dodge Save, +1 to Cover
Saves, Hits on 3+ in Shooting and Close Combat, Reflex
Shots (S4, Hits on 4+ by Default), Armed with Crossbow
(Heavy, ‘30’, S4, -1 to Armour Saves)
Corrupt Elf Scout Skirmisher with Multi-Crossbow:
17pts- Moves ‘9’- T3, W1, S3, I6, A1, 6+ Dodge Save, +1 to
Cover Saves, Hits on 3+ in Close Combat, Hits on 4+ in
Shooting, Reflex Shots (S3, 2 Shots, Hits on 5+ by Default),
Armed with Multi-Crossbow (Auto, ‘16’, S3, 2 Shots)

Corrupt Elf Mercenary Units


(Up to 33% of your Army Cost)
Feudal Jin Mercenaries
Steppe Norker Mercenaries
Brawler Ogre Mercenaries
Limit of 12 Death Dwarf Royal Guards
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields

Corrupt Elf Allied Units:


(Up to 33% of your Army Cost)
Traitors, Nomad Cloven and Dominator Dwarfs
Rodents
Fimir
Hungry Dead
Corrupt Elf Host Units:
(Up to 25% of your Army Cost)
Limit of 20 Dino Beasts
Limit of 30 Dino Beast Hounds
Limit of 1 Dragon
Limit of 30 Giant Bats
Limit of 30 Giant Leeches
Limit of 8 Gigantic Scorpions
Limit of 8 Giant Spiders
Limit of 1 Swarm Unit
Limit of 20 Warhounds
Limit of 8 Hungry Ghosts
Limit of 1 Hungry Spectre
Limit of 1 Mounted Hungry Spectre
Limit of 2 Hungry Dead Knights
Limit of 2 Hungry Wraiths
Limit of 6 Mutant Traitor Hounds
Limit of 1 Mutant Chimera
Limit of 2 Cockatrices
Limit of 2 Griffons
Limit of 6 Mutant Harpy ‘Bird Women’
Limit of 1 Hippogriff
Limit of 1 Hydra
Limit of 1 Jabberwock
Limit of 1 Manticore
Limit of 2 Wyverns
Corrupt Elf Allied Hero Units:
Limit of 1 Corrupt Elf Mage Champion (Battle)
Limit of 1 Corrupt Elf Mage Champion (Necromantic)
Limit of 1 Corrupt Elf Mage Champion (Ranked Daimon)
Limit of 1 Corrupt Elf Mage Champion (Illusionist)

Corrupt Elf Mage Champion (Battle): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Corrupt Elf Mages can pool
their Energy together though (represented by dice or tokens).
Each Corrupt Elf Mage Champion has 1 Battle Ability each,
See page 8 to 18 of Army Men- Exodus for Battle Abilities

Corrupt Elf Mage Champion (Necromantic): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Corrupt Elf Mages can pool
their Energy together though (represented by dice or tokens).
Each Corrupt Elf Mage Champion has 2 Necromantic Abilities
each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities

Corrupt Elf Mage Champion (Ranked Daimon):


118pts, Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save,
Hits on a 2+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Corrupt Elf Mages
can pool their Energy together though (represented by dice
or tokens). Each Corrupt Elf Mage Champion has 2 Ranked
Daimon Abilities each, See page 34 to 37 of Army Men-
Exodus for Ranked Daimon Abilities
Corrupt Elf Mage Champion (Illusionist): 118pts
Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Corrupt Elf Mages can pool
their Energy together though (represented by dice or tokens).
Each Corrupt Elf Mage Champion has 1 Illusionist Ability each,
See page 38 to 41 of Army Men- Exodus for Illusionist Abilities
Corrupt Elf Allied Contingent:
Limit of 30 Corrupt Temple Elves with Twin Blades
Limit of 30 Corrupt Temple Elves with Twin Poisoned Blades
Limit of 20 Corrupt Temple Elves with Crossbows
Limit of 60 Corrupt Elves with Blades and Shields
Limit of 20 Corrupt Elves with 2H Swords
Limit of 20 Corrupt Elves with Crossbows and Shields
Limit of 10 Corrupt Elf Nobles with Lances and Shields
Limit of 10 Corrupt Elf Nobles w/ Lances and Shields on
Barded Warhorses
Limit of 10 Corrupt Elf Nobles w/ Lances, Shields and
Crossbows
Limit of 10 Corrupt Elf Nobles w/ Lances, Shields and Multi-
Crossbows
Limit of 10 Corrupt Elf Lords with Blades and Shields
Limit of 10 Corrupt Elf Lords with Lances and Shields
Limit of 10 Corrupt Elf Lords w/ Blades, Shields & Crossbows
Limit of 10 Corrupt Elf Lords w/ Blades, Shields & Multi-
Crossbows

Eternal Rivalry:
Hates Marine Elf, Coastal Elf Elven Navy, Nature Elf and Fay
Elf units of all kinds (Crazed so must move toward the Elves
as fast as possible and Charge them if in range, Does NOT
need to do this if Corrupt Elves are in a Defended Obstacle or
manning a barricade of any kind), Also gains +1 to CCR
rolls when fighting these Elves listed above and +1 to
Hit against them in Close Combat.
Corrupt Temple Elf with Twin Blades: 11pts
T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above)

Corrupt Temple Elf with Twin Poisoned Blades: 14pts


T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 4+ by Default in CC (includes +1 to Hit Bonus), Poisoned
Attacks (S4 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!, +1
to Saves (included above)

Corrupt Temple Elf with Crossbow: 13pts


T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Armed with Crossbow
(Heavy, ‘30’, S4, -1 to Armour Saves), Reflex Shots (S4,
Hits on 4+ by Default), Slaughter Them!, +1 to Saves
(included above)

Corrupt Elf with Blade and Shield: 11pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default

Corrupt Elf with 2H Sword: 13pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves

Corrupt Elf with Crossbow and Shield: 14pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on 4+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)
Corrupt Elf Noble with Lance and Shield: 33pts
Moves ‘9’- T3, W2, S4, I7, A1, 4+ Armour Save, Cavalry,
I10 S6 and -4 to Armour Saves on Charge ONLY, Warhorse is
S4 I1 A1 -1 to Armour Saves in Close Combat, Noble is S4 -1
to Armour Saves at all other times.

Corrupt Elf Noble with Lance and Shield on Barded


Warhorse: 41pts- Moves ‘9’- T3, W2, S4, I7, A1, 3+ Armour
Save, Cavalry, I10 S6 and -4 to Armour Saves on Charge
ONLY, Warhorse is S4 I1 A1 -1 to Armour Saves in Close
Combat, Noble is S4 -1 to Armour Saves at all other times.

Corrupt Elf Noble with Lance, Shield and Crossbow:


39pts Moves ‘9’, T3, W2, S3, I6, A1, 4+ Armour Save,
Cavalry, Hits on 2+ in Close Combat, Hits on 3+ in Shooting,
Reflex Shots (S4, Hits on 4+ by Default), Armed with
Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves), I10 S6 and
-4 to Armour Saves on Charge ONLY, Warhorse is S4 I1 A1 -
1 to Armour Saves in Close Combat, Noble is S4 -1 to Armour
Saves at all other times.

Corrupt Elf Noble with Lance, Shield and Multi-


Crossbow: 41pts- Moves ‘9’, T4, W1, S3, I6, A1, 4+ Armour
Save, Cavalry, Hits on 2+ in Close Combat, Hits on 4+ in
Shooting, Reflex Shots (S3, 2 Shots, Hits on 5+ by Default),
Armed with Multi-Crossbow (Auto, ‘16’, S3, 2 Shots), I10
S6 and -4 to Armour Saves on Charge ONLY, Warhorse is S4
I1 A1 -1 to Armour Saves in Close Combat, Noble is S4 -1 to
Armour Saves at all other times.
Corrupt Elf Lord with Blade and Shield: 39pts
Move ‘9’- T4, W2, S4, I7, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Lord Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat) and has -1 to Armour Saves, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat

Corrupt Elf Lord with Lance and Shield: 43pts


Move ‘9’- T4, W2, S4, I7, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Lord Hits on a 2+ by Default in CC and has -1 to Armour
Saves, Cavalry, Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat, Lord is I10, S6 and -4 to
Armour Saves on Charge ONLY
Corrupt Elf Lord with Blade, Shield and Crossbow: 45pts
Move ‘9’- T4, W2, S4, I7, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Lord Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat) and has -1 to Armour Saves, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat,
Hits on 3+ in Shooting, Reflex Shots (S4, Hits on 4+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Corrupt Elf Lord with Blade, Shield and Multi-Crossbow:


47pts- Move ‘9’, T4, W2, S4, I7, A1, 4+ Armour Save, Dino
Beast is S4 I1 A2 and Hits on a 4+ by Default in CC and has
-3 to Armour Saves in CC, Dino Beast is Brainless and will
NOT attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’)
Lord Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat) and has -1 to Armour Saves, Cavalry, Foul Smell,
Hits on 4+ in Shooting, Reflex Shots (S3, 2 Shots, Hits on
5+ by Default), Armed with Multi-Crossbow (Auto, ‘16’, S3,
2 Shots)
Nature Elves:

Universal Bonuses and Penalties for Nature Elves:


+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Elves of the Forest:


Nature Elf units can move through Woods without penalty

Elven Speed: When Running (Shooting Phase or Victory


Run), Nature Elf units can Run D6 + ’2’
Nature Elf HERO Units:
Limit of 8 Nature Elf Mages (Battle Abilities)
Limit of 8 Nature Elf Mages (Elemental Abilities)
Limit of 8 Nature Elf Mages (Illusionist Abilities)
Limit of 3 Weald Giant Mages (Elemental Abilities)

Nature Elf Mage (Battle): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Nature Elf and Weald Giant Mages can pool their
Energy together though (represented by dice or tokens). Each
Nature Elf Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, 4+ Cover Save in
Woods

Nature Elf Mage (Elemental): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Nature Elf and Weald Giant Mages can pool their
Energy together though (represented by dice or tokens). Each
Nature Elf Mage has 1 Elemental Ability each, See page 19 to
27 of Army Men- Exodus for Elemental Abilities, 4+ Cover
Save in Woods

Nature Elf Mage (Illusionist): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Nature Elf and Weald Giant Mages can pool their
Energy together though (represented by dice or tokens). Each
Nature Elf Mage has 3 Illusionist Abilities each, See page 38
to 41 of Army Men- Exodus for Illusionist Abilities, 4+ Cover
Save in Woods
Weald Giant Mage (Elemental): 360pts, Moves ‘9’
T7, W6, S6, I2, A4, 5+ Armour Save, Hits on a 2+ by Default
in CC (+4 Bonus to Hit), Diehards, -5 to Armour Saves in
CC, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Armed with Big
Rock (Heavy, 12’, Deals D6 S5 Hits, -2 to Armour Saves),
Reflex Shots (Big Rock), Weak Against Fire (Fire Attacks
are +1 Strength against Weald Giants), Hates Tribals,
Steppe Norkers, Green Horde and any ‘Kobold’ unit
(gains +1 to CCR rolls when fighting these armies/units listed
above and +1 to Hit against them in Close Combat), Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Nature Elf and Weald Giant
Mages can pool their Energy together though (represented by
dice or tokens). Each Weald Giant Mage has 3 Elemental
Abilities each, See page 19 to 27 of Army Men- Exodus for
Elemental Abilities.
Nature Elf CORE Units:
Limit of 60 Nature Elf Warriors with Swords and Shields
Limit of 60 Nature Elf Warriors with Spears and Shields
Limit of 30 Nature Elf Warriors with Twin Blades
Limit of 30 Nature Elf Warriors with 2H Swords
Limit of 60 Nature Elf Archers with Elven Longbows
Limit of 20 Armoured Nature Elf Archers with 2H Swords
Limit of 20 Armoured Nature Elf Archers with Shields
Limit of 30 Forest Heart Archers with Elven Longbows
Limit of 30 Forest Heart Archers with Shields
Limit of 20 Nature Elf Guards with Elven Longbows
Limit of 20 Nature Elf Guards with Spears and Shields
Limit of 20 Nature Elf Guards with 2H Swords
Limit of 20 Nature Elf Guards with Elven Longbows and
Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
Nature Elf Warrior with Sword and Shield: 11pts
T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, 4+ Cover Save in Woods

Nature Elf Warrior with Spear and Shield: 12pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, 4+ Cover Save in Woods, I9 against Cavalry, I8 against
Flyers

Nature Elf Warrior with 2H Sword: 12pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves, 4+ Cover Save in Woods

Nature Elf Warrior with Twin Blades: 11pts


T3, W1, S3, I6, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, 4+ Cover Save in Woods

Nature Elf Archer with Elven Longbow: 11pts


T3, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC
and Shooting, Reflex Shots (S3, Hits on a 4+ by Default),
Armed with Elven Longbow (Auto, ‘36’, S3, -1 to Armour
Saves), 4+ Cover Save in Woods

Armoured Nature Elf Archer with 2H Sword: 15pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow, 4+ Cover Save in
Woods, -2 to Armour Saves in Close Combat

Armoured Nature Elf Archer with Shield: 14pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods
Forest Heart Archer with Elven Longbow: 12pts
T3, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC,
Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a 3+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods

Armoured Forest Heart Archer with Shield: 15pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a
4+ by Default), Armed with Elven Longbow (Auto, ‘36’, S3,
-1 to Armour Saves), 4+ Cover Save in Woods

Nature Elf Guard with Elven Longbow: 15pts


T3, W1, S3, I7, A1, 6+ Armour Save, Hits on a 3+ by Default,
Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a 3+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods

Nature Elf Guard with Spear and Shield: 17pts


T3, W1, S3, I8, A1, 6+ Armour Save, Hits on a 3+ by Default,
Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a 3+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods, I9 against Cavalry,
I8 against Flyers
Nature Elf Guard with 2H Sword: 17pts
T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a
3+ by Default), Armed with Elven Longbow, 4+ Cover Save
in Woods, -2 to Armour Saves in Close Combat

Nature Elf Guard with Elven Longbow and Shield: 16pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default,
Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a 3+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods

Royal Cloaked Nature Elf Archer with Shield: 13pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S4 -2 to Armour Saves,
Hits on a 4+ by Default), Armed with Elven Longbow (Auto,
‘36’, S3, -1 to Armour Saves), 4+ Cover Save in Woods, Elves
of the Forest (Nature Elf units can move through Woods
without penalty) Elven Speed (When Running (Shooting
Phase or Victory Run), Nature Elf units can Run D6 + ’2’),
Royal Archers (S4 -2 to Armour Saves in Shooting from ‘18’
or less incl. Reflex Shots)

Nature Elf ‘Doom’ Scout with Elven Longbow: 15pts


Moves ‘9’- T3, W1, S4, I7, A2, 5+ Dodge Save, Hits on a 2+
by Default in CC and Shooting, -1 to Armour Saves in CC,
Reflex Shots (S3, Hits on a 3+ by Default), Armed with
Elven Longbow (Auto, ‘36’, S3, -1 to Armour Saves), 4+
Cover Save in Woods, Elves of the Forest, Valorous
(Diehards), Elven Speed
’Wild’ Nature Elf Spearman of the Grove: 18pts
T3, W1, S4, I8, A1, 5+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves in CC, Hits on a 2+ by Default in
Shooting, Reflex Shots (S3, Hits on a 3+ by Default), Armed
with Elven Grove Longbow (Auto, ‘38’, S3, -2 to Armour
Saves), 4+ Cover Save in Woods, I9 against Cavalry and
Flyers, Elves of the Forest (Nature Elf units can move
through Woods without penalty) Elven Speed (When
Running (Shooting Phase or Victory Run), Nature Elf units can
Run D6 + ’2’), S5 and -2 to Armour Saves against Cavalry,
Hates Rodents AND Tribals (Crazed, Always Scores 10 at
least on CCR Rolls against these armies)
Nature Elf Specialist Units:
Limit of 40 Nature Elf Riders with Spears and Shields
Limit of 40 Nature Elf Riders with Javelins and Shields
Limit of 40 Nature Elf Riders with Elven Longbows and Shields
Limit of 20 Nature Elf Lords with Lances and Shields
Limit of 20 Nature Elf Lords with Lances on Barded Warhorses
Limit of 30 Nature Elf Scouts with Elven Longbows
Limit of 30 Nature Elf Scouts with Elven Longbows and Shields
Limit of 20 Nature Elf Falconers
Limit of 20 Nature Elf Falconers with Blades and Shields
Limit of 20 Nature Elf Falconers with 2H Swords
Limit of 6 Nature Elf Animal Keepers
Limit of 36 Bear Packs (Up to 6 Bears per Keeper)
Limit of 36 War Boar Packs (Up to 6 War Boars per Keeper)
Limit of 36 Warhound Packs (Up to 6 Warhounds per Keeper)
Limit of 36 Wild Cat Packs (Up to 6 Wild Cats per Keeper)
Limit of 8 Nature Elf Shapeshifters (Giant Wolves) with 2H
Limit of 8 Nature Elf Shapeshifters (Bears) with 2H
Limit of 8 Nature Elf Shapeshifters (War Boars) with 2H
Limit of 8 Nature Elf Shapeshifters (Giant Wolves) with Spears
Limit of 8 Nature Elf Shapeshifters (Bears) with Spears
Limit of 8 Nature Elf Shapeshifters (War Boars) with Spears
Limit of 40 Nature Elf Acrobats with Twin Swords
Limit of 40 Nature Elf Acrobats with Swords and Shields
Limit of 40 Nature Elf Acrobats with 2H Swords
Limit of 40 Nature Elf Acrobats with Flails
Limit of 40 Nature Elf Acrobats with Spears and Shields
Nature Elf Rider with Spear and Shield: 20pts
Move ‘9’- T3, W2, S3, I7, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, +1 to
Hit and S4 -1 to Armour Saves on Charge

Nature Elf Rider with Javelin and Shield: 22pts


Move ‘9’- T3, W2, S3, I7, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, +1 to
Hit and S4 -1 to Armour Saves on Charge, Armed with
Javelins (Auto, ‘8’, S3, Thrown into Close Combat so counts
towards Wounds in Close Combat), Reflex Shots (S3, Hits
on 4+ by Default)

Nature Elf Rider with Elven Longbow and Shield: 28pts


Move ‘9’- T3, W2, S3, I7, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, +1 to
Hit and S4 -1 to Armour Saves on Charge, Armed with Elven
Longbow (Auto, ‘36’, S3, -1 to Armour Saves), Reflex Shots
(S3, Hits on 4+ by Default)

Nature Elf Lord with Lance and Shield: 31pts


Move ‘9’- T3, W2, S3, I6, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, I8 and
S5 -3 to Armour Saves on Charge, Warhorse is I3 S4 -1 to
Armour Saves A1 in CC and hits on a 4+ by Default

Nature Elf Lord with Lance on Barded Warhorse: 39pts


Move ‘9’- T3, W2, S3, I6, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, I8 and
S5 -3 to Armour Saves on Charge, Warhorse is I3 S4 -1 to
Armour Saves A1 in CC and hits on a 4+ by Default

Nature Elf Scout with Elven Longbow: 16pts, Moves ‘9’


T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 3+ by Default
in CC, Hits on a 2+ by Default in Shooting, Armed with Elven
Longbow (Auto, ‘36’, S3, -1 to Armour Saves) Reflex Shots
(S3, Hits on a 3+ by Default), 4+ Cover Save in Woods
Nature Elf Scout with Elven Longbow and Shield: 17pts
Moves ‘9’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 3+
by Default in CC, Hits on a 2+ by Default in Shooting, Armed
with Elven Longbow, Reflex Shots (S3, Hits on a 3+ by
Default), 4+ Cover Save in Woods

Nature Elf Falconer: 11pts


T3, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC,
Armed with Falcon (Auto, ‘24’, S2), Falcons are S2 I5 A1 in
Close Combat and Hit on a 2+ by Default, Reflex Shots (S2
Falcon) Hits on a 2+ in Shooting and Reflex Shots

Nature Elf Falconer with Blade and Shield: 14pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Armed with Falcon (Auto, ‘24’, S2), Falcons are S2 I5
A1 in Close Combat and Hit on a 2+ by Default, Reflex Shots
(S2 Falcon) Hits on a 2+ in Shooting and Reflex Shots

Nature Elf Falconer with 2H Sword: 15pts


T3, W1, S4, I5, A1, 6+ Armour Save, -2 to Armour Saves in
Close Combat, Hits on a 3+ by Default in CC, Armed with
Falcon (Auto, ‘24’, S2), Falcons are S2 I5 A1 in Close Combat
and Hit on a 2+ by Default, Reflex Shots (S2 Falcon) Hits on
a 2+ in Shooting and Reflex Shots

Nature Elf Animal Keeper with Blade and Shield: 15pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default

Nature Elf Bear Pack: 20pts per Bear


T4, W2, S4, I3, A2, No Save, Hits on a 4+ by Default in CC, -
1 to Armour Saves in CC, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears

Nature Elf War Boar Pack: 16pts per War Boar, Moves ‘9’
T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Cavalry, Boorish (Suffers -1 to CCR rolls), Tusker
Charge (I6 S5 -3 to Armour Saves on Charge ONLY)
Nature Elf Warhound Pack: 4pts per Warhound, Moves ‘9’
T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
Cavalry, Warhounds have ‘Bite Attacks’

Nature Elf Wild Cat Pack: 21pts per Wild Cat, Moves ‘9’
T3, W1, S4, I3, A2, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, Cavalry, If a Wild Cat unit
charges a unit which is I3 or less, it gets Double Attacks on
the initial Charge (so A2 base + 1 = A3, so becomes A6). Half
of a Wild Cat’s Attacks are ‘Bite Attacks’ (e.g. if A6, 3 Attacks
are ‘Bite’)

Nature Elf Acrobat with Twin Swords: 21pts, Moves ‘9’


T3, W1, S3, I6, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Enchanting
(Enemy units suffer -1 to Hit against Acrobats in Close
Combat), +1 to Saves (included above)

Nature Elf Acrobat with Sword and Shield: 21pts


Moves ‘9’- T3, W1, S3, I6, A2, 5+ Numb Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Dauntless, Slaughter
Them!, Enchanting, +1 to Saves (included above)

Nature Elf Acrobat with 2H Sword: 22pts, Moves ‘9’


T3, W1, S4, I5, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! -2 to Armour
Saves, Enchanting, +1 to Saves (included above)

Nature Elf Acrobat with Flail: 22pts, Moves ‘9’


T3, W1, S4, I6, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! -1 to Armour
Saves, Enchanting, +1 to Saves (included above)
Nature Elf Acrobat with Spear and Shield: 21pts
Moves ‘9’- T3, W1, S3, I7, A2, 4+ Numb Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Dauntless, Slaughter
Them!, I8 against Cavalry and I7 against Flyers,
Enchanting, +1 to Saves (included above)

Nature Elf Shapeshifter with 2H Sword- Giant Wolf:


30pts- Moves ‘9’, T3, W2, S4, I5, A6, 6+ Armour Save, Hits
on a 2+ by Default in CC, Crazed, Dauntless, Blends In
(Can be hidden within Nature Elf infantry units and released
once the enemy is within ‘12’) +1 to Wound in CC (1 still fails),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), -2 to Armour Saves in
Close Combat, Slaughter Them!

Nature Elf Shapeshifter with 2H Sword- Bear: 30pts


T4, W2, S5, I5, A8, 6+ Armour Save, Hits on a 2+ by Default
in CC, Crazed, Dauntless, +1 to Wound in CC (1 still fails),
Blends In, Terrific, -3 to Armour Saves in Close Combat,
Slaughter Them!

Nature Elf Shapeshifter with 2H Sword- War Boar: 30pts


Moves ‘9’- T3, W1, S4, I5, A6, 4+ Armour Save, Hits on a 2+
by Default in CC, Crazed, Dauntless, +1 to Wound in CC (1
still fails), Blends In, Terrific, -2 to Armour Saves in Close
Combat, Slaughter Them!

Nature Elf Shapeshifter with Spear- Giant Wolf: 29pts


Moves ‘9’- T3, W2, S3, I7, A6, 6+ Armour Save, Hits on a 2+
by Default in CC, Crazed, Dauntless, Blends In, Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), -1 to Armour Saves in Close
Combat, I9 against Cavalry and I8 against Flyers,
Slaughter Them!
Nature Elf Shapeshifter with Spear- Bear: 29pts
T4, W2, S4, I7, A8, 6+ Armour Save, Hits on a 2+ by Default
in CC, Crazed, Dauntless, +1 to Wound in CC (1 still fails),
Blends In, Terrific, -1 to Armour Saves in Close Combat, I9
against Cavalry and I8 against Flyers, Slaughter Them!

Nature Elf Shapeshifter with Spear- War Boar: 29pts


Moves ‘9’- T3, W1, S3, I7, A6, 4+ Armour Save, Hits on a 2+
by Default in CC, Crazed, Dauntless, +1 to Wound in CC (1
still fails), Blends In, Terrific, -1 to Armour Saves in Close
Combat, I9 against Cavalry and I8 against Flyers,
Slaughter Them!
Nature Elf Heavy Units:
Limit of 4 Nature Elf Chariots with Elven Longbows
Limit of 4 Nature Elf Chariots with Javelins
Limit of 4 Nature Elf Falconer Chariots
Limit of 3 Weald Giants

Nature Elf Chariot with Elven Longbows: 172pts, Moves


‘9’ T3, W8, S4, I3, A4, 5+ Armour Save, Pulled by 4
Warhorses which deals 4 I8 S4 -1 to Armour Save Impact Hits
on Charge ONLY, The 4 Warhorses combined are S4 I3 -1 to
Armour Saves A4 in Close Combat AND the 4 Nature Elf Crew
are S3 I6 A4 in total and Armed with Elven Longbows (Auto,
‘36’, S3, -1 to Armour Saves), Reflex Shots (S3, 4 Shots due
to 4 Crew, Hits on 4+ by Default), Cavalry, Warhorses hit on
a 4+ by Default in CC and Nature Elf Crew hit on a 3+ by
Default in Close Combat and Shooting and Reflex Shots, Run
Amok! (If ‘Stampede’ is cast on a Chariot unit, they become
Crazed, the Crew cannot attack or Shoot in any way and the
Chariot moves directly forward until destroyed, such as
running into Movement Blocking Terrain)

Nature Elf Chariot with Javelins: 156pts, Moves ‘9’


T3, W8, S4, I3, A4, 5+ Armour Save, Pulled by 4 Warhorses
which deals 4 I8 S4 -1 to Armour Save Impact Hits on Charge
ONLY, The 4 Warhorses combined are S4 I3 -1 to Armour
Saves A4 in Close Combat AND the 4 Nature Elf Crew are S3
I6 A4 in total and Armed with Javelins (Auto, ‘8’, S3, Thrown
into Close Combat so counts towards Wounds in Close
Combat), Reflex Shots (S3, 4 Shots due to 4 Crew, Hits on
4+ by Default), Cavalry, Warhorses hit on a 4+ by Default in
CC and Nature Elf Crew hit on a 3+ by Default in Close Combat
and Shooting, Run Amok!
Nature Elf Falconer Chariot: 172pts Moves ‘9’
T3, W8, S4, I3, A4, 5+ Armour Save, Pulled by 4 Warhorses
which deals 5 I8 S4 -1 to Armour Save Impact Hits on Charge
ONLY, The 4 Warhorses combined are S4 I3 -1 to Armour
Saves A4 in Close Combat AND the 4 Nature Elf Crew are S3
I6 A4 in total and Armed with Falcons (Auto, ‘24’, S2),
Falcons are S2 I5 A1 in Close Combat and Hit on a 2+ by
Default, Reflex Shots (S3, 4 shots due to 4 Falconer Crew),
Cavalry, Warhorses hit on a 4+ by Default in CC and Nature
Elf Crew hit on a 3+ by Default in Close Combat and Hits on
2+ in Shooting, Run Amok!

Weald Giant: 280pts, Moves ‘9’


T7, W6, S6, I2, A4, 5+ Armour Save, Hits on a 2+ by Default
in CC (+3 Bonus to Hit), Diehards, -5 to Armour Saves in
CC, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Armed with Big
Rock (Heavy, 12’, Deals D6 S5 Hits, -2 to Armour Saves),
Reflex Shots (Big Rock), Weak Against Fire (Fire Attacks
are +1 Strength against Weald Giants), Hates Tribals,
Steppe Norkers, Green Horde and any ‘Kobold’ unit
(gains +1 to CCR rolls when fighting these armies/units listed
above and +1 to Hit against them in Close Combat)
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 10 Nature Elf Riders with Spears and Shields


Limit of 10 Nature Elf Riders with Javelins and Shields
Limit of 10 Nature Elf Riders with Elven Longbows and Shields
Limit of 30 Nature Elf Archers with Elven Longbows
Limit of 30 Armoured Nature Elf Archers with 2H Swords
Limit of 30 Armoured Nature Elf Archers with Shields
Limit of 30 Forest Heart Archers with Elven Longbows
Limit of 30 Forest Heart Archers with Shields
Limit of 30 Nature Elf Scouts with Elven Longbows
Limit of 30 Nature Elf Scouts with Elven Longbows and Shields
Nature Elf Rider Skirmisher with Spear and Shield:
20pts- Move ‘12’, T3, W2, S3, I7, A1, 5+ Armour Save, Hits
on a 3+ by Default in CC, Cavalry, 4+ Cover Save in Woods,
+1 to Hit and S4 -1 to Armour Saves on Charge

Nature Elf Rider Skirmisher with Javelin and Shield:


22pts- Move ‘12’, T3, W2, S3, I7, A1, 5+ Armour Save, Hits
on a 3+ by Default in CC, Cavalry, 4+ Cover Save in Woods,
+1 to Hit and S4 -1 to Armour Saves on Charge, Armed with
Javelins (Auto, ‘8’, S3, Thrown into Close Combat so counts
towards Wounds in Close Combat), Reflex Shots (S3, Hits
on 4+ by Default)

Nature Elf Rider Skirmisher with Elven Longbow and


Shield: 28pts- Move ‘12’, T3, W2, S3, I7, A1, 5+ Armour
Save, Hits on a 3+ by Default in CC, Cavalry, 4+ Cover Save
in Woods, +1 to Hit and S4 -1 to Armour Saves on Charge,
Armed with Elven Longbow (Auto, ‘36’, S3, -1 to Armour
Saves), Reflex Shots (S3, Hits on 4+ by Default)

Nature Elf Skirmisher Archer with Elven Longbow: 11pts


Moves ‘9’- T3, W1, S3, I6, A1, No Save, Hits on a 3+ by
Default in CC and Shooting, Reflex Shots (S3, Hits on a 4+
by Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1
to Armour Saves), 4+ Cover Save in Woods

Armoured Nature Elf Skirmisher Archer with 2H Sword:


15pts- Moves ‘9’, T3, W1, S4, I5, A1, 6+ Armour Save, Hits
on a 3+ by Default in CC and Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Elven Longbow, 4+
Cover Save in Woods, -2 to Armour Saves in Close Combat

Armoured Nature Elf Skirmisher Archer with Shield:


14pts- Moves ‘9’, T3, W1, S3, I6, A1, 5+ Armour Save, Hits
on a 3+ by Default in CC and Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Elven Longbow (Auto,
‘36’, S3, -1 to Armour Saves), 4+ Cover Save in Woods
Forest Heart Skirmisher Archer with Elven Longbow:
12pts- Moves ‘9’, T3, W1, S3, I6, A1, No Save, Hits on a 3+
by Default in CC, Hits on 2+ in Shooting, Reflex Shots (S3,
Hits on a 3+ by Default), Armed with Elven Longbow (Auto,
‘36’, S3, -1 to Armour Saves), 4+ Cover Save in Woods

Armoured Forest Heart Skirmisher Archer with Shield:


15pts- Moves ‘9’, T3, W1, S3, I6, A1, 5+ Armour Save, Hits
on a 3+ by Default in CC, Hits on 2+ in Shooting, Reflex
Shots (S3, Hits on a 4+ by Default), Armed with Elven
Longbow (Auto, ‘36’, S3, -1 to Armour Saves), 4+ Cover
Save in Woods
Nature Elf Allied Units:
(Up to 33% of your Army Cost)
Marine Elves and Coastal Elves
Lazy Halflings
Jungle Reptile Centaur Mages

Nature Elf Mercenary Units:


(Up to 25% of your Army Cost)
Limit of 12 Death Dwarf Royal Guards
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
Jungle Reptile Mercenaries

Nature Elf Host Units:


(Up to 25% of your Army Cost)
Limit of 20 Bears
Limit of 20 War Boars
Limit of 1 Dragon
Limit of 5 Eagles
Limit of 1 Swarm Unit
Limit of 20 Warhounds
Limit of 5 Hungry Ghosts
Limit of 1 Hungry Spectre
Limit of 1 Mounted Hungry Spectre
Limit of 2 Hungry Dead Knights
Limit of 2 Hungry Wraiths
Nature Elf Allied Hero Units:
Limit of 1 Nature Elf Mage Champion (Battle Abilities)
Limit of 1 Nature Elf Mage Champion (Elemental Abilities)

Nature Elf Mage Champion (Battle): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Nature Elf and Weald Giant
Mages can pool their Energy together though (represented by
dice or tokens). Each Nature Elf Mage Champion has 2 Battle
Abilities each, See page 8 to 18 of Army Men- Exodus for
Battle Abilities, 4+ Cover Save in Woods

Nature Elf Mage Champion (Elemental): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Nature Elf and Weald Giant
Mages can pool their Energy together though (represented by
dice or tokens). Each Nature Elf Mage Champion has 1
Elemental Ability each, See page 19 to 27 of Army Men-
Exodus for Elemental Abilities, 4+ Cover Save in Woods
Nature Elf Allied Contingent:
Limit of 40 Nature Elf Warriors with Swords and Shields
Limit of 40 Nature Elf Warriors with Spears and Shields
Limit of 30 Nature Elf Warriors with Twin Blades
Limit of 30 Nature Elf Warriors with 2H Swords
Limit of 30 Nature Elf Archers with Elven Longbows
Limit of 20 Armoured Nature Elf Archers with 2H Swords
Limit of 20 Armoured Nature Elf Archers with Shields
Limit of 20 Forest Heart Archers with Elven Longbows
Limit of 20 Forest Heart Archers with Shields
Limit of 10 Nature Elf Acrobats with Twin Swords
Limit of 10 Nature Elf Acrobats with Swords and Shields
Limit of 10 Nature Elf Acrobats with 2H Swords
Limit of 10 Nature Elf Acrobats with Flails
Limit of 10 Nature Elf Acrobats with Spears and Shields
Limit of 10 Nature Elf Scouts with Elven Longbows
Limit of 10 Nature Elf Scouts with Elven Longbows and Shields

Elves of the Forest:


Nature Elf units can move through Woods without penalty
Nature Elf Warrior with Sword and Shield: 11pts
T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, 4+ Cover Save in Woods

Nature Elf Warrior with Spear and Shield: 12pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, 4+ Cover Save in Woods, I9 against Cavalry, I8 against
Flyers

Nature Elf Warrior with 2H Sword: 12pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves, 4+ Cover Save in Woods

Nature Elf Warrior with Twin Blades: 11pts


T3, W1, S3, I6, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, 4+ Cover Save in Woods

Nature Elf Archer with Elven Longbow: 11pts


T3, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC
and Shooting, Reflex Shots (S3, Hits on a 4+ by Default),
Armed with Elven Longbow (Auto, ‘36’, S3, -1 to Armour
Saves), 4+ Cover Save in Woods

Armoured Nature Elf Archer with 2H Sword: 15pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow, 4+ Cover Save in
Woods, -2 to Armour Saves in Close Combat

Armoured Nature Elf Archer with Shield: 14pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods
Forest Heart Archer with Elven Longbow: 12pts
T3, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC,
Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a 3+ by
Default), Armed with Elven Longbow (Auto, ‘36’, S3, -1 to
Armour Saves), 4+ Cover Save in Woods

Armoured Forest Heart Archer with Shield: 15pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on 2+ in Shooting, Reflex Shots (S3, Hits on a
4+ by Default), Armed with Elven Longbow (Auto, ‘36’, S3,
-1 to Armour Saves), 4+ Cover Save in Woods

Nature Elf Acrobat with Twin Swords: 21pts, Moves ‘9’


T3, W1, S3, I6, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Enchanting
(Enemy units suffer -1 to Hit against Acrobats in Close
Combat), +1 to Saves (include above)

Nature Elf Acrobat with Sword and Shield: 21pts


Moves ‘9’- T3, W1, S3, I6, A2, 5+ Numb Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Dauntless, Slaughter
Them!, Enchanting, +1 to Saves (include above)

Nature Elf Acrobat with 2H Sword: 22pts, Moves ‘9’


T3, W1, S4, I5, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! -2 to Armour
Saves, Enchanting, +1 to Saves (include above)

Nature Elf Acrobat with Flail: 22pts, Moves ‘9’


T3, W1, S4, I6, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! -1 to Armour
Saves, Enchanting, +1 to Saves (include above)
Nature Elf Acrobat with Spear and Shield: 21pts
Moves ‘9’- T3, W1, S3, I7, A2, 4+ Numb Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Dauntless, Slaughter
Them!, I8 against Cavalry and I7 against Flyers,
Enchanting, +1 to Saves (include above)

Nature Elf Scout with Elven Longbow: 16pts, Moves ‘9’


T4, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC,
Hits on a 2+ by Default in Shooting, Armed with Elven
Longbow (Auto, ‘36’, S3, -1 to Armour Saves) Reflex Shots
(S3, Hits on a 3+ by Default), 4+ Cover Save in Woods

Nature Elf Scout with Elven Longbow and Shield: 17pts


Moves ‘9’- T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 2+ by Default in Shooting, Armed
with Elven Longbow, Reflex Shots (S3, Hits on a 3+ by
Default), 4+ Cover Save in Woods
Marine Elves:
Universal Bonuses and Penalties for Marine Elves:

+1 to Hit when Charging


+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Elven Speed: When Running (Shooting Phase or Victory


Run), Marine Elf and Coastal Elf units can Run D6 + ’2’
Marine Elf HERO Units:
Limit of 5 Marine Elf Mages (Battle Abilities)
Limit of 5 Marine Elf Mages (Elemental Abilities)
Limit of 5 Marine Elf Mages (Necromantic Abilities)
Limit of 5 Marine Elf Mages (Illusionist Abilities)
Limit of 5 Marine Elf Mages (Angelic Abilities)
Limit of 5 Coastal Elf Mages (Battle Abilities)
Limit of 5 Coastal Elf Mages (Elemental Abilities)
Limit of 5 Coastal Elf Mages (Illusionist Abilities)
Limit of 5 Coastal Elf Mages (Angelic Abilities)

Marine Elf Mage (Battle): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Marine Elf and Coastal Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Marine Elf Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities

Marine Elf Mage (Elemental): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Marine Elf and Coastal Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Marine Elf Mage has 1 Elemental Ability each, See page 19 to
27 of Army Men- Exodus for Elemental Abilities
Marine Elf Mage (Necromantic): 78pts
Energy = 10 or 3D6- T3, W1, S4, I6, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Marine Elf and Coastal Elf
Mages can pool their Energy together though (represented by
dice or tokens). Each Marine Elf Mage has 1 Necromantic
Ability each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities

Marine Elf Mage (Illusionist): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Marine Elf and Coastal Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Marine Elf Mage has 1 Illusionist Ability each, See page 38 to
41 of Army Men- Exodus for Illusionist Abilities

Marine Elf Mage (Angelic): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Marine Elf and Coastal Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Marine Elf Mage has 1 Angelic Ability each, See page 42 to 44
of Army Men- Exodus for Angelic Abilities

Coastal Elf Mage (Battle): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Coastal Elf and Marine Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Coastal Elf Mage has 1 Battle Ability each, See page 8 to 18
of Army Men- Exodus for Battle Abilities, Master Sailors
(Moves at Double speed (rounding up) through the Sea if on
a Raft/Ship, Moves ‘6’ if swimming through the Sea
Coastal Elf Mage (Elemental): 78pts, Energy = 10 or 3D6
T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Coastal Elf and Marine Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Coastal Elf Mage has 1 Elemental Ability each, See page 19 to
27 of Army Men- Exodus for Elemental Abilities, Master
Sailors

Coastal Elf Mage (Illusionist): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Coastal Elf and Marine Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Coastal Elf Mage has 1 Illusionist Ability each, See page 38 to
41 of Army Men- Exodus for Illusionist Abilities, Master
Sailors

Coastal Elf Mage (Angelic): 78pts, Energy = 10 or 3D6


T3, W1, S4, I6, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Coastal Elf and Marine Elf Mages can pool their
Energy together though (represented by dice or tokens). Each
Coastal Elf Mage has 1 Angelic Ability each, See page 42 to
44 of Army Men- Exodus for Angelic Abilities, Master Sailors
Marine Elf CORE Units:
Limit of 60 Marine Elf Militia with Swords and Shields
Limit of 60 Marine Elf Militia with Spears and Shields
Limit of 60 Marine Elf Militia with Javelins and Shields
Limit of 60 Marine Elf Militia with Elven Longbows and Shields
Limit of 60 Marine Elves with Swords and Shields
Limit of 60 Marine Elves with Halberds
Limit of 60 Marine Elf Swordsmen with 2H Swords
Limit of 60 Marine Elves with Spears and Shields
Limit of 60 Armoured Marine Elves with Swords and Shields
Limit of 60 Armoured Marine Elves with Halberds
Limit of 60 Armoured Marine Elf Swordsmen with 2H Swords
Limit of 60 Armoured Marine Elves with Spears and Shields
Limit of 30 Marine Elf Archers with Elven Longbows
Limit of 30 Marine Elf Archers with Elven Longbows and
Shields
Limit of 30 Marine Elf Archers with 2H Swords
Limit of 60 Coastal Elves with Swords and Shields
Limit of 60 Coastal Elves with Spears and Shields
Limit of 60 Coastal Elves with Halberds and Shields
Limit of 30 Coastal Elf Guards with Spears and Shields
Limit of 30 Coastal Elf Guards with Halberds
Limit of 50 Coastal Elf Deck Guards with Elven Longbows
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Coastal Elf Guards with Spears and Shields
Marine Elf Militia with Sword and Shield: 9pts
T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC

Marine Elf Militia with Spear and Shield: 10pts


T3, W1, S3, I7, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, I9 against Cavalry and I8 against Flyers

Marine Elf Militia with Javelin and Shield: 10pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Armed with Javelins (Auto, ‘8’, S3,
Thrown into Close Combat so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 4+ by Default)
Marine Elf Militia with Elven Longbow and Shield: 12pts
T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow (Auto, ‘30’, S3, -1 to
Armour Saves)

Marine Elf with Sword and Shield: 10pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default

Marine Elf Halberdier: 12pts


T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves, I7 against Cavalry and Flyers

Marine Elf Swordsman with 2H Sword: 12pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves

Marine Elf with Spear and Shield: 12pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by
Default, I9 against Cavalry and I8 against Flyers

Armoured Marine Elf with Sword and Shield: 11pts


T3, W1, S3, I6, A1, 4+ Armour Save, Hits on a 3+ by Default

Armoured Marine Elf Halberdier: 13pts


T3, W1, S4, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves, I7 against Cavalry and Flyers

Armoured Marine Elf Swordsman with 2H Sword: 13pts


T3, W1, S4, I5, A1, 5+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves

Armoured Marine Elf with Spear and Shield: 13pts


T3, W1, S3, I7, A1, 4+ Armour Save, Hits on a 3+ by
Default, I9 against Cavalry and I8 against Flyers
Marine Elf Archer with Elven Longbow: 13pts
T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow (Auto, ‘30’, S3, -1 to
Armour Saves)

Marine Elf Archer with Elven Longbow and Shield: 14pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow (Auto, ‘30’, S3, -1 to
Armour Saves)

Marine Elf Archer with 2H Sword: 15pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Armed with Elven Longbow (Auto, ‘30’, S3, -1 to
Armour Saves), -2 to Armour Saves in Close Combat

Coastal Elf with Sword and Shield: 11pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default,
Master Sailors (Moves at Double speed (rounding up)
through the Sea if on a Raft/Ship, Moves ‘6’ if swimming
through the Sea

Coastal Elf with Spear and Shield: 16pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Also armed with Elven Longbow (Auto, ‘30’, S3, -
1 to Armour Saves), I9 against Cavalry and I8 against
Flyers, Master Sailors

Coastal Elf with Halberd and Shield: 16pts


T3, W1, S4, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Also armed with Elven Longbow (Auto, ‘30’, S3, -
1 to Armour Saves), -1 to Armour Saves in Close Combat, I7
against Cavalry and Flyers, Master Sailors
Coastal Elf Guard with Spear and Shield: 14pts
T3, W1, S3, I7, A1, 4+ Armour Save, Hits on a 2+ by Default,
I9 against Cavalry and I8 against Flyers, Master Sailors

Coastal Elf Guard with Halberd and Shield: 14pts


T3, W1, S4, I6, A1, 5+ Armour Save, Hits on a 2+ by Default
and -1 to Armour Saves in Close Combat, I7 against Cavalry
and Flyers, Master Sailors

Coastal Elf Deck Guard with Elven Longbow: 14pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 2+ in Shooting, Reflex Shots (S3, Hits on a
3+ by Default), Also armed with Elven Longbow (Auto, ‘30’,
S3 and -1 to Armour Saves), Master Sailors

Marine Elf Guard Cavalry with Spear and Shield: 18pts


Move ‘9’- T3, W2, S3, I9, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, +1 to
Hit and S4 -1 to Armour Saves on Charge, Diehards when
fighting Corrupt Elf units in CC, Cavalry Spears (Can Attack
within ‘3’ of friendly models in CC), Elven Speed (When
Running (Shooting Phase or Victory Run), Marine Elf units can
Run D6 + ’2’), Elven Steed is S3 I4 A1 and Hits on 4+ by
Default in CC

Coastal Elf Guard with Spear and Shield: 10pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, I9 against Cavalry and I8 against Flyers, Master
Sailors (Moves at Double speed (rounding up) through the
Sea if on a Raft/Ship, Moves ‘6’ if swimming through the Sea,
Elven Speed: When Running (Shooting Phase or Victory
Run), Marine Elf and Coastal Elf units can Run D6 + ’2’
(Hired by the following armies ONLY: Marine Elves and
Coastal Elves. They can be hired by Lazy Halflings but
Halflings Hate this unit, they are Crazed and will attack this
Coastal Elf unit, given the opportunity)
Marine Elf Specialist Units:
Limit of 40 Coastal Elf Riders with Spears and Shields
Limit of 40 Coastal Elf Riders with Javelins and Shields
Limit of 40 Coastal Elf Riders with Composite Bows and
Shields
Limit of 40 Marine Elf Knights with Lances and Shields
Limit of 40 Armoured Marine Elf Knights with Lances and
Shields
Limit of 25 Marine Elf Scouts with Elven Longbows
Limit of 25 Marine Elf Scouts with Elven Longbows and Shields
Limit of 25 Marine Elf Scouts with Javelins and Shields
Limit of 10 Coastal Elf Acrobats with Twin Swords
Limit of 10 Coastal Elf Acrobats with Swords and Shields
Limit of 10 Coastal Elf Acrobats with 2H Swords
Limit of 10 Coastal Elf Acrobats with Flails
Limit of 10 Coastal Elf Acrobats with Spears and Shields

Coastal Elf Rider with Spear and Shield: 22pts


Move ‘9’- T3, W2, S3, I7, A1, 5+ Armour Save, Hits on a 2+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge, Master Sailors

Coastal Elf Rider with Javelin and Shield: 28pts


Move ‘9’- T3, W2, S3, I7, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge, Armed with Javelins (Auto, ‘8’, S3, Thrown
into Close Combat so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 4+ by Default), Master
Sailors

Coastal Elf Rider with Composite Bow and Shield: 30pts


Move ‘9’- T3, W2, S3, I7, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on 4+ by Default), Master
Sailors
Marine Elf Knight with Lance and Shield: 35pts
Move ‘9’- T3, W2, S4, I7, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Cavalry, I9 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves when
not Charging

Armoured Marine Elf Knight with Lance and Shield:


45pts- Move ‘9’, T3, W2, S4, I7, A1, 2+ Armour Save, Hits on
a 2+ by Default in CC, Cavalry, I9 and S6 -4 to Armour Saves
on Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC
and hits on a 4+ by Default, Knight is -1 to Armour Saves
when not Charging

Marine Elf Scout with Elven Longbow: 16pts


Moves ‘9’- T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves) Reflex Shots (S3, Hits
on a 4+ by Default)

Marine Elf Scout with Elven Longbow and Shield: 19pts


Moves ‘9’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves) Reflex Shots (S3, Hits
on a 4+ by Default)

Marine Elf Scout with Javelin and Shield: 20pts


Moves ‘9’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Javelins (Auto,
‘8’, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (Javelins
S3 on a 4+ to Hit by Default, counts towards Wounds in Close
Combat)
Coastal Elf Acrobat with Twin Swords: 21pts, Moves ‘9’
T3, W1, S3, I6, A4, 6+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Enchanting
(Enemy units suffer -1 to Hit against Acrobats in Close
Combat), Master Sailors

Coastal Elf Acrobat with Sword and Shield: 21pts


Moves ‘9’- T3, W1, S3, I6, A2, 5+ Armour Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Dauntless, Slaughter
Them!, Enchanting, Master Sailors

Coastal Elf Acrobat with 2H Sword: 22pts, Moves ‘9’


T3, W1, S4, I5, A2, 6+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! -2 to Armour
Saves, Enchanting, Master Sailors

Coastal Elf Acrobat with Flail: 22pts, Moves ‘9’


T3, W1, S4, I5, A2, 6+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), +2 to Wound in Close Combat (1 still
fails), Crazed, Dauntless, Slaughter Them! -1 to Armour
Saves, Enchanting, Master Sailors

Coastal Elf Acrobat with Spear and Shield: 21pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Armour Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Dauntless, Slaughter
Them!, I8 against Cavalry and I7 against Flyers,
Enchanting, Master Sailors
Marine Elf Heavy Units:
Limit of 5 Marine Elf Dragonkin
Limit of 4 Marine Elf Chariots with Elven Longbows
Limit of 4 Marine Elf Chariots with Javelins
Limit of 4 Marine Elf Ballistae
No Limit on Marine Elf Artillery Crew
Limit of 1 unit of Marine Elf Rangers
Limit of 4 Coastal Elf Multi-Ballistae

Marine Elf Dragonkin: 315pts, Moves ‘10’


T5, W7, S5, I2, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+5 Bonus to Hit), -5 to Armour Saves in CC, Breathes
Fire (Auto, ‘18’, Deals 2D6 S4 Hits, Fire Attacks (S5 against
units Weak Against Fire) Flyer (Must Move ‘8’ to ‘32), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears

Dragonkin Knight is T3 W1 S4 I7 A2 3+ Armour Save and has


a Lance, Shield and Composite Bow (Auto, ‘24’, S3), -1 to
Armour Saves in Close Combat, Hits on a 2+ in Close Combat,
Hits on a 3+ in Shooting, Knight is I9 and S6 -4 to Armour
Saves on Charge
Enemy units can target either the Dragonkin Knight or the
Dragon at any time, and any attacks with a template
(teardrop or Blast) will hit both the Dragonkin Knight AND the
Dragon. If the Dragon is slain then the Dragonkin Knight is
placed on the table (in Close Combat if the Dragon was slain
there) and can be represented by an Armoured Coastal Elf
Guard with a Sword and Shield if available.
Marine Elf Chariot with Elven Longbows: 220pts, Moves
‘9’ T3, W8, S4, I3, A4, 4+ Armour Save, Pulled by 4
Warhorses which deals 4 I8 S4 -1 to Armour Save Impact Hits
on Charge ONLY, The 4 Warhorses combined are S4 I3 -1 to
Armour Saves A4 in Close Combat AND the 4 Marine Elf Crew
have Shields and are S3 I6 A4 in total and Armed with Elven
Longbows (Auto, ‘30’, S3, -1 to Armour Saves), Reflex Shots
(S3, 4 Shots due to 4 Crew, Hits on 4+ by Default), Cavalry,
Warhorses hit on a 4+ by Default in CC and Marine Elf Crew
hit on a 3+ by Default in Close Combat and Shooting and
Reflex Shots, Run Amok! (If ‘Stampede’ is cast on a Chariot
unit, they become Crazed, the Crew cannot attack or Shoot in
any way and the Chariot moves directly forward until
destroyed, such as running into Movement Blocking Terrain)

Marine Elf Chariot with Javelins: 204pts Moves ‘9’


T3, W8, S4, I3, A4, 4+ Armour Save, Pulled by 4 Warhorses
which deals 4 I8 S4 -1 to Armour Save Impact Hits on Charge
ONLY, The 4 Warhorses combined are S4 I3 -1 to Armour
Saves A4 in Close Combat AND the 4 Marine Elf Crew are S3
I6 A4 in total and Armed with Javelins (Auto, ‘8’, S3, Thrown
into Close Combat so counts towards Wounds in Close
Combat), Reflex Shots (S3, 4 Shots due to 4 Crew, Hits on
4+ by Default), Cavalry, Warhorses hit on a 4+ by Default in
CC and Marine Elf Crew hit on a 3+ by Default in Close Combat
and Shooting, Run Amok!
Marine Elf Ballista with 3 Crew: 60pts
T3, W1, S3, I6, A1, 6+ Armour Save (3 Marine Elf Crew)
T5, W1, S0, A0, I0, No Save (Marine Elf Ballista), Artillery,
Marine Elves hit on a 3+ by Default in CC, Hits on 3+ by
Default in Shooting

Piercing Bolt- 3 Crew (Heavy, ‘48’, S5 -2 to Armour Saves,


1 shot, Deals 4 Hits to unit if it hits)

Marine Elf Artillery Crew: 15pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting

Marine Elf Ranger with Elven Longbow: 16pts


Moves ‘9’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves) Reflex Shots (S3, Hits
on a 4+ by Default), Foresters (Can move through Woods
without penalty), Deforestation Frustration (Hates
‘Kobold’ units of any kind, Crazed, Always Scores 10 at least
on CCR Rolls against these units, +1 Hit and +1 to Wound (1
still fails) against them in Close Combat), 4+ Cover Save in
Woods

Coastal Elf Multi-Ballista with 3 Crew: 58pts


T3, W1, S3, I6, A1, 6+ Armour Save (3 Coastal Elf Crew)
Coastal Elf Multi-Ballista cannot be targeted, Artillery,
Coastal Elves hit on a 3+ by Default in CC, Hits on 3+ in
Shooting, Armed with Multi-Ballista (Heavy, ‘24’, S3, 6
shots)
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 20 Coastal Elf Riders with Spears and Shields


Limit of 20 Coastal Elf Riders with Javelins and Shields
Limit of 20 Coastal Elf Riders with Composite Bows and
Shields
Limit of 15 Marine Elves with Swords and Shields
Limit of 15 Marine Elves with Halberds
Limit of 15 Marine Elf Swordsmen with 2H Swords
Limit of 15 Marine Elves with Spears and Shields
Limit of 15 Marine Elf Archers with Elven Longbows
Limit of 15 Marine Elf Archers with Elven Longbows and
Shields
Limit of 15 Marine Elf Archers with 2H Swords
Limit of 25 Marine Elf Scouts with Elven Longbows
Limit of 25 Marine Elf Scouts with Elven Longbows and Shields
Limit of 25 Marine Elf Scouts with Javelins and Shields

Coastal Elf Rider Skirmisher with Spear and Shield:


20pts- Move ‘12’, T3, W2, S3, I7, A1, 5+ Armour Save, Hits
on a 2+ by Default in CC, Cavalry, +1 to Hit and S4 -1 to
Armour Saves on Charge, Master Sailors (Moves at Double
speed (rounding up) through the Sea if on a Raft/Ship, Moves
‘6’ if swimming through the Sea

Coastal Elf Rider Skirmisher with Javelin and Shield:


28pts- Move ‘12’, T3, W2, S3, I7, A1, 4+ Armour Save, Hits
on a 2+ by Default in CC, Cavalry, +1 to Hit and S4 -1 to
Armour Saves on Charge, Armed with Javelins (Auto, ‘8’, S3,
Thrown into Close Combat so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 4+ by Default), Master
Sailors
Coastal Elf Rider Skirmisher w/ Composite Bow &
Shield: 30pts- Move ‘12’- T3, W2, S3, I7, A1, 4+ Armour
Save, Hits on a 2+ by Default in CC, Cavalry, +1 to Hit and
S4 -1 to Armour Saves on Charge, Armed with Composite
Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on 4+ by
Default), Master Sailors

Marine Elf Skirmisher w/ Sword & Shield: 10pts


Move ‘9’- T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+
by Default

Marine Elf Skirmisher Halberdier: 12pts, Move ‘9’


T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves, I7 against Cavalry and Flyers

Marine Elf Skirmisher Swordsman with 2H Sword: 12pts


Move ‘9’- T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+
by Default and -2 to Armour Saves

Marine Elf Skirmisher with Spear and Shield: 12pts


Move ‘9’- T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+
by Default, I9 against Cavalry and I8 against Flyers

Marine Elf Skirmisher Archer with Elven Longbow: 13pts


Move ‘9’- T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+
by Default in CC and Shooting, Reflex Shots (S3, Hits on a
4+ by Default), Armed with Elven Longbow (Auto, ‘30’, S3,
-1 to Armour Saves)

Marine Elf Skirmisher Archer with Elven Longbow and


Shield: 14pts- Move ‘9’, T3, W1, S3, I6, A1, 5+ Armour Save,
Hits on a 3+ by Default in CC and Shooting, Reflex Shots
(S3, Hits on a 4+ by Default), Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves)
Marine Elf Skirmisher Archer with 2H Sword: 15pts
Move ‘9’- T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+
by Default in CC and Shooting, Reflex Shots (S3, Hits on a
4+ by Default), Armed with Elven Longbow (Auto, ‘30’, S3,
-1 to Armour Saves), -2 to Armour Saves in Close Combat

Marine Elf Scout Skirmisher with Elven Longbow: 16pts


Moves ‘9’- T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, +1 to Cover Saves, Armed
with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves)
Reflex Shots (S3, Hits on a 4+ by Default)

Marine Elf Scout Skirmisher w/ Elven Longbow &


Shield: 19pts- Moves ‘9’, T3, W1, S3, I6, A1, 5+ Dodge Save,
Hits on a 3+ by Default in CC and Shooting, +1 to Cover
Saves, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to
Armour Saves) Reflex Shots (S3, Hits on a 4+ by Default)

Marine Elf Scout Skirmisher with Javelin and Shield:


20pts Moves ‘9’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on
a 3+ by Default in CC and Shooting, +1 to Cover Saves,
Armed with Javelins (Auto, ‘8’, Thrown into Close Combat
when Charging so counts towards Wounds in Close Combat),
Reflex Shots (Javelins S3 on a 4+ to Hit by Default, counts
towards Wounds in Close Combat)
Marine Elf Allied Units:
(Up to 33% of your Army Cost)
Nature Elves

Marine Elf Mercenary Units:


(Up to 25% of your Army Cost)
Limit of 12 Death Dwarf Royal Guards
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Coastal Elf Guards with Spears and Shields
Jungle Reptile Mercenaries

Marine Elf Host Units:


(Up to 25% of your Army Cost)
Limit of 20 Bears
Limit of 40 War Boars
Limit of 2 Dragons
Limit of 5 Eagles
Limit of 1 Swarm Unit
Limit of 20 Warhounds
Limit of 6 Hungry Ghosts
Limit of 2 Hungry Spectres
Limit of 2 Mounted Hungry Spectres
Marine Elf Allied HERO Units:
Limit of 1 Marine Elf Mage Champion (Battle Abilities)
Limit of 1 Marine Elf Mage Champion (Elemental Abilities)
Limit of 1 Marine Elf Mage Champion (Illusionist Abilities)
Limit of 1 Marine Elf Mage Champion (Angelic Abilities)

Marine Elf Mage Champion (Battle): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Marine Elf and Coastal Elf
Mages can pool their Energy together though (represented by
dice or tokens). Each Marine Elf Mage Champion has 2 Battle
Abilities each, See page 8 to 18 of Army Men- Exodus for
Battle Abilities

Marine Elf Mage Champion (Elemental): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Marine Elf and Coastal Elf
Mages can pool their Energy together though (represented by
dice or tokens). Each Marine Elf Mage Champion has 1
Elemental Ability each, See page 19 to 27 of Army Men-
Exodus for Elemental Abilities

Marine Elf Mage Champion (Illusionist): 118pts


Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Marine Elf and Coastal Elf
Mages can pool their Energy together though (represented by
dice or tokens). Each Marine Elf Mage Champion has 1
Illusionist Ability each, See page 38 to 41 of Army Men-
Exodus for Illusionist Abilities
Marine Elf Mage Champion (Angelic): 118pts
Energy = 20 or 6D6- T3, W2, S4, I7, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Marine Elf and Coastal Elf
Mages can pool their Energy together though (represented by
dice or tokens). Each Marine Elf Mage Champion has 1 Angelic
Ability each, See page 42 to 44 of Army Men- Exodus for
Angelic Abilities
Marine Elf Allied Contingent:
Limit of 20 Marine Elf Knights with Lances and Shields
Limit of 20 Armoured Marine Elf Knights with Lances and
Shields
Limit of 40 Marine Elves with Swords and Shields
Limit of 40 Marine Elves with Halberds
Limit of 40 Marine Elf Swordsmen with 2H Swords
Limit of 40 Marine Elves with Spears and Shields
Limit of 40 Armoured Marine Elves with Swords and Shields
Limit of 40 Armoured Marine Elves with Halberds
Limit of 40 Armoured Marine Elf Swordsmen with 2H Swords
Limit of 40 Armoured Marine Elves with Spears and Shields
Limit of 40 Coastal Elf Deck Guards with Elven Longbows
Limit of 20 Coastal Elves with Swords and Shields
Limit of 20 Coastal Elves with Spears and Shields
Limit of 20 Coastal Elves with Halberds and Shields
Marine Elf Knight with Lance and Shield: 35pts
Move ‘9’- T3, W2, S4, I7, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Cavalry, I9 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves when
not Charging

Armoured Marine Elf Knight with Lance and Shield:


45pts- Move ‘9’, T3, W2, S4, I7, A1, 2+ Armour Save, Hits on
a 2+ by Default in CC, Cavalry, I9 and S6 -4 to Armour Saves
on Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC
and hits on a 4+ by Default, Knight is -1 to Armour Saves
when not Charging

Marine Elf with Sword and Shield: 10pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default

Marine Elf Halberdier: 12pts


T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves, I7 against Cavalry and Flyers

Marine Elf Swordsman with 2H Sword: 12pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves

Marine Elf with Spear and Shield: 12pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by
Default, I9 against Cavalry and I8 against Flyers

Armoured Marine Elf with Sword and Shield: 11pts


T3, W1, S3, I6, A1, 4+ Armour Save, Hits on a 3+ by Default

Armoured Marine Elf Halberdier: 13pts


T3, W1, S4, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves, I7 against Cavalry and Flyers
Armoured Marine Elf Swordsman with 2H Sword: 13pts
T3, W1, S4, I5, A1, 5+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves

Armoured Marine Elf with Spear and Shield: 13pts


T3, W1, S3, I7, A1, 4+ Armour Save, Hits on a 3+ by
Default, I9 against Cavalry and I8 against Flyers

Coastal Elf Deck Guard with Elven Longbow: 14pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 2+ in Shooting, Reflex Shots (S3, Hits on a
3+ by Default), Also armed with Elven Longbow (Auto, ‘30’,
S3 and -1 to Armour Saves), Master Sailors

Coastal Elf with Sword and Shield: 11pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default,
Master Sailors (Moves at Double speed (rounding up)
through the Sea if on a Raft/Ship, Moves ‘6’ if swimming
through the Sea

Coastal Elf with Spear and Shield: 16pts


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Also armed with Elven Longbow (Auto, ‘30’, S3, -
1 to Armour Saves), I9 against Cavalry and I8 against
Flyers, Master Sailors

Coastal Elf with Halberd and Shield: 16pts


T3, W1, S4, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on a 4+ by
Default), Also armed with Elven Longbow (Auto, ‘30’, S3
and -1 to Armour Saves), -1 to Armour Saves in Close
Combat, I7 against Cavalry and Flyers, Master Sailors
Provincial Empire:
Universal Bonuses and Penalties for Provincial Empire:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)
Provincial Empire HERO Units:
Limit of 4 Provincial Mages (Battle Abilities)
Limit of 4 Provincial Mages (Elemental Abilities)
Limit of 4 Provincial Mages (Necromantic Abilities)
Limit of 4 Provincial Mages (Illusionist Abilities)
Limit of 4 Provincial Mages (Angelic Abilities)
Limit of 1 Witch Hunter Doctor & Assistant
Limit of 1 Vampire Slayer Maiden with Sword

Provincial Mage (Battle): 60pts, Energy = 10 or 3D6


T3, W1, S4, I3, A1, No Save, Hits on a 3+ by Default in CC, -
1 to Armour Saves in CC, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Provincial Mages can pool their Energy together though
(represented by dice or tokens). Each Provincial Mage has 1
Battle Ability each, See page 8 to 18 of Army Men- Exodus for
Battle Abilities

Provincial Mage (Elemental): 60pts, Energy = 10 or 3D6


T3, W1, S4, I3, A1, No Save, Hits on a 3+ by Default in CC, -
1 to Armour Saves in CC, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Provincial Mages can pool their Energy together though
(represented by dice or tokens). Each Provincial Mage has 1
Elemental Ability each, See page 19 to 27 of Army Men-
Exodus for Elemental Abilities

Provincial Mage (Necromantic): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Necromantic Ability each, See
page 28 to 31 of Army Men- Exodus for Necromantic Abilities
Provincial Mage (Illusionist): 60pts
Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Illusionist Ability each, See page
38 to 41 of Army Men- Exodus for Illusionist Abilities

Provincial Mage (Angelic): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Angelic Ability each, See page 42
to 44 of Army Men- Exodus for Angelic Abilities

Witch Hunter Doctor: 196pts


T4, W3, S4, I6, A4, 4+ Numb Save, Hits on a 2+ by Default
in CC and Shooting (+1 Bonus to Hit), Doctor Needed (Any
unit he is attached to gains a 4+ Numb Save, including himself
and his Assistant), Did Somebody Say ‘Stake?’ (Hits on 3+
in Close Combat, S5, deals 2 Wounds to Vampires if unsaved),
Garlic Breath (Roll 2D6 against your opponent, if you win
then their Vampire is put to sleep. One use ONLY), Holy
Water Vial (Auto, ‘12’, If it hits a Vampire, it causes an
unsaved Wound and the Vampire suffers -1 to Hit rolls for the
rest of the battle, One use ONLY), Silver Crucifix (Always
strikes before Vampires in Close Combat)
Witch Hunter Assistant: 152pts
T4, W3, S4, I5, A3, 4+ Numb Save, Hits on a 2+ by Default
in CC and Shooting, Did Somebody Say ‘Stake?’ (Hits on
3+ in Close Combat, S5, deals 2 Wounds to Vampires if
unsaved), Garlic Breath (Roll 2D6 against your opponent, if
you win then their Vampire is put to sleep. One use ONLY),
Silver Crucifix (Always strikes before Vampires in Close
Combat), Armed with Blunderbuss Stake Gun (Heavy, ‘12’,
Hits on a 3+ by Default, S5, deals 2 Wounds to Vampires if
unsaved), Hates Vampires (Crazed, Always Scores 10 at least
on CCR Rolls against Vampires)

Vampire Slayer Maiden with Sword: 123pts


T3, W3, S4, I6, A2, No Save, Hits on a 2+ by Default in CC
and Shooting, Did Somebody Say ‘Stake?’ (Hits on 3+ in
Close Combat, S5, deals 2 Wounds to Vampires if unsaved),
Garlic Breath (Roll 2D6 against your opponent, if you win
then their Vampire is put to sleep. One use ONLY), Silver
Crucifix (Always strikes before Vampires in Close Combat),
The Vampire Slayer (Crazed, Dauntless, A4 against
Vampires (A8 on Charge), Silver Mirror (Has a 4+ Save
against ‘Vampire Gaze’)
Provincial Imperial CORE Units:
Limit of 100 Provincial Militia with Swords
Limit of 100 Provincial Militia with Swords and Shields
Limit of 100 Armoured Provincial Militia with Swords and
Shields
Limit of 100 Provincial Militia with Spears
Limit of 100 Provincial Militia with Spears and Shields
Limit of 100 Armoured Provincial Militia with Spears and
Shields
Limit of 100 Provincial Militia with Halberds
Limit of 100 Armoured Provincial Militia with Halberds
Limit of 100 Provincial Militia with Pikes
Limit of 100 Armoured Provincial Militia with Pikes
Limit of 60 Provincial Halberdiers
Limit of 60 Provincial Peasants with Clubs
Limit of 60 Provincial Peasants with Clubs and Shields
Limit of 60 Armoured Provincial Peasants with Clubs and
Shields
Limit of 60 Provincial Peasants with Spears
Limit of 60 Provincial Peasants with Spears and Shields
Limit of 60 Armoured Provincial Peasants w/ Spears and
Shields
Limit of 50 Provincial Crossbowmen
Limit of 20 Provincial Arquebusiers
No Limit on Witch Hunter Henchmen with Blades & Torches
No Limit on Provincial Peasants
Provincial Militia with Sword: 5pts
T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default

Provincial Militia with Sword and Shield: 6pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default

Armoured Provincial Militia with Sword and Shield: 8pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default

Provincial Militia with Spear: 6pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
I6 against Cavalry, I5 against Flyers

Provincial Militia with Spear and Shield: 7pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Armoured Provincial Militia with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Provincial Militia with Halberd: 7pts


T3, W1, S4, I3, A1, No Save, Hits on a 4+ by Default in CC,
I4 against Cavalry and Flyers, -1 to Armour Saves

Armoured Provincial Militia with Halberd: 9pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I4 against Flyers, -1 to Armour Saves

Provincial Militia with Pike: 7pts


T3, W1, S3, I6, A1, No Save, Hits on a 4+ by Default in CC,
I7 against Flyers and I9 against Cavalry

Armoured Provincial Militia with Pike: 9pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I7 against Flyers and I9 against Cavalry
Provincial Halberdier: 9pts
T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I4 against Cavalry and Flyers

Provincial Peasant with Club: 3pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default

Provincial Peasant with Club and Shield: 3.5pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default

Armoured Provincial Peasant with Club and Shield:


4.5pts- T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 5+ by
Default

Provincial Peasant with Spear: 3.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 5+ by Default in CC,
I5 against Cavalry, I4 against Flyers

Provincial Peasant with Spear and Shield: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 5+ by Default,
I5 against Cavalry, I4 against Flyers

Armoured Provincial Peasant w/ Spear and Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 5+ by Default,
I5 against Cavalry, I4 against Flyers

Provincial Crossbowman: 10pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Provincial Arquebusier: 8pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Arquebus (Heavy, ‘24’, S4 -2 to
Armour Saves), Reflex Shots (S4, Hits on 5+ by Default)
Witch Hunter Henchman with Blade and Torch: 5pts
T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Armed with Torches (Can use Fire Attacks, which are S4
against units Weak Against Fire), Hates Chaotics:
Ranked Daimon, Rodent, Traitor, Nomad Cloven, Dominator
Dwarf and Corrupt Elf units of all kinds, including any unit with
‘Mutant’ in its title and Death Vultures and Bliss Daimon,
Illusion Daimon, Disease Daimon, Gore Daimon and Rodent
Daimon units (Crazed so must move toward the hated foe as
fast as possible and Charge them if in range, Does NOT need
to do this if Witch Hunter Henchmen are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these hated foes listed above
and +1 to Hit against them in Close Combat.

Provincial Peasant: 2pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default
Provincial Imperial Specialist Units:
Limit of 50 Provincial Knights
Limit of 50 Provincial Knights on Barded Warhorses
Limit of 30 Provincial High Helms
Limit of 20 Provincial Knights Templar
Limit of 20 Provincial Cavalry with Crossbows
Limit of 20 Provincial Cavalry with Crossbows and Shields
Limit of 20 Provincial Cavalry with Spears and Shields
Limit of 20 Imperial Foot Knights with Swords and Shields
Limit of 20 Imperial Foot Knights with 2H Swords
Limit of 20 Imperial Foot Knights with Halberds
Limit of 20 Imperial Foot Knights with Flails
Limit of 30 Provincial Foresters with Longbows
Limit of 30 Provincial Foresters with Longbows and Shields
Limit of 30 Provincial Foresters with Javelins and Shields
Limit of 10 Provincial Scouts with Longbows
Limit of 10 Provincial Scouts with Longbows and Shields
Limit of 16 Provincial Doomsayers with Clubs
Limit of 16 Provincial Doomsayers with 2H Clubs
Limit of 16 Provincial Doomsayers with Twin Clubs
No Limit on Provincial Foresters with 2H Axes
Limit of 1 Forester Cart per Provincial Forester unit

Provincial Knight with Lance and Shield: 25pts


Move ‘9’- T3, W2, S3, I3, A1, 3+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default

Provincial Knight w/ Lance & Shield on Barded


Warhorse: 33pts- Move ‘9’, T3, W2, S3, I3, A1, 2+ Armour
Save, Hits on a 4+ by Default in CC, Cavalry, I5 and S5 -3
to Armour Saves on Charge, Warhorse is I3 S4 -1 to Armour
Saves A1 in CC and hits on a 4+ by Default
Provincial High Helm with Lance and Shield: 37pts
Move ‘9’- T3, W2, S3, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default

Provincial Knight Templar with Lance and Shield: 39pts


Move ‘9’- T3, W2, S4, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Templar is -1 to Armour Saves
when not Charging

Provincial Cavalry with Crossbow: 20pts


Move ‘9’- T3, W2, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Cavalry, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves)

Provincial Cavalry with Crossbow and Shield: 21pts


Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Cavalry, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves)

Provincial Cavalry with Spear and Shield: 22pts


Move ‘9’- T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Cavalry, +1 to Hit and S4 -1
to Armour Saves on Charge, Reflex Shots (S4, Hits on a 5+
by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Imperial Foot Knight with Sword and Shield: 11pts


T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 3+ by Default

Imperial Foot Knight with 2H Sword: 13pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves
Imperial Foot Knight with Halberd: 13pts
T3, W1, S4, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, I4 against Cavalry and Flyers, -1 to Armour Saves

Imperial Foot Knight with Flail: 12pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves

Provincial Forester with Longbow: 12pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Armed with Longbow (Auto,
‘30’, S3, -1 to Armour Saves), Reflex Shots (S3, Hits on 5+
by Default), 4+ Cover Save in Woods and moves through
Woods without penalty, Forester Traps (If this unit remains
stationary in a forest in their Movement Phase, they can set
Traps. If any enemy unit enters the trapped forest, roll a D6
for each model. On a 6, it suffers a S4 hit that Ignores Armour
Saves)

Provincial Forester with Longbow and Shield: 13pts


Moves ‘9’- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Armed with Longbow (Auto,
‘30’, S3, -1 to Armour Saves), Reflex Shots (S3, Hits on 5+
by Default), 4+ Cover Save in Woods and moves through
Woods without penalty, Forester Traps

Provincial Forester with Javelin and Shield: 14pts


Moves ‘9’- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Armed with Javelins (Auto,
‘8’, S3, Thrown into Close Combat so counts towards Wounds
in Close Combat), Reflex Shots (S3, Hits on 5+ by Default),
4+ Cover Save in Woods and moves through Woods without
penalty, Forester Traps
Provincial Scout with Longbow: 13pts, Moves ‘9’
T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Longbow (Auto, ‘30’, S3, -
1 to Armour Saves) Reflex Shots (S3, Hits on a 5+ by
Default), 4+ Cover Save in Woods

Provincial Scout with Longbow and Shield: 14pts


Moves ‘9’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Longbow (Auto,
‘30’, S3, -1 to Armour Saves) Reflex Shots (S3, Hits on a 5+
by Default), 4+ Cover Save in Woods
Provincial Doomsayer with Club: 9pts
T3, W1, S3, I3, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, A4 on Charge, Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Saves (included above), +1
to Hit in Close Combat (included above), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), Hates
Chaotics: Ranked Daimon, Rodent, Traitor, Nomad Cloven,
Dominator Dwarf and Corrupt Elf units of all kinds, including
any unit with ‘Mutant’ in its title and Death Vultures and Bliss
Daimon, Illusion Daimon, Disease Daimon, Gore Daimon and
Rodent Daimon units (Crazed so must move toward the
hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Doomsayers are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these hated foes listed above
and +1 to Hit against them in Close Combat.

Provincial Doomsayer with 2H Club: 11pts


T3, W1, S4, I2, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, A4 on Charge, Crazed, Dauntless, -2 to Armour
Saves, +1 to Wound in Close Combat (1 still fails), +1 to
Saves (included above), +1 to Hit in Close Combat (included
above), Slaughter Them!, Hates Chaotics

Provincial Doomsayer with Twin Clubs: 10pts


T3, W1, S3, I3, A4, 6+ Numb Save, Hits on a 4+ by Default
in CC, A6 on Charge, Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Saves (included above), +1
to Hit in Close Combat (included above), Slaughter Them!,
Hates Chaotics

Provincial Forester with 2H Axe: 9pts


Moves ‘9’- T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+
by Default in CC, 4+ Cover Save in Woods and moves through
Woods without penalty, Forester Traps, -2 to Armour Saves
Provincial Forester Cart: 15pts
Moves ‘9’- T7, W3, S0, I0, A0, No Save (Forester Cart)
The 2 Forester Crew on board cannot be harmed (S4, I2, A2
in total and Hits on a 3+ in Close Combat and -2 to Armour
Saves in CC), only the Forester Cart may be targeted and
damaged. If the Forester Cart is destroyed, so are the Crew.
Cavalry, 2 Warhorses are S4 I3 A2 in total and –1 to Armour
Saves in CC and Hit on a 4+ in Close Combat, Any Forester
unit can Embark on a Forester Cart if within ‘2’ at any time
unless in Close Combat. When the Forester models aboard
leave the Forester Cart, they are placed ‘2’ around the
Forester Cart and can Move, Run and Charge as normal.
Provincial Imperial Heavy Units:
Limit of 3 Provincial Cannons
Limit of 1 Bombardier per Artillery
No Limit on Provincial Artillery Crew
No Limit on Provincial Fusillade ‘Volley Gun’ Wagons
No Limit on Provincial Wagons if ‘Volley Gun’ Wagon taken
Limit of 20 Austrian Barbarians with 2H Swords

Provincial Cannon with 3 Crew: 60pts


T3, W1, S3, I3, A1, No Save (3 Provincial Artillery Crew)
T5, W1, S0, I0, A0, No Save (Provincial Cannon), Artillery,
Armed with Provincial Cannon (Heavy, ‘48’, S7, Ignores
Armour Saves, Cannonball bounces D6 + ‘2’ from Guessed
Range, Each Hit deals 4 Wounds, Cannot hit more than 6
models before Cannonball bounces) Combustible (Before
firing the Cannon, roll a D6, on a 6 there is an explosion. The
Provincial Crew each suffer a S7 -3 to Armour Saves Hit and
the Cannon is destroyed)

Provincial Bombardier: 25pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Joins Provincial Cannon units, any model hit by a Cannonball
in Bombardier’s unit deals 5 Wounds (rather than 4 Wounds)

Provincial Artillery Crew: 10pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting
Provincial ‘Fusillade’ Volley Gun Wagon: 120pts
Moves ‘9’- T6, W3, S5, I0, A0, No Save (Volley Gun Wagon)
The 4 Artillery Crew on board cannot be harmed (S3, I3, A1,
Hits on a 3+ in Close Combat), only the Wagon may be
targeted and damaged. If the Wagon is destroyed, so are the
Crew. Armed with Wagon Fusillade Volley Gun (Heavy,
‘24’, S5, -3 to Armour Saves, 3D6 + 6 Shots, Able to Move
and Fire if moving along Road ONLY), Artillery, Deals D6 I8
S5 -2 to Armour Save Hits on Charge ONLY, Cavalry, 2
Warhorses are S4 I3 A2 in total and –1 to Armour Saves in
CC and Hit on a 4+ in Close Combat

Provincial Wagon: 0pts


Moves ‘9’- T5, W3, S5, I0, A0, No Save (Provincial Wagon)
The 4 Wagon Crew on board cannot be harmed (S3, I3, A1,
Hits on a 3+ in Close Combat), only the Wagon may be
targeted and damaged. If the Wagon is destroyed, so are the
Crew. Deals D6 I8 S5 -2 to Armour Save Hits on Charge ONLY,
Cavalry, 2 Warhorses are S4 I3 A2 in total and –1 to Armour
Saves in CC and Hit on a 4+ in Close Combat

Austrian Barbarians with 2H Swords: 10pts


T3, W1, S6, I0, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and -3 to Armour Saves, Lucky Totem Pole (Enemy
units suffer -1 to Hit against this unit in Shooting and Reflex
Shots, Re-rolls misses in Close Combat, Can nullify one
Magical ability cast on this unit per Turn), Psychopathic
Charge: A4 on Charge
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 30 Provincial Skirmisher Arquebusiers


Limit of 30 Provincial Skirmisher Crossbowmen
Limit of 30 Provincial Skirmisher Foresters with Longbows
Limit of 30 Provincial Skirmisher Foresters with Longbows and
Shields
Limit of 30 Provincial Skirmisher Foresters with Javelins and
Shields
Limit of 30 Provincial Skirmisher Scouts with Longbows
Limit of 30 Provincial Skirmisher Scouts with Longbows and
Shields

Provincial Skirmisher Arquebusier: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Arquebus (Heavy, ‘24’, S4 -2 to
Armour Saves), Reflex Shots (S4, Hits on 5+ by Default)

Provincial Skirmisher Crossbowman: 10pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)
Provincial Skirmisher Forester with Longbow: 12pts
Moves ‘12’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a
4+ by Default in CC and Shooting, +1 to Cover Saves, Armed
with Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Reflex
Shots (S3, Hits on 5+ by Default), 4+ Cover Save in Woods
and moves through Woods without penalty, Forester Traps
(If this unit remains stationary in a forest in their Movement
Phase, they can set Traps. If any enemy unit enters the
trapped forest, roll a D6 for each model. On a 6, it suffers a
S4 hit that Ignores Armour Saves)

Provincial Skirmisher Forester with Longbow and


Shield: 13pts- Moves ‘12’, T3, W1, S3, I3, A1, 5+ Armour
Save, Hits on a 4+ by Default in CC and Shooting, +1 to Cover
Saves, Armed with Longbow (Auto, ‘30’, S3, -1 to Armour
Saves), Reflex Shots (S3, Hits on 5+ by Default), 4+ Cover
Save in Woods and moves through Woods without penalty,
Forester Traps

Provincial Skirmisher Forester with Javelin and Shield:


14pts- Moves ‘12’, T3, W1, S3, I3, A1, 5+ Armour Save, Hits
on a 4+ by Default in CC and Shooting, +1 to Cover Saves,
Armed with Javelins (Auto, ‘8’, S3, Thrown into Close
Combat so counts towards Wounds in Close Combat), Reflex
Shots (S3, Hits on 5+ by Default), 4+ Cover Save in Woods
and moves through Woods without penalty, Forester Traps
Provincial Skirmisher Scout with Longbow: 13pts, Moves
‘12’- T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 4+ by
Default in CC and Shooting, +1 to Cover Saves, Armed with
Longbow (Auto, ‘30’, S3, -1 to Armour Saves) Reflex Shots
(S3, Hits on a 5+ by Default), 4+ Cover Save in Woods

Provincial Skirmisher Scout with Longbow and Shield:


14pts- Moves ‘12’, T3, W1, S3, I6, A1, 5+ Dodge Save, Hits
on a 4+ by Default in CC and Shooting, +1 to Cover Saves,
Armed with Longbow (Auto, ‘30’, S3, -1 to Armour Saves)
Reflex Shots (S3, Hits on a 5+ by Default), 4+ Cover Save
in Woods
Provincial Empire Mercenary Units:
(Up to 50% of your Army Cost)
Grim Dwarfs
Nordic Raiders
Imperial Mercenaries
Brawler Ogres
Limit of 24 Death Dwarf Royal Guards
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Limit of 1 Wandering Dwarf & Wandering Thief
Jungle Reptile Mercenaries

Provincial Empire Allied Units:


(Up to 33% of your Army Cost)
Lazy Halflings
Imperial Mercenaries
Nature Elves
Provincial Empire Host Units:
(Up to 25% of your Army Cost)
Limit of 12 Bears
Limit of 20 War Boars
Limit of 1 Dragon
Limit of 1 Swarm Unit
Limit of 18 Warhounds
Ducal Camelot:
Universal Bonuses and Penalties for Ducal Camelot:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)
Ducal Camelot HERO Units:
Limit of 4 Ducal Camelot Mages (Battle Abilities)
Limit of 4 Ducal Camelot Mages (Elemental Abilities)
Limit of 4 Ducal Camelot Mages (Necromantic Abilities)
Limit of 4 Ducal Camelot Mages (Illusionist Abilities)
Limit of 4 Ducal Camelot Mages (Angelic Abilities)

Ducal Camelot Mage (Battle): 60pts, Energy = 10 or 3D6


T3, W1, S4, I3, A1, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Provincial Mages can pool their Energy together
though (represented by dice or tokens). Each Provincial Mage
has 1 Battle Ability each, See page 8 to 18 of Army Men-
Exodus for Battle Abilities

Ducal Camelot Mage (Elemental): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Elemental Ability each, See page
19 to 27 of Army Men- Exodus for Elemental Abilities

Ducal Camelot Mage (Necromantic): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Necromantic Ability each, See
page 28 to 31 of Army Men- Exodus for Necromantic Abilities
Ducal Camelot Mage (Illusionist): 60pts
Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Illusionist Ability each, See page
38 to 41 of Army Men- Exodus for Illusionist Abilities

Ducal Camelot Mage (Angelic): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Provincial Mages can pool
their Energy together though (represented by dice or tokens).
Each Provincial Mage has 1 Angelic Ability each, See page 42
to 44 of Army Men- Exodus for Angelic Abilities
Ducal Camelot CORE Units:
Limit of 200 Ducal Peasant Rascals with Pitchforks
Limit of 200 Ducal Peasant Rascals with Clubs and Shields
Limit of 200 Ducal Peasant Rascals with Spears
Limit of 200 Ducal Peasant Rascals with Spears and Shields
Limit of 200 Ducal Peasant Rascals with Bows
Limit of 200 Ducal Peasant Rascals with Bows and Shields
Limit of 140 Ducal Villeins with Halberds
Limit of 140 Ducal Villeins with Halberds and Shields
Limit of 120 Ducal Ribauds with Swords
Limit of 120 Ducal Ribauds with Swords and Shields
Limit of 120 Ducal Ribauds with Spears
Limit of 120 Ducal Ribauds with Spears and Shields
Limit of 120 Ducal Ribauds with 2H Swords
Limit of 120 Ducal Ribauds with 2H Swords and Shields
Limit of 120 Ducal Rapscallions with Composite Bows
Limit of 120 Ducal Rapscallions w/ Composite Bows & Shields
Limit of 120 Ducal Arbalesters with Crossbows
Limit of 120 Ducal Arbalesters with Crossbows and Shields
No Limit on Ducal Reliquary Monks
No Limit on Ducal Knights of the Quest with Lances & Shields
Ducal Peasant Rascal with Pitchfork: 3pts
T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default

Ducal Peasant Rascal with Club and Shield: 3.5pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default

Ducal Peasant Rascal with Spear: 3.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
I5 against Cavalry, I4 against Flyers

Ducal Peasant Rascal with Spear and Shield: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default,
I5 against Cavalry, I4 against Flyers

Ducal Peasant Rascal with Composite Bow: 3.5pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC
and Shooting, Armed with Composite Bow (Auto, ‘24’, S3),
Reflex Shots (S3, Hits on 6+ by Default)

Ducal Peasant Rascal w/ Composite Bow & Shield: 4pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on 6+ by Default)

Ducal Villein with Halberd: 9pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I4 against Cavalry and Flyers

Ducal Villein with Halberd and Shield: 10pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I4 against Cavalry and Flyers

Ducal Ribauld with Sword: 5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default

Ducal Ribauld with Sword and Shield: 6pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
Ducal Ribauld with Spear: 6pts
T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
I6 against Cavalry, I5 against Flyers

Ducal Ribauld with Spear and Shield: 7pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Ducal Ribauld with 2H Sword: 7pts


T3, W1, S4, I2, A1, No Save, Hits on a 4+ by Default in CC,
I4 against Flyers, -2 to Armour Saves

Ducal Ribauld with 2H Sword and Shield: 8pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I4 against Flyers, -2 to Armour Saves

Ducal Rapscallion with Composite Bow: 9pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on 5+ by Default)

Ducal Rapscallion with Composite Bow & Shield: 10pts


T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on 5+ by Default)

Ducal Arbalester with Crossbow: 10pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Ducal Arbalester with Crossbow and Shield: 11pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)
Ducal Reliquary Monk: 5pts
T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default, Spirit
of the Saints: Ducal Reliquary Monk Units have +2 to CCR
results. This cannot be increased by a Ducal Camelot Altar of
War

Ducal Knight of the Quest with Lance and Shield: 27pts


Move ‘9’- T3, W2, S3, I3, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging, Crazed, Hates Chaotics: Ranked Daimon, Rodent,
Traitor, Nomad Cloven, Dominator Dwarf and Corrupt Elf units
of all kinds, including any unit with ‘Mutant’ in its title and
Death Vultures and Bliss Daimon, Illusion Daimon, Disease
Daimon, Gore Daimon and Rodent Daimon units (Crazed so
must move toward the hated foe as fast as possible and
Charge them if in range). Also gains +1 to CCR rolls when
fighting these hated foes listed above and +1 to Hit
against them in Close Combat.
Ducal Camelot Specialist Units:
Limit of 80 Ducal Knights of the Sword
Limit of 80 Ducal Knights of the Sword with Shields
Limit of 80 Ducal Knights of the Sword on Barded Warhorses
Limit of 40 Ducal Impetuous Knights
Limit of 40 Ducal Impetuous Knights with Shields
Limit of 40 Ducal Impetuous Knights on Barded Warhorses
Limit of 40 Ducal Knights of The Queen
Limit of 40 Ducal Knights of The Queen with Shields
Limit of 40 Ducal Knights of The Queen on Barded Warhorses
Limit of 20 Ducal Knights of Honour
Limit of 20 Ducal Knights of Honour with Shields
Limit of 20 Ducal Knights of Honour on Barded Warhorses
Limit of 20 Ducal Hunter Cavalry with Spears
Limit of 20 Ducal Hunter Cavalry with Spears and Shields
Limit of 20 Ducal Hunter Cavalry with Crossbows
Limit of 20 Ducal Hunter Cavalry with Crossbows and Shields
Limit of 20 Ducal Brigands with Swords and Shields
Limit of 20 Ducal Brigands with Spears
Limit of 20 Ducal Brigands with Spears and Shields
Limit of 20 Ducal Brigands with 2H Swords
Limit of 20 Ducal Brigands with Halberds
Limit of 20 Ducal Brigands with Arquebuses
Limit of 20 Ducal Brigands with Crossbows
Limit of 20 Ducal Brigands with Composite Bows
Limit of 20 Ducal Foot Knights with Swords and Shields
Limit of 20 Ducal Foot Knights with Maces and Shields
Limit of 20 Ducal Foot Knights with 2H Swords and Shields
Ducal Knight of the Sword with Lance: 25pts
Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Knight of the Sword with Lance and Shield: 27pts


Move ‘9’- T3, W2, S3, I3, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Knight of the Sword on Barded Warhorse: 35pts


Move ‘9’- T3, W2, S3, I3, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Impetuous Knight with Lance: 27pts


Move ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Impetuous Knight with Lance and Shield: 29pts


Move ‘9’- T3, W2, S3, I4, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging
Ducal Impetuous Knight on Barded Warhorse: 37pts
Move ‘9’- T3, W2, S3, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Knight of The Queen with Lance: 29pts


Move ‘9’- T3, W2, S4, I4, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves and Hits
on a 2+ when not Charging

Ducal Knight of The Queen with Lance and Shield: 31pts


Move ‘9’- T3, W2, S4, I4, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves and Hits
on a 2+ when not Charging

Ducal Knight of The Queen on Barded Warhorse: 39pts


Move ‘9’- T3, W2, S4, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves and Hits
on a 2+ when not Charging

Ducal Knight of Honour with Lance: 31pts


Move ‘9’- T3, W2, S4, I4, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves and Hits
on a 2+ when not Charging
Ducal Knight of Honour with Lance and Shield: 33pts
Move ‘9’- T3, W2, S4, I4, A2, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves and Hits
on a 2+ when not Charging

Ducal Knight of Honour on Barded Warhorse: 41pts


Move ‘9’- T3, W2, S4, I4, A2, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight is -1 to Armour Saves and Hits
on a 2+ when not Charging

Ducal Hunter Cavalry with Spear: 16pts


Move ‘9’- T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge

Ducal Hunter Cavalry with Spear and Shield: 18pts


Move ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge
Ducal Hunter Cavalry with Crossbow: 22pts
Move ‘9’- T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Cavalry, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves), +1 to Hit and S4 -1 to Armour Saves
on Charge

Ducal Cavalry with Crossbow and Shield: 24pts


Move ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, Reflex Shots (S4, Hits on a 5+
by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), +1 to Hit and S4 -1 to Armour Saves on
Charge

Ducal Brigand with Sword and Shield: 8pts


T3, W1, S3, I3, A1, 4+ Armour Save, Hits on a 4+ by Default

Ducal Brigand with Spear: 8pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Ducal Brigand with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Ducal Brigand with 2H Sword: 9pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
and -2 to Armour Saves

Ducal Brigand with Halberd: 9pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I4 against Cavalry and Flyers, -1 to Armour Saves
Ducal Brigand with Arquebus: 10pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Arquebus (Heavy, ‘24’, S4
-2 to Armour Saves), Reflex Shots (S4, Hits on 5+ by
Default)

Ducal Brigand with Crossbow: 10pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Ducal Brigand with Composite Bow: 9pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S3, Hits on a 5+ by
Default), Armed with Composite Bow (Auto, ‘24’, S3)

Ducal Foot Knight with Sword and Shield: 10pts


T3, W1, S3, I3, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Re-rolls misses in CC

Ducal Foot Knight with Mace and Shield: 10pts


T3, W1, S3, I3, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves

Ducal Foot Knight with 2H Sword and Shield: 11pts


T3, W1, S4, I2, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves
Ducal Camelot Heavy Units:
Limit of 4 Ducal ‘Ordnance’ Cannons
Limit of 1 Ducal Camelot Altar of War
No Limit on Ducal Artillery Crew
Limit of 20 Zealous Ducal Knights with Swords & Shields
Limit of 20 Cleansing Knights with Spears and Shields
Limit of 8 Ducal Camelot Ballistae
Limit of 8 Ducal Camelot ‘Matchstick’ Cannons
Limit of 2 Ducal Camelot Quad Ribauds
Limit of 2 Ducal Camelot Septet Ribauds

Ducal ‘Ordnance’ Cannon with 3 Crew: 60pts


T3, W1, S3, I3, A1, No Save (3 Ducal Artillery Crew)
T5, W1, S0, I0, A0, No Save (Ducal ‘Ordnance’ Cannon),
Artillery, Armed with Ducal ‘Ordnance’ Cannon (Heavy,
‘48’, S7, Ignores Armour Saves, Cannonball bounces D6 +
‘2’ from Guessed Range, Each Hit deals 4 Wounds, Cannot hit
more than 6 models before Cannonball bounces)
Combustible (Before firing the Cannon, roll a D6, on a 6
there is an explosion. The Ducal Camelot Crew each suffer a
S7 -3 to Armour Saves Hit and the Cannon is destroyed.)

Ducal Camelot Altar of War with 5 Devotee Guards:


99pts- T3, W1, S4, I3, A1, 4+ Armour Save, Crazed,
Dauntless, Artillery, Guarded by 5 Devotee Guards with
Halberds and Shields and -1 to Armour Saves in Close
Combat, Altar of War cannot be destroyed BUT if all 5 of the
Devotee Guards are slain, the Altar of War is removed.
However, if there are 5 Devotee Guards in the enemy army,
they can take control of the Altar of War (See
Commandeering Artillery), Desecration: If the Ducal Altar
of War is left in Close Combat with the enemy, with no
Devotee Guards left alive, all Ducal Camelot units within ‘12’
lose heart and must pass an immediate CCR roll)

Spirit of the Saints: Ducal Camelot Units within ‘12’ of the


Ducal Camelot Altar of War gain +2 to CCR results
Ducal Artillery Crew: 10pts
T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting

Zealous Ducal Knight with Sword and Shield: 10pts


T3, W1, S3, I3, A2, 4+ Armour Save, 6+ Numb Save, Hits on
a 2+ by Default, Crazed, Dauntless, +2 Bonus to Hit in CC
(included above), +1 to Wound in Close Combat (1 still fails),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), +1 to Saves (included above), +1 to CCR Rolls
(Hired by the following armies ONLY: Ducal Camelot,
Provincial Empire), A4 on Charge against ALL armies but
Ducal Camelot and Provincial Empire.

Cleansing Knight with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 3+ by Default,
Hates Chaotics: Ranked Daimon, Rodent, Traitor, Nomad
Cloven, Dominator Dwarf and Corrupt Elf units of all kinds,
including any unit with ‘Mutant’ in its title and Death Vultures
and Bliss Daimon, Illusion Daimon, Disease Daimon, Gore
Daimon and Rodent Daimon units: Crazed and Gains +1 to
CCR Rolls and +1 to Hit against Chaotics, Dauntless, I6
against Cavalry and I5 against Flyers

Ducal Camelot Ballista with 2 Crew: 30pts


T3, W1, S3, I3, A1, No Save (2 Ducal Artillery Crew)
T5, W1, S0, A0, I0, No Save (Ducal Camelot Ballista),
Artillery, Ducal Camelot Crew hit on a 4+ by Default in CC,
Hits on 4+ by Default in Shooting

Piercing Bolt- 2 Crew (Heavy, ‘48’, S5 -2 to Armour Saves,


1 shot, Deals 4 Hits to unit if it hits)
Ducal Camelot ‘Matchstick’ Cannon: 40pts
T3, W1, S3, I3, A1, No Save (2 Ducal Artillery Crew)
T5, W1, S0, I0, A0, No Save (‘Matchstick’ Cannon), Artillery,
Armed with ‘Matchstick’ Cannon (Auto, ‘12’, Deals 2D6+1
Hits, S6 -3 to Armour Saves), Combustible (Before firing the
Cannon, roll a D6, on a 6 there is an explosion. The Ducal
Camelot Crew each suffer a S7 -3 to Armour Saves Hit and
the Cannon is destroyed), Immobile (Cannot Move, can only
pivot to face its target. Crew can Move, Run or Victory Run
but must abandon the Mortar to do so)

Ducal Camelot Quad Ribauld with 3 Crew: 100pts


T3, W1, S3, I3, A1, No Save (3 Ducal Artillery Crew)
T5, W1, S0, I0, A0, No Save (Quad Ribauld), Artillery, Fires
Four Barrel Shot but Combustible (Before firing the Quad
Ribaud, roll a D6, on a 1 then roll another D6, on a 5 – 6 there
is an explosion. Place a ‘5’ Blast, which deals 3 S4 –1 to
Armour Hits to all models in the explosion, the Quad Ribauld
is removed)

Four Barrel Shot (Roll 4 separate D6 before firing, on a 5 or


6 for any there is an explosion, see Combustible rule above,
Heavy, ‘48’, Deals 4 S5 -3 to Armour Save Hits to all models
up to ‘36’ within an area ‘2’ Wide but only up to 6 models
deep, measured from the nozzle of the Quad Ribauld, if
unsaved they deal 3 Wounds. Units will be blocked by Hills,
Walls or Low Walls. Buildings will also block units but will be
Hit themselves. Takes 2 Turns to reload, e.g. if 3 Barrels are
fired in your Turn 3, you can’t fire in Turn 4 or Turn 5, Turn 6
is fine)
Ducal Camelot Septet Ribauld with 3 Crew: 175pts
T3, W1, S3, I3, A1, No Save (3 Ducal Artillery Crew)
T5, W1, S0, I0, A0, No Save (Septet Ribauld), Artillery, Fires
Seven Barrel Shot but Combustible (Before firing the Septet
Ribaud, roll a D6, on a 1 then roll another D6, on a 5 – 6 there
is an explosion. Place a ‘5’ Blast, which deals 3 S4 –1 to
Armour Hits to all models in the explosion, the Septet Ribauld
is removed)

Seven Barrel Shot (Roll 7 separate D6 before firing, on a 6


for any there is an explosion, see Combustible rule above,
Heavy, ‘48’, Deals 4 S5 -3 to Armour Save Hits to all models
up to ‘36’ within an area ‘2’ Wide but only up to 6 models
deep, measured from the nozzle of the Septet Ribauld, if
unsaved they deal 3 Wounds. Units will be blocked by Hills,
Walls or Low Walls. Buildings will also block units but will be
Hit themselves. Takes 4 Turns to reload, e.g. if 7 Barrels are
fired in your Turn 1, you can’t fire in Turn 2 to Turn 5, Turn 6
is fine)
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 15 Ducal Skirmisher Arbalesters with Crossbows


Limit of 15 Ducal Skirmisher Arbalesters w/ Crossbows &
Shields
Limit of 30 Ducal Skirmisher Rapscallions with Composite
Bows
Limit of 30 Ducal Skirmisher Rapscallions with Composite
Bows and Shields
Limit of 15 Ducal Skirmisher Brigands with Swords and
Shields
Limit of 15 Ducal Skirmisher Brigands with Spears
Limit of 15 Ducal Skirmisher Brigands with Spears and Shields
Limit of 15 Ducal Skirmisher Brigands with 2H Swords
Limit of 15 Ducal Skirmisher Brigands with Halberds
Limit of 15 Ducal Skirmisher Brigands with Arquebuses
Limit of 15 Ducal Skirmisher Brigands with Crossbows
Limit of 15 Ducal Skirmisher Brigands with Composite Bows
Ducal Skirmisher Arbalester with Crossbow: 10pts
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and in Shooting, Reflex Shots (S4, Hits on
a 5+ by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1
to Armour Saves)

Ducal Skirmisher Arbalester with Crossbow and Shield:


11pts- Moves ‘9’, T3, W1, S3, I3, A1, 6+ Armour Save, Hits
on a 4+ by Default in CC and in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves)

Ducal Skirmisher Rapscallion with Composite Bow: 9pts


Moves ‘9’- T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Armed with Composite Bow
(Auto, ‘24’, S3), Reflex Shots (S3, Hits on 5+ by Default)

Ducal Skirmisher Rapscallion with Composite Bow and


Shield: 10pts- Moves ‘9’, T3, W1, S3, I2, A1, 5+ Armour
Save, Hits on a 4+ by Default in CC and Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
5+ by Default)

Ducal Skirmisher Brigand with Sword and Shield: 8pts


Moves ‘9’- T3, W1, S3, I3, A1, 4+ Armour Save, Hits on a 4+
by Default, +1 to Cover Saves

Ducal Skirmisher Brigand with Spear: 8pts


Moves ‘9’- T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+
by Default in CC, I6 against Cavalry, I5 against Flyers, +1 to
Cover Saves

Ducal Skirmisher Brigand with Spear and Shield: 9pts


Moves ‘9’- T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, I6 against Cavalry, I5 against Flyers, +1 to
Cover Saves
Ducal Skirmisher Brigand with 2H Sword: 9pts
Moves ‘9’- T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+
by Default and -2 to Armour Saves, +1 to Cover Saves

Ducal Skirmisher Brigand with Halberd: 9pts


Moves ‘9’- T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC, I4 against Flyers, -1 to Armour Saves, +1
to Cover Saves

Ducal Skirmisher Brigand with Arquebus: 10pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Armed with Arquebus
(Heavy, ‘24’, S4 -2 to Armour Saves), Reflex Shots (S4, Hits
on 5+ by Default), +1 to Cover Saves

Ducal Skirmisher Brigand with Crossbow: 10pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and in Shooting, Reflex Shots (S4, Hits on
a 5+ by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1
to Armour Saves), +1 to Cover Saves

Ducal Skirmisher Brigand with Composite Bow: 9pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and in Shooting, Reflex Shots (S3, Hits on
a 5+ by Default), Armed with Composite Bow (Auto, ‘24’,
S3), +1 to Cover Saves
Ducal Camelot Allied Units:
(Up to 33% of your Army Cost)
Lazy Halflings
Imperial Mercenaries
Nature Elves

Ducal Camelot Mercenary Units:


(Up to 33% of your Army Cost)
Grim Dwarfs
Man-Orcs
Nordic Raiders
Brawler Ogres
Imperial Mercenaries
Limit of 24 Death Dwarf Royal Guards
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
Limit of 1 Wandering Dwarf & Wandering Thief
Jungle Reptile Mercenaries

Ducal Camelot Host Units:


(Up to 25% of your Army Cost)
Limit of 1 Dragon
Limit of 30 Giant Frogs
Limit of 30 Giant Leeches
Limit of 20 Giant Snails
Limit of 1 Swarm Unit (Frogs or Toads)
Traitors:
Universal Bonuses and Penalties for Traitors:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Warped Beyond Imagination: Traitor Mutant (Hounds,


Spawn, Steeds) and Slavering Traitor Wolf, Traitor Centaur,
Traitor Kobold, Dominator Dwarf and Traitor Boar Centaur
Dwarf units have Magical Attacks
Traitor HERO Units:
Limit of 8 Nomad Cloven Mages (Battle Abilities)
Limit of 8 Nomad Cloven Mages (Necromantic Abilities)
Limit of 8 Nomad Cloven Mages (Ranked Daimon Abilities)
Limit of 8 Armoured Traitor Mages (Battle Abilities)
Limit of 8 Armoured Traitor Mages (Elemental Abilities)
Limit of 8 Armoured Traitor Mages (Necromantic Abilities)
Limit of 8 Armoured Traitor Mages (Ranked Daimon Abilities)
Limit of 8 Armoured Traitor Mages (Illusionist Abilities)

Nomad Cloven Mage (Battle): 90pts, Move ‘9’


Energy = 10 or 3D6- T4, W2, S4, I3, A1, No Save, Hits on a
2+ by Default in CC (+1 to Hit Bonus), Mutation 1: +’2’ to
Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), -1 to
Armour Saves in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Nomad Cloven and Traitor Mages can pool their Energy
together though (represented by dice or tokens). Each Nomad
Cloven Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities

Nomad Cloven Mage (Necromantic): 90pts, Move ‘9’


Energy = 10 or 3D6- T4, W2, S4, I3, A1, No Save, Hits on a
2+ by Default in CC (+1 to Hit Bonus), Mutation 1: +’2’ to
Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), -1 to
Armour Saves in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Nomad Cloven and Traitor Mages can pool their Energy
together though (represented by dice or tokens). Each Nomad
Cloven Mage has 1 Necromantic Ability each, See page 28 to
31 of Army Men- Exodus for Necromantic Abilities
Nomad Cloven Mage (Ranked Daimon): 90pts, Move ‘9’
Energy = 10 or 3D6- T4, W2, S4, I3, A1, No Save, Hits on a
2+ by Default in CC (+1 to Hit Bonus), Mutation 1: +’2’ to
Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), -1 to
Armour Saves in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Nomad Cloven and Traitor Mages can pool their Energy
together though (represented by dice or tokens). Each Nomad
Cloven Mage has 1 Ranked Daimon Ability each, See page 34
to 37 of Army Men- Exodus for Ranked Daimon Abilities

Armoured Traitor Mage (Battle): 110pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
has 1 Battle Ability each, See page 8 to 18 of Army Men-
Exodus for Battle Abilities

Armoured Traitor Mage (Elemental): 110pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
has 1 Elemental Ability each, See page 19 to 27 of Army Men-
Exodus for Elemental Abilities
Armoured Traitor Mage (Necromantic): 110pts
Energy = 10 or 3D6- T3, W1, S4, I3, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
has 1 Necromantic Ability each, See page 28 to 31 of Army
Men- Exodus for Necromantic Abilities

Armoured Traitor Mage (Ranked Daimon): 110pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
has 1 Ranked Daimon Ability each, See page 34 to 37 of Army
Men- Exodus for Ranked Daimon Abilities

Armoured Traitor Mage (Illusionist): 110pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
has 1 Illusionist Ability each, See page 38 to 41 of Army Men-
Exodus for Illusionist Abilities
Traitor CORE Units:
Limit of 120 Traitor Thugs with Axes
Limit of 120 Traitor Thugs with Axes and Shields
Limit of 120 Armoured Traitor Thugs with Axes and Shields
Limit of 30 Traitor Thugs with Twin Axes
Limit of 30 Armoured Traitor Thugs with Twin Axes
Limit of 30 Traitor Thugs with 2H Axes
Limit of 30 Armoured Traitor Thugs with 2H Axes
Limit of 30 Traitor Thugs with Flails
Limit of 30 Armoured Traitor Thugs with Flails
Limit of 30 Traitor Thugs with Spears
Limit of 30 Traitor Thugs with Spears and Shields
Limit of 30 Armoured Traitor Thugs with Spears and Shields
Limit of 30 Traitor Thugs with Composite Bows
Limit of 30 Traitor Thugs with Composite Bows and Shields
Limit of 30 Armoured Traitor Thugs w/ Composite Bows &
Shields
Limit of 30 Traitor Thugs with Longbows
Limit of 30 Traitor Thugs with Longbows and Shields
Limit of 30 Armoured Traitor Thugs w/ Longbows & Shields
Limit of 30 Traitor Thugs with Throwing Axes
Limit of 30 Traitor Thugs with Throwing Axes and Shields
Limit of 30 Armoured Traitor Thugs w/ Throwing Axes &
Shields
Limit of 30 Traitor Thugs with Black Powder Pistols
Limit of 30 Armoured Traitor Thugs with Black Powder Pistols
Limit of 30 Traitor Thugs with Black Powder Pistols and Shields
Limit of 30 Armoured Traitor Thugs with Black Powder Pistols
and Shields
Limit of 30 Traitor Marauders with Swords and Shields
Limit of 30 Traitor Marauders with Twin Axes
Limit of 30 Traitor Marauders with 2H Axes and Shields
Limit of 30 Traitor Marauders with Halberds and Shields
Limit of 30 Traitor Marauders with Composite Bows and
Shields
Limit of 30 Traitor Marauders with Crossbows and Shields
Limit of 20 Traitor Knights with Axes and Shields
Limit of 20 Traitor Knights with Twin Axes
Limit of 20 Traitor Knights with 2H Blades and Shields
Limit of 20 Traitor Knights with Halberds and Shields
Limit of 200 Nomad Cloven with Blades
Limit of 200 Nomad Cloven with Blades and Shields
Limit of 200 Armoured Nomad Cloven with Blades and Shields
Limit of 40 Nomad Cloven with Twin Axes
Limit of 40 Armoured Nomad Cloven with Twin Axes
Limit of 40 Nomad Cloven with 2H Axes
Limit of 40 Armoured Nomad Cloven with 2H Axes
Limit of 40 Nomad Cloven with Flails
Limit of 40 Armoured Nomad Cloven with Flails
Limit of 40 Nomad Cloven with Throwing Spears
Limit of 40 Nomad Cloven with Throwing Spears and Shields
Limit of 40 Armoured Nomad Cloven with Throwing Spears
and Shields
Limit of 40 Nomad Cloven with Halberds
Limit of 40 Armoured Nomad Cloven with Halberds
Limit of 200 Nomad Cloven with Composite Bows
No Limit on Traitor Cultists with Blades
No Limit on Red Death Cultists with Flails & Shields
Traitor Thug with Axe: 8pts
T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Traitor Thug with Axe and Shield: 9pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Armoured Traitor Thug with Axe and Shield: 10pts


T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Traitor Thug with Twin Axes: 9pts


T3, W1, S3, I4, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Armoured Traitor Thug with Twin Axes: 10pts


T3, W1, S3, I4, A2, 5+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Traitor Thug with 2H Axe: 10pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, -2 to Armour Saves

Armoured Traitor Thug with 2H Axe: 11pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, -2 to Armour Saves
Traitor Thug with Flail: 9pts
T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, -1 to Armour Saves

Armoured Traitor Thug with Flail: 10pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, -1 to Armour Saves

Traitor Thug with Spear: 9pts


T3, W1, S3, I5, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, I7 against Cavalry, I6
against Flyers

Traitor Thug with Spear and Shield: 10pts


T3, W1, S3, I5, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, I7 against Cavalry, I6
against Flyers

Armoured Traitor Thug with Spear and Shield: 11pts


T3, W1, S3, I5, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, I7 against Cavalry, I6
against Flyers

Traitor Thug with Composite Bow: 10pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Composite Bow (Auto,
‘24’, S3), Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls
Traitor Thug with Composite Bow and Shield: 11pts
T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Composite Bow,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls

Armoured Traitor Thug with Composite Bow and Shield:


12pts- T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 2+ by
Default in CC, Hits on a 3+ by Default in Shooting, Reflex
Shots (S3, Hits on a 4+ by Default), Armed with Composite
Bow, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Traitor Thug with Longbow: 11pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Longbow (Auto, ‘30’,
S3, -1 to Armour Saves), Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls

Traitor Thug with Longbow and Shield: 12pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Longbow, Mutation 1:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls

Armoured Traitor Thug with Longbow and Shield: 13pts


T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Longbow, Mutation 1:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls
Traitor Thug with Throwing Axe: 9pts
T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default, counts towards Wounds in Close
Combat), Armed with Throwing Axes (Auto, ‘4’, S3, -1 to
Armour Saves, Thrown into Close Combat so counts towards
Wounds in Close Combat), Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls

Traitor Thug with Throwing Axe and Shield: 10pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S3,
Hits on a 4+ by Default), Armed with Throwing Axes,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls

Armoured Traitor Thug with Throwing Axe and Shield:


11pts- T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 2+ by
Default in CC, Hits on a 3+ by Default in Shooting, Reflex
Shots (S3, Hits on a 4+ by Default), Armed with Throwing
Axes, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls

Traitor Thug with Black Powder Pistols: 10pts


T3, W1, S4, I4, A2, 6+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S4,
Hits on a 4+ by Default), Armed with Black Powder Pistols
(Auto, ‘6’, S4, 2 Shots, -1 to Armour Saves, Also used in Close
Combat with -2 to Armour Saves), Mutation 1: Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls

Armoured Traitor Thug with Black Powder Pistols: 11pts


T3, W1, S4, I4, A2, 5+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S4,
Hits on a 4+ by Default), Armed with Black Powder Pistols
(Auto, ‘6’, S4, 2 Shots, -1 to Armour Saves, Also used in Close
Combat with -2 to Armour Saves), Mutation 1: Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls
Traitor Thug with Black Powder Pistol and Shield: 10pts
T3, W1, S4, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots (S4,
Hits on a 4+ by Default), Armed with Black Powder Pistol
(Auto, ‘6’, S4, 1 Shot, -1 to Armour Saves, Also used in Close
Combat with -2 to Armour Saves), Mutation 1: Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls

Armoured Traitor Thug w/ Black Powder Pistol &


Shield: 11pts- T3, W1, S4, I4, A1, 4+ Armour Save, Hits on
a 2+ by Default in CC, Hits on a 3+ by Default in Shooting,
Reflex Shots (S4, Hits on a 4+ by Default), Armed with
Black Powder Pistol (Auto, ‘6’, S4, 1 Shot, -1 to Armour
Saves, Also used in Close Combat with -2 to Armour Saves),
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls

Traitor Marauder with Sword and Shield: 39pts


T3, W2, S4, I5, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Mutation 1: +1 to Strength
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Marauder unit, -1 to Armour Saves in Close Combat,
Diehards

Traitor Marauder with Twin Axes: 39pts


T3, W2, S4, I5, A3, 5+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +1 to Strength (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Marauder unit, -1
to Armour Saves in Close Combat, Diehards
Traitor Marauder with 2H Axe and Shield: 41pts
T3, W2, S5, I4, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Mutation 1: +1 to Strength
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Marauder unit, -3 to Armour Saves in Close Combat,
Diehards

Traitor Marauder with Halberd and Shield: 41pts


T3, W2, S5, I5, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Mutation 1: +1 to Strength
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Marauder unit, -2 to Armour Saves in Close Combat,
Diehards, I6 against Cavalry and Flyers

Traitor Marauder with Composite Bow and Shield: 41pts


T3, W2, S4, I5, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Mutation 1: +1 to Strength
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Marauder unit, -1 to Armour Saves in Close Combat,
Diehards, Hits on a 2+ in Shooting, Reflex Shots (S3, Hits
on a 3+ by Default), Armed with Composite Bow (Auto, ‘24’,
S3)

Traitor Marauder with Crossbow and Shield: 42pts


T3, W2, S4, I5, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Mutation 1: +1 to Strength
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Marauder unit, -1 to Armour Saves in Close Combat,
Diehards, Hits on a 2+ in Shooting, Reflex Shots (S4, Hits
on a 3+ by Default), Armed with Crossbow (Heavy, ‘30’, S4,
-1 to Armour Saves)
Traitor Knight with Axe and Shield: 74pts
T4, W2, S5, I6, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +1 to
Strength (included above), Mutation 2: +1 Toughness
(included above), -2 to Armour Saves in Close Combat,
Mutation 3: +1 to Armour Saves (included above)

Traitor Knight with Twin Axes: 74pts


T4, W2, S5, I6, A3, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, Mutation 1: +1 to Strength (included
above), Mutation 2: +1 Toughness (included above), -2 to
Armour Saves in Close Combat, Mutation 3: +1 to Armour
Saves (included above)

Traitor Knight with 2H Blade and Shield: 76pts


T4, W2, S6, I5, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +1 to
Strength (included above), Mutation 2: +1 Toughness
(included above), -4 to Armour Saves in Close Combat,
Mutation 3: +1 to Armour Saves (included above)

Traitor Knight with Halberd and Shield: 76pts


T4, W2, S6, I6, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +1 to
Strength (included above), Mutation 2: +1 Toughness
(included above), -3 to Armour Saves in Close Combat,
Mutation 3: +1 to Armour Saves (included above), I7 against
Cavalry and Flyers

Nomad Cloven with Blade: 10pts, Move ‘9’


T4, W2, S3, I3, A1, No Save, Hits on a 2+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific)
Nomad Cloven with Blade and Shield: 11pts, Move ‘9’
T4, W2, S3, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

Armoured Nomad Cloven w/ Blade & Shield: 13pts


Move ‘9’- T4, W2, S3, I3, A1, 5+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

Nomad Cloven with Twin Axes: 11pts, Move ‘9’


T4, W2, S3, I3, A2, No Save, Hits on a 3+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific)

Armoured Nomad Cloven with Twin Axes: 13pts, Move ‘9’


T4, W2, S3, I3, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)
Nomad Cloven with 2H Axe: 12pts, Move ‘9’
T4, W2, S4, I2, A1, No Save, Hits on a 2+ by Default in CC
and -2 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Armoured Nomad Cloven with 2H Axe: 14pts, Move ‘9’


T4, W2, S4, I2, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Nomad Cloven with Flail: 11pts, Move ‘9’


T4, W2, S4, I3, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)
Armoured Nomad Cloven with Flail: 13pts, Move ‘9’
T4, W2, S4, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Nomad Cloven with Throwing Spear: 11pts, Move ‘9’


T4, W2, S3, I3, A1, No Save, Hits on a 2+ by Default in CC,
Hits on a 4+ by Default in Shooting, Mutation 1: +’2’ to Move
(included above), Mutation 2: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls Mutation 3:
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Reflex Shots (S3, Hits
on a 5+ by Default, counts towards wounds in Close Combat),
Armed with Throwing Spears (Auto, ‘4’, S3, -1 to Armour
Saves, Thrown into Close Combat so counts towards Wounds
in Close Combat)

Nomad Cloven with Throwing Spear & Shield: 12pts


Move ‘9’- T4, W2, S3, I3, A1, 6+ Armour Save, Hits on a 2+
by Default in CC, Hits on a 4+ by Default in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Reflex Shots (S3, Hits on a 5+ by Default), Armed
with Throwing Spears
Armoured Nomad Cloven with Throwing Spear &
Shield: 14pts- Move ‘9’, T4, W2, S3, I3, A1, 5+ Armour Save,
Hits on a 2+ by Default in CC, Hits on a 4+ by Default in
Shooting, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Reflex Shots (S3, Hits on a 5+ by
Default), Armed with Throwing Spears

Nomad Cloven with Halberd: 12pts, Move ‘9’


T4, W2, S4, I3, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), I4
against Cavalry and Flyers

Armoured Nomad Cloven with Halberd: 14pts, Move ‘9’


T4, W2, S4, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), I4
against Flyers

Nomad Cloven with Composite Bow: 12pts, Move ‘9’


T4, W2, S3, I3, A1, No Save, Hits on a 2+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Hits on a 4+ by Default in Shooting, Reflex Shots
(S3, Hits on a 5+ by Default), Armed with Composite Bow
(Auto, ‘24’, S3)
Traitor Cultist with Blade: 5pts
T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Mutation 1: Rejuvenate: When slain, turn the model
around, lie it down or place a marker on it. At the beginning
of the turn for the Player who owns the Cultist unit, roll a D6
for each slain Cultist. On a 4-6 the Cultist Recovers all Wounds
and stands back up and functions as normal. If some Wounds
were taken from Attacks that were Fire Attacks or Poisonous
(or Venomous), they Recover on a 6 ONLY. If all Wounds were
taken by Fire Attacks, Poisonous or Venomous Attacks, they
can’t Rejuvenate

Mutation 2: Acid Spitter (I10, Poisonous, S4 against units


that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls, if the Attack hits, roll a D6, 1-3 =
Enemy takes automatic Wound, 4-6 = Enemy is Blinded,
cannot Attack back in this Close Combat round and is hit
automatically

Red Death Cultist with Flail and Shield: 8pts


T3, W1, S4, I3, A1, 4+ Numb Save, Hits on a 2+ by Default
(+1 Bonus to Hit) and -1 to Armour Saves, Crazed,
Dauntless, +2 Bonus to Hit in CC (included above), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above), +1 to CCR Rolls, Counts as a ‘Gore’
unit and as ‘Chaotic’
Traitor Specialist Units:
Limit of 40 Mounted Traitor Thugs with Axes
Limit of 40 Mounted Traitor Thugs with Axes and Shields
Limit of 40 Armoured Mounted Traitor Thugs w/ Axes &
Shields
Limit of 20 Mounted Traitor Thugs with Spears
Limit of 20 Mounted Traitor Thugs with Spears and Shields
Limit of 20 Armoured Mounted Traitor Thugs w/ Spears &
Shields
Limit of 20 Mounted Traitor Thugs with Lances
Limit of 20 Mounted Traitor Thugs with Lances and Shields
Limit of 20 Armoured Mounted Traitor Thugs w/ Lances &
Shields
Limit of 20 Mounted Traitor Thugs w/ Black Powder Pistols
Limit of 20 Armoured Mounted Traitor Thugs with Black
Powder Pistols
Limit of 20 Mounted Traitor Thugs with Black Powder Pistols
and Shields
Limit of 20 Armoured Mounted Traitor Thugs with Black
Powder Pistols & Shields
Limit of 30 Mounted Traitor Marauders with Swords and
Shields
Limit of 30 Mounted Traitor Marauders with Swords and
Shields on Barded Warhorses
Limit of 30 Mounted Traitor Marauders with Lances and
Shields
Limit of 30 Mounted Traitor Marauders with Lances and
Shields on Barded Warhorses
Limit of 30 Mounted Traitor Knights with Axes and Shields
Limit of 30 Mounted Traitor Knights with Axes and Shields on
Barded Warhorses
Limit of 30 Mounted Traitor Knights with Lances and Shields
Limit of 30 Mounted Traitor Knights with Lances and Shields
on Barded Warhorses
Limit of 8 Nomad Cloven Beast Handlers w/ Blades & Shields
Limit of 48 Traitor Mutant Hounds (Up to 6 per Beast Handler)
Limit of 48 Traitor Mutant Spawn (Up to 6 per Beast Handler)
Limit of 48 Slavering Traitor Wolves (Up to 6 per Beast
Handler)
Limit of 48 Traitor Mutant Steeds (Up to 6 per Beast Handler)

Mounted Traitor Thug with Axe: 16pts


T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls, Cavalry

Mounted Traitor Thug with Axe and Shield: 18pts


Moves ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 2+
by Default in CC (+1 Bonus to Hit), Mutation 1: Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls,
Cavalry

Armoured Mounted Traitor Thug w/ Axe & Shield: 20pts


Moves ‘9’- T3, W2, S3, I4, A1, 3+ Armour Save, Hits on a 2+
by Default in CC (+1 Bonus to Hit), Mutation 1: Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls,
Cavalry

Mounted Traitor Thug with Spear: 17pts


Moves ‘9’- T3, W2, S3, I5, A1, 5+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, +1 to Hit and
S4 -1 to Armour Saves on Charge
Mounted Traitor Thug with Spear: 19pts
Moves ‘9’- T3, W2, S3, I5, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, +1 to Hit and
S4 -1 to Armour Saves on Charge

Armoured Mounted Traitor Thug w/ Spear & Shield:


21pts- Moves ‘9’, T3, W2, S3, I5, A1, 3+ Armour Save, Hits
on a 2+ by Default in CC, Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls, +1 to
Hit and S4 -1 to Armour Saves on Charge

Mounted Traitor Thug with Lance: 18pts


Moves ‘9’- T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, I6 and S5 -3
to Armour Saves on Charge

Mounted Traitor Thug with Lance and Shield: 20pts


Moves ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, I6 and S5 -3
to Armour Saves on Charge

Armoured Mounted Traitor Thug w/ Lance & Shield:


22pts- Moves ‘9’- T3, W2, S3, I4, A1, 3+ Armour Save, Hits
on a 2+ by Default in CC, Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls, I6 and
S5 -3 to Armour Saves on Charge

Mounted Traitor Thug with Black Powder Pistols: 18pts


Moves ‘9’- T3, W2, S4, I4, A2, 5+ Armour Save, Hits on a 2+
by Default in CC, Hits on a 3+ by Default in Shooting, Reflex
Shots (S4, Hits on a 4+ by Default), Armed with Black
Powder Pistols (Auto, ‘6’, S4, 2 Shots, -1 to Armour Saves,
Also used in Close Combat with -2 to Armour Saves),
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls
Armoured Mounted Traitor Thug with Black Powder
Pistols: 20pts- Moves ‘9’, T3, W2, S4, I4, A2, 4+ Armour
Save, Hits on a 2+ by Default in CC, Hits on a 3+ by Default
in Shooting, Reflex Shots (S4, Hits on a 4+ by Default),
Armed with Black Powder Pistols (Auto, ‘6’, S4, 2 Shots, -
1 to Armour Saves, Also used in Close Combat with -2 to
Armour Saves), Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls

Mounted Traitor Thug w/ Black Powder Pistol & Shield:


19pts- Moves ‘9’, T3, W2, S4, I4, A2, 4+ Armour Save, Hits
on a 2+ by Default in CC, Hits on a 3+ by Default in Shooting,
Reflex Shots (S4, Hits on a 4+ by Default), Armed with
Black Powder Pistol (Auto, ‘6’, S4, 1 Shot, -1 to Armour
Saves, Also used in Close Combat with -2 to Armour Saves),
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls

Armoured Mounted Traitor Thug w/ Black Powder


Pistol & Shield: 21pts- Moves ‘9’, T3, W2, S4, I4, A2, 3+
Armour Save, Hits on a 2+ by Default in CC, Hits on a 3+ by
Default in Shooting, Reflex Shots (S4, Hits on a 4+ by
Default), Armed with Black Powder Pistol (Auto, ‘6’, S4, 1
Shot, -1 to Armour Saves, Also used in Close Combat with -2
to Armour Saves), Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls

Mounted Traitor Marauder with Sword and Shield: 45pts


Moves ‘9’, T3, W3, S4, I5, A2, 3+ Armour Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus), Mutation 1: +1 to
Strength (included above), Mutation 2: +1 to Hit in Close
Combat (included above) and +1 ‘Gore’ Attack for every 2nd
model in this Marauder unit, -1 to Armour Saves in Close
Combat, Diehards, Cavalry, Warhorse is I3 S4 -1 to Armour
Saves A1 in CC and hits on a 4+ by Default
Mounted Traitor Marauder w/ Sword & Shield on
Barded Warhorse: 49pts- Moves ‘9’, T3, W3, S4, I5, A2, 2+
Armour Save, Hits on a 2+ by Default in CC (+2 to Hit Bonus),
Mutation 1: +1 to Strength (included above), Mutation 2:
+1 to Hit in Close Combat (included above) and +1 ‘Gore’
Attack for every 2nd model in this Marauder unit, -1 to Armour
Saves in Close Combat, Diehards, Cavalry, Warhorse is I3
S4 -1 to Armour Saves A1 in CC and hits on a 4+ by Default

Mounted Traitor Marauder with Lance and Shield: 47pts


Moves ‘9’- T3, W3, S4, I5, A2, 3+ Armour Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), Mutation 1: +1 to
Strength (included above), Mutation 2: +1 to Hit in Close
Combat (included above) and +1 ‘Gore’ Attack for every 2nd
model in this Marauder unit, Diehards, Cavalry, Warhorse is
I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by
Default, I7 and S6 and -4 to Armour Saves on Charge,
Marauder is -1 to Armour Saves when not Charging

Mounted Traitor Marauder w/ Lance on Barded


Warhorse: 51pts- Moves ‘9’, T3, W3, S4, I5, A2, 2+ Armour
Save, Hits on a 2+ by Default in CC (+1 to Hit Bonus),
Mutation 1: +1 to Strength (included above), Mutation 2:
+1 to Hit in Close Combat (included above) and +1 ‘Gore’
Attack for every 2nd model in this Marauder unit, Diehards,
Cavalry, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, I7 and S6 -4 to Armour Saves on
Charge, Marauder is -1 to Armour Saves when not Charging

Mounted Traitor Knight with Axe and Shield: 80pts


Moves ‘9’- T4, W3, S5, I6, A2, 2+ Armour Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus), Diehards, Mutation 1:
+1 to Strength (included above), Mutation 2: +1 Toughness
(included above), Mutation 3: +1 to Armour Saves (included
above), Cavalry, Warhorse is I3 S4 -1 to Armour Saves A1 in
CC and hits on a 4+ by Default, Knight is -2 to Armour Saves
Mounted Traitor Knight with Axe and Shield on Barded
Warhorse: 84pts- Moves ‘9’, T4, W3, S5, I6, A2, 1+ Armour
Save, Hits on a 2+ by Default in CC (+2 to Hit Bonus),
Diehards, Mutation 1: +1 to Strength (included above),
Mutation 2: +1 Toughness (included above), Mutation 3:
+1 to Armour Saves (included above), Cavalry, Warhorse is
I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by
Default, Knight is -2 to Armour Saves

Mounted Traitor Knight with Lance and Shield: 82pts


Moves ‘9’- T4, W3, S5, I6, A2, 2+ Armour Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), Diehards, Mutation 1:
+1 to Strength (included above), Mutation 2: +1 Toughness
(included above), Mutation 3: +1 to Armour Saves (included
above), Cavalry, Warhorse is I3 S4 -1 to Armour Saves A1 in
CC and hits on a 4+ by Default, I8 and S7 -5 to Armour Saves
on Charge, Knight is -2 to Armour Saves when not Charging

Mounted Traitor Knight with Lance and Shield on


Barded Warhorse: 86pts- Moves ‘9’, T4, W3, S5, I6, A2, 1+
Armour Save, Hits on a 2+ by Default in CC (+1 to Hit Bonus),
Diehards, Mutation 1: +1 to Strength (included above),
Mutation 2: +1 Toughness (included above), Mutation 3:
+1 to Armour Saves (included above), Cavalry, Warhorse is
I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by
Default, I8 and S7 -5 to Armour Saves on Charge, Knight is -
2 to Armour Saves when not Charging

Nomad Cloven Beast Handler with Whip and Shield:


18pts- Moves ‘9’, T4, W2, S3, I3, A1, 5+ Armour Save, Hits
on a 2+ by Default in CC, Mutation 1: +’2’ to Move (included
above), Mutation 2: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls Mutation 3: Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Armed with Whips (Can Attack
within ‘3’ of friendly models)
Traitor Mutant Hound: 23pts, Moves ‘9’
T4, W2, S4, I4, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Cavalry, -1 to Armour Saves in CC,
‘Bite Attacks’, Mutation 1: +1 to CCR rolls and +1 to Hit in
Close Combat, Mutation 2: Crazed, Dauntless, +1 to Saves
(included above), +1 to Hit in Close Combat (included above),
+1 to Wound (1 still fails), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules)

Traitor Mutant Spawn: 80pts


T4, W1, S4, I3, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in CC, Mutation 1: +1 to Saves
(include above), Mutation 2: +1 to Toughness (included
above), Mutation 3: Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Mutation 4: +1 Strength (included above), Mutation 5: +1
to Hit in Close Combat (included above), Mutation 6:
Crazed, Dauntless, +1 to Wound in CC (1 still fails), +1 to
Hit in Close Combat (included above), +1 to Saves (included
above), Mutation 7: Rejuvenate: When slain, turn the
model around, lie it down or place a marker on it. At the
beginning of the turn for the Player who owns the Spawn unit,
roll a D6 for each slain Spawn. On a 4-6 the Spawn Recovers
all Wounds and stands back up and functions as normal. If
some Wounds were taken from Attacks that were Fire Attacks
or Poisonous (or Venomous), they Recover on a 6 ONLY. If all
Wounds were taken by Fire Attacks, Poisonous or Venomous
Attacks, they can’t Rejuvenate, Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules)
Slavering Traitor Wolf: 70pts
Moves ‘9’- T4, W3, S4, I4, A2, No Save, Hits on a 4+ by
Default in CC, -1 to Armour Saves, Cavalry, Terrific (Enemy
units suffer a -1 to Hit against them penalty in Close Combat
unless: Dauntless or Terrific), Dino Beast Hounds have ‘Bite
Attacks’, Night Hunters (Will only appear in daylight)

Traitor Mutant Steed: 32pts, Moves ‘12’


T4, W2, S4, I4, A2, 5+ Armour Save, Hits on a 2+ by Default
in CC, Cavalry, -1 to Armour Saves in CC, Mutation 1: +’2’
to Move (included above), Mutation 2: +1 to Hit in Close
Combat (included above) and and +1 ‘Gore’ Attack for every
2nd model in this Traitor Steed unit Mutation 3: +1 to Armour
Saves (included above), Mutation 4: +1 to Magic Save rolls
Traitor Heavy Units:
Limit of 25 Nomad Minos with Axes
Limit of 25 Armoured Nomad Minos with Axes
Limit of 25 Nomad Minos with Twin Axes
Limit of 25 Armoured Nomad Minos with Twin Axes
Limit of 25 Nomad Minos with 2H Axes
Limit of 25 Armoured Nomad Minos with 2H Axes
Limit of 10 Armoured Traitor Trolls
Limit of 1 Traitor Altar of War
Limit of 40 Swooping Gargoyles with Swords & Shields
Limit of 6 Spiky War Trolls with Ironfists and Blades
Limit of 20 Enraged Traitor Centaurs with 2H Axes
Limit of 10 Enraged Traitor Centaurs with Halberds (see unit)

Nomad Minos with Axe: 40pts, Move ‘12’


T4, W3, S4, I3, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +2 to Move (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Minos unit

Armoured Nomad Minos with Axe: 48pts, Move ‘12’


T4, W3, S4, I3, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit
Nomad Minos with Twin Axes: 44pts, Move ‘12’
T4, W3, S4, I3, A6, 6+ Numb Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit

Armoured Nomad Minos with Twin Axes: 52pts, Move ‘12’


T4, W3, S4, I3, A6, 5+ Numb Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit

Nomad Minos with 2H Axe: 48pts, Move ‘12’


T4, W3, S5, I2, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit
Armoured Nomad Minos with 2H Axe: 56pts, Move ‘12’
T4, W3, S5, I2, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +2 to Move (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Minos unit

Armoured Traitor Troll: 65pts, Move ‘9’


T4, W3, S5, I1, A3, 6+ Armour Save, Hits on a 4+ by Default
in CC, -4 to Armour Saves in CC, Brainless (Roll a 2D6 at the
start of each of your Player turns for this unit, on a 5+ they
are Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, Traitor Trolls can Spew Acid, dealing a S5 Hit
and 3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, Traitor Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved), Chest Drummers (Trolls
in Armour cannot Rejuvenate)
Traitor Altar of War with 5 Cultist Guards: 80pts
T3, W1, S3, I3, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 5 Cultist Guards with Clubs, Altar of War cannot
be destroyed BUT if all 5 of the Cultist Guards are slain, the
Altar of War is removed. However, if there are 5 Cultist
Guards in the enemy army, they can take control of the Altar
of War (See Commandeering Artillery), Desecration: If
the Traitor Altar of War is left in Close Combat with the
enemy, with no Cultist Guards left alive, all Traitor units within
‘12’ lose faith and must pass an immediate CCR roll)

Endless Slaughter: Traitor Units within ‘12’ of the Traitor


Altar of War gain +1 Attack)

Swooping Gargoyle with Sword and Shield: 21pts


Moves ‘10’- T4, W1, S4, I2, A2, 3+ Armour Save, 5+ Dodge
Save, Hits on a 3+ by Default in CC and -1 to Armour Saves,
Flyer (Can Move ‘0’ to ’32’) Magical Attacks, Dauntless,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Shaky, Hard as Stone
(2+ Save against ALL Fire Attacks), Double Horn of
Firebrand (Target an enemy unit in the Magic Phase within
‘24’, Deals D6 S4 -1 to Armour Saves Hits), Ascendant
Banner (Any unit with ‘Daimon’ in their title do NOT get
bonus Attacks or +1 Initiative for Charging this unit)

Spiky War Troll with Ironfist and Blade: 70pts, Move ‘9’
T4, W3, S5, I1, A3, 5+ Armour Save, 4+ Numb Save, Hits on
a 3+ by Default in CC, -3 to Armour Saves in CC, They Rule
with Iron Fists (Does NOT suffer from Brainless rule),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, War Trolls can Spew Acid, dealing a S5 Hit which
Ignores Armour Saves), Weak Against Fire (Fire Attacks are
S5 against Snow Trolls and they Ignore their Numb Saves),
Crazed, Dauntless
(Cannot be Hired by the following armies: Grim Dwarfs,
Nature Elves, Marine Elves and Coastal Elves)
Enraged Traitor Centaur with 2H Axe: 35pts
Moves ‘9’- T4, W2, S6, I0, A2, 4+ Armour Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Drunken Rampage (Will Charge any unit, including friendly
units, if no enemy units are within Charge range in the Close
Combat Phase), Crazed, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Hates Marine Elves, Coastal Elves, Corrupt Elves,
Elven Navy, Elven Pirates, Nature Elves and Fay Elves

Enraged Traitor Centaur with Halberd: 45pts


Moves ‘9’- T4, W2, S6, I3, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Drunken Rampage, Crazed, Terrific, Champions of the
Underground (Limit of 1 Enraged Traitor Centaur with
Halberd for every 2 Enraged Traitor Centaurs with 2H Axes)
Hates Marine Elves, Coastal Elves, Corrupt Elves, Elven Navy,
Elven Pirates, Nature Elves and Fay Elves
Traitor Allied Units:
(Up to 25% of your Army Cost)
Traitor Allies
Hungry Dead
Rodents
Corrupt Elves
Tribals

Traitor Mercenary Units:


(Up to 25% of your Army Cost)
Clumsy Giants
Tribal Man-Orcs
Steppe Norkers
Brawler Ogres
Tribal Orcs
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Tratior Host Units:
(Up to 25% of your Army Cost)
Limit of 5 Hungry Ghosts
Limit of 1 Hungry Spectre
Limit of 2 Hungry Dead Knights
Limit of 2 Hungry Wraiths
Limit of 10 Traitor Mutant Hounds
Limit of 1 Mutant Chimera
Limit of 2 Mutant Cockatrices
Limit of 2 Traitor Griffons
Limit of 10 Mutant Harpy ‘Bird Women’ with Clubs
Limit of 1 Mutant Hippogriff
Limit of 1 Mutant Hydra
Limit of 1 Mutant Jabberwock
Limit of 1 Mutant Winged Manticore
Limit of 2 Mutant Wyverns
Limit of 1 Mutant Gorgon
Limit of 5 Hungry Wraiths on Traitor Death Vultures
Limit of 5 Traitor Mutant Spawn
Limit of 5 Traitor Thunder Ogres with Axes

Traitor Thunder Ogre with Axe: 85pts, Move ‘12’


T5, W4, S6, I2, A6, 5+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -4 to Armour Saves in Close Combat,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Crazed, Dauntless,
+1 to Wound in Close Combat (1 still fails), +1 to Hit in Close
Combat (included above), +1 to Saves (included above)
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 1: +1 Armour Saves (included
above), Mutation 2: +1 to Strength (included above)
Thunderstruck: Immune to Lightning Attacks & Warp
Lightning Cannons, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots)
Traitor Allied Contingent:

Traitor Kobolds (all units with ‘Traitor Kobold’ in title):


Hates Grim Dwarf, Gnome and Mountain Dwarf units of all
kinds (Crazed so must move toward the Dwarfs/Gnomes as
fast as possible and Charge them if in range, Does NOT need
to do this if Kobolds are in a Defended Obstacle or manning a
barricade of any kind). Also gains +1 to CCR rolls when
fighting these Dwarfs listed above and +1 to Hit against
them in Close Combat.

Afraid of Marine Elves, Coastal Elves, Corrupt Elves, Nature


Elves, Elf Pirates, Elven Navy and Fay Elves if Traitor Kobolds
do not have double their number (e.g. 40 Traitor Kobolds
would Fear 21 Fay Elves, each Wound on their starting profile
counts as 1 model) so they suffer -1 to Hit against Elf units in
Close Combat with if they roll a 6+ on 2D6. Roll 2D6 if the
Traitor Kobold unit wants to Charge or is Charged by an Elf
unit it is Afraid of.

Rivalry:
Traitor Kobold units suffering from Rivalry must roll a D6 at
the start of each of your Player turns, if they are within Charge
reach of any Tribals unit (or ‘Gore’ Kobolds or Steppe Norkers
or Green Horde including Red Horde etc.). On a 6 they will
charge this unit, ideally the closest unit. If there are 2 units
within the same distance, roll a D6 to work out which (1-3 is
unit A, 4-6 is unit B) or 3 units in same distance (1-2 is unit
A, 3-4 is unit B and 5-6 is unit C). After the Close Combat is
resolved, neither side can suffer a CCR roll. Rivalry does NOT
apply if the unit which could be tested on a D6 for it has a
Grim Dwarf or Mountain Dwarf unit or units in sight, or there
is an enemy unit or units within ‘12’ of the unit. This means
that Grim Dwarfs or Mountain Dwarfs could be hiding behind
a stone wall and thus out of sight, which could result in a
Traitor Kobold unit charging a friendly unit. Rivalry does NOT
apply if there are any enemy units within ‘12’.
Traitor Ally HERO Units:
Limit of 1 Dominator Dwarf Mage (Battle)
Limit of 1 Dominator Dwarf Mage (Necromantic)
Limit of 1 Dominator Dwarf Mage (Ranked Daimon)
Limit of 1 Armoured Traitor Mage Lord (Battle)
Limit of 1 Armoured Traitor Mage Lord (Elemental)
Limit of 1 Armoured Traitor Mage Lord (Necromantic)
Limit of 1 Armoured Traitor Mage Lord (Ranked Daimon)
Limit of 1 Armoured Traitor Mage Lord (Illusionist)

Dominator Dwarf Mage (Battle): 78pts, Energy = 10


T4, W1, S4, I2, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Ancestral Animosity
(Will not associate or Link Up with any unit from the Tribals,
Green Horde or Steppe Norkers armies, ‘Gore’ Kobold,
‘Illusion’ Kobold or Traitor Kobold units), -1 to Armour Saves
in CC, Magical Attacks, Can Rest and recover 1 Energy by
not Moving or doing anything for a whole Turn, Dominator
Dwarf Mages can pool their Energy together though
(represented by dice or tokens). Each Dominator Dwarf Mage
has 1 Battle Ability each, See page 8 to 18 of Army Men-
Exodus for Battle Abilities, Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above)

Dominator Dwarf Mage (Necromantic): 78pts


Energy = 10- T4, W1, S4, I2, A1, 6+ Armour Save, Hits on a
2+ by Default in CC (+1 Bonus to Hit), Diehards, Ancestral
Animosity, -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Dominator Dwarf Mages can pool their
Energy together though (represented by dice or tokens). Each
Dominator Dwarf Mage has 1 Necromantic Ability each, See
page 28 to 31 of Army Men- Exodus for Necromantic Abilities,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 to Armour Saves
(included above)
Dominator Dwarf Mage (Ranked Daimon): 78pts
Energy = 10- T4, W1, S4, I2, A1, 6+ Armour Save, Hits on a
2+ by Default in CC (+1 Bonus to Hit), Diehards, Ancestral
Animosity -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Dominator Dwarf Mages can pool their
Energy together though (represented by dice or tokens). Each
Dominator Dwarf Mage has 1 Ranked Daimon Ability each,
See page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, Mutation 2: +1 to
Armour Saves (included above)

Armoured Traitor Mage Lord (Battle): 240pts


Energy = 40 or 12D6- T4, W4, S4, I5, A1, 4+ Armour Save,
Hits on a 2+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
Lord has 3 Battle Abilities each, See page 8 to 18 of Army
Men- Exodus for Battle Abilities

Armoured Traitor Mage Lord (Elemental): 240pts


Energy = 40 or 12D6- T4, W4, S4, I5, A1, 4+ Armour Save,
Hits on a 2+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
Lord has 3 Elemental Abilities each, See page 19 to 27 of
Army Men- Exodus for Elemental Abilities
Armoured Traitor Mage Lord (Necromantic): 240pts
Energy = 40 or 12D6- T4, W4, S4, I5, A1, 4+ Armour Save,
Hits on a 2+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
Lord has 3 Necromantic Abilities each, See page 28 to 31 of
Army Men- Exodus for Necromantic Abilities

Armoured Traitor Mage Lord (Ranked Daimon): 240pts


Energy = 40 or 12D6- T4, W4, S4, I5, A1, 4+ Armour Save,
Hits on a 2+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
Lord has 3 Ranked Daimon Abilities each, See page 34 to 37
of Army Men- Exodus for Ranked Daimon Abilities

Armoured Traitor Mage Lord (Illusionist): 240pts


Energy = 40 or 12D6- T4, W4, S4, I5, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nomad Cloven
and Traitor Mages can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
Lord has 3 Illusionist Abilities each, See page 38 to 41 of Army
Men- Exodus for Illusionist Abilities
Traitor Allied Contingent Units:
Limit of 20 Traitor Knights with Axes and Shields
Limit of 20 Traitor Knights with Twin Axes
Limit of 20 Traitor Knights with 2H Blades and Shields
Limit of 20 Traitor Knights with Halberds and Shields
Limit of 50 Nomad Minos with Axes
Limit of 50 Armoured Nomad Minos with Axes
Limit of 50 Nomad Minos with Twin Axes
Limit of 50 Armoured Nomad Minos with Twin Axes
Limit of 50 Nomad Minos with 2H Axes
Limit of 50 Armoured Nomad Minos with 2H Axes
Limit of 50 Nomad Minos with Spears
Limit of 50 Armoured Nomad Minos with Spears
Limit of 50 Nomad Minos with Halberds
Limit of 50 Armoured Nomad Minos with Halberds
Limit of 100 Nomad Cloven with Blades
Limit of 100 Nomad Cloven with Blades and Shields
Limit of 100 Armoured Nomad Cloven with Blades and Shields
Limit of 40 Nomad Cloven with Twin Axes
Limit of 40 Armoured Nomad Cloven with Twin Axes
Limit of 40 Nomad Cloven with 2H Axes
Limit of 40 Armoured Nomad Cloven with 2H Axes
Limit of 40 Nomad Cloven with Flails
Limit of 40 Armoured Nomad Cloven with Flails
Limit of 40 Nomad Cloven with Throwing Spears
Limit of 40 Nomad Cloven with Throwing Spears and Shields
Limit of 40 Armoured Nomad Cloven with Throwing Spears
and Shields
Limit of 40 Nomad Cloven with Halberds
Limit of 40 Armoured Nomad Cloven with Halberds
Limit of 50 Traitor Centaurs with Axes
Limit of 50 Traitor Centaurs with Axes and Shields
Limit of 50 Traitor Centaurs with Lances
Limit of 50 Traitor Centaurs with Lances and Shields
Limit of 50 Traitor Centaurs with 2H Swords
Limit of 50 Traitor Centaurs with Halberds
Limit of 50 Traitor Centaurs with Flails
Limit of 50 Traitor Centaurs with Twin Axes
Limit of 50 Traitor Centaurs with Composite Bows
Limit of 50 Traitor Centaurs with Composite Bows and Shields
Limit of 100 Traitor Kobolds with Blades
Limit of 100 Traitor Kobolds with Blades and Shields
Limit of 100 Armoured Traitor Kobolds with Blades and Shields
Limit of 100 Traitor Kobolds with Spears
Limit of 100 Traitor Kobolds with Spears and Shields
Limit of 100 Armoured Traitor Kobolds with Spears and
Shields
Limit of 100 Traitor Kobolds with Composite Bows
Limit of 100 Traitor Kobolds with Composite Bows and Shields
Limit of 100 Armoured Traitor Kobolds with Composite Bows
and Shields
Limit of 100 Nomad Cloven with Blades
Limit of 100 Nomad Cloven with Blades and Shields
Limit of 100 Armoured Nomad Cloven with Blades and Shields
Limit of 40 Nomad Cloven with Twin Axes
Limit of 40 Armoured Nomad Cloven with Twin Axes
Limit of 40 Nomad Cloven with 2H Axes
Limit of 40 Armoured Nomad Cloven with 2H Axes
Limit of 40 Nomad Cloven with Flails
Limit of 40 Armoured Nomad Cloven with Flails
Limit of 40 Nomad Cloven with Throwing Spears
Limit of 40 Nomad Cloven with Throwing Spears and Shields
Limit of 40 Armoured Nomad Cloven with Throwing Spears
and Shields
Limit of 40 Nomad Cloven with Halberds
Limit of 40 Armoured Nomad Cloven with Halberds
Limit of 20 Dominator Dwarf Berserkers with Axes
Limit of 20 Dominator Dwarf Berserkers with Axes and Shields
Limit of 20 Dominator Dwarf Berserkers with 2H Axes
Limit of 20 Dominator Dwarf Berserkers with Twin Axes
Limit of 20 Dominator Dwarf Berserkers with Throwing Axes
Limit of 20 Dominator Dwarf Berserkers with Throwing Axes
and Shields
Limit of 20 Dominator Dwarfs with Axes
Limit of 20 Dominator Dwarfs with Axes and Shields
Limit of 20 Armoured Dominator Dwarfs with Axes and Shields
Limit of 20 Dominator Dwarfs with 2H Axes
Limit of 20 Armoured Dominator Dwarfs with 2H Axes
Limit of 20 Dominator Dwarfs with Twin Axes
Limit of 3 Dominator Dwarf Rocket Launchers
Limit of 3 Traitor Boar Centaur Dwarf ‘Whirlwinds’
Limit of 3 Traitor Boar Centaur Dwarf ‘Tenderisers’
Limit of 2 Dominator Dwarf Mortars
Limit of 50 Traitor Boar Centaur Dwarfs with Axes
Limit of 50 Traitor Boar Centaur Dwarfs with 2H Axes
Limit of 8 Dominator Dwarf Portable Cannons
Limit of 30 Dominator Dwarfs with Crossbows

Traitor Knight with Axe and Shield: 74pts


T4, W2, S5, I6, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +1 to
Strength (included above), Mutation 2: +1 Toughness
(included above), -2 to Armour Saves in Close Combat,
Mutation 3: +1 to Armour Saves (included above)

Traitor Knight with Twin Axes: 74pts


T4, W2, S5, I6, A3, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, Mutation 1: +1 to Strength (included
above), Mutation 2: +1 Toughness (included above), -2 to
Armour Saves in Close Combat, Mutation 3: +1 to Armour
Saves (included above)
Traitor Knight with 2H Blade and Shield: 76pts
T4, W2, S6, I5, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +1 to
Strength (included above), Mutation 2: +1 Toughness
(included above), -4 to Armour Saves in Close Combat,
Mutation 3: +1 to Armour Saves (included above)

Traitor Knight with Halberd and Shield: 76pts


T4, W2, S6, I6, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +1 to
Strength (included above), Mutation 2: +1 Toughness
(included above), -3 to Armour Saves in Close Combat,
Mutation 3: +1 to Armour Saves (included above), I7 against
Cavalry and Flyers

Nomad Minos with Axe: 40pts, Move ‘12’


T4, W3, S4, I3, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +2 to Move (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Minos unit

Armoured Nomad Minos with Axe: 48pts, Move ‘12’


T4, W3, S4, I3, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit
Nomad Minos with Twin Axes: 44pts, Move ‘12’
T4, W3, S4, I3, A6, 6+ Numb Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit

Armoured Nomad Minos with Twin Axes: 52pts, Move ‘12’


T4, W3, S4, I3, A6, 5+ Numb Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit

Nomad Minos with 2H Axe: 48pts, Move ‘12’


T4, W3, S5, I2, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit
Armoured Nomad Minos with 2H Axe: 56pts, Move ‘12’
T4, W3, S5, I2, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit

Nomad Minos with Spear: 44pts, Move ‘12’


T4, W3, S4, I4, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit, I6 against Cavalry and I5 against Flyers

Armoured Nomad Minos with Spear: 52pts, Move ‘12’


T4, W3, S4, I4, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit, I6 against Cavalry and I5 against Flyers
Nomad Minos with Halberd: 48pts, Move ‘12’
T4, W3, S5, I3, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Minos unit, I4 against Cavalry and Flyers

Armoured Nomad Minos with Halberd: 56pts, Move ‘12’


T4, W3, S5, I3, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +2 to Move
(included above), Mutation 2: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this Centaur unit, I4 against Cavalry and Flyers

Traitor Centaur with Axe: 40pts


Moves ‘9’- T4, W2, S4, I3, A2, 4+ Armour Save, Hits on a 2+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit

Traitor Centaur with Axe and Shield: 44pts


Moves ‘9’- T4, W2, S4, I3, A2, 3+ Armour Save, Hits on a 2+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit
Traitor Centaur with Lance: 48pts
Moves ‘9’- T4, W2, S4, I3, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, Magical Attacks, Mutation 1:
+1 to Toughness (included above), Mutation 2: +1 to Hit in
Close Combat (included above) and +1 ‘Gore’ Attack for every
2nd model in this Centaur unit, I6 and S6 -4 to Armour Saves
on Charge, Centaur is S4 -1 to Armour Saves when not
Charging

Traitor Centaur with Lance and Shield: 52pts


Moves ‘9’- T4, W2, S4, I3, A2, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, Magical Attacks, Mutation 1:
+1 to Toughness (included above), Mutation 2: +1 to Hit in
Close Combat (included above) and +1 ‘Gore’ Attack for every
2nd model in this Centaur unit, I6 and S6 -4 to Armour Saves
on Charge, Centaur is S4 -1 to Armour Saves when not
Charging

Traitor Centaur with 2H Axe: 48pts


Moves ‘9’- T4, W2, S5, I2, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, -3 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit

Traitor Centaur with Halberd: 48pts


Moves ‘9’- T4, W2, S5, I3, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit; I4
against Cavalry and Flyers
Traitor Centaur with Flail: 44pts
Moves ‘9’- T4, W2, S5, I3, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit; I4
against Cavalry and Flyers

Traitor Centaur with Twin Axes: 44pts


Moves ‘9’- T4, W2, S4, I3, A3, 4+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit

Traitor Centaur with Composite Bow: 48pts


Moves ‘9’- T4, W2, S4, I3, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, Hits on 3+ in Shooting, -1 to Armour Saves
in CC, Cavalry, Magical Attacks, Mutation 1: +1 to
Toughness (included above), Mutation 2: +1 to Hit in Close
Combat (included above) and +1 ‘Gore’ Attack for every 2nd
model in this Centaur unit, Reflex Shots (S3, Hits on 4+ by
Default), Armed with Composite Bow (Auto, ‘24’, S3)

Traitor Centaur with Composite Bow and Shield: 52pts


Moves ‘9’- T4, W2, S4, I3, A2, 3+ Armour Save, Hits on a 3+
by Default in CC, Hits on 3+ in Shooting, -1 to Armour Saves
in CC, Cavalry, Magical Attacks, Mutation 1: +1 to
Toughness (included above), Mutation 2: +1 to Hit in Close
Combat (included above) and +1 ‘Gore’ Attack for every 2nd
model in this Centaur unit, Reflex Shots (S3, Hits on 4+ by
Default), Armed with Composite Bow (Auto, ‘24’, S3)
Traitor Kobold with Blade: 2.5pts
T3, W1, S3, I2, A1, No Save, Hits on a 4+ by Default in CC,
Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 Poisonous S4
‘Bite’ Attack for every 2nd model in this Kobold unit

Traitor Kobold with Blade and Shield: 3pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 Poisonous S4
‘Bite’ Attack for every 2nd model in this Kobold unit

Armoured Traitor Kobold with Blade and Shield: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 Poisonous S4
‘Bite’ Attack for every 2nd model in this Kobold unit

Traitor Kobold with Spear: 3pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 Poisonous S4
‘Bite’ Attack for every 2nd model in this Kobold unit, I5 against
Cavalry and I4 against Flyers

Traitor Kobold with Spear and Shield: 3.5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 Poisonous S4
‘Bite’ Attack for every 2nd model in this Kobold unit, I5 against
Cavalry and I4 against Flyers
Armoured Traitor Kobold with Spear and Shield: 4.5pts
T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 Poisonous S4
‘Bite’ Attack for every 2nd model in this Kobold unit, I5 against
Cavalry and I4 against Flyers

Traitor Kobold with Composite Bow: 3.5pts


T3, W1, S3, I2, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Rivalry, Hates Gnomes and Dwarfs, Afraid of
Elves, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, Mutation 2: +1
Poisonous S4 ‘Bite’ Attack for every 2nd model in this Kobold
unit, Reflex Shots (S3, Hits on 5+ by Default), Armed with
Composite Bow (Auto, ‘24’, S3)

Traitor Kobold with Composite Bow and Shield: 4pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Rivalry, Hates Gnomes and Dwarfs,
Afraid of Elves, Mutation 1: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, Mutation 2:
+1 Poisonous S4 ‘Bite’ Attack for every 2nd model, Reflex
Shots (S3, Hits on 5+ by Default), Armed with Composite
Bow

Armoured Traitor Kobold w/ Composite Bow & Shield:


5pts- T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 4+ by
Default in CC and Shooting, Rivalry, Hates Gnomes and
Dwarfs, Afraid of Elves, Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 Poisonous S4 ‘Bite’ Attack for every 2nd
model, Reflex Shots (S3, Hits on 5+ by Default), Armed with
Composite Bow
Nomad Cloven with Blade: 10pts, Move ‘9’
T4, W2, S3, I3, A1, No Save, Hits on a 2+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific)

Nomad Cloven with Blade and Shield: 11pts, Move ‘9’


T4, W2, S3, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

Armoured Nomad Cloven w/ Blade & Shield: 13pts


Move ‘9’- T4, W2, S3, I3, A1, 5+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

Nomad Cloven with Twin Axes: 11pts, Move ‘9’


T4, W2, S3, I3, A2, No Save, Hits on a 3+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific)
Armoured Nomad Cloven with Twin Axes: 13pts, Move ‘9’
T4, W2, S3, I3, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

Nomad Cloven with 2H Axe: 12pts, Move ‘9’


T4, W2, S4, I2, A1, No Save, Hits on a 2+ by Default in CC, -
2 to Armour Saves in Close Combat, Mutation 1: +’2’ to
Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Armoured Nomad Cloven with 2H Axe: 14pts, Move ‘9’


T4, W2, S4, I2, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Nomad Cloven with Flail: 11pts, Move ‘9’


T4, W2, S4, I3, A1, No Save, Hits on a 2+ by Default in CC
and -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)
Armoured Nomad Cloven with Flail: 13pts, Move ‘9’
T4, W2, S4, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Nomad Cloven with Throwing Spear: 11pts, Move ‘9’


T4, W2, S3, I3, A1, No Save, Hits on a 2+ by Default in CC,
Hits on a 4+ by Default in Shooting, Mutation 1: +’2’ to Move
(included above), Mutation 2: Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls Mutation 3:
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Reflex Shots (S3, Hits
on a 5+ by Default, counts towards wounds in Close Combat),
Armed with Throwing Spears (Auto, ‘4’, S3, -1 to Armour
Saves, Thrown into Close Combat so counts towards Wounds
in Close Combat)

Nomad Cloven with Throwing Spear & Shield: 12pts


Move ‘9’- T4, W2, S3, I3, A1, 6+ Armour Save, Hits on a 2+
by Default in CC, Hits on a 4+ by Default in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls Mutation 3: Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Reflex Shots (S3, Hits on a 5+ by Default), Armed
with Throwing Spears
Armoured Nomad Cloven with Throwing Spear &
Shield: 14pts- Move ‘9’, T4, W2, S3, I3, A1, 5+ Armour Save,
Hits on a 2+ by Default in CC, Hits on a 4+ by Default in
Shooting, Mutation 1: +’2’ to Move (included above),
Mutation 2: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls Mutation 3: Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Reflex Shots (S3, Hits on a 5+ by
Default), Armed with Throwing Spears

Nomad Cloven with Halberd: 12pts, Move ‘9’


T4, W2, S4, I3, A1, No Save, Hits on a 2+ by Default in CC, -
1 to Armour Saves in Close Combat, Mutation 1: +’2’ to
Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), I4
against Cavalry and Flyers

Armoured Nomad Cloven with Halberd: 14pts, Move ‘9’


T4, W2, S4, I3, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in Close Combat, Mutation 1: +’2’
to Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), I4
against Flyers
Dominator Dwarf Berserker with Axe: 13pts
T4, W1, S4, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -1 to Armour Saves in Close Combat,
Slow, Crazed, Dauntless, Ancestral Animosity (Will not
associate or Link Up with any unit from the Tribals, Green
Horde or Steppe Norkers armies, ‘Gore’ Kobold, ‘Illusion’
Kobold or Traitor Kobold units), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), +1 to Hit in CC
(included above), +1 to Wound in CC (1 still fails) and +1 to
Saves (included above), Mutation 1: +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, Mutation 2:
+1 to Saves (included above), Unrestrained (Will Charge
any unit, including friendly units, if no enemy units are within
Charge range in the Close Combat Phase. If no units are in
sight, friendly or enemy, they move at double rate (Move ‘12’)

Dominator Dwarf Berserker with Axe and Shield: 14pts


T4, W1, S4, I2, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -1 to Armour Saves in Close Combat,
Slow, Crazed, Dauntless, Ancestral Animosity,
Slaughter Them!, +1 to Hit in CC (included above), +1 to
Wound in CC (1 still fails) and +1 to Saves (included above),
Mutation 1: +1 to Hit in Close Combat (included above) and
+1 to CCR Rolls, Mutation 2: +1 to Saves (included above),
Unrestrained

Dominator Dwarf Berserker with 2H Axe: 15pts


T4, W1, S5, I1, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -3 to Armour Saves in Close Combat,
Slow, Crazed, Dauntless, Ancestral Animosity,
Slaughter Them!, +1 to Hit in CC (included above), +1 to
Wound in CC (1 still fails) and +1 to Saves (included above),
Mutation 1: +1 to Hit in Close Combat (included above) and
+1 to CCR Rolls, Mutation 2: +1 to Saves (included above),
Unrestrained
Dominator Dwarf Berserker with Twin Axes: 14pts
T4, W1, S4, I2, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in Close Combat, Slow, Crazed,
Dauntless, Ancestral Animosity, Slaughter Them!, +1 to
Hit in CC (included above), +1 to Wound in CC (1 still fails)
and +1 to Saves (included above), Mutation 1: +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Saves (included above), Unrestrained

Dominator Dwarf Berserker with Throwing Axe: 14pts


T4, W1, S4, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), Hits on a 4+ by Default in Shooting,
also -1 to Armour Saves in Close Combat, Slow, Crazed,
Dauntless, Ancestral Animosity, Slaughter Them!, +1 to
Hit in CC (included above), +1 to Wound in CC (1 still fails)
and +1 to Saves (included above), Mutation 1: +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Saves (included above), Unrestrained,
Reflex Shots (S3, Hits on a 5+ by Default, counts towards
wounds in Close Combat), Armed with Throwing Axes (Auto,
‘4’, S4, -2 to Armour Saves, Thrown into Close Combat so
counts towards Wounds in Close Combat)

Dominator Dwarf Berserker w/ Throwing Axe & Shield:


15pts- T4, W1, S4, I2, A2, 4+ Numb Save, Hits on a 2+ by
Default in CC (+1 Bonus to Hit), Hits on a 4+ by Default in
Shooting, also -1 to Armour Saves in Close Combat, Slow,
Crazed, Dauntless, Ancestral Animosity, Slaughter
Them!, +1 to Hit in CC (included above), +1 to Wound in CC
(1 still fails) and +1 to Saves (included above), Mutation 1:
+1 to Hit in Close Combat (included above) and +1 to CCR
Rolls, Mutation 2: +1 to Saves (included above),
Unrestrained, Reflex Shots (S4, Hits on a 5+ by Default),
Armed with Throwing Axes
Dominator Dwarf with Axe: 10pts
T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity (Will not
associate or Link Up with any unit from the Tribals, Green
Horde or Steppe Norkers armies, ‘Gore’ Kobold, ‘Illusion’
Kobold or Traitor Kobold units), Mutation 1: Crazed, +1 to
Hit in Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above)

Dominator Dwarf with Axe and Shield: 11pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity, Mutation 1:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls, Mutation 2: +1 to Armour Saves (included
above)

Armoured Dominator Dwarf with Axe and Shield: 12pts


T4, W1, S3, I2, A1, 3+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity, Mutation 1:
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls, Mutation 2: +1 to Armour Saves (included
above)

Dominator Dwarf with 2H Axe: 12pts


T4, W1, S4, I1, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Slow, Diehards,
Ancestral Animosity, Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above)

Dominator Dwarf with 2H Axe and Shield: 13pts


T4, W1, S4, I1, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Slow, Diehards,
Ancestral Animosity, Mutation 1: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above)
Armoured Dominator Dwarf with 2H Axe and Shield:
14pts- T4, W1, S4, I1, A1, 3+ Armour Save, Hits on a 2+ by
Default in CC, -2 to Armour Saves in Close Combat, Slow,
Diehards, Ancestral Animosity, Mutation 1: Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above)

Dominator Dwarf with Twin Axes: 11pts


T4, W1, S3, I2, A2, 5+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, Ancestral Animosity (Will not
associate or Link Up with any unit from the Tribals, Green
Horde or Steppe Norkers armies, ‘Gore’ Kobold, ‘Illusion’
Kobold or Traitor Kobold units), Mutation 1: Crazed, +1 to
Hit in Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above)

Dominator Dwarf Rocket Launcher Team: 72pts


T4, W2, S3, I2, A2, 4+ Armour Save, Slaver Rocket
Launcher (Heavy, ‘36’, S5, ‘2’ Blast, -3 to Armour Saves,
Deals 3 Wounds if unsaved), Fireworks (Before firing the
Rocket Launcher, roll a D6, on a 6, D6 Rockets are released
up to ‘36’ away, If a Rocket Launcher Team is hit by Fire
Attacks, the result is the same: D6 Rockets. If Rockets are
ignited on a 6 or by Fire Attacks, all ammunition is expended
for the battle), Diehards, Ancestral Animosity,
Mutation 1: Crew are Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, Mutation 2: Crew
have +1 to Armour Saves (included above), Crew Hits on a
2+ by Default in CC
Traitor Boar Centaur Dwarf ‘Whirlwind’: 120pts
Moves ‘12’- T4, W2, S4, I1, A2, 2+ Armour Save, 4+ Numb
Save, Pavise Shield: Grants the 4+ Numb Save to Boar
Centaur, Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots) Cavalry (Charges ‘14’),
Armed with Whirlwind (Deals 4 I10 S4 -1 to Armour Save
Hits + 6 S5 -2 to Armour Save Hits on Charge), Creeping
Death (Deals 1 I10 S4 -1 to Armour Save Hit + 3 S6 -3 to
Armour Save Hits when NOT Charging), Diehards, Ancestral
Animosity, Mutation 1: Boar Centaur Dwarf is Crazed, +1
to Hit in Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: Boar Centaur Dwarf has +1 to Armour Saves
(included above), Boar Centaur Hits on a 2+ by Default in CC
at -2 to Armour Saves, Boar Centaur Dwarf has 2H Axe,
granting -1 Initiative, +1 Strength and -1 to Armour Saves
(all included above)

Traitor Boar Centaur Dwarf ‘Tenderiser’: 120pts


Moves ‘12’- T4, W2, S4, I1, A2, 2+ Armour Save, 4+ Numb
Save, Pavise Shield: Grants the 4+ Numb Save to Boar
Centaur, Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots) Cavalry, Armed with
Tenderiser (Deals 4 I10 S4 -1 to Armour Save Hits + 6 S6 -
3 to Armour Save Hits on Charge), Creeping Death (Deals 1
I10 S4 -1 to Armour Save Hit + 3 S6 -3 to Armour Save Hits
when NOT Charging), Diehards, Ancestral Animosity,
Mutation 1: Boar Centaur Dwarf is Crazed, +1 to Hit in Close
Combat (included above) and +1 to CCR Rolls, Mutation 2:
Boar Centaur Dwarf has +1 to Armour Saves (included
above), Boar Centaur Hits on a 2+ by Default in CC at -2 to
Armour Saves, Boar Centaur Dwarf has 2H Axe, granting -1
Initiative, +1 Strength and -1 to Armour Saves (all included
above)
Dominator Dwarf Mortar: 42pts
T4, W1, S3, I2, A1, 4+ Armour Save (2 Dominator Dwarf
Crew), Dominator Dwarf Mortar cannot be targeted,
Artillery, Armed with Dominator Dwarf Mortar (Heavy,
‘16’ to ‘36’, S6 -5 to Armour Saves, ‘2’ Blast, Deals 4 Wounds
if unsaved), Bombardment (If you cannot draw Line of Sight
to your target, you can Guess up to ‘36’. The Mortar shell will
land up to ‘2D6’ beyond the distance you nominate),
Combustible (Before firing the Mortar, roll a D6, on a 6 it
explodes. Place a ‘2’ Blast over the Mortar, dealing S6 -3 to
Armour Saves immediately. The Mortar is destroyed.),
Diehards, Ancestral Animosity, Mutation 1: Crew are
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls, Mutation 2: Crew have +1 to Armour Saves
(included above), Crew Hits on a 2+ by Default in CC

Traitor Boar Centaur Dwarf with Axe: 34pts, Moves ‘12’


T4, W2, S3, I2, A2, 5+ Armour Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in CC, Cavalry, Diehards,
Magical Attacks, Mutation 1: +2 to Move (included above)

Traitor Boar Centaur Dwarf with 2H Axe: 42pts


Moves ‘12’- T4, W2, S4, I1, A2, 5+ Armour Save, Hits on a
3+ by Default in CC, -3 to Armour Saves in CC, Cavalry,
Diehards, Magical Attacks, Mutation 1: +2 to Move
(included above)

Dominator Dwarf Artillery Crew: 15pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity (Will not
associate or Link Up with any unit from the Tribals, Green
Horde or Steppe Norkers armies or Traitor Kobold units),
Mutation 1: Crazed, +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 to Armour Saves
(included above)
Dominator Dwarf Portable Cannon: 52pts
T4, W1, S3, I2, A1, 4+ Armour Save (2 Dominator Dwarf
Crew), Dominator Dwarf Portable Cannon cannot be targeted,
Artillery, Armed with Dominator Dwarf Portable Cannon
(Auto, ‘12’, Deals 2D6+1 Hits, S6 -5 to Armour Saves),
Diehards, Ancestral Animosity, Mutation 1: Crew are
Crazed, +1 to Hit in Close Combat (included above) and +1
to CCR Rolls, Mutation 2: Crew have +1 to Armour Saves
(included above), Crew Hits on a 2+ by Default in CC

Dominator Dwarf with Crossbow: 14pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity (Will not
associate or Link Up with any unit from the Tribals, Green
Horde or Steppe Norkers armies, ‘Gore’ Kobold, ‘Illusion’
Kobold or Traitor Kobold units), Mutation 1: Crazed, +1 to
Hit in Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Armour Saves (included above), Hits on a
4+ by Default in Shooting, Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves), Reflex Shots (S4, -1 to Armour
Saves, Hits on a 5+ by Default)
Rodents:
Universal Bonuses and Penalties for Rodent Units:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits

Rat Pack: When Running in the Shooting Phase, Rodent Units


can Run D6 + ‘2’

Warped Beyond Imagination: Traitor Mutant Hounds and


Mutant Giant Rat units have Magical Attacks
Rodent HERO Units:
Limit of 6 Rodent Mages (Battle Abilities)
Limit of 6 Rodent Mages (Elemental Abilities)
Limit of 6 Rodent Mages (Necromantic Abilities)
Limit of 6 Rodent Mages (Ranked Daimon Abilities)

Rodent Mage (Battle): 58pts, Energy = 18, Move ‘9’


T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Hyper and Nocturnal: Cannot Rest in
Battle so begins with maximum result of 3D6 Energy, Rodent
Mages can pool their Energy together though (represented by
dice or tokens). Each Rodent Mage has 1 Battle Ability each,
See page 8 – 18 of Army Men- Exodus for Battle Abilities, -1
to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Rodent Mage (Elemental): 58pts, Energy = 18, Move ‘9’


T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Hyper and Nocturnal: Cannot Rest in
Battle so begins with maximum result of 3D6 Energy, Rodent
Mages can pool their Energy together though (represented by
dice or tokens). Each Rodent Mage has 1 Elemental Ability
each, See page 19 – 27 of Army Men- Exodus for Elemental
Abilities, -1 to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Rodent Mage (Necromantic): 58pts, Energy = 18, Move ‘9’
T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Hyper and Nocturnal: Cannot Rest in
Battle so begins with maximum result of 3D6 Energy, Rodent
Mages can pool their Energy together though (represented by
dice or tokens). Each Rodent Mage has 1 Necromantic Ability
each, See page 28 – 31 of Army Men- Exodus for Necromantic
Abilities, -1 to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Rodent Mage (Ranked Daimon): 58pts, Energy = 18


Move ‘9’- T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default
in CC, Magical Attacks, Hyper and Nocturnal: Cannot Rest
in Battle so begins with maximum result of 3D6 Energy,
Rodent Mages can pool their Energy together though
(represented by dice or tokens). Each Rodent Mage has 1
Ranked Daimon Ability each, See page 34 – 37 of Army Men-
Exodus for Ranked Daimon Abilities, -1 to Armour Saves in
Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Rodent CORE Units:
Limit of 300 Rodent Warriors with Blades and Shields
Limit of 300 Rodent Warriors with Spears and Shields
Limit of 40 Rodent Warriors with 2H Blades
Limit of 20 Elite Rodent Warriors with Clubs
Limit of 20 Elite Rodent Warriors with Clubs and Shields
Limit of 20 Elite Rodent Warriors with Halberds
Limit of 20 Armoured Rodent Warriors with Blades
Limit of 20 Armoured Rodent Warriors with Blades and Shields
Limit of 20 Armoured Rodent Warriors with 2H Blades
Limit of 500 Rodent Slaves with Blades
Limit of 500 Rodent Slaves with Blades and Shields
Limit of 500 Rodent Slaves with Spears
Limit of 500 Rodent Slaves with Spears and Shields
Limit of 500 Rodent Slaves with Slings
Limit of 500 Rodent Slaves with Slings and Shields
Rodent Warrior with Blade and Shield: 6pts, Moves ‘9’
T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Warrior with Spear and Shield: 6.5pts, Moves ‘9’


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), I9
against Cavalry and I8 against Flyers

Rodent Warrior with 2H Blade: 6pts, Moves ‘9’


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), -2 to
Armour Saves in CC

Elite Rodent Warrior with Club: 6.5pts, Moves ‘9’


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)
Elite Rodent Warrior with Club & Shield: 7pts, Moves ‘9’
T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Elite Rodent Warrior with Halberd: 7.5pts, Moves ‘9’


T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), -1 to
Armour Saves in CC and I7 against Cavalry and Flyers

Armoured Rodent Warrior with Blade: 7.5pts


Moves ‘9’- T3, W1, S3, I7, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Armoured Rodent Warrior with Blade and Shield: 8pts


Moves ‘9’- T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)
Armoured Rodent Warrior with 2H Blade: 8.5pts
Moves ‘9’- T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), -2 to
Armour Saves in CC

Rodent Slave with Blade: 2.5pts, Moves ‘9’


T3, W1, S3, I5, A1, No Save, Hits on a 5+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every 2nd model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls)

Rodent Slave with Blade and Shield: 3pts, Moves ‘9’


T3, W1, S3, I5, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Slave with Spear: 3pts, Moves ‘9’


T3, W1, S3, I6, A1, No Save, Hits on a 5+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every 2nd model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), I8 against Cavalry and
I7 against Flyers
Rodent Slave with Spear and Shield: 3.5pts, Moves ‘9’
T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Mutation 1: +’2’ to Move (included above), Mutation
2: +2 to Initiative (include above), Mutation 3: Poisoned
Attacks (+1 ‘Tail’ Attack for every 2nd model in this Rodent
unit, S4 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), I8
against Cavalry and I7 against Flyers

Rodent Slave with Sling: 3pts, Moves ‘9’


T3, W1, S3, I5, A1, No Save, Hits on a 5+ by Default in CC
and Shooting, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls),
Reflex Shots (S3, 2 Shots, Hits on 6+ by Default), Armed
with Sling (Auto, ‘18’, S3, 2 Shots at ‘9’ or Less)

Rodent Slave with Sling and Shield: 3.5pts, Moves ‘9’


T3, W1, S3, I5, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC and Shooting, Mutation 1: +’2’ to Move (included
above), Mutation 2: +2 to Initiative (include above),
Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd
model in this Rodent unit, S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Reflex Shots (S3, 2 Shots, Hits on 6+ by Default),
Armed with Sling (Auto, ‘18’, S3, 2 Shots at ‘9’ or Less)
Rodent Specialist Units:
Limit of 10 Tunnel Rodents with Blades
Limit of 10 Tunnel Rodents with Blades and Shields
Limit of 10 Armoured Tunnel Rodents with Blades and Shields
Limit of 10 Tunnel Rodents with Twin Blades
Limit of 10 Armoured Tunnel Rodents with Twin Blades
Limit of 20 Rodent Scouts with Blades
Limit of 20 Rodent Scouts with Blades and Shields
Limit of 20 Armoured Rodent Scouts with Blades and Shields
Limit of 10 Rodent Scouts with Twin Blades
Limit of 10 Armoured Rodent Scouts with Twin Blades
Limit of 10 Rodent Scouts with Twin Blades and Shurikens
Limit of 10 Armoured Rodent Scouts w/ Twin Blades &
Shurikens
Limit of 10 Rodent Scouts with Twin Blades and Slings
Limit of 10 Armoured Rodent Scouts with Twin Blades & Slings
Limit of 20 Rodent Monks with Clubs
Limit of 20 Armoured Rodent Monks with Clubs
Limit of 6 Frothing Rodent Monks with Toxic Flails
Limit of 6 Armoured Frothing Rodent Monks with Toxic Flails
Limit of 8 Rodent Whip Rats with Shields
Limit of 48 Traitor Mutant Hounds (Up to 6 per Whip Rat)
Limit of 48 Mutant Giant Rats (Up to 6 per Whip Rat)
Limit of 48 Giant Wolves (Up to 6 per Whip Rat)
Limit of 48 Wolf-Rats (Up to 6 per Whip Rat)
Limit of 48 Rodent Rat Hulks (Up to 6 per Whip Rat)
Limit of 6 Rodent Gas Grenadiers
Limit of Armoured 6 Rodent Gas Grenadiers
Tunnel Rodent with Blade: 8.5pts, Moves ‘9’
T3, W1, S3, I6, A1, No Save, Hits on a 3+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls)

Tunnel Rodent with Blade and Shield: 9pts, Moves ‘9’


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Armoured Tunnel Rodent with Blade and Shield: 10pts


Moves ‘9’- T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Tunnel Rodent with Twin Blades: 9pts, Moves ‘9’


T3, W1, S3, I6, A2, No Save, Hits on a 4+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls)
Armoured Tunnel Rodent with Twin Blades: 10pts
Moves ‘9’- T3, W1, S3, I6, A2, 6+ Armour Save, Hits on a 4+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Scout with Blade: 12.5pts, Moves ‘12’


T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Scout with Blade and Shield: 13pts, Moves ‘12’


T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Armoured Rodent Scout with Blade and Shield: 14pts


Moves ‘12’- T3, W1, S3, I6, A1, 4+ Dodge Save, Hits on a 4+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)
Rodent Scout with Twin Blades: 13pts, Moves ‘12’
T3, W1, S3, I6, A2, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Armoured Rodent Scout with Twin Blades: 14pts


Moves ‘12’- T3, W1, S3, I6, A2, 5+ Dodge Save, Hits on a 5+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Scout with Twin Blades and Shuriken: 13.5pts


Moves ‘12’- T3, W1, S3, I6, A2, 6+ Dodge Save, Hits on a 5+
by Default in CC, Hits on 4+ in Shooting, Mutation 1: +’2’
to Move (included above), Mutation 2: +2 to Initiative
(include above), Mutation 3: Poisoned Attacks (+1 ‘Tail’
Attack for every model in this Rodent unit, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls), Reflex Shots (S3, Poisoned (S4)
and Hits on 5+ by Default), Armed with Poisoned Shurikens
(Auto, ‘6’, S3, Poisoned (S4)

Armoured Rodent Scout with Twin Blades and


Shuriken: 14.5pts- Moves ‘12’, T3, W1, S3, I6, A2, 5+ Dodge
Save, Hits on a 5+ by Default in CC, Hits on 4+ in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Reflex Shots (S3,
Poisoned (S4) and Hits on 5+ by Default), Armed with
Poisoned Shurikens (Auto, ‘6’, S3, Poisoned (S4)
Rodent Scout with Twin Blades and Sling: 13.5pts
Moves ‘12’- T3, W1, S3, I6, A2, 6+ Dodge Save, Hits on a 5+
by Default in CC, Hits on 4+ in Shooting, Mutation 1: +’2’
to Move (included above), Mutation 2: +2 to Initiative
(include above), Mutation 3: Poisoned Attacks (+1 ‘Tail’
Attack for every model in this Rodent unit, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls), Reflex Shots (S3, Poisoned (S4),
2 Shots and Hits on 5+ by Default), Armed with Poisoned
Sling (Auto, ‘18’, S3, Poisoned (S4), 2 Shots if ‘9’ or Less)

Armoured Rodent Scout with Twin Blades and Sling:


14.5pts- Moves ‘12’, T3, W1, S3, I6, A2, 5+ Dodge Save, Hits
on a 5+ by Default in CC, Hits on 4+ in Shooting, Mutation
1: +’2’ to Move (included above), Mutation 2: +2 to Initiative
(include above), Mutation 3: Poisoned Attacks (+1 ‘Tail’
Attack for every model in this Rodent unit), Reflex Shots
(S3, (S4), 2 Shots and Hits on 5+ by Default), Armed with
Poisoned Sling (Auto, ‘18’, S3, Poisoned (S4), 2 Shots if ‘9’
or Less)

Rodent Monk with Club: 4.5pts, Moves ‘9’


T3, W1, S3, I4, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above), Mutation
2: Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in
this Rodent unit, S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Mutation 3: Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Saves (included above), +1
to Hit in CC (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules)
Armoured Rodent Monk with Club: 5.5pts, Moves ‘9’
T3, W1, S3, I4, A2, 5+ Numb Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd
model in this Rodent unit, S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Mutation 3: Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Saves (included above), +1
to Hit in CC (included above), Slaughter Them!
Frothing Rodent Monk with Toxic Flail: 40pts, Move ‘12’
T4, W1, S4, I4, A2, 6+ Numb Save, Mutation 1: Crazed,
Dauntless, +1 to Saves (included above) Mutation 2: +’2’
to Move (included above), Mutation 3: + 1 to Toughness
(included above), Frothing Loonies: The Frothing Rodent
Monks are released from their Rodent unit when an enemy
unit approaches within ‘8’ at any time, even when Charging
or if Charged by an enemy unit, and each Frothing Rodent
Monk deals D6 S4 Poisonous Magical Hits (Also Ignores
Armour and Numb Saves, S4 against units that are alive
and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls, Units which are Immune to Poison only
Suffer D6 S3 Magical Hits)

After these hits are dealt, the Frothing Rodent Monks continue
to move in the direction they were pushed, at a randomly
determined distance of ‘2D6’ per turn. If they roll a double on
the 2D6 after being released (e.g. 2 and 2 or 4 and 4) they
are exhausted and collapse, they are removed. They can be
targeted by Shooting and the enemy unit can split their fire
between Frothing Rodent Monks on the field as they see fit. If
they contact another enemy unit, they will deal D6 S3 (S4)
Hits which are Magical and Ignore Armour Saves and
cannot be Charged, and Reflex Shots (Grenades can be used
as Reflex Shots) will hit them on a 6 only without exception.
If a Frothing Rodent Monk ever contacts a static terrain piece
such as a Wood, Building or over an Obstacle like a Hedge or
a Wall, they will damage it before being removed (D6 S3
Magical Hits).

Armoured Frothing Rodent Monk with Toxic Flail: 41pts


Move ‘12’- T4, W1, S4, I4, A2, 5+ Numb Save,
Mutation 1: Crazed, Dauntless, +1 to Saves (included
above) Mutation 2: +’2’ to Move (included above),
Mutation 3: + 1 to Toughness (included above), Frothing
Loonies
Rodent Whip Rat with Shield: 11pts, Moves ‘9’
T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls),
Armed with Whip (Can Attack within ‘3’ of friendly models in
Close Combat)

Traitor Mutant Hound (Up to 6 per Whip Rat): 23pts


Moves ‘9’- T4, W2, S4, I4, A4, 6+ Numb Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), Cavalry, -1 to Armour
Saves in CC, ‘Bite Attacks’, Mutation 1: +1 to CCR rolls and
+1 to Hit in Close Combat, Mutation 2: Crazed, Dauntless,
+1 to Saves (included above), +1 to Hit in Close Combat
(included above), +1 to Wound (1 still fails), Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules)

Mutant Giant Rat (Up to 6 per Whip Rat): 2pts


Moves ‘12’- T3, W1, S3, I3, A1, No Save, Hits on a 5+ by
Default in CC, Charges ‘9’, Venomous Attacks (Attacks with
S4 Poisonous ‘Bite Attacks’ which are against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Rodent Empathy (Will NOT Attack Rodent
units, including Rat Swarms), Mutation 1: +’2’ to Move
(include Above), Mutation 2: +1 Poisonous S4 ‘Bite’ Attack
for every 2nd model in this Giant Rat unit

Giant Wolf (Up to 6 per Whip Rat): 8pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Hits on a 3+ by Default in CC,
Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire Attacks
(must make CCR roll if damaged by Fire Attacks of any kind
or approaches within ‘4’ of a Burning Building)
Rodent Wolf-Rat (Up to 6 per Whip Rat): 3pts
Move ‘9’- T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default
in CC, Charges ‘9’, Wolf-Rats have ‘Bite Attacks’, Afraid of
Fire Attacks (must make CCR roll if damaged by Fire
Attacks of any kind)

Rodent Rat Hulk (Up to 6 Hulks per Whip Rat): 38pts


Move ‘12’- T5, W3, S4, I3, A4, 6+ Numb Save, Hits on a 3+
by Default in CC, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific),
Mutation 1: Crazed, Dauntless, +1 to Wound in Close
Combat (1 still fails), +1 to Saves (included above), +1 to Hit
in CC (included above), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), Mutation 2: +’2’ to Move
(include above), Mutation 3: +1 ‘Claw’ Attack for every 2nd
Rat Hulk in this unit at S5 -3 to Armour Saves

Rodent Gas Grenadier: 25pts, Moves ‘12’


T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 4+ in Close
Combat and Shooting by Default, Gas Grenade (Auto, ‘6’,
Magical, ‘2’ Blast, S4, Ignores Armour Saves, Units which
are Immune to Poison, such as Hungry Dead, except Starving
Ghouls, are Immune to Gas Grenades) Reflex Shots (Gas
Grenade, Hits on a 5+ by Default), Mutation 1: +’2’ to Move
(included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for
every 2nd model in this Rodent unit)
Armoured Rodent Gas Grenadier: 26pts, Moves ‘12’
T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 4+ in Close
Combat and Shooting by Default, Gas Grenade (Auto, ‘6’,
Magical, ‘2’ Blast, S4, Ignores Armour Saves, Units which
are Immune to Poison, such as Hungry Dead, except Starving
Ghouls, are Immune to Gas Grenades) Reflex Shots (Gas
Grenade, Hits on a 5+ by Default), Mutation 1: +’2’ to Move
(included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for
every 2nd model in this Rodent unit)
Rodent Heavy Units:
Limit of 8 Rodent Flamethrower Launchers
Limit of 4 Rodent Sniper Teams
Limit of 6 Rodent Assassin Initiates

Rodent Flamethrower Launcher Team: 81pts, Move ‘12’


T3, W2, S3, I6, A2, 6+ Armour Save, Flamethrower
Launcher (Auto, ‘12’, S5, ‘2’ Blast, -7 to Armour Saves, Deals
3 Wounds if unsaved, Magical & Fire Attack, S6 against
units Weak Against Fire), It Burns! It Burns! (Any unit
suffering casualties from a Flamethrower Launcher must
make a CCR roll unless Dauntless) Reflex Shots
(Flamethrower Launcher), Volatile Chemicals (If a Rodent
Flamethrower Team is hit by Fire Attacks, they explode,
place a S5 -2 to Armour Saves ‘2’ Blast over the model, which
counts as Magical Fire Attacks), Mutation 1: +’2’ to Move
(included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for
every model in this Rodent unit), Mutating Ooze: Rodent
units are immune to this effect. Any model which takes an
unsaved Wound by the Flamethrower Launcher moves ‘2D6’
directly away from the explosion which killed them and then
dies. Any unit in their way suffers D6 S4 Hits which Ignore
Armour Saves

Rodent Sniper Team: 39pts, Move ‘12’


T3, W2, S3, I6, A2, No Save, Rat Long Rifle (Heavy ‘36’, S6
and -5 to Armour Saves, Poisoned (S7 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls, Magical), Mutation 1: +’2’ to Move
(included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for
every model in this Rodent unit)
Rodent Assassin Initiate with Twin Blades: 32pts
Moves ‘12’- T3, W1, S4, I7, A3, 5+ Dodge Save, Magical
Attacks, Hits on a 4+ by Default in CC, Mutation 1: +’2’ to
Move (included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack, S5
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), -1 to Armour Saves in
CC, Sneaky Sneaky: Can be hidden within Rodent infantry
units and released at any time)

Rodent Assassin Initiate with Twin Blades & Shurikens:


33pts- Moves ‘12’- T3, W1, S4, I7, A3, 5+ Dodge Save,
Magical Attacks, Hits on a 4+ by Default in CC, Hits on 3+
in Shooting, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack, S5 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), -1 to Armour Saves in CC, Sneaky
Sneaky, Reflex Shots (S3, Poisoned (S4) and Hits on 4+
by Default), Armed with Poisoned Shurikens (Auto, ‘6’, S3,
Poisoned (S4)

Rodent Assassin Initiate with Twin Blades and Net:


34pts- Moves ‘12’, T3, W1, S4, I7, A3, 4+ Dodge Save,
Magical Attacks, Hits on a 4+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), -1 to Armour Saves in CC, Sneaky Sneaky: Can be
hidden within Rodent infantry units and released at any time),
Entangled: Enemy units suffer -1 to Hit against Rodent
Assassins in Close Combat
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 20 Rodent Skirmisher Scouts with Blades


Limit of 20 Rodent Skirmisher Scouts with Blades and Shields
Limit of 20 Armoured Skirmisher Rodent Scouts with Blades
and Shields
Limit of 20 Skirmisher Rodent Scouts with Twin Blades
Limit of 20 Armoured Skirmisher Rodent Scouts with Twin
Blades
Limit of 20 Rodent Skirmisher Scouts with Twin Blades and
Shurikens
Limit of 20 Armoured Skirmisher Rodent Scouts w/ Twin
Blades & Shurikens
Limit of 20 Rodent Skirmisher Scouts with Twin Blades and
Slings
Limit of 20 Armoured Rodent Skirmisher Scouts with Twin
Blades & Slings

Rodent Skirmisher Scout with Blade: 12.5pts, Moves ‘12’


T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), +1 to
Cover Saves
Rodent Skirmisher Scout with Blade and Shield: 13pts
Moves ‘12’- T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), +1 to
Cover Saves

Armoured Rodent Skirmisher Scout with Blade and


Shield: 14pts- Moves ‘12’, T3, W1, S3, I6, A1, 4+ Dodge
Save, Hits on a 4+ by Default in CC, Mutation 1: +’2’ to Move
(included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for
every model in this Rodent unit, S4 against units that are alive
and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), +1 to Cover Saves

Rodent Skirmisher Scout with Twin Blades: 13pts


Moves ‘12’- T3, W1, S3, I6, A2, 6+ Dodge Save, Hits on a 5+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), +1 to
Cover Saves

Armoured Rodent Skirmisher Scout with Twin Blades:


14pts- Moves ‘12’, T3, W1, S3, I6, A2, 5+ Dodge Save, Hits
on a 5+ by Default in CC, Mutation 1: +’2’ to Move (included
above), Mutation 2: +2 to Initiative (include above),
Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for every
model in this Rodent unit, S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), +1 to Cover Saves
Rodent Skirmisher Scout with Twin Blades and
Shuriken: 13.5pts- Moves ‘12’, T3, W1, S3, I6, A2, 6+ Dodge
Save, Hits on a 5+ by Default in CC, Hits on 4+ in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Reflex Shots (S3,
Poisoned (S4) and Hits on 5+ by Default), Armed with
Poisoned Shurikens (Auto, ‘6’, S3, Poisoned (S4), +1 to
Cover Saves

Armoured Rodent Skirmisher Scout with Twin Blades


and Shuriken: 14.5pts- Moves ‘12’, T3, W1, S3, I6, A2, 5+
Dodge Save, Hits on a 5+ by Default in CC, Hits on 4+ in
Shooting, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls),
Reflex Shots (S3, Poisoned (S4) and Hits on 5+ by
Default), Armed with Poisoned Shurikens (Auto, ‘6’, S3,
Poisoned (S4), +1 to Cover Saves

Rodent Skirmisher Scout with Twin Blades and Sling:


13.5pts- Moves ‘12’- T3, W1, S3, I6, A2, 6+ Dodge Save, Hits
on a 5+ by Default in CC, Hits on 4+ in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Reflex Shots (S3,
Poisoned (S4), 2 Shots and Hits on 5+ by Default), Armed
with Poisoned Sling (Auto, ‘18’, S3, Poisoned (S4), 2 Shots
if ‘9’ or Less), +1 to Cover Saves
Armoured Rodent Skirmisher Scout with Twin Blades
and Sling: 14.5pts- Moves ‘12’, T3, W1, S3, I6, A2, 5+ Dodge
Save, Hits on a 5+ by Default in CC, Hits on 4+ in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit), Reflex
Shots (S3, (S4), 2 Shots and Hits on 5+ by Default), Armed
with Poisoned Sling (Auto, ‘18’, S3, Poisoned (S4), 2 Shots
if ‘9’ or Less), +1 to Cover Saves
Rodent Allied Units:
(Up to 33% of your Army Cost)
Traitor Allies
Tribals
Corrupt Elves

Rodent Mercenary Units:


(Up to 33% of your Army Cost)
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Enraged Traitor Centaurs with 2H Axes
No Limit on Enraged Traitor Centaurs with Halberds (see unit)
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Rodent Host Units:
(Up to 25% of your Army Cost)
Limit of 30 Giant Bats
Limit of 30 Giant Leeches
Limit of 100 Mutant Giant Rats
Limit of 8 Giant Spiders
Limit of 1 Swarm Unit
Limit of 10 Traitor Mutant Hounds
Limit of 1 Mutant Chimera
Limit of 2 Mutant Cockatrices
Limit of 2 Traitor Griffons
Limit of 10 Mutant Harpy ‘Bird Women’ with Clubs
Limit of 1 Mutant Hippogriff
Limit of 1 Mutant Hydra
Limit of 1 Mutant Jabberwock
Limit of 1 Mutant Winged Manticore
Limit of 2 Mutant Wyverns
Rodent Allied HERO Units:
Limit of 1 Rodent Mage (Battle Abilities)
Limit of 1 Rodent Mage (Elemental Abilities)
Limit of 1 Rodent Mage (Necromantic Abilities)
Limit of 1 Rodent Mage (Ranked Daimon Abilities)

Rodent Mage (Battle): 58pts, Energy = 18, Move ‘9’


T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Hyper and Nocturnal: Cannot Rest in
Battle so begins with maximum result of 3D6 Energy, Rodent
Mages can pool their Energy together though (represented by
dice or tokens). Each Rodent Mage has 1 Battle Ability each,
See page 8 – 18 of Army Men- Exodus for Battle Abilities, -1
to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Rodent Mage (Elemental): 58pts, Energy = 18, Move ‘9’


T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Hyper and Nocturnal, Rodent Mages can
pool their Energy together though (represented by dice or
tokens). Each Rodent Mage has 1 Elemental Ability each, See
page 19 – 27 of Army Men- Exodus for Elemental Abilities, -1
to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Rodent Mage (Necromantic): 58pts, Energy = 18, Move ‘9’
T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Hyper and Nocturnal, Rodent Mages can
pool their Energy together though (represented by dice or
tokens). Each Rodent Mage has 1 Necromantic Ability each,
See page 28 – 31 of Army Men- Exodus for Necromantic
Abilities, -1 to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Rodent Mage (Ranked Daimon): 58pts, Energy = 18


Move ‘9’- T3, W1, S4, I4, A1, No Save, Hits on a 3+ by Default
in CC, Magical Attacks, Hyper and Nocturnal, Rodent
Mages can pool their Energy together though (represented by
dice or tokens). Each Rodent Mage has 1 Ranked Daimon
Ability each, See page 34 – 37 of Army Men- Exodus for
Ranked Daimon Abilities, -1 to Armour Saves in Close Combat
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Rodent Allied Contingent:
Limit of 1 Rodent Assassin Initiate with Twin Blades
Limit of 1 Rodent Assassin Initiate with Twin Blades &
Shurikens
Limit of 1 Rodent Assassin Initiate with Twin Blades and Net
Limit of 50 Rodent Warriors with Blades and Shields
Limit of 50 Rodent Warriors with Spears and Shields
Limit of 20 Rodent Warriors with 2H Blades
Limit of 10 Rodent Scouts with Blades
Limit of 10 Rodent Scouts with Blades and Shields
Limit of 10 Armoured Rodent Scouts with Blades and Shields
Limit of 10 Rodent Scouts with Twin Blades
Limit of 10 Armoured Rodent Scouts with Twin Blades
Limit of 10 Rodent Scouts with Twin Blades and Shurikens
Limit of 10 Armoured Rodent Scouts w/ Twin Blades &
Shurikens
Limit of 10 Rodent Monks with Clubs
Limit of 10 Armoured Rodent Monks with Clubs
Limit of 3 Frothing Rodent Monks with Toxic Flails
Limit of 3 Armoured Frothing Rodent Monks with Toxic Flails
Limit of 4 Rodent Flamethrower Launchers
Rodent Assassin Initiate with Twin Blades: 32pts
Moves ‘12’- T3, W1, S4, I7, A3, 5+ Dodge Save, Magical
Attacks, Hits on a 4+ by Default in CC, Mutation 1: +’2’ to
Move (included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack, S5
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), -1 to Armour Saves in
CC, Sneaky Sneaky: Can be hidden within Rodent infantry
units and released at any time)

Rodent Assassin Initiate with Twin Blades & Shurikens:


33pts- Moves ‘12’- T3, W1, S4, I7, A3, 5+ Dodge Save,
Magical Attacks, Hits on a 4+ by Default in CC, Hits on 3+
in Shooting, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack, S5 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), -1 to Armour Saves in CC, Sneaky
Sneaky, Reflex Shots (S3, Poisoned (S4) and Hits on 4+
by Default), Armed with Poisoned Shurikens (Auto, ‘6’, S3,
Poisoned (S4)

Rodent Assassin Initiate with Twin Blades and Net:


34pts- Moves ‘12’, T3, W1, S4, I7, A3, 4+ Dodge Save,
Magical Attacks, Hits on a 4+ by Default in CC,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack, S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), -1 to Armour Saves in CC, Sneaky Sneaky: Can be
hidden within Rodent infantry units and released at any time),
Entangled: Enemy units suffer -1 to Hit against Rodent
Assassins in Close Combat
Rodent Warrior with Blade and Shield: 4.5pts, Moves ‘9’
T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Warrior with Spear and Shield: 5pts, Moves ‘9’


T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), I9
against Cavalry and I8 against Flyers

Rodent Warrior with 2H Blade: 4.5pts, Moves ‘9’


T3, W1, S4, I6, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls), -2 to
Armour Saves in CC

Rodent Scout with Blade: 12.5pts, Moves ‘12’


T3, W1, S3, I6, A1, 6+ Dodge Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)
Rodent Scout with Blade and Shield: 13pts, Moves ‘12’
T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Armoured Rodent Scout with Blade and Shield: 14pts


Moves ‘12’- T3, W1, S3, I6, A1, 4+ Dodge Save, Hits on a 4+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)

Rodent Scout with Twin Blades: 13pts, Moves ‘12’


T3, W1, S3, I6, A2, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Mutation 1: +’2’ to Move (included above), Mutation
2: +2 to Initiative (include above), Mutation 3: Poisoned
Attacks (+1 ‘Tail’ Attack for every model in this Rodent unit,
S4 against units that are alive and NOT Immune to Poison, so
not Hungry Dead unless Starving Ghouls)

Armoured Rodent Scout with Twin Blades: 14pts


Moves ‘12’- T3, W1, S3, I6, A2, 5+ Dodge Save, Hits on a 5+
by Default in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: +2 to Initiative (include above), Mutation 3:
Poisoned Attacks (+1 ‘Tail’ Attack for every model in this
Rodent unit, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls)
Rodent Scout with Twin Blades and Shuriken: 13.5pts
Moves ‘12’- T3, W1, S3, I6, A2, 6+ Dodge Save, Hits on a 5+
by Default in CC, Hits on 4+ in Shooting, Mutation 1: +’2’
to Move (included above), Mutation 2: +2 to Initiative
(include above), Mutation 3: Poisoned Attacks (+1 ‘Tail’
Attack for every model in this Rodent unit, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls), Reflex Shots (S3, Poisoned (S4)
and Hits on 5+ by Default), Armed with Poisoned Shurikens
(Auto, ‘6’, S3, Poisoned (S4)

Armoured Rodent Scout with Twin Blades and


Shuriken: 14.5pts- Moves ‘12’, T3, W1, S3, I6, A2, 5+ Dodge
Save, Hits on a 5+ by Default in CC, Hits on 4+ in Shooting,
Mutation 1: +’2’ to Move (included above), Mutation 2: +2
to Initiative (include above), Mutation 3: Poisoned Attacks
(+1 ‘Tail’ Attack for every model in this Rodent unit, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Reflex Shots (S3,
Poisoned (S4) and Hits on 5+ by Default), Armed with
Poisoned Shurikens (Auto, ‘6’, S3, Poisoned (S4)

Rodent Monk with Club: 4.5pts, Moves ‘9’


T3, W1, S3, I4, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd
model in this Rodent unit, S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Mutation 3: Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Saves (included above), +1
to Hit in CC (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules)
Armoured Rodent Monk with Club: 5.5pts, Moves ‘9’
T3, W1, S3, I4, A2, 5+ Numb Save, Hits on a 3+ by Default
in CC, Mutation 1: +’2’ to Move (included above),
Mutation 2: Poisoned Attacks (+1 ‘Tail’ Attack for every 2nd
model in this Rodent unit, S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Mutation 3: Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Saves (included above), +1
to Hit in CC (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules)
Frothing Rodent Monk with Toxic Flail: 40pts, Move ‘12’
T4, W1, S4, I4, A2, 6+ Numb Save, Mutation 1: Crazed,
Dauntless, +1 to Saves (included above) Mutation 2: +’2’
to Move (included above), Mutation 3: + 1 to Toughness
(included above), Frothing Loonies: The Frothing Rodent
Monks are released from their Rodent unit when an enemy
unit approaches within ‘8’ at any time, even when Charging
or if Charged by an enemy unit, and each Frothing Rodent
Monk deals D6 S4 Poisonous Magical Hits (Also Ignores
Armour and Numb Saves, S4 against units that are alive
and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls, Units which are Immune to Poison only
Suffer D6 S3 Magical Hits)

After these hits are dealt, the Frothing Rodent Monks continue
to move in the direction they were pushed, at a randomly
determined distance of ‘2D6’ per turn. If they roll a double on
the 2D6 after being released (e.g. 2 and 2 or 4 and 4) they
are exhausted and collapse, they are removed. They can be
targeted by Shooting and the enemy unit can split their fire
between Frothing Rodent Monks on the field as they see fit. If
they contact another enemy unit, they will deal D6 S3 (S4)
Hits which are Magical and Ignore Armour Saves and
cannot be Charged, and Reflex Shots (Grenades can be used
as Reflex Shots) will hit them on a 6 only without exception.
If a Frothing Rodent Monk ever contacts a static terrain piece
such as a Wood, Building or over an Obstacle like a Hedge or
a Wall, they will damage it before being removed (D6 S3
Magical Hits).

Armoured Frothing Rodent Monk with Toxic Flail: 41pts


Move ‘12’- T4, W1, S4, I4, A2, 5+ Numb Save, Mutation 1:
Crazed, Dauntless, +1 to Saves (included above)
Mutation 2: +’2’ to Move (included above), Mutation 3: +
1 to Toughness (included above), Frothing Loonies
Rodent Flamethrower Launcher Team: 81pts, Move ‘12’
T3, W2, S3, I6, A2, 6+ Armour Save, Flamethrower
Launcher (Auto, ‘12’, S5, ‘2’ Blast, -7 to Armour Saves, Deals
3 Wounds if unsaved, Magical & Fire Attack, S6 against
units Weak Against Fire), It Burns! It Burns! (Any unit
suffering casualties from a Flamethrower Launcher must
make a CCR roll unless Dauntless) Reflex Shots
(Flamethrower Launcher), Volatile Chemicals (If a Rodent
Flamethrower Team is hit by Fire Attacks, they explode,
place a S5 -2 to Armour Saves ‘2’ Blast over the model, which
counts as Magical Fire Attacks), Mutation 1: +’2’ to Move
(included above), Mutation 2: +2 to Initiative (include
above), Mutation 3: Poisoned Attacks (+1 ‘Tail’ Attack for
every model in this Rodent unit), Mutating Ooze: Rodent
units are immune to this effect. Any model which takes an
unsaved Wound by the Flamethrower Launcher moves ‘2D6’
directly away from the explosion which killed them and then
dies. Any unit in their way suffers D6 S4 Hits which Ignore
Armour Saves
Tribals:
Universal Bonuses and Penalties for Tribals:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)
Rivalry:
Tribal units suffering from Rivalry must roll a D6 at the start
of each of your Player turns, if they are within Charge reach
of any Tribals unit (or Steppe Norkers, Traitor Kobolds, ‘Gore’
Kobolds, ‘Illusion’ Kobolds or Green Horde including Red
Horde etc.). On a 6 they will charge this unit, ideally the
closest unit. If there are 2 units within the same distance, roll
a D6 to work out which (1-3 is unit A, 4-6 is unit B) or 3 units
in same distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit
C). After the Close Combat is resolved, neither side can suffer
a CCR roll. Rivalry does NOT apply if the unit which could be
tested on a D6 for it has a Grim Dwarf or Mountain Dwarf unit
or units in sight, or there is an enemy unit or units within ‘12’
of the unit. This means that Grim Dwarfs or Mountain Dwarfs
could be hiding behind a stone wall and thus out of sight,
which could result in a Tribals unit charging a friendly unit.
Rivalry does NOT apply if there are any enemy units within
‘12’ or in Charge range from where the unit in question is. So
a unit of Tribals with ‘Flyers’ could potentially ignore Rivalry
if enemies are within ‘24’ or ‘32’.
Tribal Kobolds (all units with ‘Tribal Kobold’ in title):
Hates Grim Dwarf, Gnome and Mountain Dwarf units of all
kinds (Crazed so must move toward the Dwarfs/Gnomes as
fast as possible and Charge them if in range, Does NOT need
to do this if Kobolds are in a Defended Obstacle or manning a
barricade of any kind). Also gains +1 to CCR rolls when
fighting these Dwarfs listed above and +1 to Hit against
them in Close Combat.

Afraid of Marine Elves, Coastal Elves, Corrupt Elves, Nature


Elves, Elf Pirates, Elven Navy and Fay Elves if Tribal Kobolds
do not have double their number (e.g. 40 Tribal Kobolds
would Fear 21 Fay Elves, each Wound on their starting profile
counts as 1 model) so they suffer -1 to Hit against Elf units in
Close Combat with if they roll a 6+ on 2D6. Roll 2D6 if the
Tribal Kobold unit wants to Charge or is Charged by an Elf unit
it is Afraid of.

Tribal Jungle Orcs (all units with ‘Tribal Jungle Orc’:


Afraid of Chariots, Artillery and Weapon Teams so they suffer
a -1 to Hit against these units in Close Combat if they roll an
8+ on 2D6. Roll 2D6 if the Tribal Jungle Orc unit wants to
Charge or is Charged by a unit it is Afraid of.
Tribal HERO Units:
Limit of 5 Tribal Kobold Shamans (Battle)
Limit of 5 Tribal Kobold Shamans (Elemental)
Limit of 5 Tribal Kobold Shamans (Necromantic)
Limit of 5 Tribal Kobold Shamans (Ranked Daimon)
Limit of 5 Tribal Kobold Shamans (Illusionist)
Limit of 5 Tribal Man-Orc Shamans (Battle)
Limit of 5 Tribal Man-Orc Shamans (Elemental)
Limit of 5 Tribal Man-Orc Shamans (Necromantic)
Limit of 5 Tribal Man-Orc Shamans (Ranked Daimon)
Limit of 5 Tribal Man-Orc Shamans (Illusionist)
Limit of 5 Tribal Orc Shamans (Battle)
Limit of 5 Tribal Orc Shamans (Elemental)
Limit of 5 Tribal Orc Shamans (Necromantic)
Limit of 5 Tribal Orc Shamans (Ranked Daimon)
Limit of 5 Tribal Orc Shamans (Illusionist)
Limit of 5 Tribal Jungle Orc Shamans (Battle)
Limit of 5 Tribal Jungle Orc Shamans (Elemental)
Limit of 5 Tribal Jungle Orc Shamans (Necromantic)
Limit of 5 Tribal Jungle Orc Shamans (Ranked Daimon)
Limit of 5 Tribal Jungle Orc Shamans (Illusionist)

Tribal Kobold Shaman (Battle): 45pts, Energy = 10 or 3D6


T3, W1, S4, I2, A1, No Save, Hits on a 4+ by Default in CC, -
1 to Armour Saves in CC, ‘Mage’ unit, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Tribal Orc, Jungle Orc, Man-Orc and Tribal
Kobold Shamans can pool their Energy together though
(represented by dice or tokens). Each Tribal Kobold Shaman
has 1 Battle Ability each, See page 8 to 18 of Army Men-
Exodus for Battle Abilities, Rivalry, Hates Gnomes and
Dwarfs, Afraid of Elves
Tribal Kobold Shaman (Elemental): 45pts
Energy = 10 or 3D6- T3, W1, S4, I2, A1, No Save, Hits on a
4+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Kobold Shaman has 1 Elemental Ability each, See page
19 to 27 of Army Men- Exodus for Elemental Abilities,
Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves

Tribal Kobold Shaman (Necromantic): 45pts


Energy = 10 or 3D6- T3, W1, S4, I2, A1, No Save, Hits on a
4+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Kobold Shaman has 1 Necromantic Ability each, See
page 28 to 31 of Army Men- Exodus for Necromantic Abilities,
Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves

Tribal Kobold Shaman (Ranked Daimon): 45pts


Energy = 10 or 3D6- T3, W1, S4, I2, A1, No Save, Hits on a
4+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Kobold Shaman has 2 Ranked Daimon Abilities each,
See page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves
Tribal Kobold Shaman (Illusionist): 45pts
Energy = 10 or 3D6- T3, W1, S4, I2, A1, No Save, Hits on a
4+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Kobold Shaman has 1 Illusionist Ability each, See page
38 to 41 of Army Men- Exodus for Illusionist Abilities, Rivalry,
Hates Gnomes and Dwarfs, Afraid of Elves

Tribal Man-Orc Shaman (Battle): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Shaman has 1 Battle Ability each, See page 8
to 16 of Army Men- Exodus for Battle Abilities

Tribal Man-Orc Shaman (Elemental): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Shaman has 1 Elemental Ability each, See
page 19 to 27 of Army Men- Exodus for Elemental Abilities
Tribal Man-Orc Shaman (Necromantic): 60pts
Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Shaman has 1 Necromantic Ability each, See
page 28 to 31 of Army Men- Exodus for Necromantic Abilities

Tribal Man-Orc Shaman (Ranked Daimon): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Shaman has 1 Ranked Daimon Ability each,
See page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities

Tribal Man-Orc Shaman (Illusionist): 60pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Shaman has 1 Illusionist Ability each, See
page 38 to 41 of Army Men- Exodus for Illusionist Abilities
Tribal Orc Shaman (Battle): 63pts, Energy = 10 or 3D6
T4, W1, S4, I2, A1, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, ‘Mage’ unit, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Tribal Orc, Jungle Orc, Man-
Orc and Tribal Kobold Shamans can pool their Energy together
though (represented by dice or tokens). Each Tribal Orc
Shaman has 1 Battle Ability each, See page 8 to 18 of Army
Men- Exodus for Battle Abilities, Rivalry

Tribal Orc Shaman (Elemental): 63pts


Energy = 10 or 3D6- T4, W1, S4, I2, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Shaman has 1 Elemental Ability each, See page 19
to 27 of Army Men- Exodus for Battle Abilities, Rivalry

Tribal Orc Shaman (Necromantic): 63pts


Energy = 10 or 3D6- T4, W1, S4, I2, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Shaman has 1 Necromantic Ability each, See page
28 to 31 of Army Men- Exodus for Necromantic Abilities,
Rivalry
Tribal Orc Shaman (Ranked Daimon): 63pts
Energy = 10 or 3D6- T4, W1, S4, I2, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Shaman has 1 Ranked Daimon Ability each, See
page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities, Rivalry

Tribal Orc Shaman (Illusionist): 63pts


Energy = 10 or 3D6- T4, W1, S4, I2, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Shaman has 1 Illusionist Ability each, See page 38
to 41 of Army Men- Exodus for Illusionist Abilities, Rivalry

Tribal Jungle Orc Shaman (Battle): 63pts


Energy = 10 or 3D6- T4, W1, S4, I2, A2, 5+ Numb Save, -1
to Armour Saves in CC, ‘Mage’ unit, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Tribal Orc, Jungle Orc, Man-Orc and Tribal
Kobold Shamans can pool their Energy together though
(represented by dice or tokens). Each Tribal Jungle Orc
Shaman has 1 Battle Ability each, See page 8 to 18 of Army
Men- Exodus for Battle Abilities, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)
Tribal Jungle Orc Shaman (Elemental): 63pts
Energy = 10 or 3D6- T4, W1, S4, I2, A2, 5+ Numb Save, -1
to Armour Saves in CC, ‘Mage’ unit, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Tribal Orc, Jungle Orc, Man-Orc and Tribal
Kobold Shamans can pool their Energy together though
(represented by dice or tokens). Each Tribal Jungle Orc
Shaman has 1 Elemental Ability each, See page 19 to 27 of
Army Men- Exodus for Battle Abilities, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery, Hits on a 3+ by Default in CC (includes +1 to Hit
Bonus), +1 to Wound in Close Combat (1 still fails), +2 to
Saves (included above), Slaughter Them!

Tribal Jungle Orc Shaman (Necromantic): 63pts


Energy = 10 or 3D6- T4, W1, S4, I2, A2, 5+ Numb Save, -1
to Armour Saves in CC, ‘Mage’ unit, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Tribal Orc, Jungle Orc, Man-Orc and Tribal
Kobold Shamans can pool their Energy together though
(represented by dice or tokens). Each Tribal Jungle Orc
Shaman has 1 Necromantic Ability each, See page 28 to 31
of Army Men- Exodus for Necromantic Abilities, Rivalry,
Crazed, Dauntless, Afraid of Chariots, Weapon Teams
and all Artillery, Hits on a 3+ by Default in CC (includes +1
to Hit Bonus), +1 to Wound in Close Combat (1 still fails), +2
to Saves (included above), Slaughter Them!
Tribal Jungle Orc Shaman (Ranked Daimon): 63pts
Energy = 10 or 3D6- T4, W1, S4, I2, A2, 5+ Numb Save, -1
to Armour Saves in CC, ‘Mage’ unit, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Tribal Orc, Jungle Orc, Man-Orc and Tribal
Kobold Shamans can pool their Energy together though
(represented by dice or tokens). Each Tribal Jungle Orc
Shaman has 1 Ranked Daimon Ability each, See page 34 to
37 of Army Men- Exodus for Ranked Daimon Abilities,
Rivalry, Crazed, Dauntless, Afraid of Chariots, Weapon
Teams and all Artillery, Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Slaughter Them!

Tribal Jungle Orc Shaman (Illusionist): 63pts


Energy = 10 or 3D6- T4, W1, S4, I2, A2, 5+ Numb Save, -1
to Armour Saves in CC, ‘Mage’ unit, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Tribal Orc, Jungle Orc, Man-Orc and Tribal
Kobold Shamans can pool their Energy together though
(represented by dice or tokens). Each Tribal Jungle Orc
Shaman has 1 Illusionist Ability each, See page 38 to 41 of
Army Men- Exodus for Illusionist Abilities, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery, Hits on a 3+ by Default in CC (includes +1 to Hit
Bonus), +1 to Wound in Close Combat (1 still fails), +2 to
Saves (included above), Slaughter Them!
Tribal CORE Units:
Limit of 100 Tribal Orcs with Blades and Shields
Limit of 100 Tribal Orcs with 2 Blades
Limit of 100 Tribal Orcs with Halberds
Limit of 30 Tribal Orcs with 2H Axes
Limit of 60 Tribal Orcs with Composite Bows
Limit of 60 Armoured Tribal Orcs with Composite Bows
Limit of 60 Tribal Orcs with Composite Bows and Shields
Limit of 60 Armoured Tribal Orcs w/ Composite Bows &
Shields
Limit of 30 Tribal Orcs with Crossbows
Limit of 30 Armoured Tribal Orcs with Crossbows
Limit of 30 Tribal Orcs with Crossbows and Shields
Limit of 30 Armoured Tribal Orcs w/ Crossbows & Shields
Limit of 30 Tribal Jungle Orcs with Stone Blades
Limit of 30 Tribal Jungle Orcs with Stone Blades and Shields
Limit of 30 Tribal Jungle Orcs with Twin Stone Blades
Limit of 30 Tribal Jungle Orcs with 2H Stone Clubs
Limit of 20 Tribal Jungle Orcs with Composite Bows
Limit of 20 Tribal Jungle Orc Brawlers with Composite Bows
Limit of 20 Tribal Jungle Orcs with Composite Bows and
Shields
Limit of 20 Tribal Man-Orcs with Axes
Limit of 20 Tribal Man-Orcs with Axes and Shields
Limit of 20 Armoured Tribal Man-Orcs with Axes and Shields
Limit of 20 Tribal Man-Orcs with Twin Axes
Limit of 20 Armoured Tribal Man-Orcs with Twin Axes
Limit of 20 Tribal Man-Orcs with 2H Axes
Limit of 20 Armoured Tribal Man-Orcs with 2H Axes
Limit of 20 Tribal Man-Orcs with Spears
Limit of 20 Armoured Tribal Man-Orcs with Spears
Limit of 20 Armoured Tribal Man-Orcs with Spears and Shields
Limit of 20 Tribal Man-Orcs with Composite Bows
Limit of 20 Tribal Man-Orcs with Composite Bows and Shields
Limit of 20 Armoured Tribal Man-Orcs with Composite Bows
Limit of 200 Tribal Kobolds with Javelins
Limit of 200 Tribal Kobolds with Javelins and Shields
Limit of 200 Armoured Tribal Kobolds with Javelins and
Shields
Limit of 200 Tribal Kobolds with Spears
Limit of 200 Tribal Kobolds with Spears and Shields
Limit of 200 Armoured Tribal Kobolds with Spears and Shields
Limit of 100 Tribal Kobolds with Halberds
Limit of 100 Tribal Kobolds with 2H Blades
Limit of 50 Tribal Kobolds with Bows
Limit of 50 Tribal Kobolds with Bows and Shields
Limit of 50 Armoured Tribal Kobolds with Bows and Shields
Limit of 50 Tribal Kobold Wolf Riders with Blades
Limit of 50 Tribal Kobold Wolf Riders with Blades and Shields
Limit of 50 Tribal Kobold Wolf Riders with Spears
Limit of 50 Tribal Kobold Wolf Riders with Spears and Shields
Limit of 50 Tribal Kobold Wolf Riders with Bows
Limit of 50 Tribal Kobold Wolf Riders with Bows and Shields
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Tribal Orc with Blade and Shield: 8.5pts
T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC

Tribal Orc with 2 Blades: 8.5pts


T4, W1, S3, I2, A2, 6+ Armour Save, Rivalry, Hits on a 5+
by Default in CC

Tribal Orc with Halberd: 9.5pts


T4, W1, S4, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -1 to Armour
Saves

Tribal Orc with 2H Axe: 9.5pts


T4, W1, S4, I1, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -2 to Armour
Saves

Tribal Orc with Composite Bow: 7.5pts


T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default, Armed with Composite Bow (Auto, ‘24’, S3)

Tribal Orc with Composite Bow and Shield: 8.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3) on a 5+ to
Hit by Default, Armed with Composite Bow (Auto, ‘24’, S3)

Armoured Tribal Orc with Composite Bow and Shield:


10.5pts- T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits
on a 4+ by Default in CC and Shooting, Reflex Shots (S3) on
a 5+ to Hit by Default, Armed with Composite Bow (Auto,
‘24’, S3)
Tribal Orc with Crossbow: 9.5pts
T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S4) on a 5+ to Hit by
Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Tribal Orc with Crossbow and Shield: 10.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4) on a 5+ to
Hit by Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Armoured Tribal Orc with Crossbow and Shield: 12.5pts


T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4) on a 5+ to
Hit by Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Tribal Jungle Orc with Stone Blade: 5.5pts


T4, W1, S3, I2, A2, 5+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)

Tribal Jungle Orc with Stone Blade and Shield: 6.5pts


T4, W1, S3, I2, A2, 4+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Slaughter Them!
Tribal Jungle Orc with Twin Stone Blades: 6.5pts
T4, W1, S3, I2, A4, 5+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 4+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Slaughter Them!

Tribal Jungle Orc with 2H Stone Club: 7.5pts


T4, W1, S4, I1, A2, 5+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Slaughter Them!

Tribal Jungle Orc with Composite Bow: 7.5pts


T4, W1, S3, I2, A2, 5+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Hits on a 4+ by
Default in Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default

Tribal Jungle Orc Brawler with Composite Bow: 8.5pts


T4, W1, S3, I2, A4, 5+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 4+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Hits on a 4+ by
Default in Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default, Slaughter Them!
Tribal Jungle Orc with Composite Bow and Shield:
8.5pts- T4, W1, S3, I2, A2, 4+ Numb Save, Rivalry, Crazed,
Dauntless, Afraid of Chariots, Weapon Teams and all
Artillery (must make CCR roll if damaged by Chariots or
Artillery or Weapon Teams), Hits on a 3+ by Default in CC
(includes +1 to Hit Bonus), +1 to Wound in Close Combat (1
still fails), +2 to Saves (included above), Hits on a 4+ by
Default in Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default

Tribal Man-Orc with Axe: 5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC

Tribal Man-Orc with Axe and Shield: 6pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC
Armoured Tribal Man-Orc with Axe and Shield: 8pts
T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC

Tribal Man-Orc with Twin Axes: 6pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC

Armoured Tribal Man-Orc with Twin Axes: 8pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC

Tribal Man-Orc with 2H Axe: 7pts


T3, W1, S4, I2, A1, No Save, Hits on a 4+ by Default in CC, -
2 to Armour Saves

Armoured Tribal Man-Orc with 2H Axe: 9pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves

Tribal Man-Orc with Spear: 6pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
I6 against Cavalry, I5 against Flyers
Armoured Tribal Man-Orc with Spear: 8pts
T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Armoured Tribal Man-Orc with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Tribal Man-Orc with Composite Bow: 7pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Reflex Shots (S3, Hits on 5+ by Default)

Tribal Man-Orc with Composite Bow and Shield: 8pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S3, Hits on 5+ by Default)

Armoured Tribal Man-Orc with Composite Bow and


Shield: 10pts- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on
a 4+ by Default in CC and Shooting, Reflex Shots (S3, Hits on
5+ by Default)

Tribal Kobold with Javelin: 3pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a 5+
to Hit by Default, counts towards Wounds in Close Combat)

Tribal Kobold with Javelin and Shield: 3.5pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)
Armoured Tribal Kobold with Javelin and Shield: 4.5pts
T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)

Tribal Kobold with Spear: 3.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a 5+
to Hit by Default, counts towards Wounds in Close Combat),
I5 against Cavalry, I4 against Flyers

Tribal Kobold with Spear and Shield: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat), I5 against Cavalry, I4 against Flyers

Armoured Tribal Kobold with Spear and Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat), I5 against Cavalry, I4 against Flyers
Tribal Kobold with Halberd: 4pts
T3, W1, S4, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a 5+
to Hit by Default, counts towards Wounds in Close Combat),
I3 against Cavalry and Flyers, -1 to Armour Saves

Tribal Kobold with 2H Blade: 4pts


T3, W1, S4, I1, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a 5+
to Hit by Default, counts towards Wounds in Close Combat),
-2 to Armour Saves

Tribal Kobold with Bow: 3.5pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Bow (Auto, ‘18’,
S3), Reflex Shots (S3, Hits on a 5+ to Hit by Default)

Tribal Kobold with Bow and Shield: 4pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Bow (Auto,
‘18’, S3), Reflex Shots (S3, Hits on a 5+ to Hit by Default)

Armoured Tribal Kobold with Bow and Shield: 5pts


T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Bow (Auto,
‘18’, S3), Reflex Shots (S3, Hits on a 5+ to Hit by Default)
Tribal Kobold Wolf Rider with Blade: 11pts
Move ‘9’- T3, W2, S3, I2, A1, 5+ Armour Save, Tribal Wolf is
I3 and Hits on a 3+ by Default in CC, Tribal Kobold Hits on a
4+ by Default in CC, Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves

Tribal Kobold Wolf Rider with Blade and Shield: 12pts


Move ‘9’- T3, W2, S3, I2, A1, 4+ Armour Save, Tribal Wolf is
I3 and Hits on a 3+ by Default in CC, Tribal Kobold Hits on a
4+ by Default in CC, Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves

Tribal Kobold Wolf Rider with Spear: 12pts


Move ‘9’- T3, W2, S3, I3, A1, 5+ Armour Save, Tribal Wolf is
I3 and Hits on a 4+ by Default in CC, Tribal Kobold Hits on a
5+ by Default in CC Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves, +1 to Hit and S4 -1 to Armour Saves
on Charge

Tribal Kobold Wolf Rider with Spear and Shield: 12pts


Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Tribal Wolf is
I3 and Hits on a 4+ by Default in CC, Tribal Kobold Hits on a
5+ by Default in CC Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves, +1 to Hit and S4 -1 to Armour Saves
on Charge
Tribal Kobold Wolf Rider with Bow: 12pts
Move ‘9’- T3, W2, S3, I2, A1, 5+ Armour Save, Tribal Wolf is
I3 and Hits on a 3+ by Default in CC, Tribal Kobold Hits on a
4+ by Default in CC, Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves, Armed with Bow (Auto, ‘18’, S3),
Reflex Shots (S3, Hits on 5+ by Default)

Tribal Kobold Wolf Rider with Bow and Shield: 13pts


Move ‘9’- T3, W2, S3, I2, A1, 4+ Armour Save, Tribal Wolf is
I3 and Hits on a 3+ by Default in CC, Tribal Kobold Hits on a
4+ by Default in CC, Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves, Armed with Bow (Auto, ‘18’, S3),
Reflex Shots (S3, Hits on 5+ by Default)
Mountain Orc w/ Barbed Composite Bow & Shield: 8pts
T4, W1, S4, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3) on a 5+ to
Hit by Default, Armed with Barbed Composite Bow (Auto,
‘24’, S3 and -1 to Armour Saves)

Man-Orc Hireling with Club and Shield: 6.5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, (Hired by the following armies ONLY: Corrupt Elves,
Imperial Mercenaries, Jungle Reptiles, Brawler Ogres &
Clumsy Giants, Tribals, Rodents, Provincial Empire, Dead
Egyptians, Hungry Dead and Traitors).

Tribal Kobold Guard with Sword and Shield: 4pts


T3, W1, S3, I2, A1, 4+ Armour Save, Hits on a 5+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Kobold Wars (Re-rolls misses against ALL ‘Kobold’ units)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Jungle Reptiles, Brawler Ogres & Clumsy Giants,
Tribals, Rodents, Provincial Empire, Dead Egyptians, Hungry
Dead and Traitors).
Tribal Specialist Units:
Limit of 40 Tribal Fungal Greenie Hordes (No Spores)
Limit of 40 Tribal Fungal Greenie Hordes (Spores)
Limit of 40 Tribal Fungal Greenie Trios (No Spores)
Limit of 40 Tribal Fungal Greenie Trios (Spores)
Limit of 30 Tribal Orc Veterans with Blades and Shields
Limit of 30 Tribal Orc Veterans with Twin Blades
Limit of 30 Tribal Orc Veterans with 2H Blades
Limit of 30 Tribal Orc Veterans with Spears and Shields
Limit of 40 Tribal Alter Orcs with Axes
Limit of 40 Tribal Alter Orcs with Axes and Shields
Limit of 40 Tribal Alter Orcs with Twin Axes
Limit of 40 Tribal Alter Orcs with 2H Axes
Limit of 10 Tribal Alter Orcs with Halberds
Limit of 40 Tribal Alter Orcs with Spears
Limit of 40 Tribal Alter Orcs with Flails
Limit of 30 Tribal Orc Boar ‘Grunts’ with Blades
Limit of 30 Tribal Orc Boar ‘Grunts’ with Blades and Shields
Limit of 30 Tribal Orc Boar ‘Grunts’ with Spears
Limit of 30 Tribal Orc Boar ‘Grunts’ with Spears and Shields
Limit of 30 Tribal Orc Boar ‘Grunts’ with Composite Bows
Limit of 30 Tribal Orc Boar ‘Grunts’ w/ Composite Bows &
Shields
Limit of 30 Tribal Orc Boar ‘Grunts’ with Flails
Limit of 10 Tribal Orc Boar Riders with Blades and Shields
Limit of 10 Tribal Orc Boar Riders with Spears and Shields
Limit of 4 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 4 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
Limit of 40 ‘Crusher’ Alter Orcs with Twin Axes
Limit of 40 ‘Crusher’ Alter Orcs with 2H Axes
Limit of 60 Slippery Jungle Orcs with Stone Blades & Shields
Tribal Fungal Greenies Horde (No Spores): 75pts
T1, W9, S1, I3, A9, No Save, Hits on 5+ in Close Combat and
Shooting, Rivalry, Enemy units suffer -1 to Hit when
Shooting at them and in Reflex Shots, There are 9 Tribal
Fungal Greenies on each Base: they must outnumber an
enemy unit by 3 to 1 if they are to Charge them. An enemy
unit has the numbers equal to how many Wounds in total for
the unit (starting Wounds), so most T3 units like Imperial
Halberdiers are W1 so count as 1 model, but Mountain Ogres
are W3 so count as 3 models, whether they have less Wounds
at the time or not, Critters, Dauntless, Immune to Poison
(enemy units with Poisoned or Venomous Attacks do NOT gain
+1 Strength)

Tribal Fungal Greenies Horde (Spores): 90pts


T1, W9, S2, I3, A9, No Save, Hits on 5+ in Close Combat and
Shooting, Rivalry, Armed with Spores (Poisoned Attacks,
Auto, ‘12’, S4 and 9 Shots: +1 Strength in Close Combat
and all Shooting/Reflex Shots (included above), Enemy
units suffer -1 to Hit when Shooting at them and in Reflex
Shots, There are 9 Tribal Fungal Greenies on each Base: they
must outnumber an enemy unit by 3 to 1 if they are to Charge
them. An enemy unit has the numbers equal to how many
Wounds in total for the unit (starting Wounds), so most T3
units like Imperial Halberdiers are W1 so count as 1 model,
but Mountain Ogres are W3 so count as 3 models, whether
they have less Wounds at the time or not, Reflex Shots (S4,
9 Shots due to 9 Greenies, Hits on 6+), Critters, Dauntless,
Immune to Poison
Tribal Fungal Greenies Trio (No Spores): 25pts
T1, W3, S1, I3, A3, No Save, Hits on 5+ in Close Combat and
Shooting, Rivalry, Enemy units suffer -1 to Hit when
Shooting at them and in Reflex Shots, There are 3 Tribal
Fungal Greenies on each Base: they must outnumber an
enemy unit by 3 to 1 if they are to Charge them. An enemy
unit has the numbers equal to how many Wounds in total for
the unit (starting Wounds), so most T3 units like Imperial
Halberdiers are W1 so count as 1 model, but Mountain Ogres
are W3 so count as 3 models, whether they have less Wounds
at the time or not, Critters, Dauntless, Immune to Poison
(enemy units with Poisoned or Venomous Attacks do NOT gain
+1 Strength)

Tribal Fungal Greenies Trio (Spores): 30pts


T1, W3, S2, I3, A3, No Save, Hits on 5+ in Close Combat and
Shooting, Rivalry, Armed with Spores (Poisoned Attacks,
Auto, ‘12’, S4 and 3 Shots: +1 Strength in Close Combat
and all Shooting/Reflex Shots (included above), Enemy
units suffer -1 to Hit when Shooting at them and in Reflex
Shots, There are 9 Tribal Fungal Greenies on each Base: they
must outnumber an enemy unit by 3 to 1 if they are to Charge
them. An enemy unit has the numbers equal to how many
Wounds in total for the unit (starting Wounds), so most T3
units like Imperial Halberdiers are W1 so count as 1 model,
but Mountain Ogres are W3 so count as 3 models, whether
they have less Wounds at the time or not, Reflex Shots (S4,
3 Shots due to 3 Greenies, Hits on 6+), Critters, Dauntless,
Immune to Poison

Tribal Orc Veteran with Blade and Shield: 9.5pts


T4, W1, S4, I2, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves

Tribal Orc Veteran with Twin Blades: 9.5pts


T4, W1, S4, I2, A2, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, -1 to Armour Saves
Tribal Orc Veteran with 2H Blade: 10.5pts
T4, W1, S5, I1, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -3 to Armour Saves

Tribal Orc Veteran with Spear and Shield: 10.5pts


T4, W1, S4, I3, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, I5 against Cavalry, I4
against Flyers

Tribal Alter Orc with Axe: 9pts


T4, W1, S4, I2, A1, 6+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs)

Tribal Alter Orc with Axe and Shield: 10pts


T4, W1, S4, I2, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs)
Tribal Alter Orc with Twin Axes: 10pts
T4, W1, S4, I2, A2, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, -1 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs)

Tribal Alter Orc with 2H Axe: 10pts


T4, W1, S5, I1, A1, 6+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -3 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs)

Tribal Alter Orc with Halberd: 11pts


T4, W1, S5, I2, A1, 6+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs),
I3 against Cavalry and Flyers

Tribal Alter Orc with Spear: 10pts


T4, W1, S4, I3, A1, 6+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, Naturally Superior,
Healthy Rivalry, I5 against Cavalry and I4 against Flyers
Tribal Alter Orc with Flail: 10pts
T4, W1, S5, I2, A1, 6+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -2 to Armour Saves, Naturally Superior,
Healthy Rivalry

Tribal Orc Boar ‘Grunt’ with Blade: 19pts


Move ‘9’- T4, W2, S3, I2, A1, 5+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 3+ by Default in CC, Rivalry, Cavalry, Boorish (Suffers
-1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY)

Tribal Orc Boar ‘Grunt’ with Blade and Shield: 25pts


Move ‘9’- T4, W2, S3, I2, A1, 3+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 3+ by Default in CC, Rivalry, Cavalry, Boorish (Suffers
-1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY)

Tribal Orc Boar ‘Grunt’ with Spear: 21pts


Move ‘9’- T4, W2, S3, I3, A1, 5+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 4+ by Default in CC, Rivalry, Cavalry, Boorish (Suffers
-1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY), Orc is +1 to Hit and S4 -1 to Armour
Saves on Charge

Tribal Orc Boar ‘Grunt’ with Spear and Shield: 27pts


Move ‘9’- T4, W2, S3, I3, A1, 3+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 4+ by Default in CC, Rivalry, Cavalry, Boorish (Suffers
-1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY), Orc is +1 to Hit and S4 -1 to Armour
Saves on Charge
Tribal Orc Boar ‘Grunt’ with Composite Bow: 21pts
Move ‘9’- T4, W2, S3, I2, A1, 5+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 3+ by Default in CC and 4+ in Shooting, Reflex Shots
(S3, Hits on 5+ by Default), Rivalry, Cavalry, Boorish
(Suffers -1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to
Armour Saves on Charge ONLY), Armed with Composite
Bow (Auto, ‘24’, S3)

Tribal Orc Boar ‘Grunt’ with Composite Bow & Shield:


27pts- Move ‘9’, T4, W2, S3, I2, A1, 3+ Armour Save, War
Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits on a
3+ by Default in CC and 4+ in Shooting, Reflex Shots (S3,
Hits on 5+ by Default), Rivalry, Cavalry, Boorish (Suffers -
1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY), Armed with Composite Bow (Auto,
‘24’, S3)

Tribal Orc Boar ‘Grunt’ with Flail: 21pts


Move ‘9’- T4, W2, S4, I2, A1, 5+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 4+ by Default in CC and is -1 to Armour Saves, Rivalry,
Cavalry, Boorish (Suffers -1 to CCR rolls), Tusker Charge
(Boar is S5 I6 -3 to Armour Saves on Charge ONLY)

Tribal Orc Boar Rider with Blade and Shield: 27pts


Move ‘9’- T4, W2, S3, I2, A1, 3+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 2+ by Default in CC, Rivalry, Cavalry, Boorish (Suffers
-1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY)
Tribal Orc Boar Rider with Spear and Shield: 29pts
Move ‘9’- T4, W2, S3, I3, A1, 3+ Armour Save
War Boar (I3) Hits on a 3+ by Default in CC, Tribal Orc Hits
on a 3+ by Default in CC, Rivalry, Cavalry, Boorish (Suffers
-1 to CCR rolls), Tusker Charge (Boar is S5 I6 -3 to Armour
Saves on Charge ONLY), Orc is +1 to Hit and S4 -1 to Armour
Saves on Charge

Tribal Kobold Battle Chariot with 2 Wolves: 50pts


Moves ‘9’- T4, W3, S5, I3, A5, 5+ Armour Save, Pulled by 2
Tribal Wolves which Deals D6 I8 S5 -2 to Armour Save Impact
Hits on Charge ONLY, The 2 Tribal Wolves combined are S3
I3 A2 in Close Combat AND the 3 Tribal Kobold Crew are S3
I3 A3 in total and Armed with Spears, Hits on 4+ by Default,
S4 -1 to Armour Saves on Charge and +1 to Hit), Cavalry,
Tribal Wolves hits on a 3+ by Default in CC and Tribal Kobolds
hit on a 4+ by default in Close Combat, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Run Amok! (If
‘Stampede’ is cast on a Chariot unit, they become Crazed, the
Crew cannot attack or Shoot in any way and the Chariot
moves directly forward until destroyed, such as running into
Movement Blocking Terrain)

Orc ‘Besieger’ Ballista with 3 Armoured Crew: 40pts


T4, W1, S4, I2, A1, 6+ Armour Save (3 Tribal Orc Crew)
T5, W1, S0, A0, I0, No Save (Tribal Orc Ballista), Artillery,
Tribal Orcs hit on a 4+ by Default in CC and are -1 to Armour
Saves in CC, Rivalry, Tribal Orc Crew Hits on 4+ by Default
in Shooting, Piercing Bolt- 3 Crew (Heavy, ‘48’, S5 -2 to
Armour Saves, 1 shot, Deals 4 Hits to unit if it hits)
‘Crusher’ Alter Orc with Twin Axes: 11pts
T4, W1, S4, I2, A2, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs),
Dauntless, Juggernaut Vanguard (Tribals units which
suffer from ‘Rivalry’ add +1 to their ‘Rivalry’ rolls)

‘Crusher’ Alter Orc with 2H Axe: 11pts


T4, W1, S6, I0, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -3 to Armour Saves, Naturally Superior,
Healthy Rivalry, Dauntless, Juggernaut Vanguard

Slippery Jungle Orc with Stone Blade & Shield: 13.5pts


T4, W1, S3, I2, A2, 3+ Dodge Save, Rivalry, Crazed,
Dauntless, A4 on Charge, Hits on a 4+ by Default in CC,
Castle Climbers (Able to climb over Cliffs, Mountains and
Walls without penalty), Hates Provincial Empire and ALL of
their Allied units they bring to battle (Crazed, Always Scores
10 at least on CCR Rolls against these armies and units)
Tribal Heavy Units:
Limit of 3 Frothing Tribal Kobold Death Balls per Tribal Kobold
unit (excluding Kobold Wolf Riders)
Limit of 20 Tribal Trolls
Limit of 6 Tribal Kobold Chariots with 2 Wolves
Limit of 6 Tribal Orc Chariots with 2 Wolves
Limit of 8 Tribal Kobold Catapults
Limit of 8 Tribal Kobold Ballistae
Limit of 8 Tribal Orc Ballistae
Limit of 8 Tribal Orc Catapults
Limit of 2 Tribal Orc ‘Skull Cracker’ Catapults with 4 Crew
Limit of 2 Tribal Orc ‘Mangler’ Catapults with 6 Crew
Limit of 2 Tribal Kobold ‘Lead Belchers’
Limit of 2 Tribal Fungal Greenie Wagons
Limit of 2 Tribal Fungal Greenie ‘Roller’ Wagons
No Limit on Tribal Orc Artillery Crew
No Limit on Tribal Kobold Artillery Crew
Limit of 1 Tribal Kobold Jester per Tribal Kobold infantry unit
Frothing Tribal Kobold Death Balls: 90pts for 3
Limit of 3 Per Tribal Kobold Unit (Bows, Javelins, Spears,
Halberds, 2H Blades):

T3, W1, S5, I0, A0, 5+ Dodge Save, Frothing Loonies: The
3 Frothing Tribal Kobold ‘Death Balls’ are released from their
Tribal Kobold unit when an enemy unit approaches within ‘8’
at any time, even when Charging or if Charged by an enemy
unit, and each ‘Death Ball’ deals D6 S5 hits which Ignore
Armour and Numb Saves.

After these hits are dealt, the 3 Frothing Tribal Kobold ‘Death
Balls’ continue to move in the direction they were pushed, at
a randomly determined distance of 2D6 per turn. If they roll
a double on the 2D6 after being released (e.g. 2 and 2 or 4
and 4) they are exhausted and collapse, they are removed.
They can be targeted by Shooting and the enemy unit can
split their fire between ‘Death Balls’ on the field as they see
fit. If they contact another enemy unit, they will deal their D6
S5 hits as above and cannot be Charged, and Reflex Shots
(Grenades can be used as Reflex Shots) will hit them on a 6
only without exception. If a Frothing Tribal Kobold ‘Death Ball’
ever contacts a static terrain piece such as a Wood, Building
or over an Obstacle like a Hedge or a Wall, they will damage
it before being removed (D6 S5 Hits).
Tribal Troll: 65pts, Move ‘9’
T4, W3, S5, I1, A3, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves in CC, Brainless (Roll a 2D6 at the start
of each of your Player turns for this unit, on a 5+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, Tribal Trolls can Spew Acid, dealing a S5 Hit and
3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, Tribal Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved), Chest Drummers (Trolls
in Armour cannot Rejuvenate)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Troll unit, roll a D6 for each slain Troll.
On a 4-6 the Troll is Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they cannot
Rejuvenate
Tribal Kobold Chariot with 2 Wolves: 74pts, Moves ‘9’
T3, W4, S4, I3, A5, 4+ Armour Save, Pulled by 2 Tribal Wolves
which Deals 5 I8 S4 -1 to Armour Save Impact Hits on Charge
ONLY, The 2 Tribal Wolves combined are S3 I3 A2 in Close
Combat AND the 2 Tribal Kobold Crew are S3 I2 A2 in total
and Armed with Bows (Auto, ‘18’, S3), Reflex Shots (S3, 2
Shots due to 2 Crew, Hits on 5+ by Default), Cavalry, Tribal
Wolves hits on a 3+ by Default in CC and Tribal Kobolds hit
on a 4+ by default in Close Combat and 4+ in Shooting,
Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves, Run
Amok! (If ‘Stampede’ is cast on a Chariot unit, they become
Crazed, the Crew cannot attack or Shoot in any way and the
Chariot moves directly forward until destroyed, such as
running into Movement Blocking Terrain)

Tribal Orc Chariot with 2 War Boars: 94pts, Moves ‘9’


T4, W4, S4, I3, A5, 4+ Armour Save, Pulled by 2 Tribal Wolves
which Deals 5 I8 S4 -1 to Armour Save Impact Hits on Charge
ONLY, The 2 Tribal Wolves combined are S3 I3 A2 in Close
Combat AND the 2 Tribal Orc Crew are S3 I2 A2 in total and
Armed with Composite Bows (Auto, ‘24’, S3), Reflex Shots
(S3, 2 Shots due to 2 Crew, Hits on 5+ by Default), Cavalry,
Tribal Wolves hit on a 3+ by Default in CC and Tribal Orcs hit
on a 3+ by Default in CC, Rivalry, Orcs hit on a 4+ by Default
in Shooting, Run Amok!
Tribal Kobold Catapult with 3 Crew: 37.5pts
T3, W1, S3, I2, A1, 6+ Armour Save (3 Tribal Kobold Crew)
T5, W1, S0, I0, A0, No Save (Tribal Kobold Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S5, ‘2’ blast, -2
to Armour Saves, Deals 4 Wounds if unsaved, See page 18 &
19 (Firing a Catapult), Artillery, Tribal Kobolds hit on a 5+
by Default in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid
of Elves, Hits on 4+ by Default in Shooting

Tribal Kobold Ballista with 3 Crew: 37.5pts


T3, W1, S3, I2, A1, No Save (3 Tribal Kobold Crew)
T5, W1, S0, A0, I0, No Save (Tribal Kobold Ballista),
Artillery, Tribal Kobolds hit on a 5+ by Default in CC,
Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves, Hits on
4+ by Default in Shooting

Piercing Bolt- 3 Crew (Heavy, ‘48’, S5 -2 to Armour Saves,


1 shot, Deals 4 Hits to unit if it hits)

Tribal Orc Ballista with 3 Crew: 46.5pts


T4, W1, S3, I2, A1, No Save (3 Tribal Orc Crew)
T5, W1, S0, A0, I0, No Save (Tribal Orc Ballista), Artillery,
Tribal Orcs hit on a 4+ by Default in CC, Rivalry, Hits on 4+
by Default in Shooting

Piercing Bolt- 3 Crew (Heavy, ‘48’, S5 -2 to Armour Saves,


1 shot, Deals 4 Hits to unit if it hits)
Tribal Orc Catapult with 3 Crew: 42.5pts
T4, W1, S3, I2, A1, 6+ Armour Save (3 Tribal Orc Crew)
T5, W1, S0, I0, A0, No Save (Tribal Orc Catapult)
Orc Catapult: Heavy, Guess ‘12’ to ‘48’, S5, ‘2’ blast, -2 to
Armour Saves, Deals 4 Wounds if unsaved, See page 18 & 19
(Firing a Catapult), Artillery, Tribal Orcs hit on a 4+ by
Default in CC, Rivalry

Tribal Orc ‘Skull Cracker’ Catapult with 3 Crew: 62pts


T4, W1, S3, I2, A1, No Save (3 Tribal Orc Crew)
T5, W1, S0, I0, A0, No Save (Tribal Orc Catapult)
Orc ‘Skull Cracker’ Catapult: Heavy, Guess ‘14’ to ‘64’, S6,
‘2’ blast, -3 to Armour Saves, Deals 5 Wounds if unsaved, See
page 18 & 19 (Firing a Catapult), Artillery, Tribal Orcs hit on
a 4+ by Default in CC, Rivalry, Burning Ammo: Can choose
to lob burning rocks at the enemy, which are Fire Attacks
with +2 Strength against units that are Weak Against Fire

Tribal Orc ‘Mangler’ Catapult with 3 Crew: 93pts


T4, W1, S3, I2, A1, No Save (3 Tribal Orc Crew)
T5, W1, S0, I0, A0, No Save (Tribal Orc Catapult)
Orc Catapult: Heavy, Guess ‘18’ to ‘96’, S8, ‘2’ blast, -5 to
Armour Saves, Deals 10 Wounds if unsaved, See page 18 &
19 (Firing a Catapult), Artillery, Tribal Orcs hit on a 4+ by
Default in CC, Rivalry
Tribal Fungal Greenie Wagon: 40pts, Moves ‘12’
T1, W18, S1, I3, A18, 6+ Armour Save, Cavalry, Dauntless,
Deals D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Hits
on 5+ in Close Combat, Spiky Death (Deals D6 S6 -3 to
Armour Saves Hits to enemy units that Charge the Greenie
Wagon only IF it moved ‘6’ or more in its previous turn
(including Run, Victory Run, Reserves Up Front! and
Movement), Immune to Poison

Tribal Fungal Greenie ‘Roller’ Wagon: 60pts, Moves ‘12’


T1, W18, S2, I3, A18, 6+ Armour Save, Cavalry, Dauntless,
Deals D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Hits
on 5+ in Close Combat and Shooting, Armed with Spores
(Poisoned Attacks, Auto, ‘12’, S4 and 3 Shots: +1 Strength
in Close Combat and all Shooting/Reflex Shots (included
above), Reflex Shots (S4, 18 Shots due to 18 Greenies, Hits
on 6+), Immune to Poison, Spiky Death (Deals D6 S6 -3
to Armour Saves Hits to enemy units that Charge the Greenie
Wagon only IF it moved ‘6’ or more in its previous turn
(including Victory Run, Run, Reserves Up Front! and
Movement)
Tribal Kobold ‘Lead Belcher’ with 3 Crew: 102.5pts
T3, W1, S3, I2, A1, No Save (3 Tribal Kobold Crew)
T5, W1, S0, I0, A0, No Save (Tribal Kobold ‘Lead Belcher’),
Artillery, Fires Four Barrel Shot but Combustible (Before
firing the Tribal Kobold ‘Lead Belcher’, roll a D6, on a 1 then
roll another D6, on a 5 – 6 there is an explosion. Place a ‘5’
Blast, which deals 3 S4 –1 to Armour Hits to all models in the
explosion, the ‘Lead Belcher’ is removed), Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves

Four Barrel Shot (Roll 4 separate D6 before firing, on a 5 or


6 for any there is an explosion, see Combustible rule above,
Heavy, ‘48’, Deals 4 S5 -3 to Armour Save Hits to all models
up to ‘36’ within an area ‘2’ Wide but only up to 6 models
deep, measured from the nozzle of the ‘Lead Belcher’, if
unsaved they deal 3 Wounds. Units will be blocked by Hills,
Walls or Low Walls. Buildings will also block units but will be
Hit themselves. Takes 2 Turns to reload, e.g. if 3 Barrels are
fired in your Turn 3, you can’t fire in Turn 4 or Turn 5, Turn 6
is fine)

Tribal Orc Artillery Crew: 12.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, Hits on a 4+ by Default in Shooting in CC
and Shooting

Tribal Kobold Artillery Crew: 7.5pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves
Tribal Kobold Jester: 40pts
T3, W1, S3, I10, A0, No Save, Hits on a 5+ by Default in CC,
Energisers (Jesters can join units of Tribal Kobold infantry
units and grant them +1 to CCR rolls), Distracting Nuisance
(Roll a D6 at the start of each of your Turns if the Tribal Kobold
unit/s the Jester is attached to is NOT in Close Combat. On a
1 they are so distracted by the Jester that they will not Move),
Come Here You Little… (Roll a D6 at the beginning of each
round of Close Combat which includes a Jester. On a 1, the
Tribal Kobold unit/s they are attached to now Hit on a 6 by
Default in this round. On a 6, the enemy unit suffers -2 to Hit
in Close Combat in this round)
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 30 Tribal Orcs with Composite Bows


Limit of 30 Armoured Tribal Orcs with Composite Bows
Limit of 30 Tribal Orcs with Composite Bows and Shields
Limit of 30 Armoured Tribal Orcs w/ Composite Bows &
Shields
Limit of 15 Tribal Orcs with Crossbows
Limit of 15 Armoured Tribal Orcs with Crossbows
Limit of 15 Tribal Orcs with Crossbows and Shields
Limit of 15 Armoured Tribal Orcs w/ Crossbows & Shields
Limit of 30 Tribal Kobolds with Javelins
Limit of 30 Tribal Kobolds with Javelins and Shields
Limit of 30 Armoured Tribal Kobolds with Javelins and Shields
Limit of 50 Tribal Kobolds with Bows
Limit of 50 Tribal Kobolds with Bows and Shields
Limit of 50 Armoured Tribal Kobolds with Bows and Shields
Limit of 10 Tribal Kobold Wolf Riders with Bows
Limit of 10 Tribal Kobold Wolf Riders with Bows and Shields
Tribal Orc Skirmisher with Composite Bow: 7.5pts
Moves ‘9’- T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3) on a 5+ to
Hit by Default, Armed with Composite Bow (Auto, ‘24’, S3)

Tribal Orc Skirmisher with Composite Bow and Shield:


8.5pts- Moves ‘9’, T4, W1, S3, I2, A1, 6+ Armour Save,
Rivalry, Hits on a 4+ by Default in CC and Shooting, Reflex
Shots (S3) on a 5+ to Hit by Default, Armed with Composite
Bow (Auto, ‘24’, S3)

Armoured Tribal Orc Skirmisher with Composite Bow


and Shield: 10.5pts- Moves ‘9’, T4, W1, S3, I2, A1, 5+
Armour Save, Rivalry, Hits on a 4+ by Default in CC and
Shooting, Reflex Shots (S3) on a 5+ to Hit by Default, Armed
with Composite Bow (Auto, ‘24’, S3)

Tribal Orc Skirmisher with Crossbow: 9.5pts


Moves ‘9’- T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4) on a 5+ to
Hit by Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Tribal Orc Skirmisher with Crossbow and Shield: 10.5pts


Moves ‘9’- T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits
on a 4+ by Default in CC and Shooting, Reflex Shots (S4) on
a 5+ to Hit by Default, Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves), Reflex Shots (S4, Hits on a 5+ by
Default)

Armoured Tribal Orc Skirmisher with Crossbow and


Shield: 12.5pts- Moves ‘9’, T4, W1, S3, I2, A1, 5+ Armour
Save, Rivalry, Hits on a 4+ by Default in CC and Shooting,
Reflex Shots (S4) on a 5+ to Hit by Default, Armed with
Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves), Reflex
Shots (S4, Hits on a 5+ by Default)
Tribal Kobold Skirmisher with Javelin: 3pts
Moves ‘9’- T3, W1, S3, I2, A1, No Save, Hits on a 5+ by
Default in CC, Hits on a 4+ by Default in Shooting, Rivalry,
Hates Gnomes and Dwarfs, Afraid of Elves, Armed with
Javelins (Auto, ‘8’, Thrown into Close Combat when Charging
so counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)

Tribal Kobold Skirmisher with Javelin and Shield: 3.5pts


Moves ‘9’- T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+
by Default in CC, Hits on a 4+ by Default in Shooting, Rivalry,
Hates Gnomes and Dwarfs, Afraid of Elves, Armed with
Javelins (Auto, ‘8’, Thrown into Close Combat when Charging
so counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)

Armoured Tribal Kobold Skirmisher with Javelin and


Shield: 4.5pts- Moves ‘9’, T3, W1, S3, I2, A1, 5+ Armour
Save, Hits on a 5+ by Default in CC, Hits on a 4+ by Default
in Shooting, Rivalry, Hates Gnomes and Dwarfs, Afraid of
Elves, Armed with Javelins (Auto, ‘8’, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (Javelins S3 on a 5+ to Hit by Default,
counts towards Wounds in Close Combat)

Tribal Kobold Skirmisher with Bow: 3.5pts


Moves ‘9’- T3, W1, S3, I2, A1, No Save, Hits on a 5+ by
Default in CC, Hits on a 4+ by Default in Shooting, Rivalry,
Hates Gnomes and Dwarfs, Afraid of Elves, Armed with Bow
(Auto, ‘18’, S3), Reflex Shots (S3, Hits on a 5+ to Hit by
Default)
Tribal Kobold Skirmisher with Bow and Shield: 4pts
Moves ‘9’- T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+
by Default in CC, Hits on a 4+ by Default in Shooting, Rivalry,
Hates Gnomes and Dwarfs, Afraid of Elves, Armed with Bow
(Auto, ‘18’, S3), Reflex Shots (S3, Hits on a 5+ to Hit by
Default)

Armoured Tribal Kobold Skirmisher with Bow and


Shield: 5pts- Moves ‘9’, T3, W1, S3, I2, A1, 5+ Armour Save,
Hits on a 5+ by Default in CC, Hits on a 4+ by Default in
Shooting, Rivalry, Hates Gnomes and Dwarfs, Afraid of
Elves, Armed with Bow (Auto, ‘18’, S3), Reflex Shots (S3,
Hits on a 5+ to Hit by Default)

Tribal Kobold Wolf Rider Skirmisher with Bow: 12pts


Move ‘12’- T3, W2, S3, I2, A1, 5+ Armour Save, Tribal Wolf
is I3 and Hits on a 3+ by Default in CC, Tribal Kobold Hits on
a 4+ by Default in CC, Rivalry, Cavalry, Hates Gnomes and
Dwarfs, Afraid of Elves, Armed with Bow (Auto, ‘18’, S3),
Reflex Shots (S3, Hits on 5+ by Default)

Tribal Kobold Wolf Rider Skirmisher with Bow and


Shield: 13pts- Move ‘12’, T3, W2, S3, I2, A1, 4+ Armour
Save, Tribal Wolf is I3 and Hits on a 3+ by Default in CC,
Tribal Kobold Hits on a 4+ by Default in CC, Rivalry, Cavalry,
Hates Gnomes and Dwarfs, Afraid of Elves, Armed with Bow
(Auto, ‘18’, S3), Reflex Shots (S3, Hits on 5+ by Default)
Tribal Allied Units:
(Up to 33% of your Army Cost)
Traitor Allies
Rodents
Fimir

Tribal Mercenary Units:


(Up to 33% of your Army Cost)
Clumsy Giants
Tribal Man-Orc Mercenaries
Steppe Norkers
Brawler Ogres
Tribal Orc Mercenaries
Limit of 30 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Enraged Traitor Centaurs with 2H Axes
No Limit on Enraged Traitor Centaurs with Halberds (see unit)
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Orcs with Halberds, Shields & Crossbows
Tribal Host Units:
(Up to 25% of your Army Cost)
Limit of 40 Boars
Limit of 30 Giant Bats
Limit of 8 Giant Spiders
Limit of 40 Giant Wolves
Limit of 20 Warhounds
Limit of 1 Swarm Unit
Tribal Orc Allied HERO Units:
Limit of 1 Tribal Orc Great Shaman (Battle Abilities)
Limit of 1 Tribal Orc Great Shaman (Elemental Abilities)
Limit of 1 Tribal Orc Great Shaman (Necromantic Abilities)
Limit of 1 Tribal Orc Great Shaman (Ranked Daimon Abilities)
Limit of 1 Tribal Orc Great Shaman (Illusionist Abilities)

Tribal Orc Shaman (Battle): 163pts


Energy = 30 or 9D6- T5, W3, S4, I3, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Great Shaman has 1 Battle Ability each, See page
8 to 18 of Army Men- Exodus for Battle Abilities, Rivalry

Tribal Orc Great Shaman (Elemental): 163pts


Energy = 30 or 9D6- T5, W3, S4, I3, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Great Shaman has 2 Elemental Abilities each, See
page 19 to 27 of Army Men- Exodus for Battle Abilities,
Rivalry
Tribal Orc Great Shaman (Necromantic): 163pts
Energy = 30 or 9D6- T5, W3, S4, I3, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Great Shaman has 2 Necromantic Abilities each,
See page 28 to 31 of Army Men- Exodus for Necromantic
Abilities, Rivalry

Tribal Orc Great Shaman (Ranked Daimon): 163pts


Energy = 30 or 9D6- T5, W3, S4, I3, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Great Shaman has 2 Ranked Daimon Abilities each,
See page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities, Rivalry

Tribal Orc Great Shaman (Illusionist): 163pts


Energy = 10 or 3D6- T5, W3, S4, I3, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Orc Great Shaman has 2 Illusionist Abilities each, See
page 38 to 41 of Army Men- Exodus for Illusionist Abilities,
Rivalry
Tribal Orc Allied Contingent:
Limit of 20 Tribal Orc Veterans with Blades and Shields
Limit of 20 Tribal Orc Veterans with Twin Blades
Limit of 20 Tribal Orc Veterans with 2H Blades
Limit of 20 Tribal Orc Veterans with Spears and Shields
Limit of 60 Tribal Orcs with Blades and Shields
Limit of 60 Tribal Orcs with 2 Blades
Limit of 60 Tribal Orcs with Halberds
Limit of 30 Tribal Orcs with 2H Axes
Limit of 20 Tribal Orcs with Composite Bows
Limit of 20 Armoured Tribal Orcs with Composite Bows
Limit of 20 Tribal Orcs with Composite Bows and Shields
Limit of 20 Armoured Tribal Orcs w/ Composite Bows &
Shields
Limit of 100 Tribal Kobolds with Javelins
Limit of 100 Tribal Kobolds with Javelins and Shields
Limit of 100 Armoured Tribal Kobolds with Javelins and
Shields
Limit of 100 Tribal Kobolds with Spears
Limit of 100 Tribal Kobolds with Spears and Shields
Limit of 100 Armoured Tribal Kobolds with Spears and Shields
Rivalry:
Tribal units suffering from Rivalry must roll a D6 at the start
of each of your Player turns, if they are within Charge reach
of any Tribals unit (or Steppe Norkers, Traitor Kobolds, ‘Gore’
Kobolds, ‘Illusion’ Kobolds or Green Horde including Red
Horde etc.). On a 6 they will charge this unit, ideally the
closest unit. If there are 2 units within the same distance, roll
a D6 to work out which (1-3 is unit A, 4-6 is unit B) or 3 units
in same distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit
C). After the Close Combat is resolved, neither side can suffer
a CCR roll. Rivalry does NOT apply if the unit which could be
tested on a D6 for it has a Grim Dwarf or Mountain Dwarf unit
or units in sight, or there is an enemy unit or units within ‘12’
of the unit. This means that Grim Dwarfs or Mountain Dwarfs
could be hiding behind a stone wall and thus out of sight,
which could result in a Tribals unit charging a friendly unit.
Rivalry does NOT apply if there are any enemy units within
‘12’ or in Charge range from where the unit in question is. So
a unit of Tribals with ‘Flyers’ could potentially ignore Rivalry
if enemies are within ‘24’ or ‘32’.

Tribal Kobolds (all units with ‘Tribal Kobold’ in title):


Hates Grim Dwarf, Gnome and Mountain Dwarf units of all
kinds (Crazed so must move toward the Dwarfs/Gnomes as
fast as possible and Charge them if in range, Does NOT need
to do this if Kobolds are in a Defended Obstacle or manning a
barricade of any kind). Also gains +1 to CCR rolls when
fighting these Dwarfs listed above and +1 to Hit against
them in Close Combat.

Afraid of Marine Elves, Coastal Elves, Corrupt Elves, Nature


Elves, Elf Pirates, Elven Navy and Fay Elves if Tribal Kobolds
do not have double their number (e.g. 40 Tribal Kobolds
would Fear 21 Fay Elves, each Wound on their starting profile
counts as 1 model) so they suffer -1 to Hit against Elf units in
Close Combat with if they roll a 6+ on 2D6. Roll 2D6 if the
Tribal Kobold unit wants to Charge or is Charged by an Elf unit
it is Afraid of.
Tribal Orc Veteran with Blade and Shield: 9.5pts
T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC

Tribal Orc Veteran with 2 Blades: 10.5pts


T4, W1, S3, I2, A2, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC

Tribal Orc Veteran with 2H Blade: 11.5pts


T4, W1, S4, I1, A1, 6+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, I3 against Cavalry and Flyers, -2 to Armour
Saves

Tribal Orc Veteran with Spear and Shield: 9.5pts


T4, W1, S3, I3, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, I5 against Cavalry and I4 against Flyers

Tribal Orc with Blade and Shield: 8.5pts


T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC

Tribal Orc with 2 Blades: 8.5pts


T4, W1, S3, I2, A2, 6+ Armour Save, Rivalry, Hits on a 5+
by Default in CC

Tribal Orc with Halberd: 9.5pts


T4, W1, S4, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -1 to Armour
Saves

Tribal Orc with 2H Axe: 9.5pts


T4, W1, S4, I1, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -2 to Armour
Saves
Tribal Orc with Composite Bow: 7.5pts
T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default, Armed with Composite Bow (Auto, ‘24’, S3)

Tribal Orc with Composite Bow and Shield: 8.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3) on a 5+ to
Hit by Default, Armed with Composite Bow (Auto, ‘24’, S3)

Armoured Tribal Orc with Composite Bow and Shield:


10.5pts- T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits
on a 4+ by Default in CC and Shooting, Reflex Shots (S3) on
a 5+ to Hit by Default, Armed with Composite Bow (Auto,
‘24’, S3)

Tribal Kobold with Javelin: 3pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a 5+
to Hit by Default, counts towards Wounds in Close Combat)

Tribal Kobold with Javelin and Shield: 3.5pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)
Armoured Tribal Kobold with Javelin and Shield: 4.5pts
T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)

Tribal Kobold with Spear: 3.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 4+ by Default in Shooting, Rivalry, Hates Gnomes
and Dwarfs, Afraid of Elves, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a 5+
to Hit by Default, counts towards Wounds in Close Combat),
I5 against Cavalry, I4 against Flyers

Tribal Kobold with Spear and Shield: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat), I5 against Cavalry, I4 against Flyers

Armoured Tribal Kobold with Spear and Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 4+ by Default in Shooting, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Armed with Javelins
(Auto, ‘8’, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat), I5 against Cavalry, I4 against Flyers
Man-Orc Mercenary HERO Units:
Limit of 1 Man-Orc Great Shaman (Battle Abilities)
Limit of 1 Man-Orc Great Shaman (Elemental Abilities)
Limit of 1 Man-Orc Great Shaman (Necromantic Abilities)
Limit of 1 Man-Orc Great Shaman (Ranked Daimon Abilities)
Limit of 1 Man-Orc Great Shaman (Illusionist Abilities)

Tribal Man-Orc Great Shaman (Battle): 155pts


Energy = 30 or 9D6- T4, W3, S4, I4, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Great Shaman has 1 Battle Ability each, See
page 8 to 18 of Army Men- Exodus for Battle Abilities

Tribal Man-Orc Great Shaman (Elemental): 155pts


Energy = 30 or 9D6- T4, W3, S4, I4, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Great Shaman has 2 Elemental Abilities each,
See page 19 to 27 of Army Men- Exodus for Elemental Abilities

Tribal Man-Orc Great Shaman (Necromantic): 155pts


Energy = 30 or 9D6- T4, W3, S4, I4, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Great Shaman has 2 Necromantic Abilities
each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities
Tribal Man-Orc Great Shaman (Ranked Daimon): 155pts
Energy = 30 or 9D6- T4, W3, S4, I4, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Great Shaman has 2 Ranked Daimon Abilities
each, See page 34 to 37 of Army Men- Exodus for Ranked
Daimon Abilities

Tribal Man-Orc Great Shaman (Illusionist): 155pts


Energy = 30 or 9D6- T4, W3, S4, I4, A1, No Save, Hits on a
2+ by Default in CC, -1 to Armour Saves in CC, ‘Mage’ unit,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Tribal Orc, Jungle
Orc, Man-Orc and Tribal Kobold Shamans can pool their
Energy together though (represented by dice or tokens). Each
Tribal Man-Orc Great Shaman has 2 Illusionist Abilities each,
See page 38 to 41 of Army Men- Exodus for Illusionist Abilities
Man-Orc Mercenary Contingent:
Limit of 100 Man-Orc Warriors with Axes and Shields
Limit of 100 Armoured Man-Orc Warriors with Axes and
Shields
Limit of 100 Man-Orc Warriors with 2H Axes and Shields
Limit of 100 Armoured Man-Orc Warriors with 2H Axes &
Shields
Limit of 100 Man-Orc Warriors with Halberds and Shields
Limit of 100 Armoured Man-Orc Warriors with Halberds &
Shields
Limit of 100 Man-Orc Warriors with Spears and Shields
Limit of 100 Armoured Man-Orc Warriors with Spears &
Shields
Limit of 20 Man-Orc Raiders with Composite Bows
Limit of 20 Man-Orc Raiders with Composite Bows and Shields
Limit of 20 Armoured Man-Orc Raiders with Composite Bows
and Shields
Limit of 20 Man-Orc Raiders with Crossbows
Limit of 20 Man-Orc Raiders with Crossbows and Shields
Limit of 20 Armoured Man-Orc Raiders with Crossbows &
Shields
Limit of 20 Man-Orc Bodyguards with Swords and Shields
Limit of 20 Heavy Man-Orc Bodyguards with Swords & Shields
Limit of 20 Man-Orc Bodyguards with 2H Axes and Shields
Limit of 20 Heavy Man-Orc Bodyguards with 2H Axes &
Shields
Limit of 20 Man-Orc Bodyguards with Spears and Shields
Limit of 20 Heavy Man-Orc Bodyguards with Spears & Shields
Man-Orc Warrior with Axe and Shield: 6pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC

Armoured Man-Orc Warrior with Axe and Shield: 8pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC

Man-Orc Warrior with 2H Axe and Shield: 8pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves

Armoured Man-Orc Warrior with 2H Axe and Shield:


10pts
T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves

Man-Orc Warrior with Halberd and Shield: 8pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I4 against Cavalry and Flyers

Armoured Man-Orc Warrior with Halberd and Shield:


10pts
T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I4 against Cavalry and Flyers

Man-Orc Warrior with Spear and Shield: 7pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Armoured Man-Orc Warrior with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Man-Orc Raider with Composite Bow: 12pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3, Hits on 5+
by Default), Armed with Composite Bow (Auto, ‘24’, S3)
Man-Orc Raider with Composite Bow and Shield: 13pts
Moves ‘9’- T3, W1, S3, I3, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3, Hits on 5+
by Default), Armed with Composite Bow (Auto, ‘24’, S3)

Armoured Man-Orc Raider with Composite Bow &


Shield: 15pts- Moves ‘9’- T3, W1, S3, I3, A1, 4+ Dodge Save,
Hits on a 4+ by Default in CC and Shooting, Reflex Shots
(S3, Hits on 5+ by Default), Armed with Composite Bow
(Auto, ‘24’, S3)

Man-Orc Raider with Crossbow: 13pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4, Hits on 5+
by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Man-Orc Raider with Crossbow and Shield: 14pts


Moves ‘9’- T3, W1, S3, I3, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4, Hits on 5+
by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Armoured Man-Orc Raider with Crossbow & Shield:


16pts- Moves ‘9’, T3, W1, S3, I3, A1, 4+ Dodge Save, Hits on
a 4+ by Default in CC and Shooting, Reflex Shots (S4, Hits
on 5+ by Default), Armed with Crossbow (Heavy, ‘30’, S4
and -1 to Armour Saves)

Man-Orc Bodyguard with Sword and Shield: 9pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC

Heavy Man-Orc Bodyguard with Sword and Shield:


10pts- T3, W1, S3, I3, A1, 4+ Armour Save, Hits on a 3+ by
Default in CC
Man-Orc Bodyguard with 2H Axe and Shield: 11pts
T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves

Heavy Man-Orc Bodyguard with 2H Axe and Shield:


12pts- T3, W1, S4, I2, A1, 4+ Armour Save, Hits on a 3+ by
Default in CC, -2 to Armour Saves

Man-Orc Bodyguard with Spear and Shield: 10pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, I6 against Cavalry, I5 against Flyers

Heavy Man-Orc Bodyguard with Spear and Shield: 11pts


T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, I6 against Cavalry, I5 against Flyers
Tribal Orc Mercenary Contingent:
Limit of 80 Tribal Orc Rebels with Blades
Limit of 80 Tribal Orc Rebels with Blades and Shields
Limit of 80 Armoured Tribal Orc Rebels with Blades and
Shields
Limit of 80 Tribal Orc Rebels with 2 Blades
Limit of 80 Armoured Tribal Orc Rebels with 2 Blades
Limit of 80 Tribal Orc Rebels with Halberds
Limit of 80 Armoured Tribal Orc Rebels with Halberds
Limit of 80 Tribal Orc Rebels with 2H Axes
Limit of 80 Armoured Tribal Orc Rebels with 2H Axes
Limit of 80 Tribal Orc Rebels with Spears
Limit of 80 Armoured Tribal Orc Rebels with Spears
Limit of 80 Tribal Orc Rebels with Spears and Shields
Limit of 80 Armoured Tribal Orc Rebels with Spears and
Shields
Limit of 30 Tribal Orc Rebels with Composite Bows
Limit of 30 Armoured Tribal Orc Rebels with Composite Bows
Limit of 30 Tribal Orc Rebels with Composite Bows and Shields
Limit of 30 Armoured Tribal Orc Rebels with Composite Bows
& Shields
Limit of 30 Tribal Orc Rebels with Crossbows
Limit of 30 Armoured Tribal Orc Rebels with Crossbows
Limit of 30 Tribal Orc Rebels with Crossbows and Shields
Limit of 30 Armoured Tribal Orc Rebels with Crossbows &
Shields

Rivalry:
Tribal Orc units suffering from Rivalry must roll a D6 at the
start of each of your Player turns, if they are within Charge
reach of any Tribals unit (or Nomad Norkers, Traitor Kobolds,
‘Gore’ Kobolds, ‘Illusion’ Kobolds or Green Horde. On a 6 they
will charge this unit, ideally the closest unit. If there are 2
units within the same distance, roll a D6 to work out which
(1-3 is unit A, 4-6 is unit B) or 3 units in same distance (1-2
is unit A, 3-4 is unit B and 5-6 is unit C). After the Close
Combat is resolved, neither side can suffer a CCR roll.
Tribal Orc Rebel with Blade: 5.5pts
T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC

Tribal Orc Rebel with Blade and Shield: 6.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC

Armoured Tribal Orc Rebel with Blade and Shield: 8.5pts


T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC

Tribal Orc Rebel with 2 Blades: 6.5pts


T4, W1, S3, I2, A2, No Save, Rivalry, Hits on a 5+ by Default
in CC

Armoured Tribal Orc Rebel with 2 Blades: 8.5pts


T4, W1, S3, I2, A2, 6+ Armour Save, Rivalry, Hits on a 5+
by Default in CC

Tribal Orc Rebel with Halberd: 7.5pts


T4, W1, S4, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC, I3 against Cavalry and Flyers, -1 to Armour Saves

Armoured Tribal Orc Rebel with Halberd: 9.5pts


T4, W1, S4, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -1 to Armour
Saves

Tribal Orc Rebel with 2H Axe: 7.5pts


T4, W1, S4, I1, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -2 to Armour
Saves

Armoured Tribal Orc Rebel with 2H Axe: 9.5pts


T4, W1, S4, I1, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I3 against Cavalry and Flyers, -2 to Armour
Saves
Tribal Orc Rebel with Spear: 6.5pts
T4, W1, S4, I3, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I5 against Cavalry, I4 against
Flyers

Armoured Tribal Orc Rebel with Spear: 8.5pts


T4, W1, S4, I3, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, -1 to Armour Saves, I5 against Cavalry, I4
against Flyers

Tribal Orc Rebel with Spear and Shield: 7.5pts


T4, W1, S4, I3, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, -1 to Armour Saves, I5 against Cavalry, I4
against Flyers

Armoured Tribal Orc Rebel with Spear and Shield: 9.5pts


T4, W1, S4, I3, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, -1 to Armour Saves, I5 against Cavalry, I4
against Flyers

Tribal Orc Rebel with Composite Bow: 7.5pts


T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default, Armed with Composite Bow (Auto, ‘24’, S3)

Armoured Tribal Orc Rebel with Composite Bow: 9.5pts


T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S3) on a 5+ to Hit by
Default, Armed with Composite Bow (Auto, ‘24’, S3)

Tribal Orc Rebel with Composite Bow and Shield: 8.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S3) on a 5+ to
Hit by Default, Armed with Composite Bow (Auto, ‘24’, S3)
Armoured Tribal Orc with Composite Bow and Shield:
10.5pts- T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits
on a 4+ by Default in CC and Shooting, Reflex Shots (S3) on
a 5+ to Hit by Default, Armed with Composite Bow (Auto,
‘24’, S3)

Tribal Orc Rebel with Crossbow: 8.5pts


T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC and Shooting, Reflex Shots (S4) on a 5+ to Hit by
Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Armoured Tribal Orc Rebel with Crossbow: 10.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4) on a 5+ to
Hit by Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Tribal Orc with Crossbow and Shield: 8.5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, Reflex Shots (S4) on a 5+ to
Hit by Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

Armoured Tribal Orc Rebel w/ Crossbow & Shield:


11.5pts- T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits
on a 4+ by Default in CC and Shooting, Reflex Shots (S4) on
a 5+ to Hit by Default, Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves), Reflex Shots (S4, Hits on a 5+ by
Default)
Grim Dwarfs:
Universal Bonuses and Penalties for Grim Dwarfs:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits

Hates Tribals, Steppe Norkers, Green Horde units of all kinds


and any ‘Kobold’ unit (Crazed so must move toward their
hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Grim Dwarfs are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these armies listed above
and +1 to Hit against them in Close Combat.

Grudge:
Grim Dwarf units bearing a Grudge must roll a D6 at the start
of each of your Player turns, if they are within Charge reach
of any unit from the Marine Elves, Coastal Elves, Corrupt
Elves, Elven Navy, Elven Pirates, Nature Elves or Fay Elves.
On a 6 they will charge this unit, ideally the closest unit. If
there are 2 units within the same distance, roll a D6 to work
out which (1-3 is unit A, 4-6 is unit B) or 3 units in same
distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C). After
the Close Combat is resolved, neither side can suffer a CCR
roll. The Grudge does NOT apply if the unit which could be
tested on a D6 for it has a Tribal, Green Horde, Traitor Kobold
or Steppe Norker unit or units in sight, or there is an enemy
unit or units within ‘12’ of the Grim Dwarf unit.
Slow:
All Grim Dwarf units have this rule (Except for Skirmishers)
and move like they are ALWAYS moving in Terrain and can
pick the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s statistics

Grim Dwarf HERO Units:


Limit of 2 Grim Dwarf Mages (Battle Abilities)
Limit of 2 Grim Dwarf Mages (Elemental Abilities)
Limit of 2 Grim Dwarf Mages (Necromantic Abilities)
Limit of 2 Grim Dwarf Mages (Angelic Abilities)

Grim Dwarf Mage (Battle): 78pts, Energy = 10


T4, W1, S4, I2, A1, No Save, Hits on a 2+ by Default in CC,
Diehards, -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Grim Dwarf Mages can pool their Energy
together though (represented by dice or tokens). Each Grim
Dwarf Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities

Grim Dwarf Mage (Elemental): 78pts, Energy = 10


T4, W1, S4, I2, A1, No Save, Hits on a 2+ by Default in CC,
Diehards, -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Grim Dwarf Mages can pool their Energy
together though (represented by dice or tokens). Each Grim
Dwarf Mage has 1 Elemental Ability each, See page 19 to 27
of Army Men- Exodus for Battle Abilities
Grim Dwarf Mage (Necromantic): 78pts, Energy = 10
T4, W1, S4, I2, A1, No Save, Hits on a 2+ by Default in CC,
Diehards, -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Grim Dwarf Mages can pool their Energy
together though (represented by dice or tokens). Each Grim
Dwarf Mage has 1 Necromantic Ability each, See page 28 to
31 of Army Men- Exodus for Battle Abilities

Grim Dwarf Mage (Angelic): 78pts, Energy = 10


T4, W1, S4, I2, A1, No Save, Hits on a 2+ by Default in CC,
Diehards, -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Grim Dwarf Mages can pool their Energy
together though (represented by dice or tokens). Each Grim
Dwarf Mage has 1 Angelic Ability each, See page 42 to 44 of
Army Men- Exodus for Battle Abilities
Grim Dwarf CORE Units:
Limit of 120 Grim Dwarf Warriors with Swords
Limit of 120 Grim Dwarf Warriors with Swords and Shields
Limit of 120 Grim Dwarf Warriors with 2H Axes
Limit of 120 Grim Dwarf Warriors with Spears
Limit of 120 Grim Dwarf Warriors with Spears and Shields
Limit of 40 Grim Dwarf Warriors with Pikes
Limit of 40 Grim Dwarf Warriors with Pikes and Shields
Limit of 40 Grim Dwarf Warriors with Crossbows
Limit of 40 Grim Dwarf Warriors with Crossbows and Shields
Limit of 40 Grim Dwarf Clansmen with Axes and Shields
Limit of 40 Grim Dwarf Clansmen with 2H Axes and Shields
Limit of 20 Grim Dwarf Veterans with Axes and Shields
Limit of 20 Grim Dwarf Veterans with 2H Axes and Shields
Limit of 20 Grim Dwarf Veterans with Flails
Limit of 60 Grim Dwarf Crossbowmen
Limit of 60 Grim Dwarf Crossbowmen with Shields
Limit of 30 Grim Dwarf Crossbowmen with 2H Axes
Limit of 30 Armoured Grim Dwarf Crossbowmen with 2H Axes
Limit of 20 Grim Dwarfs with Arquebuses
Limit of 20 Grim Dwarfs with Arquebuses and 2H Axes
Grim Dwarf Warrior with Sword: 10pts
T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards

Grim Dwarf Warrior with Sword and Shield: 11pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards

Grim Dwarf Warrior with 2H Axe: 12pts


T4, W1, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, -2 to Armour Saves

Grim Dwarf Warrior with Spear: 11pts


T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I5 against Cavalry, I4 against Flyers

Grim Dwarf Warrior with Spear and Shield: 12pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I5 against Cavalry, I4 against Flyers

Grim Dwarf Warrior with Pike: 12pts


T4, W1, S3, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I8 against Cavalry

Grim Dwarf Warrior with Pike and Shield: 13pts


T4, W1, S3, I5, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I8 against Cavalry

Grim Dwarf Warrior with Crossbow: 13pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards
Grim Dwarf Warrior with Crossbow and Shield: 14pts
T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards

Grim Dwarf Clansman with Axe and Shield: 13pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards

Grim Dwarf Clansman with 2H Axe and Shield: 15pts


T4, W1, S4, I1, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, -2 to Armour Saves

Grim Dwarf Veteran with Axe and Shield: 14pts


T4, W1, S3, I3, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards

Grim Dwarf Veteran with 2H Axe and Shield: 16pts


T4, W1, S4, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, -2 to Armour Saves

Grim Dwarf Veteran with Flail: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, -1 to Armour Saves

Grim Dwarf Veteran with Pistol and Shield: 16pts


T4, W1, S3, I3, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, Armed with Pistol (Auto, ‘6’, S4, -1 to
Armour Saves, 1 Shot, Also used in Close Combat), Reflex
Shots (S4 and -2 to Armour Saves, 1 Shot, Hits on 5+ by
Default)

Grim Dwarf Crossbowman: 13pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards
Grim Dwarf Crossbowman with Shield: 14pts
T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards

Armoured Grim Dwarf Crossbowman with 2H Axe: 16pts


T4, W1, S4, I1, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘32’,
S4 and -1 to Armour Saves), Diehards, -2 to Armour Saves
in CC
Grim Dwarf with Arquebus: 13pts
T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Armed with
Arquebus (Heavy, ‘24’, S4 -2 to Armour Saves), Reflex Shots
(S4, Hits on 5+ by Default), Diehards

Grim Dwarf with Arquebus and 2H Axe: 15pts


T4, W1, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Armed with
Arquebus (Heavy, ‘24’, S4 -2 to Armour Saves), Reflex Shots
(S4, Hits on 5+ by Default), Diehards, -2 to Armour Saves
in CC
Grim Dwarf Specialist Units:
Limit of 30 Grim Dwarf Berserkers with Axes
Limit of 30 Grim Dwarf Berserkers with Axes and Shields
Limit of 30 Grim Dwarf Berserkers with Twin Axes
Limit of 30 Grim Dwarf Berserkers with 2H Axes
Limit of 30 Armoured Grim Dwarf Berserkers with Axes
Limit of 30 Armoured Grim Dwarf Berserkers w/ Axes &
Shields
Limit of 30 Armoured Grim Dwarf Berserkers with Twin Axes
Limit of 30 Armoured Grim Dwarf Berserkers with 2H Axes
Limit of 30 Grim Dwarf Berserkers with Flails
Limit of 12 Grim Dwarf Sappers
Limit of 12 Grim Heavy Dwarf Sappers
Limit of 20 Grim Dwarf Royal Guards w/ 2H Hammers &
Shields
Limit of 20 Grim Steel Dwarfs with Axes & Shields
Limit of 20 Grim Steel Dwarfs with 2H Axes & Shields
Limit of 40 Imperial Dwarfs with Twin Pistols & Shields
Grim Dwarf Berserker with Axe: 8pts
T4, W1, S3, I2, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), Crazed, Dauntless

Grim Dwarf Berserker with Axe and Shield: 9pts


T4, W1, S3, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), Crazed, Dauntless

Grim Dwarf Berserker with Twin Axes: 9pts


T4, W1, S3, I2, A4, 6+ Numb Save, Hits on a 3+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), Crazed, Dauntless
Grim Dwarf Berserker with 2H Axe: 10pts
T4, W1, S4, I1, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), -2 to Armour Saves, Crazed, Dauntless

Armoured Grim Dwarf Berserker with Axe: 10pts


T4, W1, S3, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), Crazed, Dauntless

Armoured Grim Dwarf Berserker w/ Axe and Shield:


11pts- T4, W1, S3, I2, A2, 4+ Numb Save, Hits on a 2+ by
Default in CC (includes +1 to Hit Bonus), +1 to Wound in
Close Combat (1 still fails), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), +1 to Saves
(included above), Crazed, Dauntless

Armoured Grim Dwarf Berserker with Twin Axes: 11pts


T4, W1, S3, I2, A4, 5+ Numb Save, Hits on a 3+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), Crazed, Dauntless
Armoured Grim Dwarf Berserker with 2H Axe: 12pts
T4, W1, S4, I1, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), -2 to Armour Saves, Crazed, Dauntless

Grim Dwarf Berserker with Flail: 9pts


T4, W1, S4, I2, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), -1 to Armour Saves, Crazed, Dauntless

Grim Dwarf Sapper Team: 15pts for 2 Dwarf Sappers


T4, W2, S4, I1, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Can Build Stockades (Grants 4+ Cover Saves and
Dauntless to unit defending the Stockade, builds at a rate of
‘2’ for each Team, with each section being ‘4’ long), Can also
Build Bridge (Builds ‘4’ Bridge across Rivers, Ditches or
Ravines), Can also Demolish (Gains +3 Attacks, which auto
hit, at S4 -2 to Armour Saves when attacking a Building, a
‘4’ section of an Obstacle or Barrier), Diehards, Armed with
2H Pickaxes and -2 to Armour Saves in CC

Heavy Grim Dwarf Sapper Team: 16pts for 2 Dwarf


Sappers- T4, W2, S4, I1, A2, 5+ Armour Save, Hits on a 3+
by Default in CC, Can Build Stockades (Grants 4+ Cover
Saves and Dauntless to unit defending the Stockade, builds
at a rate of ‘2’ for each Team, with each section being ‘4’
long), Can also Build Bridge (Builds ‘4’ Bridge across Rivers,
Ditches or Ravines), Can also Demolish (Gains +3 Attacks,
which auto hit, at S4 -2 to Armour Saves when attacking a
Building, a ‘4’ section of an Obstacle or Barrier), Diehards,
Armed with 2H Pickaxes and -2 to Armour Saves in CC
Grim Dwarf Royal Guard with 2H Hammer and Shield:
16pts- T4, W1, S5, I2, A2, 4+ Armour Save, Hits on a 2+ by
Default in CC, Diehards, -3 to Armour Saves in CC

Grim Steel Dwarf with Axe and Shield: 15pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards

Grim Steel Dwarf with 2H Axe and Shield: 17pts


T4, W1, S4, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, -2 to Armour Saves

Imperial Dwarf with Twin Pistols & Shield: 14pts


T4, W1, S4, I2, A2, 4+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Diehards, Armed with Twin Pistols
(Auto, ‘6’, S4, -1 to Armour Saves, 2 Shots, Also used in Close
Combat), Hates Dominator Dwarf units AND Tribals, Steppe
Norkers, Green Horde and any ‘Kobold’ units (Crazed, and
Gains +1 to CCR Rolls and +1 to Hit against these
units/armies), Reflex Shots (S4 -2 to Armour Saves, 2
Shots, Hits on 4+ by Default)
Grim Dwarf Heavy Units:
Limit of 4 Grim Dwarf Bombardiers
Limit of 4 Grim Dwarf Ballistae with 3 Crew
Limit of 2 Grim Dwarf Ballistae with 4 Crew
Limit of 3 Grim Dwarf Catapults with 3 Crew
Limit of 2 Grim Dwarf Cannons with 3 Crew
Limit of 1 Grim Dwarf Multi-Cannon with 3 Crew
Limit of 1 Grim Dwarf Inferno Launcher with 3 Crew
Limit of 8 Grim Dwarf Flamethrowers with 2 Crew
No Limit on Grim Dwarf Artillery Crew
Limit of 1 Grim Dwarf Beer Wagon
Limit of 15 Grim Dwarf Excavators with 2H Pickaxes
Limit of 24 Death Dwarf Royal Guards
Limit of 6 Grim Dwarf Flying Machines

Grim Dwarf Bombardier: 33pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Joins Grim Dwarf Ballistae and allows them to fire at a
unit using Bombardier’s accuracy (Hits on a 3+ in Shooting
by Default). Alternatively, any Grim Dwarf Artillery unit he
is attached to can re-roll the D6 before firing the weapon OR
modify the Guess from Artillery (e.g. Cannon) by up to ‘2’

Grim Dwarf Ballista with 3 Crew: 63pts


T4, W1, S3, I1, A1, 5+ Armour Save (3 Grim Dwarf Crew)
T5, W1, S0, A0, I0, No Save (Grim Dwarf Ballista), Artillery,
Grim Dwarf Crew hit on a 3+ by Default in CC, Diehards, Hits
on 4+ by Default in Shooting

Piercing Bolt- 3 Crew (Heavy, ‘48’, S5 -2 to Armour Saves,


1 shot, Deals 4 Hits to unit if it hits)
Grim Dwarf Ballista with 4 Crew: 84pts
T4, W1, S3, I1, A1, 5+ Armour Save (4 Grim Dwarf Crew)
T5, W1, S0, A0, I0, No Save (Grim Dwarf Ballista), Artillery,
Grim Dwarf Crew hit on a 3+ by Default in CC, Diehards, Hits
on 4+ by Default in Shooting

Piercing Bolt- 4 Crew (Heavy, ‘64’, S6 -3 to Armour Saves,


1 shot, Deals 5 Hits to unit if it hits)

Grim Dwarf Catapult with 3 Crew: 63pts


T4, W1, S3, I2, A1, 5+ Armour Save (3 Grim Dwarf Crew)
T5, W1, S0, I0, A0, No Save (Grim Dwarf Catapult)
Grim Dwarf Catapult: Heavy, Guess ‘12’ to ‘48’, S5, ‘2’
blast, -2 to Armour Saves, Deals 4 Wounds if unsaved, See
page 18 & 19 (Firing a Catapult), Artillery, Diehards, Grim
Dwarf Crew hits on a 3+ by Default in CC

Grim Dwarf Cannon with 3 Crew: 78pts


T4, W1, S3, I2, A1, 5+ Armour Save (3 Grim Dwarf Crew)
T5, W1, S0, I0, A0, No Save (Grim Dwarf Cannon), Artillery,
Armed with Grim Dwarf Cannon (Heavy, ‘48’, S7, Ignores
Armour Saves, Cannonball bounces D6 + ‘2’ from Guessed
Range, Each Hit deals 4 Wounds, Cannot hit more than 6
models before Cannonball bounces) Combustible (Before
firing the Cannon, roll a D6, on a 6 there is an explosion. The
Provincial Crew each suffer a S7 -3 to Armour Saves Hit and
the Cannon is destroyed)
Grim Dwarf Multi-Cannon with 3 Crew: 108pts
T4, W1, S3, I2, A1, 5+ Armour Save (3 Grim Dwarf Crew)
T5, W1, S0, I0, A0, No Save (Grim Dwarf Multi-Cannon),
Artillery, Fires Three Barrel Shot but Combustible (Before
firing the Grim Dwarf Multi-Cannon, roll a D6, on a 1 then roll
another D6, on a 5 – 6 there is an explosion. Place a ‘5’ Blast,
which deals 3 S4 –1 to Armour Hits to all models in the
explosion, the Multi-Cannon is removed), Diehards

Three Barrel Shot (Roll 3 separate D6 before firing, on a 5


or 6 for any there is an explosion, see Combustible rule
above, Heavy, ‘36’, Deals 3 S5 -3 to Armour Save Hits to all
models up to ‘36’ within an area ‘2’ Wide but only up to 6
models deep, measured from the nozzle of the Multi-Cannon,
if unsaved they deal 3 Wounds. Units will be blocked by Hills,
Walls or Low Walls. Buildings will also block units but will be
Hit themselves. Takes 2 Turns to reload, e.g. if 3 Barrels are
fired in your Turn 3, you can’t fire in Turn 4 or Turn 5, Turn 6
is fine)

Grim Dwarf Inferno Launcher with 3 Crew: 128pts


T4, W1, S3, I2, A1, 5+ Armour Save (3 Grim Dwarf Crew)
T5, W1, S0, I0, A0, No Save (Grim Dwarf Inferno Launcher),
Combustible (Before firing the Cannon, roll a D6, then
another D6, if the results are the same, e.g. 2 and 2, there is
an explosion. The Grim Dwarf Crew and all models within ‘6’
suffer a S6 -3 to Armour Saves Hit), Diehards

Grim Dwarf Inferno Launcher: Heavy, Guess ‘12’ to ‘36’,


S8 -5 to Armour Saves, ‘2’ Blast, Deals 6 Wounds if unsaved,
Magical Attacks, Fire Attacks- S9 against units Weak
Against Fire)
Grim Dwarf Flamethrower with 2 Crew: 62pts
T4, W2, S3, I2, A1, 5+ Armour Save (2 Grim Dwarf Crew)
Fireworks (If the Flamethrower Crew are hit by a Fire
Attack, roll a D6, on a 6 there is an explosion. The Grim
Dwarf Crew and all models within ‘6’ suffer a S4 -3 to Armour
Saves Hit), Diehards, Armed with Grim Dwarf
Flamethrower: Auto, ‘12’, S4, -3 to Armour Saves, S5
against units Weak Against Fire, ‘2’ Blast, Deals 3 Wounds if
unsaved)

Grim Dwarf Artillery Crew: 18pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards
Grim Dwarf Beer Wagon: 150pts
Moves ‘9’- T6, W3, S5, I0, A0, No Save (Beer Wagon)
T5, W1, S4, I1, A3, 5+ Armour Save (Beer Wagon Brewer)
The Beer Wagon Brewer onboard cannot be harmed (S4, I1,
A3, Hits on a 2+ in Close Combat and -1 to Armour Saves),
only the Beer Wagon may be targeted and damaged. Why is
the Rum always Gone? If the Beer Wagon is destroyed, the
Brewer is released on foot within ‘3’ and he gains Crazed,
Dauntless, A6 (A12 on Charge) and prefers to Attack the
unit/s which destroyed the Beer Wagon. Deals D6 I8 S5 -2 to
Armour Save Hits on Charge ONLY, Cavalry, 1 Horse pulls
the Beer Wagon, The Big Beer Barrel (Choose 1 Grim Dwarf
unit at the start of the battle, this unit gains +’1’ to Run and
Victory Run Moves, a 5+ Save against any Magical abilities
cast on them in the Magic Phase, Dauntless, +1 Toughness,
+1 to CCR Rolls and +1 Attack, Blood is Shed Over Spilled
Beer (If the Beer Wagon is destroyed, all Grim Dwarf units
gain Crazed, Dauntless, and Double Attacks (so A1 becomes
A2, but on Charge, 2+1 = 3 so A6), Liquid Courage (All Grim
Dwarf units within ‘12’ gain +1 to CCR rolls), Alcoholic
Explosion (If the Beer Wagon is destroyed, all models within
‘3’ suffer D6 S6 Hits which Ignore Armour Saves)

Grim Dwarf Excavator with 2H Pickaxe: 15pts


T4, W2, S5, I0, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC and -2 to Armour Saves in CC, Diehards, Armed with
Mining Explosives (Auto, ‘6’, Deals 2 S7 Hits, -4 to Armour
Saves, ‘5’ Blast, Deals 3 Wounds if unsaved, ONE USE ONLY),
Hates Rodent units (Crazed, Always Scores 10 at least on
CCR Rolls against this army), Bright Light! Bright Light!
(The Lanterns of the Excavators cause enemy units to suffer
-1 to Hit against them in Close Combat), Reflex Shots (Can
use Mining Explosives if not already used earlier)
Death Dwarf Royal Guard with 2H Hammer and Shield:
16pts- T4, W1, S5, I2, A2, 4+ Armour Save, Hits on a 2+ by
Default in CC, Diehards, Death Dealers (Their Banner
causes Tribals units to suffer -1 to Hit against this unit in CC,
Death Dwarfs gain +1 Attack each against Tribals units in
Close Combat), -3 to Armour Saves in CC, Hates Marine
Elves, Coastal Elves, Corrupt Elves, Elven Navy, Elven Pirates,
Nature Elves and Fay Elves AND Tribals, Steppe Norkers,
Green Horde and any ‘Kobold’ units (Crazed, Always Scores
10 at least on CCR Rolls against these armies)

Grim Dwarf Flying Machine: 50pts


T8, W3, S6, I2, A2, No Save, Flyer (Must Move ‘0’ to ‘24’),
Armed with Steam Nozzle (Auto, ‘12’, Deals 2D6 S4 -3 to
Armour Save Hits. Any units which suffer casualties to the
Steam Nozzle must pass a CCR roll unless they are
Dauntless), Reflex Shots (Steam Nozzle), -3 to Armour
Saves in Close Combat, Bombing Run (During the Movement
Phase, the Flying Machine can drop a Bomb on a unit it passes
over, S4 ‘2’ Blast, -1 to Armour Saves)

Splash Out! When the Flying Machine loses its last Wound at
any time, roll a D6. On a 5+ it Splashes Out! and all models
within ‘3’ of the Flying Machine suffer a S6 -3 to Armour Saves
Hit.
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around).

Limit of 15 Grim Dwarf Crossbowmen


Limit of 15 Grim Dwarf Crossbowmen with Shields
Limit of 15 Grim Dwarf Crossbowmen with 2H Axes
Limit of 15 Armoured Grim Dwarf Crossbowmen with 2H Axes
Limit of 15 Grim Dwarfs with Arquebuses
Limit of 15 Grim Dwarfs with Arquebuses and 2H Axes
Grim Dwarf Skirmisher Crossbowman: 13pts
Move ‘6’- T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ by Default in Shooting, Reflex
Shots (S4, Hits on a 5+ by Default), Armed with Crossbow
(Heavy, ‘30’, S4 and -1 to Armour Saves), Diehards

Grim Dwarf Skirmisher Crossbowman with Shield: 14pts


Move ‘6’- T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ by Default in Shooting, Reflex
Shots (S4, Hits on a 5+ by Default), Armed with Crossbow
(Heavy, ‘30’, S4 and -1 to Armour Saves), Diehards

Armoured Grim Dwarf Skirmisher Crossbowman with


2H Axe: 16pts- Move ‘6’, T4, W1, S4, I1, A1, 4+ Armour
Save, Hits on a 3+ by Default in CC, Hits on a 4+ by Default
in Shooting, Reflex Shots (S4, Hits on a 5+ by Default),
Armed with Crossbow (Heavy, ‘32’, S4 and -1 to Armour
Saves), Diehards, -2 to Armour Saves in CC
Grim Dwarf Skirmisher with Arquebus: 13pts
Move ‘6’- T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ by Default in Shooting, Armed
with Arquebus (Heavy, ‘24’, S4 -2 to Armour Saves), Reflex
Shots (S4, Hits on 5+ by Default), Diehards

Grim Dwarf Skirmisher with Arquebus and 2H Axe:


15pts- Move ‘6’, T4, W1, S4, I1, A1, 6+ Armour Save, Hits on
a 3+ by Default in CC, Hits on a 4+ by Default in Shooting,
Armed with Arquebus (Heavy, ‘24’, S4 -2 to Armour Saves),
Reflex Shots (S4, Hits on 5+ by Default), Diehards, -2 to
Armour Saves in CC
Grim Dwarf Allied Units:
(Up to 25% of your Army Cost)
Lazy Halflings
Imperial Mercenaries

Grim Dwarf Mercenary Units:


(Up to 25% of your Army Cost)
Imperial Mercenaries
Nordic Raiders
Brawler Ogres
Limit of 24 Death Dwarf Royal Guards
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
Limit of 1 Wandering Dwarf & Wandering Thief
Jungle Reptile Mercenaries
Grim Dwarf Host Units:
(Up to 25% of your Army Cost)
Limit of 20 Bears
Limit of 40 Boars
Limit of 1 Dragon
Limit of 30 Giant Bats
Limit of 8 Giant Spiders
Limit of 1 Swarm Unit
Limit of 20 Warhounds
Limit of 5 Hungry Ghosts
Limit of 1 Hungry Spectre
Limit of 2 Hungry Dead Knights
Limit of 2 Hungry Wraiths
Grim Dwarf Mercenary Contingent:
Limit of 40 Grim Dwarf Crossbowmen
Limit of 40 Grim Dwarf Crossbowmen with Shields
Limit of 10 Grim Steel Dwarfs with Axes & Shields
Limit of 10 Grim Steel Dwarfs with 2H Axes & Shields
Limit of 80 Grim Dwarf Warriors with Swords
Limit of 80 Grim Dwarf Warriors with Swords and Shields
Limit of 80 Grim Dwarf Warriors with 2H Axes
Limit of 80 Grim Dwarf Warriors with Spears
Limit of 80 Grim Dwarf Warriors with Spears and Shields
Limit of 6 Grim Dwarf Sappers
Limit of 6 Grim Heavy Dwarf Sappers
Limit of 4 Grim Dwarf Cannons with 3 Crew
Limit of 4 Grim Dwarf Bombardier Champions

Hates Tribals, Steppe Norkers, Green Horde units of all kinds


and any ‘Kobold’ unit (Crazed so must move toward their
hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Grim Dwarfs are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these armies listed above
and +1 to Hit against them in Close Combat.

Grudge:
Grim Dwarf units bearing a Grudge must roll a D6 at the start
of each of your Player turns, if they are within Charge reach
of any unit from the Marine Elves, Coastal Elves, Corrupt
Elves, Elven Navy, Elven Pirates, Nature Elves or Fay Elves.
On a 6 they will charge this unit, ideally the closest unit. If
there are 2 units within the same distance, roll a D6 to work
out which (1-3 is unit A, 4-6 is unit B) or 3 units in same
distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C). After
the Close Combat is resolved, neither side can suffer a CCR
roll. The Grudge does NOT apply if the unit which could be
tested on a D6 for it has a Tribal, Green Horde, Traitor Kobold
or Steppe Norker unit or units in sight, or there is an enemy
unit or units within ‘12’ of the Grim Dwarf unit.
Slow:
All Grim Dwarf units have this rule (Except for Skirmishers)
and move like they are ALWAYS moving in Terrain and can
pick the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s statistics

Grim Dwarf Crossbowman: 13pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards

Grim Dwarf Crossbowman with Shield: 14pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards

Grim Dwarf Steel Dwarf with Axe and Shield: 15pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards

Grim Dwarf Steel Dwarf with 2H Axe and Shield: 17pts


T4, W1, S4, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Diehards, -2 to Armour Saves

Grim Dwarf Warrior with Sword: 10pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards

Grim Dwarf Warrior with Sword and Shield: 11pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards

Grim Dwarf Warrior with 2H Axe: 12pts


T4, W1, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, -2 to Armour Saves
Grim Dwarf Warrior with Spear: 11pts
T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I5 against Cavalry, I4 against Flyers

Grim Dwarf Warrior with Spear and Shield: 12pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I5 against Cavalry, I4 against Flyers

Grim Dwarf Sapper Team: 15pts for 2 Dwarf Sappers


T4, W2, S4, I1, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Can Build Stockades (Grants 4+ Cover Saves and
Dauntless to unit defending the Stockade, builds at a rate of
‘2’ for each Team, with each section being ‘4’ long), Can also
Build Bridge (Builds ‘4’ Bridge across Rivers, Ditches or
Ravines), Can also Demolish (Gains +3 Attacks, which auto
hit, at S4 -2 to Armour Saves when attacking a Building, a
‘4’ section of an Obstacle or Barrier), Diehards, Armed with
2H Pickaxes and -2 to Armour Saves in CC

Heavy Grim Dwarf Sapper Team: 16pts for 2 Dwarf


Sappers- T4, W2, S4, I1, A2, 5+ Armour Save, Hits on a 3+
by Default in CC, Can Build Stockades (Grants 4+ Cover
Saves and Dauntless to unit defending the Stockade, builds
at a rate of ‘2’ for each Team, with each section being ‘4’
long), Can also Build Bridge (Builds ‘4’ Bridge across Rivers,
Ditches or Ravines), Can also Demolish (Gains +3 Attacks,
which auto hit, at S4 -2 to Armour Saves when attacking a
Building, a ‘4’ section of an Obstacle or Barrier), Diehards,
Armed with 2H Pickaxes and -2 to Armour Saves in CC
Grim Dwarf Cannon with 3 Crew: 78pts
T4, W1, S3, I2, A1, 5+ Armour Save (3 Grim Dwarf Crew)
T5, W1, S0, I0, A0, No Save (Grim Dwarf Cannon), Artillery,
Armed with Grim Dwarf Cannon (Heavy, ‘48’, S7, Ignores
Armour Saves, Cannonball bounces D6 + ‘2’ from Guessed
Range, Each Hit deals 4 Wounds, Cannot hit more than 6
models before Cannonball bounces) Combustible (Before
firing the Cannon, roll a D6, on a 6 there is an explosion. The
Provincial Crew each suffer a S7 -3 to Armour Saves Hit and
the Cannon is destroyed)

Grim Dwarf Bombardier Champion: 68pts


T4, W1, S3, I3, A2, 5+ Armour Save, Hits on a 2+ by Default
in CC, Joins Grim Dwarf Ballistae and allows them to fire at a
unit using Bombardier’s accuracy (Hits on a 3+ in Shooting
by Default). Alternatively, any Grim Dwarf Artillery unit he
is attached to can re-roll the D6 before firing the weapon OR
modify the Guess from Artillery (e.g. Cannon) by up to ‘2’
Gnome Tunneller Allied HERO Units:
Limit of 1 Gnome Mage (Battle)
Limit of 1 Gnome Mage (Elemental)
Limit of 1 Gnome Mage (Illusionist)

Gnome Mage (Battle): 55pts, Energy = 10


T2, W1, S3, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Gnome Mages can
pool their Energy together though (represented by dice or
tokens). Each Gnome Mage has 1 Ability each, See page 8 to
18 of Army Men- Genesis for Battle Abilities.

Gnome Mage (Elementalist): 55pts, Energy = 10


T2, W1, S3, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Gnome Mages can
pool their Energy together though (represented by dice or
tokens). Each Gnome Mage has 1 Ability each, See page 19
to 27 of Army Men- Genesis for Elementalist Abilities.

Gnome Mage (Illusionist): 60pts, Energy = 10 or 3D6


T2, W1, S4, I3, A1, No Save, Hits on a 2+ by Default in CC,
Diehards, -1 to Armour Saves in CC, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Grim Dwarf Mages can pool their Energy
together though (represented by dice or tokens). Each Gnome
Mage has 2 Illusionist Abilities each, See page 38 to 41 of
Army Men- Exodus for Illusionist Abilities, Slow, Hates
Tribals, Steppe Norker, Traitor Kobold and Green Horde units
of all kinds
Gnome Tunneller Allied Contingent:
Limit of 50 Gnome Tunnellers with Blades
Limit of 50 Gnome Tunnellers with Blades and Shields
Limit of 50 Gnome Tunnellers with Spears
Limit of 50 Gnome Tunnellers with Spears and Shields
Limit of 50 Gnome Tunnellers with 2H Blades
Limit of 50 Armoured Gnome Tunnellers with Blades and
Shields
Limit of 50 Armoured Gnome Tunnellers with Spears and
Shields
Limit of 50 Armoured Gnome Tunnellers with 2H Blades
Limit of 50 Heavy Gnome Tunnellers with Blades and Shields
Limit of 50 Heavy Gnome Tunnellers with Spears and Shields
Limit of 50 Heavy Gnome Tunnellers with 2H Blades

Hates Tribals, Steppe Norkers, Green Horde units of all kinds


and any ‘Kobold’ unit (Crazed so must move toward their
hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Tunneller Gnomes are in a
Defended Obstacle or manning a barricade of any kind). Also
gains +1 to CCR rolls when fighting these armies listed
above and +1 to Hit against them in Close Combat.

Slow:
All Gnome units have this rule and move like they are ALWAYS
moving in Terrain and can pick the highest of 2D6 when
Moving and Charging. Any exceptions to this rule will be
included in the model’s statistics.
Gnome Tunneller with Blade: 5pts
T2, W1, S3, I3, A1, No Save, Hits on a 3+ by Default in CC,
Slow, Hates Tribals, Steppe Norker, Traitor Kobold and
Green Horde units of all kinds (Crazed so must move toward
their hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Tunneller Gnomes are in a
Defended Obstacle or manning a barricade of any kind). Also
gains +1 to CCR rolls when fighting these armies listed
above and +1 to Hit against them in Close Combat.

Gnome Tunneller with Blade and Shield: 6pts


T2, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds

Gnome Tunneller with Spear: 6pts


T2, W1, S3, I4, A1, No Save, Hits on a 3+ by Default in CC,
Slow, Hates Tribals, Steppe Norker, Traitor Kobold and
Green Horde units of all kinds, I6 against Cavalry and I5
against Flyers

Gnome Tunneller with Spear and Shield: 7pts


T2, W1, S3, I4, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds, I6 against
Cavalry and I5 against Flyers

Gnome Tunneller with 2H Blade: 7pts


T2, W1, S4, I2, A1, No Save, Hits on a 3+ by Default in CC,
Slow, Hates Tribals, Steppe Norker, Traitor Kobold and
Green Horde units of all kinds, -2 to Armour Saves

Armoured Gnome Tunneller with Blade and Shield: 8pts


T2, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker and Green
Horde units of all kinds
Armoured Gnome Tunneller with Spear and Shield: 9pts
T2, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds, I6 against
Cavalry and I5 against Flyers

Armoured Gnome Tunneller with 2H Blade: 9pts


T2, W1, S4, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds, -2 to Armour
Saves

Heavy Gnome Tunneller with Blade and Shield: 9pts


T2, W1, S3, I3, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds

Heavy Gnome Tunneller with Spear and Shield: 10pts


T2, W1, S3, I4, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds, I6 against
Cavalry and I5 against Flyers

Heavy Gnome Tunneller with 2H Blade: 10pts


T2, W1, S4, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norker, Traitor
Kobold and Green Horde units of all kinds, -2 to Armour
Saves
Jungle Reptiles:
Universal Bonuses and Penalties for Jungle Reptiles:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)
Jungle Reptile Centaur Allied Contingent:

Creatures of the Forest:


Jungle Reptile Centaur units can move through Woods
without penalty

Jungle Reptile Centaur CORE Units:


Limit of 20 Jungle Reptile Centaur Warriors
Limit of 20 Jungle Reptile Centaur Warriors with 2H Axes

Jungle Reptile Centaur Warrior: 50pts


Moves ‘9’- T5, W3, S4, I5, A2, 5+ Armour Save, Hits on a 2+
by Default in CC, -3 to Armour Saves, Magical Attacks,
Diehards, Cavalry

Jungle Reptile Centaur Warrior with 2H Axe: 60pts


Moves ‘9’- T5, W3, S5, I4, A2, 5+ Armour Save, Hits on a 2+
by Default in CC, -3 to Armour Saves, Magical Attacks,
Diehards, Cavalry
Jungle Reptile Centaur HERO Units:
Limit of 6 Jungle Reptile Centaur Mages (Battle Abilities)
Limit of 6 Jungle Reptile Centaur Mages (Elemental Abilities)

Jungle Reptile Centaur Mage (Battle): 275pts


Moves ‘9’- Energy = 30 or roll 9D6, T6, W5, S5, I6, A2, 5+
Armour Save, Hits on a 2+ by Default in CC (+2 Bonus to Hit),
-2 to Armour Saves, Magical Attacks, Diehards, Cavalry,
Can Rest and recover 1 Energy by not Moving or doing
anything for a whole Turn, Cave Lizard, Jungle Lizard, Jungle
Reptile Centaur Mages and Jungle Pygmy Shamans can pool
their Energy together though (represented by dice or tokens).
Each Jungle Reptile Centaur Mage has 3 Battle Abilities each,
See page 8 to 18 of Army Men- Exodus for Battle Abilities

Jungle Reptile Centaur Mage (Elemental): 275pts


Moves ‘9’- Energy = 30 or roll 9D6, T6, W5, S5, I6, A2, 5+
Armour Save, Hits on a 2+ by Default in CC (+2 Bonus to Hit),
-2 to Armour Saves, Magical Attacks, Diehards, Cavalry,
Can Rest and recover 1 Energy by not Moving or doing
anything for a whole Turn, Cave Lizard, Jungle Lizard, Jungle
Reptile Centaur Mages and Jungle Pygmy Shamans can pool
their Energy together though (represented by dice or tokens).
Each Jungle Reptile Centaur Mage has 3 Elemental Abilities
each, See page 19 to 27 of Army Men- Exodus for Elemental
Abilities
Swamp Fimir Allied HERO Units:
Limit of 4 Fimir ‘Hag’ Mages (Battle Abilities)
Limit of 4 Fimir ‘Hag’ Mages (Necromantic Abilities)
Limit of 4 Fimir ‘Hag’ Mages (Ranked Daimon Abilities)
Limit of 4 Fimir ‘Hag’ Mages (Illusionist Abilities)
Limit of 4 Fimir ‘Slave’ Mages (Battle Abilities)
Limit of 4 Fimir ‘Slave’ Mages (Ranked Daimon Abilities)

Fimir ‘Hag’ Mage (Battle): 195pts, Energy = 30 or 6D6


T4, W3, S5, I3, A1, No Save, Hits on a 2+ by Default, -2 to
Armour Saves in CC, Bog Mist; The Sun, It Burns!, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Fimir ‘Hag’ and ‘Slave’ Mages
can pool their Energy together though (represented by dice
or tokens). Each Fimir ‘Hag’ Mage has 1 Battle Ability each,
See page 8 to 18 of Army Men- Exodus for Battle Abilities

Fimir ‘Hag’ Mage (Necromantic): 195pts


Energy = 30 or 6D6- T4, W3, S5, I3, A1, No Save, Hits on a
2+ by Default, -2 to Armour Saves in CC, Bog Mist; The Sun,
It Burns!, Magical Attacks, Can Rest and recover 1 Energy
by not Moving or doing anything for a whole Turn, Fimir ‘Hag’
and ‘Slave’ Mages can pool their Energy together though
(represented by dice or tokens). Each Fimir ‘Hag’ Mage has 1
Necromantic Ability each, See page 28 to 31 of Army Men-
Exodus for Necromantic Abilities

Fimir ‘Hag’ Mage (Ranked Daimon): 195pts


Energy = 30 or 6D6- T4, W3, S5, I3, A1, No Save, Hits on a
2+ by Default, -2 to Armour Saves in CC, Bog Mist; The Sun,
It Burns!, Magical Attacks, Can Rest and recover 1 Energy
by not Moving or doing anything for a whole Turn, Fimir ‘Hag’
and ‘Slave’ Mages can pool their Energy together though
(represented by dice or tokens). Each Fimir ‘Hag’ Mage has 3
Ranked Daimon Abilities each, See page 34 to 37 of Army
Men- Exodus for Ranked Daimon Abilities
Fimir ‘Hag’ Mage (Illusionist): 195pts
Energy = 30 or 6D6- T4, W3, S5, I3, A1, No Save, Hits on a
2+ by Default, -2 to Armour Saves in CC, Bog Mist; The Sun,
It Burns!, Magical Attacks, Can Rest and recover 1 Energy
by not Moving or doing anything for a whole Turn, Fimir ‘Hag’
and ‘Slave’ Mages can pool their Energy together though
(represented by dice or tokens). Each Fimir ‘Hag’ Mage has 1
Illusionist Ability each, See page 38 to 41 of Army Men-
Exodus for Illusionist Abilities

Fimir ‘Slave’ Mage (Battle): 75pts, Energy = 10 or 3D6


T3, W2, S5, I2, A1, No Save, Hits on a 3+ by Default, -2 to
Armour Saves in CC, Bog Mist; The Sun, It Burns!, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Fimir ‘Hag’ and ‘Slave’ Mages
can pool their Energy together though (represented by dice
or tokens). Each Fimir ‘Slave’ Mage has 1 Battle Ability each,
See page 8 to 18 of Army Men- Exodus for Battle Abilities

Fimir ‘Slave’ Mage (Ranked Daimon): 75pts


Energy = 10 or 3D6- T3, W2, S5, I2, A1, No Save, Hits on a
3+ by Default, -2 to Armour Saves in CC, Bog Mist; The Sun,
It Burns!, Magical Attacks, Can Rest and recover 1 Energy
by not Moving or doing anything for a whole Turn, Fimir ‘Hag’
and ‘Slave’ Mages can pool their Energy together though
(represented by dice or tokens). Each Fimir ‘Slave’ Mage has
2 Ranked Daimon Abilities each, See page 34 to 37 of Army
Men- Exodus for Ranked Daimon Abilities
Swamp Fimir Allied Contingent:
Limit of 60 Fimir Warriors with Clubs
Limit of 60 Fimir Warriors with Clubs and Shields
Limit of 60 Armoured Fimir Warriors with Clubs
Limit of 30 Elite Fimir with Axes
Limit of 30 Armoured Elite Fimir with Axes

Bog Mist (Enemy units suffer -1 to Hit in Shooting and Reflex


Shots against Fimir units if 5 of more Fimir models)

The Sun, It Burns! (Fimir units which are reduced to 4 or


less models are: Brainless (Roll a 2D6 at the start of each of
your Player turns for each Swamp Fimir unit, on a 5+ they
are Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless)
Swamp Fimir Warrior with Club: 32pts
T5, W2, S4, I3, A2, No Save, Hits on a 3+ by Default, -1 to
Armour Saves in CC, Bog Mist; The Sun, It Burns!

Swamp Fimir Warrior with Club and Shield: 36pts


T5, W2, S4, I3, A2, 6+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves in CC, Bog Mist; The Sun, It Burns!
(Fimir units which are reduced to 4 or less models are:
Brainless

Armoured Swamp Fimir Warrior with Club & Shield:


44pts- T5, W2, S4, I3, A2, 5+ Armour Save, Hits on a 3+ by
Default and -1 to Armour Saves in CC, Bog Mist; The Sun,
It Burns! (Fimir units which are reduced to 4 or less models
are: Brainless
Elite Swamp Fimir with Axe: 42pts
T5, W2, S5, I4, A2, 6+ Armour Save, Hits on a 2+ by Default
and -2 to Armour Saves in CC, Bog Mist; The Sun, It Burns!
(Fimir units which are reduced to 4 or less models are:
Brainless

Armoured Elite Swamp Fimir with Axe: 46pts


T5, W2, S5, I4, A2, 5+ Armour Save, Hits on a 2+ by Default
and -2 to Armour Saves in CC, Bog Mist; The Sun, It Burns!
(Fimir units which are reduced to 4 or less models are:
Brainless
Jungle Pygmy Allied HERO Units:
Limit of 1 Jungle Pygmy Shaman (Battle Abilities)
Limit of 1 Jungle Pygmy Shaman (Elementalist Abilities)
Limit of 1 Jungle Pygmy Great Shaman (Battle Abilities)
Limit of 1 Jungle Pygmy Great Shaman (Elementalist Abilities)

Jungle Pygmy Shaman (Battle): 48pts


Energy = 10 or 3D6- T2, W1, S3, I3, A1, No Save, Hits on a
3+ by Default in CC, Magical Attacks, ‘Mage’ unit, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Cave Lizard, Jungle Lizard, Jungle Reptile
Centaur Mages and Jungle Pygmy Shamans can pool their
Energy together though (represented by dice or tokens). Each
Jungle Pygmy Shaman has 1 Battle Ability each, See page 8
to 18 of Army Men- Exodus for Battle Abilities

Jungle Pygmy Shaman (Elemental): 48pts


Energy = 10 or 3D6- T2, W1, S3, I3, A1, No Save, Hits on a
3+ by Default in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Cave Lizard, Jungle Lizard, Jungle Reptile Centaur Mages and
Jungle Pygmy Shamans can pool their Energy together though
(represented by dice or tokens). Each Jungle Pygmy Shaman
has 2 Elemental Abilities each, See page 19 to 27 of Army
Men- Exodus for Elemental Abilities
Jungle Pygmy Great Shaman (Battle): 123pts
Energy = 30 or 9D6- T3, W3, S3, I4, A1, No Save, Hits on a
2+ by Default in CC, Magical Attacks, ‘Mage’ unit, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Cave Lizard, Jungle Lizard, Jungle Reptile Centaur
Mages and Jungle Pygmy Shamans can pool their Energy
together though (represented by dice or tokens). Each Jungle
Pygmy Great Shaman has 1 Battle Ability each, See page 8 to
18 of Army Men- Exodus for Battle Abilities

Jungle Pygmy Great Shaman (Elemental): 123pts


Energy = 30 or 9D6- T3, W3, S3, I4, A1, No Save, Hits on a
2+ by Default in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Cave Lizard, Jungle Lizard, Jungle Reptile Centaur Mages and
Jungle Pygmy Shamans can pool their Energy together though
(represented by dice or tokens). Each Jungle Pygmy Great
Shaman has 4 Elemental Abilities each, See page 19 to 27 of
Army Men- Exodus for Elemental Abilities
Jungle Pygmy Allied Contingent:
Limit of 80 Jungle Pygmies with Blades and Shields
Limit of 80 Jungle Pygmies with Javelins and Shields
Limit of 40 Jungle Pygmy Braves with Blowpipes
Limit of 40 Jungle Pygmy Braves with Poison Blowpipes
Limit of 20 Jungle Pygmy ‘Impis’ with Blades
Limit of 20 Jungle Pygmy ‘Impis’ with Blades and Shields
Limit of 20 Jungle Pygmy ‘Impis’ with Javelins and Shields
Limit of 20 Jungle Pygmy Scouts with Blowpipes
Limit of 20 Jungle Pygmy Scouts with Blowpipes and Shields
Limit of 20 Jungle Pygmy Scouts with Poison Blowpipes
Limit of 20 Jungle Pygmy Scouts w/ Poison Blowpipes &
Shields
Limit of 20 Jungle Pygmy Scouts with Javelins
Limit of 20 Jungle Pygmy Scouts with Javelins and Shields
Limit of 20 Jungle Pygmy Scouts with Poison Javelins
Limit of 20 Jungle Pygmy Scouts with Poison Javelins &
Shields

Jungle Dwellers:
Jungle Pygmy units can move through Woods and Jungles
without penalty
Jungle Pygmy with Blade and Shield: 3.5pts
T2, W1, S2, I3, A1, 6+ Armour Save, Hits on a 4+ by Default

Jungle Pygmy with Javelin and Shield: 4pts


T2, W1, S2, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Javelins (Auto, ‘8’, Thrown
into Close Combat when Charging so counts towards Wounds
in Close Combat), Reflex Shots (Javelins S3 on a 5+ to Hit
by Default, counts towards Wounds in Close Combat)

Jungle Pygmy Brave with Blow-Pipe: 3.5pts


T2, W1, S2, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Blow-Pipe (Auto, ‘12’, S3),
Reflex Shots (S3, Hits on 5+ by Default)

Jungle Pygmy Brave with Poison Blow-Pipe: 6.5pts


T2, W1, S2, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Poisoned Attacks (S3 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls). Armed with Poison Blow-Pipe (Auto, ‘12’,
S3, Poisoned Attacks: S4), Reflex Shots (S3, Hits on 5+ by
Default)

Jungle Pygmy ‘Impi’ with Blade: 5pts


T2, W1, S2, I4, A1, 6+ Armour Save, Hits on a 3+ by Default

Jungle Pygmy ‘Impi’ with Blade and Shield: 5.5pts


T2, W1, S2, I4, A1, 6+ Armour Save, Hits on a 3+ by Default

Jungle Pygmy ‘Impi’ with Javelin and Shield: 6pts


T2, W1, S2, I4, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and 4+ in Shooting, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3 on a
5+ to Hit by Default, counts towards Wounds in Close
Combat)
Jungle Pygmy Scout with Blow-Pipe: 8.5pts
Moves ‘9’- T2, W1, S2, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Blow-Pipe (Auto,
‘12’, S3), Reflex Shots (S3, Hits on 5+ by Default)

Jungle Pygmy Scout with Blow-Pipe and Shield: 9pts


Moves ‘9’- T2, W1, S2, I3, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Blow-Pipe (Auto,
‘12’, S3), Reflex Shots (S3, Hits on 5+ by Default)

Jungle Pygmy Scout with Poison Blow-Pipe: 9pts


Moves ‘9’- T2, W1, S2, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Poisoned Attacks (S3 against
units that are alive and NOT Immune to Poison, so not Hungry
Dead unless Starving Ghouls). Armed with Poison Blow-
Pipe (Auto, ‘12’, S3, Poisoned Attacks: S4), Reflex Shots
(S3, Hits on 5+ by Default)

Jungle Pygmy Scout with Poison Blow-Pipe & Shield:


9.5pts- Moves ‘9’, T2, W1, S2, I3, A1, 5+ Dodge Save, Hits
on a 4+ by Default in CC and Shooting, Poisoned Attacks (S3
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls). Armed with Poison
Blow-Pipe (Auto, ‘12’, S3, Poisoned Attacks: S4), Reflex
Shots (S3, Hits on 5+ by Default)

Jungle Pygmy Scout with Javelin: 9pts


Moves ‘9’- T2, W1, S2, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Javelins (Auto,
‘8’, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (Javelins
S3 on a 5+ to Hit by Default, counts towards Wounds in Close
Combat)
Jungle Pygmy Scout with Javelin and Shield: 9.5pts
Moves ‘9’- T2, W1, S2, I3, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Javelins (Auto,
‘8’, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (Javelins
S3 on a 5+ to Hit by Default, counts towards Wounds in Close
Combat)

Jungle Pygmy Scout with Poison Javelin: 9.5pts


Moves ‘9’- T2, W1, S2, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Poisoned Attacks (S3 against
units that are alive and NOT Immune to Poison, so not Hungry
Dead unless Starving Ghouls). Armed with Poison Javelins
(Auto, ‘8’, S3, Poisoned Attacks: S4, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 5+ by Default, counts
towards Wounds in Close Combat)

Jungle Pygmy Scout with Poison Javelin & Shield:


10pts- Moves ‘9’, T2, W1, S2, I3, A1, 5+ Dodge Save, Hits on
a 4+ by Default in CC and Shooting, Poisoned Attacks (S3
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls). Armed with Poison
Javelins (Auto, ‘8’, S3, Poisoned Attacks: S4, Thrown into
Close Combat when Charging so counts towards Wounds in
Close Combat), Reflex Shots (S3, Hits on 5+ by Default,
counts towards Wounds in Close Combat)
Jungle Reptile HERO Units:
Limit of 6 Cave Lizard Mages (Battle Abilities)
Limit of 6 Cave Lizard Mages (Elemental Abilities)
Limit of 6 Cave Lizard Mages (Necromantic Abilities)
Limit of 6 Cave Lizard Mages (Angelic Abilities)
Limit of 6 Jungle Lizard Mages (Battle Abilities)
Limit of 6 Jungle Lizard Mages (Elemental Abilities)
Limit of 6 Jungle Lizard Mages (Necromantic Abilities)
Limit of 6 Jungle Lizard Mages (Illusionist Abilities)
Limit of 6 Jungle Lizard Mages (Angelic Abilities)

Cave Lizard Mage (Battle): 100pts, Energy = 10 or 3D6


T4, W2, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Cave Lizard, Jungle Lizard, Jungle Reptile Centaur
Mages and Jungle Pygmy Shamans can pool their Energy
together though (represented by dice or tokens). Each Cave
Lizard Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, Diehards, Resolute
(Immune to penalties to Hit from ‘Terrific’ and Troglodyte
units)

Cave Lizard Mage (Elemental): 100pts


Energy = 10 or 3D6- T4, W2, S4, I1, A1, 6+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Cave Lizard,
Jungle Lizard, Jungle Reptile Centaur Mages and Jungle
Pygmy Shamans can pool their Energy together though
(represented by dice or tokens). Each Cave Lizard Mage has
1 Elemental Ability each, See page 19 to 27 of Army Men-
Exodus for Elemental Abilities, Diehards, Resolute (Immune
to penalties to Hit from ‘Terrific’ and Troglodyte units)
Cave Lizard Mage (Necromantic): 100pts
Energy = 10 or 3D6- T4, W2, S4, I1, A1, 6+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Cave Lizard,
Jungle Lizard, Jungle Reptile Centaur Mages and Jungle
Pygmy Shamans can pool their Energy together though
(represented by dice or tokens). Each Cave Lizard Mage has
1 Necromantic Ability each, See page 28 to 31 of Army Men-
Exodus for Necromantic Abilities, Diehards, Resolute
(Immune to penalties to Hit from ‘Terrific’ and Troglodyte
units)

Cave Lizard Mage (Angelic): 100pts, Energy = 10 or 3D6


T4, W2, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Cave Lizard, Jungle Lizard, Jungle Reptile Centaur
Mages and Jungle Pygmy Shamans can pool their Energy
together though (represented by dice or tokens). Each Cave
Lizard Mage has 1 Angelic Ability each, See page 42 to 44 of
Army Men- Exodus for Angelic Abilities, Diehards, Resolute
(Immune to penalties to Hit from ‘Terrific’ and Troglodyte
units)

Jungle Lizard Mage (Battle): 72pts, Energy = 10 or 3D6


T4, W1, S4, I3, A1, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Cave Lizard, Jungle Lizard, Jungle Reptile Centaur
Mages and Jungle Pygmy Shamans can pool their Energy
together though (represented by dice or tokens). Each Jungle
Lizard Mage has 3 Battle Abilities each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, Water Dwellers
(Enemy units have -2 to hit against them in Shooting when
the unit is in water features like marshes, rivers or swamps,
Moves through water features without penalty at all times)
Jungle Lizard Mage (Elemental): 72pts
Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Elemental Abilities
each, See page 19 to 27 of Army Men- Exodus for Elemental
Abilities, Water Dwellers

Jungle Lizard Mage (Necromantic): 72pts


Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Necromantic Abilities
each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities, Water Dwellers
Jungle Lizard Mage (Illusionist): 72pts
Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Illusionist Abilities
each, See page 38 to 41 of Army Men- Exodus for Illusionist
Abilities, Water Dwellers

Jungle Lizard Mage (Angelic): 72pts, Energy = 10 or 3D6


T4, W1, S4, I3, A1, No Save, Hits on a 3+ by Default in CC, -
1 to Armour Saves in CC, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Cave Lizard, Jungle Lizard, Jungle Reptile Centaur
Mages and Jungle Pygmy Shamans can pool their Energy
together though (represented by dice or tokens). Each Jungle
Lizard Mage has 3 Angelic Abilities each, See page 42 to 44
of Army Men- Exodus for Angelic Abilities, Water Dwellers
Jungle Reptile Allied Contingent:
Limit of 80 Jungle Lizard Spawn with Blades
Limit of 80 Jungle Lizard Spawn with Blades and Shields
Limit of 80 Jungle Lizard Spawn with 2H Blades
Limit of 60 Jungle Lizard Braves with Clubs
Limit of 60 Jungle Lizard Braves with Clubs and Shields
Limit of 20 Jungle Lizard Braves with Blowpipes
Limit of 20 Jungle Lizard Braves with Blowpipes and Shields
Limit of 20 Jungle Lizard Braves with Darts
Limit of 20 Jungle Lizard Braves with Darts and Shields
Limit of 15 Jungle Lizard Scouts with Blades
Limit of 15 Jungle Lizard Scouts with Blades and Shields
Limit of 15 Jungle Lizard Scouts with Blowpipes
Limit of 15 Jungle Lizard Scouts with Blowpipes and Shields
Limit of 15 Jungle Lizard Scouts with Darts
Limit of 15 Jungle Lizard Scouts with Darts and Shields
Limit of 20 Jungle Lizard ‘Tribals’ with Blowpipes
Limit of 20 Jungle Lizard ‘Tribals’ with Blowpipes and Shields
Limit of 20 Jungle Lizard ‘Tribals’ with Darts
Limit of 20 Jungle Lizard ‘Tribals’ with Darts and Shields
Limit of 60 Jungle Lizard ‘Bulls’ with Blades and Shields
Limit of 60 Jungle Lizard ‘Bulls’ with Darts and Shields
Limit of 30 Jungle Lizard ‘Jaguars’ with Blades and Shields
Limit of 30 Jungle Lizard ‘Jaguars’ with Darts and Shields
Limit of 30 Jungle Lizard ‘Jaguars’ with Javelins and Shields
Limit of 30 Armoured Jungle Lizards with Clubs
Limit of 30 Armoured Jungle Lizards with Clubs and Shields
Limit of 30 Armoured Jungle Lizards with Twin Blades
Limit of 30 Armoured Jungle Lizards with 2H Clubs
Limit of 30 Jungle Lizard ‘Eagles’ with Clubs and Shields
Limit of 30 Jungle Lizard ‘Eagles’ with Darts and Shields
Limit of 30 Jungle Lizard ‘Eagles’ with 2H Clubs
Limit of 10 Jungle Lizard Zealots with Blades
Limit of 10 Jungle Lizard Zealots with Blades and Shields
Limit of 40 Jungle Lizard ‘Bull’ Cavalry with Spears
Limit of 40 Jungle Lizard ‘Bull’ Cavalry with Spears and Shields
Limit of 40 Jungle Lizard ‘Bull’ Cavalry with Darts
Limit of 40 Jungle Lizard ‘Bull’ Cavalry with Darts and Shields
Limit of 30 Jungle Mind-Slave Tribesmen with Clubs and
Shields
Limit of 5 Jungle Troglodytes with Clubs
Limit of 5 Jungle Troglodytes with Clubs and Shields
Limit of 5 Jungle Troglodytes with 2H Blades
Limit of 20 Scaly Cave Lizard Warriors with Blades
Limit of 20 Scaly Cave Lizard Warriors with Blades and Shields
Limit of 20 Scaly Cave Lizard Warriors with 2H Blades
Limit of 20 Scaly Cave Lizard Warriors with Spears
Limit of 20 Scaly Cave Lizard Warriors with Spears and Shields
Limit of 4 Jungle Lizard Reptile Keepers
Limit of 24 Cave Dino Beast Hounds (6 per Reptile Keeper)
Limit of 24 Giant Scorpions (6 per Reptile Keeper)
Limit of 24 Giant Spiders (6 per Reptile Keeper)
Limit of 24 Jungle Sabretooths (6 per Reptile Keeper)
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Jungle Lizard ‘Spawn’ with Blade: 9pts
T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Water Dwellers (Enemy units have -2 to hit against
them in Shooting when the unit is in water features like
marshes, rivers or swamps, Moves through water features
without penalty at all times)

Jungle Lizard ‘Spawn’ with Blade and Shield: 10pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Water Dwellers

Jungle Lizard ‘Spawn’ with 2H Blade: 11pts


T4, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Hits on a 5+ by Default in Shooting, Water Dwellers,
-2 to Armour Saves

Jungle Lizard Brave with Club: 5pts


T4, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Water Dwellers

Jungle Lizard Brave with Club and Shield: 6pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Water Dwellers

Jungle Lizard Brave with Blowpipe: 6pts


T4, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 6+ in Shooting, Water Dwellers, Armed with
Blow-Pipe (Auto, ‘12’, S3), Reflex Shots (S3, Hits on 6+ by
Default)

Jungle Lizard Brave with Blowpipe and Shield: 7pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 6+ in Shooting, Water Dwellers, Armed with
Blow-Pipe (Auto, ‘12’, S3), Reflex Shots (S3, Hits on 6+ by
Default)
Jungle Lizard Brave with Darts: 6pts
T4, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Hits on a 6+ in Shooting, Water Dwellers, Armed with Darts
(Auto, ‘6’, S3, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots (S3,
Hits on 6+ by Default, counts towards Wounds in Close
Combat)

Jungle Lizard Brave with Darts and Shield: 7pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on a 6+ in Shooting, Water Dwellers, Armed with
Darts (Auto, ‘6’, S3, Thrown into Close Combat when
Charging so counts towards Wounds in Close Combat),
Reflex Shots (S3, Hits on 6+ by Default, counts towards
Wounds in Close Combat)

Jungle Lizard Scout with Blade: 15pts


Moves ‘9’- T4, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Water Dwellers, Poisoned Attacks (S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls)

Jungle Lizard Scout with Blade and Shield: 16pts


Moves ‘9’- T4, W1, S3, I3, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC, Water Dwellers, Poisoned Attacks (S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls)

Jungle Lizard Scout with Blowpipe: 16pts


Moves ‘9’- T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 5+ in Shooting, Water Dwellers,
Armed with Poison Blow-Pipe (Auto, ‘12’, S3, Poisoned
Attacks: S4), Reflex Shots (S3, Hits on 6+ by Default),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Jungle Lizard Scout with Blowpipe and Shield: 17pts
Moves ‘9’- T4, W1, S3, I2, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 5+ in Shooting, Water Dwellers,
Armed with Poison Blow-Pipe (Auto, ‘12’, S3, Poisoned
Attacks: S4), Reflex Shots (S3, Hits on 6+ by Default),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard Scout with Darts: 16pts


Moves ‘9’- T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 5+ in Shooting, Water Dwellers,
Armed with Poison Darts (Auto, ‘6’, S3, Poisoned Attacks:
S4, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (S3, Hits
on 6+ by Default, counts towards Wounds in Close Combat),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard Scout with Darts and Shield: 17pts


Moves ‘9’- T4, W1, S3, I2, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 5+ in Shooting, Water Dwellers,
Armed with Poison Darts (Auto, ‘6’, S3, Poisoned Attacks:
S4, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (S3, Hits
on 6+ by Default, counts towards Wounds in Close Combat),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard ‘Tribal’ with Blowpipe: 14pts


T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ in Shooting, Water Dwellers, Armed with
Poison Blow-Pipe (Auto, ‘12’, S3, Poisoned Attacks: S4),
Reflex Shots (S3, Hits on 5+ by Default), Poisoned Attacks
(S4 against units that are alive and NOT Immune to Poison,
so not Hungry Dead unless Starving Ghouls)
Jungle Lizard ‘Tribal’ with Blowpipe and Shield: 15pts
T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ in Shooting, Water Dwellers, Armed with
Poison Blow-Pipe (Auto, ‘12’, S3, Poisoned Attacks: S4),
Reflex Shots (S3, Hits on 5+ by Default), Poisoned Attacks
(S4 against units that are alive and NOT Immune to Poison,
so not Hungry Dead unless Starving Ghouls)

Jungle Lizard ‘Tribal’ with Darts: 15pts


T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ in Shooting, Water Dwellers, Armed with
Poison Darts (Auto, ‘6’, S3, Poisoned Attacks: S4, Thrown
into Close Combat when Charging so counts towards Wounds
in Close Combat), Reflex Shots (S3, Hits on 5+ by Default,
counts towards Wounds in Close Combat), Poisoned Attacks
(S4 against units that are alive and NOT Immune to Poison,
so not Hungry Dead unless Starving Ghouls)

Jungle Lizard ‘Tribal’ with Darts and Shield: 16pts


T4, W1, S3, I3, A1, 5+ Dodge Save, Hits on a 3+ by Default
in CC, Hits on a 4+ in Shooting, Water Dwellers, Armed with
Poison Darts (Auto, ‘6’, S3, Poisoned Attacks: S4, Thrown
into Close Combat when Charging so counts towards Wounds
in Close Combat), Reflex Shots (S3, Hits on 5+ by Default,
counts towards Wounds in Close Combat), Poisoned Attacks
(S4 against units that are alive and NOT Immune to Poison,
so not Hungry Dead unless Starving Ghouls)

Jungle Lizard ‘Bull’ with Blade and Shield: 11pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers
Jungle Lizard ‘Bull’ with Dart and Shield: 12pts
T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 5+ by Default in Shooting, Water Dwellers,
Armed with Darts (Auto, ‘6’, S3, Thrown into Close Combat
when Charging so counts towards Wounds in Close Combat),
Reflex Shots (S3, Hits on 6+ by Default, counts towards
Wounds in Close Combat)

Jungle Lizard ‘Jaguar’ with Blade and Shield: 12pts


T4, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers

Jungle Lizard ‘Jaguar’ with Dart and Shield: 13pts


T4, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 5+ by Default in Shooting, Water Dwellers,
Armed with Darts (Auto, ‘6’, S3, Thrown into Close Combat
when Charging so counts towards Wounds in Close Combat),
Reflex Shots (S3, Hits on 6+ by Default, counts towards
Wounds in Close Combat)

Jungle Lizard ‘Jaguar’ with Javelin and Shield: 13pts


T4, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 5+ by Default in Shooting, Water Dwellers,
Armed with Javelins (Auto, ‘8’, S3, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 6+ by Default, counts
towards Wounds in Close Combat)

Armoured Jungle Lizard with Club: 11pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers

Armoured Jungle Lizard with Club and Shield: 12pts


T4, W1, S3, I3, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers
Armoured Jungle Lizard with Twin Blades: 12pts
T4, W1, S3, I3, A2, 5+ Armour Save, Hits on a 4+ by Default
in CC, Water Dwellers

Armoured Jungle Lizard with 2H Club: 13pts


T4, W1, S4, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers, -2 to Armour Saves

Jungle Lizard ‘Eagle’ with Club and Shield: 13pts


T4, W1, S4, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers, -1 to Armour Saves in CC

Jungle Lizard ‘Eagle’ with Dart and Shield: 14pts


T4, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 5+ by Default in Shooting, Water Dwellers,
Armed with Big Darts (Auto, ‘6’, S4, -1 to Armour Saves,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (S4, Hits on 6+ by
Default, counts towards Wounds in Close Combat)

Jungle Lizard ‘Eagle’ with 2H Club: 15pts


T4, W1, S5, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Water Dwellers, -3 to Armour Saves in CC

Jungle Lizard Zealot with Blade: 12pts


T4, W1, S4, I4, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus, Water Dwellers, -1 to
Armour Saves in CC, Crazed, Dauntless), +1 to Wound in
Close Combat (1 still fails), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), +1 to Saves
(included above)
Jungle Lizard Zealot with Blade and Shield: 13pts
T4, W1, S4, I4, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus, Water Dwellers, -1 to
Armour Saves in CC, Crazed, Dauntless), +1 to Wound in
Close Combat (1 still fails), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), +1 to Saves
(included above)

Jungle Lizard ‘Bull’ Cavalry with Spear: 35pts


Move ‘9’- T4, W2, S3, I5, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’), Lizard Hits on a 2+ by Default in CC, Cavalry, Foul
Smell (enemy units suffer -1 to Hit against them in Close
Combat, S4 and -1 to Armour Saves in Charge ONLY

Jungle Lizard ‘Bull’ Cavalry with Spear and Shield: 37pts


Move ‘9’- T4, W2, S3, I5, A1, 3+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Lizard Hits on a 2+ by Default in CC, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat,
S4 and -1 to Armour Saves in Charge ONLY
Jungle Lizard ‘Bull’ Cavalry with Darts: 37pts
Move ‘9’- T4, W2, S3, I5, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Lizard Hits on a 2+ by Default in CC and 5+ in Shooting,
Cavalry, Foul Smell (enemy units suffer -1 to Hit against
them in Close Combat, S4 and -1 to Armour Saves in Charge
ONLY, Armed with Darts (Auto, ‘6’, S3, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 6+ by Default, counts
towards Wounds in Close Combat)
Jungle Lizard ‘Bull’ Cavalry with Darts and Shield: 39pts
Move ‘9’- T4, W2, S3, I5, A1, 3+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Lizard Hits on a 2+ by Default in CC and 5+ in Shooting,
Cavalry, Foul Smell (enemy units suffer -1 to Hit against
them in Close Combat, S4 and -1 to Armour Saves in Charge
ONLY, Armed with Darts (Auto, ‘6’, S3, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 6+ by Default, counts
towards Wounds in Close Combat)

Jungle Mind-Slave Tribesman with Blade and Shield:


4.5pts- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by
Default in CC, Brainless (Roll a 2D6 at the start of each of
your Player turns for each Mind-Slave unit, on a 3+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless)
Jungle Troglodyte with Club: 36pts
T4, W2, S4, I1, A2, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves in CC, Nauseous Stench (Enemy
units suffer -1 to Hit against Troglodytes in Close Combat),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Brainless (Roll a 2D6
at the start of each of your Player turns for each Troglodyte
unit, on a 5+ they are Being Brainless. If in Close Combat half
of the models stop fighting but odd models will fight on a 4+
in your Close Combat phase; if NOT in Close Combat roll a
D6, on a 4+ they just stand there. On a 1-3 they Move forward
‘4’ and will Charge ANYTHING in the way, including friendly
and enemy units and terrain. While Being Brainless, they are
Dauntless)

Jungle Troglodyte with Club and Shield: 40pts


T4, W2, S4, I1, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC, Nauseous Stench,
Terrific, Brainless
Jungle Troglodyte with 2H Blade: 44pts
T4, W2, S5, I0, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -4 to Armour Saves in CC, Nauseous Stench,
Terrific, Brainless

Scaly Cave Lizard Warrior with Blade: 20pts


T4, W2, S3, I1, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute (Immune to penalties to Hit from
‘Terrific’ and Troglodyte units)

Scaly Cave Lizard Warrior with Blade and Shield: 22pts


T4, W2, S3, I1, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute

Scaly Cave Lizard Warrior with 2H Blade: 24pts


T4, W2, S4, I0, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute, -2 to Armour Saves

Scaly Cave Lizard Warrior with Spear: 22pts


T4, W2, S3, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute, I4 against Cavalry and I3 against
Flyers

Scaly Cave Lizard Warrior with Spear and Shield: 24pts


T4, W2, S3, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute, I4 against Cavalry and I3 against
Flyers
Jungle Lizard Reptile Keeper with Blade & Shield: 15pts
T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default,
Water Dwellers, Jungle Breeder: Always keeps pace with
Herded unit

Cave Dino Beast Hound: 22pts


Moves ‘9’- T3, W1, S3, I2, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Crazed
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Dino Beast
Hounds have ‘Bite Attacks’

Gigantic Scorpion: 45pts


T4, W4, S5, I1, A2, 4+ Armour Save, Dauntless, Afraid of
Fire Attacks (must make CCR roll if damaged by Fire Attacks
of any kind), Hits on a 4+ by Default in CC, -3 to Armour
Saves, Scuttles (Can move through Woods, Sand, Bush,
Scrub and Rocky Ground without penalty), Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific

Giant Spider: 45pts


Moves ‘9’- T4, W4, S5, I1, A2, No Save, Hits on a 4+ by
Default in CC, -3 to Armour Saves in CC, Cavalry, Creatures
of the Forest (can move through Woods without penalty),
Venomous Attacks (Attacks with S5 Poisoned ‘Bite Attacks’,
that are S5 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Dauntless BUT Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building)

Jungle Sabretooth: 38pts, Moves ‘9’


T4, W2, S5, I4, A3, No Save, Hits on a 3+ by Default in CC
and -4 to Armour Saves, Cavalry, The 1st Attack ONLY counts
as a ‘Bite Attack’
Cave Lizard Raider with Twin Blades & Shield: 13pts
T4, W2, S4, I2, A3, 3+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute (Immune to penalties to Hit from
‘Terrific’ and Troglodyte units), Also Armed with Longbow
(Auto, ‘30’, S3), Hits on 4+ by Default in Shooting, Reflex
Shots (S3, Hits on 5+ by Default)
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around)

Limit of 60 Jungle Lizard Braves with Clubs


Limit of 60 Jungle Lizard Braves with Clubs and Shields
Limit of 20 Jungle Lizard Braves with Blowpipes
Limit of 20 Jungle Lizard Braves with Blowpipes and Shields
Limit of 20 Jungle Lizard Braves with Darts
Limit of 20 Jungle Lizard Braves with Darts and Shields
Limit of 15 Jungle Lizard Scouts with Blades
Limit of 15 Jungle Lizard Scouts with Blades and Shields
Limit of 15 Jungle Lizard Scouts with Blowpipes
Limit of 15 Jungle Lizard Scouts with Blowpipes and Shields
Limit of 15 Jungle Lizard Scouts with Darts
Limit of 15 Jungle Lizard Scouts with Darts and Shields
Limit of 20 Jungle Lizard ‘Tribals’ with Blowpipes
Limit of 20 Jungle Lizard ‘Tribals’ with Blowpipes and Shields
Limit of 20 Jungle Lizard ‘Tribals’ with Darts
Limit of 20 Jungle Lizard ‘Tribals’ with Darts and Shields
Jungle Lizard Skirmisher Brave with Club: 5pts
Moves ‘9’- T4, W1, S3, I2, A1, No Save, Hits on a 5+ by
Default in CC, Water Dwellers

Jungle Lizard Skirmisher Brave with Club and Shield:


6pts- Moves ‘9’- T4, W1, S3, I2, A1, 6+ Armour Save, Hits on
a 5+ by Default in CC, Water Dwellers

Jungle Lizard Skirmisher Brave with Blowpipe: 6pts


Moves ‘9’- T4, W1, S3, I2, A1, No Save, Hits on a 5+ by
Default in CC, Hits on a 6+ in Shooting, Water Dwellers,
Armed with Blow-Pipe (Auto, ‘12’, S3), Reflex Shots (S3,
Hits on 6+ by Default)

Jungle Lizard Skirmisher Brave with Blowpipe and


Shield: 7pts- Moves ‘9’, T4, W1, S3, I2, A1, 6+ Armour Save,
Hits on a 5+ by Default in CC, Hits on a 6+ in Shooting, Water
Dwellers, Armed with Blow-Pipe (Auto, ‘12’, S3), Reflex
Shots (S3, Hits on 6+ by Default)

Jungle Lizard Skirmisher Brave with Darts: 6pts


Moves ‘9’- T4, W1, S3, I2, A1, No Save, Hits on a 5+ by
Default in CC, Hits on a 6+ in Shooting, Water Dwellers,
Armed with Darts (Auto, ‘6’, S3, Thrown into Close Combat
when Charging so counts towards Wounds in Close Combat),
Reflex Shots (S3, Hits on 6+ by Default, counts towards
Wounds in Close Combat)

Jungle Lizard Skirmisher Brave with Darts and Shield:


7pts- Moves ‘9’, T4, W1, S3, I2, A1, 6+ Armour Save, Hits on
a 5+ by Default in CC, Hits on a 6+ in Shooting, Water
Dwellers, Armed with Darts (Auto, ‘6’, S3, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (S3, Hits on 6+ by Default, counts
towards Wounds in Close Combat)
Jungle Lizard Skirmisher Scout with Blade: 15pts
Moves ‘12’- T4, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Water Dwellers, Poisoned Attacks (S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls)

Jungle Lizard Skirmisher Scout with Blade & Shield:


16pts- Moves ‘12’, T4, W1, S3, I3, A1, 5+ Dodge Save, Hits
on a 4+ by Default in CC, Water Dwellers, Poisoned Attacks
(S4 against units that are alive and NOT Immune to Poison,
so not Hungry Dead unless Starving Ghouls)

Jungle Lizard Skirmisher Scout with Blowpipe: 16pts


Moves ‘12’- T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 5+ in Shooting, Water Dwellers,
Armed with Poison Blow-Pipe (Auto, ‘12’, S3, Poisoned
Attacks: S4), Reflex Shots (S3, Hits on 6+ by Default),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard Skirmisher Scout with Blowpipe and


Shield: 17pts- Moves ‘12’, T4, W1, S3, I2, A1, 5+ Dodge
Save, Hits on a 4+ by Default in CC, Hits on a 5+ in Shooting,
Water Dwellers, Armed with Poison Blow-Pipe (Auto, ‘12’,
S3, Poisoned Attacks: S4), Reflex Shots (S3, Hits on 6+ by
Default), Poisoned Attacks (S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Jungle Lizard Skirmisher Scout with Darts: 16pts
Moves ‘12’- T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 5+ in Shooting, Water Dwellers,
Armed with Poison Darts (Auto, ‘6’, S3, Poisoned Attacks:
S4, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (S3, Hits
on 6+ by Default, counts towards Wounds in Close Combat),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard Skirmisher Scout with Darts & Shield:


17pts- Moves ‘12’, T4, W1, S3, I2, A1, 5+ Dodge Save, Hits
on a 4+ by Default in CC, Hits on a 5+ in Shooting, Water
Dwellers, Armed with Poison Darts (Auto, ‘6’, S3, Poisoned
Attacks: S4, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots (S3,
Hits on 6+ by Default, counts towards Wounds in Close
Combat), Poisoned Attacks (S4 against units that are alive
and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls)

Jungle Lizard Skirmisher ‘Tribal’ with Blowpipe: 14pts


Moves ‘9’- T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ in Shooting, Water Dwellers,
Armed with Poison Blow-Pipe (Auto, ‘12’, S3, Poisoned
Attacks: S4), Reflex Shots (S3, Hits on 5+ by Default),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)
Jungle Lizard Skirmisher ‘Tribal’ with Blowpipe and
Shield: 15pts- Moves ‘9’, T4, W1, S3, I3, A1, 5+ Armour
Save, Hits on a 3+ by Default in CC, Hits on a 4+ in Shooting,
Water Dwellers, Armed with Poison Blow-Pipe (Auto, ‘12’,
S3, Poisoned Attacks: S4), Reflex Shots (S3, Hits on 5+ by
Default), Poisoned Attacks (S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard Skirmisher ‘Tribal’ with Darts: 15pts


Moves ‘9’- T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ in Shooting, Water Dwellers,
Armed with Poison Darts (Auto, ‘6’, S3, Poisoned Attacks:
S4, Thrown into Close Combat when Charging so counts
towards Wounds in Close Combat), Reflex Shots (S3, Hits
on 5+ by Default, counts towards Wounds in Close Combat),
Poisoned Attacks (S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls)

Jungle Lizard Skirmisher ‘Tribal’ with Darts and Shield:


16pts- Moves ‘9’, T4, W1, S3, I3, A1, 5+ Dodge Save, Hits on
a 3+ by Default in CC, Hits on a 4+ in Shooting, Water
Dwellers, Armed with Poison Darts (Auto, ‘6’, S3, Poisoned
Attacks: S4, Thrown into Close Combat when Charging so
counts towards Wounds in Close Combat), Reflex Shots (S3,
Hits on 5+ by Default, counts towards Wounds in Close
Combat), Poisoned Attacks (S4 against units that are alive
and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls)
Jungle Reptile Allied Units:
(Up to 33% of your Army Cost)
Jungle Pygmies
Scaly Cave Lizards

Jungle Reptile Mercenary Units:


(Up to 25% of your Army Cost)
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Jungle Reptile Mercenaries
Jungle Reptile Host Units:
(Up to 25% of your Army Cost)
Limit of 20 Dino Beasts
Limit of 30 Dino Beast Hounds
Limit of 2 Dragons
Limit of 30 Giant Bats
Limit of 20 Giant Frogs
Limit of 30 Giant Leeches
Limit of 8 Gigantic Scorpions
Limit of 8 Giant Spiders
Limit of 1 Swarm Unit
No Limit on Jungle Tyrannosaurs

Jungle Tyrannosaurus: 300pts, Moves ‘9’


T7, W4, S7, I1, A7, 3+ Armour Save, Cavalry, Diehards,
Hits on a 3+ by Default and -4 to Armour Saves, Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Run
Amok! (If ‘Stampede’ is cast on a Tyrannosaurus unit, they
become Crazed and the Tyrannosaurus unit moves directly
forward until destroyed or leaves the battlefield)
Jungle Reptile Mercenary HERO Units:
Limit of 3 Mercenary Jungle Lizard Mages (Battle)
Limit of 3 Mercenary Jungle Lizard Mages (Elemental)
Limit of 3 Mercenary Jungle Lizard Mages (Necromantic)
Limit of 3 Mercenary Jungle Lizard Mages (Illusionist)
Limit of 3 Mercenary Jungle Lizard Mages (Angelic)

Mercenary Jungle Lizard Mage (Battle): 72pts


Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Battle Abilities each,
See page 8 to 18 of Army Men- Exodus for Battle Abilities,
Water Dwellers (Enemy units have -2 to hit against them in
Shooting when the unit is in water features like marshes,
rivers or swamps, Moves through water features without
penalty at all times), Looters and Polluters (If a Mercenary
Lizard Mage is NOT attached to a unit of Jungle Mind-Slave
Bodyguards, roll a 2D6 and score a 7+ before using any ability
in the Magic Phase. This rule only applies on maps which are
outside of South America- Domaine)
Mercenary Jungle Lizard Mage (Elemental): 72pts
Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Elemental Abilities
each, See page 19 to 27 of Army Men- Exodus for Elemental
Abilities, Water Dwellers, Looters and Polluters

Mercenary Jungle Lizard Mage (Necromantic): 72pts


Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Necromantic Abilities
each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities, Water Dwellers, Looters and
Polluters

Mercenary Jungle Lizard Mage (Illusionist): 72pts


Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Illusionist Abilities
each, See page 38 to 41 of Army Men- Exodus for Illusionist
Abilities, Water Dwellers, Looters and Polluters
Mercenary Jungle Lizard Mage (Angelic): 72pts
Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits on a
3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, Cave Lizard, Jungle Lizard,
Jungle Reptile Centaur Mages and Jungle Pygmy Shamans can
pool their Energy together though (represented by dice or
tokens). Each Jungle Lizard Mage has 3 Angelic Abilities each,
See page 42 to 44 of Army Men- Exodus for Angelic Abilities,
Water Dwellers, Looters and Polluters
Jungle Reptile Mercenary HERO Contingent:
Limit of 10 Jungle Lizard ‘Bull’ Cavalry with Spears
Limit of 10 Jungle Lizard ‘Bull’ Heavy Cavalry with Spears and
Shields
Limit of 10 Jungle Lizard ‘Bull’ Cavalry with Blowpipes
Limit of 10 Jungle Lizard ‘Bull’ Heavy Cavalry with Blowpipe
and Shields
Limit of 60 Jungle Lizard Tribal Braves with Clubs
Limit of 20 Jungle Lizard Tribal Braves with Twin Clubs
Limit of 20 Jungle Lizard Tribal Braves with 2H Clubs
Limit of 60 Jungle Lizard Tribal Braves with Blowpipes
Limit of 20 Jungle Lizard Tribal Braves with Darts
Limit of 20 Jungle Lizard Tribal Braves with Throwing Axes
Limit of 80 Jungle Mind-Slave Tribals with Clubs
Limit of 50 Jungle Mind-Slave Tribals with 2H Clubs
Limit of 80 Jungle Mind-Slave Tribals with Clubs and Shields
Limit of 1 Jungle Lizard Handler for every 2 Mind-Slave Tribals
Limit of 20 Jungle Lizard ‘Eagles’ with Clubs and Shields
Limit of 20 Jungle Lizard ‘Eagles’ with Blowpipes and Shields
Limit of 20 Jungle Lizard ‘Eagles’ with 2H Clubs
Limit of 24 Jungle Mind-Slave Bodyguards per Lizard Mage
Limit of 5 Jungle Lizard Reptile Keepers
Limit of 10 Cave Dino Beast Hounds (2 per Reptile Keeper)
Jungle Lizard ‘Bull’ Cavalry with Spear: 37pts
Move ‘9’- T4, W2, S3, I5, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’),
Lizard Hits on a 2+ by Default in CC, Cavalry, Foul Smell
(enemy units suffer -1 to Hit against them in Close Combat,
S4 and -1 to Armour Saves in Charge ONLY

Jungle Lizard ‘Bull’ Heavy Cavalry with Spear and


Shield: 45pts- Move ‘9’, T4, W2, S3, I5, A1, 1+ Armour Save,
Dino Beast is S4 I1 A2 and Hits on a 4+ by Default in CC and
has -3 to Armour Saves in CC, Dino Beast is Brainless and
will NOT attack Aztec Dinosaur or Jungle Reptile units, Pirate
Elf Knights or Aztec Geckos on Horned Beasts, Dino Beast is
also Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’), Lizard Hits on a 2+ by
Default in CC, Cavalry, Foul Smell, S4 and -1 to Armour
Saves in Charge ONLY

Jungle Lizard ‘Bull’ Cavalry with Blowpipe: 39pts


Move ‘9’- T4, W2, S3, I5, A1, 4+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’),
Lizard Hits on a 2+ by Default in CC and 5+ in Shooting,
Cavalry, Foul Smell, S4 and -1 to Armour Saves in Charge
ONLY, Armed with Blow-Pipe (Auto, ‘12’, S3), Reflex Shots
(S3, Hits on 6+ by Default)
Jungle Lizard ‘Bull’ Heavy Cavalry with Blowpipe &
Shield: 47pts- Move ‘9’, T4, W2, S3, I5, A1, 1+ Armour Save,
Dino Beast is S4 I1 A2 and Hits on a 4+ by Default in CC and
has -3 to Armour Saves in CC, Dino Beast is Brainless and
will NOT attack Aztec Dinosaur or Jungle Reptile units, Pirate
Elf Knights or Aztec Geckos on Horned Beasts, Dino Beast is
also Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’),
Lizard Hits on a 2+ by Default in CC and 5+ in Shooting,
Cavalry, Foul Smell, S4 and -1 to Armour Saves in Charge
ONLY, Armed with Blow-Pipe (Auto, ‘12’, S3), Reflex Shots
(S3, Hits on 6+ by Default)

Jungle Lizard Tribal Brave with Club: 7pts, Moves ‘9’


T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Water Dwellers

Jungle Lizard Tribal Brave with Twin Clubs: 8pts


Moves ‘9’- T4, W1, S3, I2, A2, 6+ Dodge Save, Hits on a 6+
by Default in CC, Water Dwellers

Jungle Lizard Tribal Brave with 2H Club: 9pts, Moves ‘9’


T4, W1, S4, I2, A1, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Water Dwellers, -2 to Armour Saves

Jungle Lizard Tribal Brave with Blowpipe: 8pts, Moves ‘9’


T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Hits on a 6+ in Shooting, Water Dwellers, Armed with
Blow-Pipe (Auto, ‘12’, S3), Reflex Shots (S3, Hits on 6+ by
Default)

Jungle Lizard Tribal Brave with Darts: 8pts, Moves ‘9’


T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Hits on a 6+ in Shooting, Water Dwellers, Armed with
Darts (Auto, ‘6’, S3, Thrown into Close Combat when
Charging so counts towards Wounds in Close Combat),
Reflex Shots (S3, Hits on 6+ by Default, counts towards
Wounds in Close Combat)
Jungle Lizard Tribal Brave with Throwing Axe: 8pts
Moves ‘9’- T4, W1, S3, I2, A1, 6+ Dodge Save, Hits on a 5+
by Default in CC, Hits on a 6+ in Shooting, Water Dwellers,
Armed with Throwing Axe (Auto, ‘4’, S4 -1 to Armour Saves,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (S4 -1 to Armour
Saves, Hits on 6+ by Default, counts towards Wounds in Close
Combat)

Jungle Lizard Handler with Blade and Shield: 15pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default,
Water Dwellers (Enemy units have -2 to hit against them in
Shooting when the unit is in water features like marshes,
rivers or swamps, Moves through water features without
penalty at all times), Jungle Breeder: Always keeps pace
with Herded unit

Jungle Mind-Slave Tribal with Club: 4pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Brainless (Roll a 2D6 at the start of each of your Player turns
for each Mind-Slave unit, on a 3+ they are Being Brainless. If
in Close Combat half of the models stop fighting but odd
models will fight on a 4+ in your Close Combat phase; if NOT
in Close Combat roll a D6, on a 4+ they just stand there. On
a 1-3 they Move forward ‘4’ and will Charge ANYTHING in the
way, including friendly and enemy units and terrain), Secret
Stuff (When Jungle Mind-Slave Tribal units have a Lizard
Handler in their unit, they are Being Brainless on an 8+. This
rule also makes them immune to Thunderclap while they
have a Lizard Handler), Dumb and Dumber (Mind-Slave
Tribals do NOT get Dauntless whilst being Brainless)

Jungle Mind-Slave Tribal with 2H Club: 5pts


T3, W1, S4, I2, A1, No Save, Hits on a 4+ by Default in CC,
Brainless, Secret Stuff, -2 to Armour Saves in CC, Dumb
and Dumber
Jungle Mind-Slave Tribal with Club and Shield: 4.5pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Brainless, Secret Stuff, Dumb and Dumber

Jungle Lizard ‘Eagle’ Brother with Club and Shield:


17pts- T4, W1, S4, I4, A2, 4+ Armour Save, Hits on a 2+ by
Default in CC (includes +1 to Hit Bonus), Water Dwellers, -
1 to Armour Saves in CC, Crazed, Dauntless, +1 to Wound
in Close Combat (1 still fails), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), +1 to Saves
(included above)

Jungle Lizard ‘Eagle’ Brother with Blowpipe and Shield:


18pts- T4, W1, S3, I4, A2, 4+ Armour Save, Hits on a 2+ by
Default in CC (includes +1 to Hit Bonus), Hits on a 5+ by
Default in Shooting, Water Dwellers, Armed with Blow-
Pipe (Auto, ‘12’, S3), Reflex Shots (S3, Hits on 6+ by
Default), Slaughter Them!, +1 to Saves (included above),
+1 to Wound in Close Combat (1 still fails)

Jungle Lizard ‘Eagle’ Brother with 2H Club: 19pts


T4, W1, S5, I3, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), Water Dwellers, -3 to
Armour Saves in CC, Slaughter Them!, +1 to Saves
(included above), +1 to Wound in Close Combat (1 still fails)
Jungle Mind-Slave Tribal Bodyguard: 2pts
T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Brainless (Roll a 2D6 at the start of each of your Player turns
for each Mind-Slave unit, on a 3+ they are Being Brainless. If
in Close Combat half of the models stop fighting but odd
models will fight on a 4+ in your Close Combat phase; if NOT
in Close Combat roll a D6, on a 4+ they just stand there. On
a 1-3 they Move forward ‘4’ and will Charge ANYTHING in the
way, including friendly and enemy units and terrain. While
Being Brainless, they are Dauntless), Secret Magical Stuff
(When Jungle Mind-Slave Tribal Bodyguard units have a
Lizard Mage in their unit, they are Being Brainless on a 10+.
This rule also makes them immune to Thunderclap while
they have a Lizard Mage), By Your Powers Combined (If a
Mercenary Lizard Mage is attached to a unit of Jungle Mind-
Slave Bodyguards, it makes them Immune to ‘Looters and
Polluters’ on all maps outside of South America (Domaine),
Dumb and Dumber (Mind-Slave Tribal Bodyguards do NOT
get Dauntless whilst being Brainless)

Jungle Lizard Reptile Keeper with Blade and Shield:


15pts- T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by
Default, Water Dwellers (Enemy units have -2 to hit against
them in Shooting when the unit is in water features like
marshes, rivers or swamps, Moves through water features
without penalty at all times), Jungle Breeder: Always keeps
pace with Herded unit

Cave Dino Beast Hound: 22pts


Moves ‘9’- T3, W1, S3, I2, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Crazed
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Dino Beast
Hounds have ‘Bite Attacks’
Hungry Dead:
Universal Bonuses and Penalties for Hungry Dead:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Terrific:
All Hungry Dead units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific
Shaky:
Hungry Dead units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12’, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)

Brainless (If a Hungry Dead unit has no Summoner within


‘12’, it is Being Brainless. If in Close Combat half of the models
stop fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless)

Immune to Poison (Enemy units with Poisoned or


Venomous Attacks do NOT gain +1 Strength against Hungry
Dead units. Starving Ghouls are NOT Immune to Poison)

Warped Beyond Imagination: Death Vulture units have


Magical Attacks
Hungry Dead HERO Units:
Limit of 6 Necromancers (Battle Abilities)
Limit of 6 Necromancers (Necromantic Abilities)
Limit of 6 Liche Mages (Battle Abilities)
Limit of 6 Liche Mages (Necromantic Abilities)
Limit of 6 Liche Mages (Ranked Daimon Abilities)
Limit of 6 Vampire Mages (Battle Abilities)
Limit of 6 Vampire Mages (Elemental Abilities)
Limit of 6 Vampire Mages (Necromantic Abilities)
Limit of 6 Vampire Mages (Ranked Daimon Abilities)
Limit of 6 Vampire Mages (Illusionist Abilities)
Limit of 10 Tomb Guardian Bodyguards with Halberds

Necromancer (Battle): 60pts, Energy = 10 or roll 3D6


T3, W1, S4, I3, A1, No Save, -1 to Armour Saves, Hits on a
3+ by Default in CC, Dauntless, Summoner (Controls all
Hungry Dead units within ‘12’ and they cannot suffer being
Shaky), Magical Attacks, Can Rest and recover 1 Energy by
not Moving or doing anything for a whole Turn,
Necromancers, Liche Mages and Vampire Mages can pool their
Energy together though (represented by dice or tokens). Each
Necromancer has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities

Necromancer (Necromantic): 60pts


Energy = 10 or roll 3D6- T3, W1, S4, I3, A1, No Save, -1 to
Armour Saves, Hits on a 3+ by Default in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky), Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Necromancer has 3 Necromantic Abilities
each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities
Liche Mage (Battle): 90pts, Energy = 10 or roll 3D6
T3, W1, S4, I2, A1, No Save, -1 to Armour Saves, Hits on a
3+ by Default in CC, Dauntless, Summoner (Controls all
Hungry Dead units within ‘12’ and they cannot suffer being
Shaky), Magical Attacks, Can Rest and recover 1 Energy by
not Moving or doing anything for a whole Turn,
Necromancers, Liche Mages and Vampire Mages can pool their
Energy together though (represented by dice or tokens). Each
Liche Mage has 1 Battle Ability each, See page 8 to 18 of Army
Men- Exodus for Battle Abilities, Life in Death: Liche Mages
can expend 1 Energy to modify the result of a ‘Shaky’ test,
for himself and/or any units he is attached to, so 5 energy
would change a 1- Shaken to a 6- Invulnerable.

Liche Mage (Necromantic): 90pts, Energy = 10 or roll 3D6


T3, W1, S4, I2, A1, No Save, -1 to Armour Saves, Hits on a
3+ by Default in CC, Dauntless, Summoner (Controls all
Hungry Dead units within ‘12’ and they cannot suffer being
Shaky), Magical Attacks, Can Rest and recover 1 Energy by
not Moving or doing anything for a whole Turn,
Necromancers, Liche Mages and Vampire Mages can pool their
Energy together though (represented by dice or tokens). Each
Liche Mage has 3 Necromantic Abilities each, See page 28 to
31 of Army Men- Exodus for Necromantic Abilities, Life in
Death

Liche Mage (Ranked Daimon): 90pts


Energy = 10 or roll 3D6- T3, W1, S4, I2, A1, No Save, -1 to
Armour Saves, Hits on a 3+ by Default in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky), Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Liche Mage has 1 Ranked Daimon Ability
each, See page 34 to 37 of Army Men- Exodus for Ranked
Daimon Abilities, Life in Death
Vampire Mage (Battle) ‘Human’ Form: 330pts
T6, W4, S6, I6, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -3 to Armour Saves in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky) Magical Attacks, Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Vampiric (Cannot Rest but
gains 1 Energy from each unsaved Wound dealt),
Necromancers, Liche Mages and Vampire Mages can pool their
Energy together though (represented by dice or tokens). Each
Vampire Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, Energy = 10 or 3D6

Vampire Mage (Elemental) ‘Human’ Form: 330pts


T6, W4, S6, I6, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -3 to Armour Saves in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky) Magical Attacks, Terrific,
Vampiric, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Vampire Mage has 1 Elemental Ability each,
See page 19 to 27 of Army Men- Exodus for Elemental
Abilities, Energy = 10 or 3D6

Vampire Mage (Necromantic) ‘Human’ Form: 330pts


T6, W4, S6, I6, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -3 to Armour Saves in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky) Magical Attacks, Terrific,
Vampiric, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Vampire Mage has 3 Necromantic Abilities
each, See page 28 to 31 of Army Men- Exodus for
Necromantic Abilities, Energy = 10 or 3D6
Vampire Mage (Ranked Daimon) ‘Human’ Form: 330pts
T6, W4, S6, I6, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -3 to Armour Saves in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky) Magical Attacks, Terrific,
Vampiric, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Vampire Mage has 1 Ranked Daimon Ability
each, See page 34 to 37 of Army Men- Exodus for Ranked
Daimon Abilities, Energy = 10 or 3D6

Vampire Mage (Illusionist) ‘Human’ Form: 330pts


T6, W4, S6, I6, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -3 to Armour Saves in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky) Magical Attacks, Terrific,
Vampiric, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Vampire Mage has 1 Illusionist Ability each,
See page 38 to 41 of Army Men- Exodus for Illusionist
Abilities, Energy = 10 or 3D6
Each Vampire Mage also has the following abilities:

Change Form (2 Energy) = Vampire can change from his/her


current form (e.g. ‘Human’) to another of your choosing.

Wolf Form: Becomes Move ‘9’, Charges ‘12’ like Cavalry,


Stats go down to T5, S5, -2 to Armour Saves, Uses ‘Bite
Attacks’

Bat Form: Becomes ‘Flyer’ (Must Move ‘0’ to ’12’), Becomes


Move ‘10’, Stats go down to T5, S5, -2 to Armour Saves

Hungry Wraith Form: Stats go down to Hits on 3+ by


Default in CC, Gains the following rules- Spirits: Electric, Fire
and Magical attacks will affect them normally, Immune to
Poisoned Attacks of all kinds UNLESS they are Magical,
Ethereal: Ignores all Terrain when Moving at ANY time &
Charging, Paralysing Touch: Any hits dealt in Close Combat
automatically cause an unsaved Wound

Tomb Guardian Bodyguard with Halberd: 21pts


T3, W2, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and -1 to Armour Saves, Brainless if no Summoner
within ‘12’, Dauntless, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Vengeance in Death (If any Liche Mage is destroyed, this
unit gains Crazed and A2, A4 on Charge, prefers the unit/s
which destroyed the Liche Mage, Suffers –‘2’ to Movement,
Run and Victory Run moves in compensation for NOT being
‘Shaky’)
Hungry Dead CORE Units:
Limit of 100 Brittle Skeletons with Swords
Limit of 100 Brittle Skeletons with Swords and Shields
Limit of 100 Armoured Brittle Skeletons with Swords and
Shields
Limit of 30 Brittle Skeletons with Spears
Limit of 30 Brittle Skeletons with Spears and Shields
Limit of 30 Armoured Brittle Skeletons with Spears and
Shields
Limit of 50 Brittle Skeletons with 2H Scythes
Limit of 50 Brittle Skeletons with 2H Scythes and Shields
Limit of 50 Armoured Brittle Skeletons with 2H Scythes &
Shields
Limit of 50 Armoured Brittle Skeletons with Flails
Limit of 50 Armoured Brittle Skeletons with Pistols & Swords
Limit of 40 Brittle Skeletons with Composite Bows
Limit of 20 Armoured Brittle Skeletons with Composite Bows
Limit of 40 Brittle Skeletons with Crossbows
Limit of 40 Armoured Brittle Skeletons with Crossbows
Limit of 40 Brittle Skeletons with Arquebuses
Limit of 40 Armoured Brittle Skeletons with Arquebuses
Limit of 100 Hungry Zombies
Limit of 30 Hungry Zombies with Clubs and Shields
Limit of 30 Armoured Hungry Zombies with Clubs and Shields
Limit of 30 Hungry Zombies with 2H Scythes
Limit of 80 Starving Ghouls
Brittle Skeleton with Sword: 10pts
T3, W1, S3, I3, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless

Brittle Skeleton with Sword and Shield: 11pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless

Armoured Brittle Skeleton with Sword and Shield: 13pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless

Brittle Skeleton with Spear: 11pts


T3, W1, S3, I4, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, I6 against Cavalry
and I5 against Flyers

Brittle Skeleton with Spear and Shield: 12pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I6 against
Cavalry and I5 against Flyers
Armoured Brittle Skeleton with Spear and Shield: 14pts
T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I6 against
Cavalry and I5 against Flyers

Brittle Skeleton with 2H Scythe: 12pts


T3, W1, S4, I2, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, -2 to Armour Saves

Brittle Skeleton with 2H Scythe and Shield: 13pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, -2 to
Armour Saves

Armoured Brittle Skeleton with 2H Scythe & Shield:


15pts- T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 5+ by
Default in CC, Shaky (They will all collapse into a pile of bones
if they ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, -2 to
Armour Saves
Armoured Brittle Skeleton with Flail: 14pts
T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, -1 to
Armour Saves

Armoured Brittle Skeleton with Pistol & Sword: 15pts


T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC and Shooting, Shaky (They will all collapse into a pile
of bones if they ever suffer being Shaky if no Summoner
within ‘12’), Brainless if no Summoner within ‘12’,
Dauntless, Hits on a 5+ by Default in Shooting, Reflex
Shots (S4, Hits on a 6+ by Default), Armed with Black
Powder Pistol (Auto, ‘6’, S4, 1 Shot, -1 to Armour Saves,
Also used in Close Combat with -2 to Armour Saves), Re-rolls
misses in Close Combat
Brittle Skeleton with Composite Bow: 12pts
T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, Reflex Shots (S3) on
a 6+ to Hit by Default, Hits on a 5+ by Default in Shooting,
Armed with Composite Bow (Auto, ‘24’, S3)

Armoured Brittle Skeleton with Composite Bow: 14pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, Reflex
Shots (S3) on a 6+ to Hit by Default, Hits on a 5+ by Default
in Shooting

Brittle Skeleton with Crossbow: 13pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, Reflex Shots (S4) on
a 6+ to Hit by Default, Hits on a 5+ by Default in Shooting,
Armed with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves)

Armoured Brittle Skeleton with Crossbow: 15pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, Reflex
Shots (S4) on a 6+ to Hit by Default, Hits on a 5+ by Default
in Shooting, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)
Brittle Skeleton with Arquebus: 14pts
T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, Reflex Shots (S4) on
a 6+ to Hit by Default, Hits on a 5+ by Default in Shooting,
Armed with Arquebus (Heavy, ‘24’, S4, -2 to Armour Saves)

Armoured Brittle Skeleton with Arquebus: 16pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, Reflex
Shots (S4) on a 6+ to Hit by Default, Hits on a 5+ by Default
in Shooting, Armed with Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves)

Hungry Zombie: 4pts


T3, W1, S3, I1, A1, No Save, Hits on a 5+ by Default in CC,
Shaky, Brainless if no Summoner within ‘12’, Craven (They
will all collapse into a pile of corpses if they ever suffer being
Shaky if no Summoner within ‘12’)

Hungry Zombie with Club and Shield: 4.5pts


T3, W1, S3, I1, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’)

Armoured Hungry Zombie with Club and Shield: 5.5pts


T3, W1, S3, I1, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’)
Hungry Zombie with 2H Scythe: 5pts
T3, W1, S4, I0, A1, No Save, Hits on a 5+ by Default in CC,
Shaky, Brainless if no Summoner within ‘12’, Craven (They
will all collapse into a pile of corpses if they ever suffer being
Shaky if no Summoner within ‘12’), -2 to Armour Saves

Armoured Hungry Zombie with 2H Scythe: 6pts


T3, W1, S4, I0, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’), -2 to Armour
Saves

Starving Ghoul: 8pts


T4, W1, S3, I3, A2, No Save, Craven (If a unit of Starving
Ghouls is beaten in Close Combat, it will automatically rout
without a CCR roll) Ravenous (If they win a CCR then 3
Starving Ghouls, if this many models remain, feed instead on
the fallen enemy unit/s. If Charged by an enemy unit/s, they
will fight back in Close Combat. They roll a D6 at the start of
each turn. On a 6, they are done feasting on the dead and can
Move etc. as normal), Hits on a 5+ by Default in CC,
Venomous Attacks (Poisonous ‘Bite Attack’, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls).
Hungry Dead Specialist Units:
Limit of 50 Brittle Skeleton Horsemen with Swords & Shields
Limit of 25 Brittle Skeleton Horsemen with Spears and Shields
Limit of 25 Brittle Skeleton Horsemen with Lances and Shields
Limit of 25 Brittle Skeleton Horsemen with Composite Bows
and Shields
Limit of 50 Brittle Skeleton Horsemen with Scythes & Shields
Limit of 5 Spectral Skeleton Horsemen with Spears & Shields
Limit of 10 Spectral Hounds
Limit of 20 Winged Skeletal Reapers with 2H Scythes
Limit of 40 Doomed Skeleton Halberdiers with Shields
No Limit on Skeleton Centaurs with Composite Bows

Brittle Skeleton Horseman with Sword and Shield: 23pts


Move ‘9’- T3, W2, S3, I2, A2, 4+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Cavalry, Brainless if no
Summoner within ‘12’, Dauntless, Animated (They will all
collapse into a pile of bones if they ever suffer being Shaky),
Ghostly Steed: Can Move through Walls and through all
other terrain

Brittle Skeleton Horseman with Spear and Shield: 24pts


Move ‘9’- T3, W2, S3, I3, A2, 4+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Cavalry, Brainless if no
Summoner within ‘12’, Dauntless, Animated (They will all
collapse into a pile of bones if they ever suffer being Shaky),
Ghostly Steed: Can Move through Walls and through all
other terrain, +1 to Hit and S4 -1 to Armour Saves on Charge
Brittle Skeleton Horseman with Lance and Shield: 25pts
Move ‘9’- T3, W2, S3, I2, A2, 4+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Cavalry, Brainless if no
Summoner within ‘12’, Dauntless, Animated (They will all
collapse into a pile of bones if they ever suffer being Shaky),
Ghostly Steed: Can Move through Walls and through all
other terrain, I5 and S5 -3 to Armour Saves on Charge

Brittle Skeleton Horseman with Composite Bow &


Shield: 23pts Move ‘9’- T3, W2, S3, I2, A2, 4+ Armour Save,
Horseman Hits on a 4+ by Default in CC, Shaky, Cavalry,
Brainless if no Summoner within ‘12’, Dauntless,
Animated (They will all collapse into a pile of bones if they
ever suffer being Shaky), Ghostly Steed: Can Move through
Walls and through all other terrain, Armed with Composite
Bow (Auto, ‘24’, S3), Hits on a 5+ by Default in Shooting,
Reflex Shots (S3) on a 6+ to Hit by Default

Brittle Skeleton Horseman with Scythe and Shield:


23pts Move ‘9’- T3, W2, S4, I1, A1, 4+ Armour Save,
Horseman Hits on a 4+ by Default in CC, Shaky, Cavalry,
Brainless if no Summoner within ‘12’, Dauntless,
Animated (They will all collapse into a pile of bones if they
ever suffer being Shaky), Ghostly Steed: Can Move through
Walls and through all other terrain, -2 to Armour Saves in
Close Combat
Spectral Skeleton Horseman with Spear and Shield:
27pts Move ‘9’- T4, W1, S3, I2, A2, 5+ Armour Save, Spectral
Horseman Hits on a 5+ by Default in CC, Shaky, Cavalry,
Brainless if no Summoner within ‘12’, Dauntless, Ghostly
Steed: Can Move through Walls and through all other terrain,
S4 -1 to Armour Saves on Charge, Not Really Here (Enemy
units suffer -1 to Hit against this unit in CC unless they have
Magical Attacks), Brook No Evil (This unit cannot cross
running water or water features of any kind unless over a
Bridge), Spectre Reality (If a Spectral unit finds itself
without a Summoner within ‘12’, make a CCR Roll against
your opponent. If they win, your unit dissipates into the ether)

Spectral Hound: 18pts


Move ‘9’- T3, W1, S4, I3, A2, No Save, Hits on a 4+ by Default
in CC and -1 to Armour Saves, Shaky, Brainless if no
Summoner within ‘12’, Dauntless, Ghostly Hound: Can
Move through Walls and through all other terrain, Not Really
Here, Brook No Evil, Spectre Reality

Winged Skeletal Reaper with 2H Scythe: 65pts


Moves ‘10’- T3, W2, S5, I0, A1, 5+ Dodge Save, Hits on a 5+
by Default in CC and Ignores Armour Saves, Deals 3
Wounds if unsaved, Shaky, Brainless if no Summoner within
‘12’, Flyer (Can Move up to ‘24’), Terribly Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless), Dauntless

Doomed Skeleton Halberdier with Shield: 7pts


T3, W1, S4, I2, A1, 4+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’,
Dauntless, I3 against Cavalry and Flyers, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)
Skeleton Centaur with Composite Bow: 30pts
Moves ‘9’- T3, W2, S4, I3, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, Shaky, Cavalry,
Brainless if no Summoner within ‘12’, Dauntless,
Animated (They will all collapse into a pile of bones if they
ever suffer being Shaky), Armed with Composite Bow
(Auto, ‘24’, S3), Hits on a 3+ by Default in Shooting, Reflex
Shots (S3, Hits on 4+ by Default)
Hungry Dead Heavy Units:
Limit of 10 Hungry Mummies
Limit of 4 Brittle Skeleton Chariots with 2 Skeleton Horses
Limit of 6 Hungry Wraiths on Death Vultures
Limit of 1 Diseased Ox Cart
Limit of 4 Brittle Skeleton Catapults
Limit of 4 Brittle Skeleton Catapults with Skulls of the Foe
No Limit on Brittle Skeleton Artillery Crew
Limit of 1 Hungry Dead Plague Cart

Hungry Mummy: 80pts


T5, W4, S4, I3, A2, No Save, Weak Against Fire (Fire
Attacks are +1 Strength against Mummies), Slow, Hits on a
4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Magical Attacks, -1 to Armour
Saves

Brittle Skeleton Chariot with 2 Skeleton Horses: 116pts


Moves ‘9’- T3, W4, S4, I3, A5, 5+ Armour Save, Pulled by 2
Skeleton Horses which deal 4 I8 S4 -1 to Armour Save Impact
Hits on Charge ONLY, The 2 Skeleton Horses and Brittle
Skeletons combined are I2 A4 S3 in Close Combat and Hit on
a 5+ by Default, Cavalry, Shaky, Dauntless, Ghostly
Steeds: Can Move through Walls and through all other
terrain, I5 and S5 -3 to Armour Saves on Charge, Run Amok!
(If ‘Stampede’ is cast on a Brittle Skeleton Chariot unit, they
become Crazed, the Crew cannot attack or Shoot in any way
and the Chariot moves directly forward until destroyed, such
as running into Movement Blocking Terrain. The Skeleton
Horses and Crew have no will)

Hungry Wraith on Traitor Death Vulture: 45pts


Moves ‘10’- T3, W2, S3, I4, A6, No Save, Shaky, Hits on a
4+ by Default in CC, Feast of Death (+1 Attack gained after
each round of Close Combat fought), Flyer (Must Move ‘6’ to
‘30’), Dauntless
Diseased Ox Cart: 100pts, Moves ‘9’
T3, W2, S4, I3, A5, 6+ Armour Save, Pulled by Diseased Ox,
Hungry Wraith is armed with 2H Scythe, Hits on 4+ in Close
Combat, Paralyzing Touch: Any hits dealt in Close Combat
automatically cause an unsaved Wound, Cavalry, Shaky,
Dauntless, Ghostly Steeds: Can Move through Walls and
through all other terrain, Magical Attacks, Deathly Vigour:
All Hungry Dead units within ‘12’ may add +1 to the results
of Shaky tests, Run Amok! (Diseased Ox Carts are Immune
to the Battle ability, ‘Stampede!’)

Brittle Skeleton Catapult with 3 Crew: 60pts


T3, W1, S3, I2, A1, No Save (3 Brittle Skeleton Crew)
T5, W1, S0, I0, A0, No Save (Brittle Skeleton Catapult)
Brittle Skeleton Catapult: Heavy, Guess ‘12’ to ‘48’, S5, ‘2’
blast, -2 to Armour Saves, Deals 4 Wounds if unsaved, See
page 18 & 19 (Firing a Catapult), Artillery, Brittle Skeletons
hit on a 5+ by Default in CC, Shaky (They will all collapse
into a pile of bones if they ever suffer being Shaky if no
Summoner within ‘12’), Brainless if no Summoner within
‘12’, Dauntless
Brittle Skeleton Catapult with Skulls of the Foe: 85pts
T3, W1, S3, I2, A1, No Save (3 Brittle Skeleton Crew)
T5, W1, S0, I0, A0, No Save (Brittle Skeleton Catapult)
Brittle Skeleton Catapult: Heavy, Guess ‘12’ to ‘48’, S5, ‘2’
blast, -2 to Armour Saves, Deals 4 Wounds if unsaved, See
page 18 & 19 (Firing a Catapult), Skulls of the Foe (Any unit
hit by this Catapult must make a CCR roll, unless Dauntless)
Artillery, Brittle Skeletons hit on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless

Brittle Skeleton Artillery Crew: 15pts


T3, W1, S3, I3, A1, No Save, Hits on a 5+ by Default in CC
and Shooting, Shaky (They will all collapse into a pile of
bones if they ever suffer being Shaky if no Summoner within
‘12’), Brainless if no Summoner within ‘12’, Dauntless, I4
against Cavalry, +1 to Hit against Flyers

Hungry Dead Plague Cart: 150pts, Moves ‘9’


T5, W3, S4, I3, A5, 6+ Armour Save, Pulled by Diseased Ox,
Hungry Wraith is armed with 2H Scythe, Hits on 3+ in Close
Combat, Paralyzing Touch: Any hits dealt in Close Combat
automatically cause an unsaved Wound, Cavalry, Shaky,
Dauntless, Ghostly Steeds: Can Move through Walls and
through all other terrain, Magical Attacks, Deathly Vigour:
All Hungry Dead units within ‘12’ may add +1 to the results
of Shaky tests, Run Amok! (Diseased Ox Carts are Immune
to the Battle ability, ‘Stampede!’), Deals D6 I8 S5 -2 to
Armour Save Hits on Charge ONLY, The Hungry Dead
(Plague Cart can raise D6 Animated Skeletons or D6 Animated
Zombies within ‘18’ in each Magic Phase), Terribly Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless)
Hungry Dead Allied Units:
(Up to 33% of your Army Cost)
Traitor Allies
Corrupt Elves

Hungry Dead Mercenary Units:


(Up to 25% of your Army Cost)
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Enraged Traitor Centaurs with 2H Axes
No Limit on Enraged Traitor Centaurs with Halberds (see unit)
No Limit on Mountain Orcs with Barbed Composite Bows
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields

Hungry Dead Host Units:


(Up to 25% of your Army Cost)
Limit of 30 Giant Bats
Limit of 40 Giant Rats
Limit of 8 Giant Spiders
Limit of 1 Swarm Unit
Limit of 8 Hungry Ghosts
Limit of 3 Hungry Spectres
Limit of 3 Mounted Hungry Spectres
Limit of 4 Hungry Dead Knights
Limit of 4 Hungry Wraiths with 2H Scythes
Hungry Ghost: 50pts
T3, W3, S0, I3, A1, No Save, Shaky (Does not apply if within
its boundary- e.g. Cemetery, Haunted House, Bog), Spirits:
Close Combat & Shooting Attacks will only Wound them on a
6 but Electric, Fire and Magical attacks will affect them
normally, Immune to Poisoned Attacks of all kinds UNLESS
they are Magical, Ethereal: Ignores all Terrain when Moving
at ANY time & Charging, Magical Attacks, Hits on a 5+ by
Default in Close Combat
Ghostly: Enemy units must make a CCR roll if NOT Dauntless
and if they suffer any Hits from a unit of Hungry Ghosts but
reduce their result by how many Hits they took (e.g. a unit of
Diehards takes 5 hits from Intangible Ghosts and rolls 3D6,
totalling 10 but now it is reduced to 5, the Hungry Dead player
rolls 2D6 and gets 5 so the enemy unit is destroyed)
Hungry Spectre: 200pts
T4, W4, S0, I4, A4, No Save, Shaky Spirit (‘Shaky’ Does not
apply if unit is within its bound area- e.g. Cemetery, Haunted
House, Bog), Spirits, Immune to Poisoned Attacks of all kinds
UNLESS they are Magical, Ethereal: Ignores all Terrain when
Moving at ANY time & Charging, Magical Attacks, Hits on a
3+ by Default in Close Combat, Paralysing Touch: Any hits
dealt in Close Combat automatically cause an unsaved
Wound, Dauntless

Mounted Hungry Spectre: 225pts, Moves ‘9’


T4, W5, S0, I4, A5, No Save, Cavalry, Shaky Spirit, Immune
to Poisoned Attacks of all kinds UNLESS they are Magical,
Ethereal: Ignores all Terrain when Moving at ANY time &
Charging, Magical Attacks, Hits on a 2+ by Default in Close
Combat (+1 to Hit Bonus), Paralysing Touch: Any hits dealt
in Close Combat automatically cause an unsaved Wound,
Dauntless, Spirits
Hungry Dead Knight: 100pts
T4, W3, S3, I3, A1, No Save, Shaky Spirit, Immune to
Poisoned Attacks of all kinds UNLESS they are Magical,
Ethereal: Ignores all Terrain when Moving at ANY time &
Charging, Magical Attacks, Hits on a 4+ by Default in Close
Combat, Paralysing Touch: Any hits dealt in Close Combat
automatically cause an unsaved Wound, Dauntless, Spirits

Hungry Wraith with Scythe: 150pts


T4, W3, S3, I3, A2, No Save, Shaky Spirit, Immune to
Poisoned Attacks of all kinds UNLESS they are Magical,
Ethereal: Ignores all Terrain when Moving at ANY time &
Charging, Magical Attacks, Hits on a 4+ by Default in Close
Combat, Dauntless, Paralysing Touch: Any hits dealt in
Close Combat automatically cause an unsaved Wound,
Spirits
Hungry Dead Allied HERO Units:
Limit of 1 Necromancer Lord (Battle Abilities)
Limit of 1 Necromancer Lord (Necromantic Abilities)

Necromancer Lord (Battle): 155pts


Energy = 30 or roll 9D6- T4, W3, S5, I3, A1, No Save, -3 to
Armour Saves, Hits on a 2+ by Default in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky), Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Necromancer Lord has 1 Battle Ability each,
See page 8 to 18 of Army Men- Exodus for Battle Abilities,
Armed with 2H Scythe

Necromancer Lord (Necromantic): 155pts, Energy = 30


or roll 9D6- T4, W3, S5, I3, A1, No Save, -3 to Armour Saves,
Hits on a 2+ by Default in CC, Dauntless, Summoner
(Controls all Hungry Dead units within ‘12’ and they cannot
suffer being Shaky), Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Necromancers, Liche Mages and Vampire Mages can pool their
Energy together though (represented by dice or tokens). Each
Necromancer Lord has 3 Necromantic Abilities each, See page
28 to 31 of Army Men- Exodus for Necromantic Abilities,
Armed with 2H Scythe
Hungry Dead Allied Contingent:
Limit of 30 Brittle Skeleton Horsemen with Swords and
Shields
Limit of 20 Brittle Skeleton Horsemen with Spears and Shields
Limit of 20 Brittle Skeleton Horsemen with Lances and Shields
Limit of 20 Brittle Skeleton Horsemen with Composite Bows
and Shields
Limit of 30 Brittle Skeletons with 2H Scythes
Limit of 30 Brittle Skeletons with 2H Scythes and Shields
Limit of 30 Armoured Brittle Skeletons with 2H Scythes &
Shields
Limit of 60 Brittle Skeletons with Swords
Limit of 60 Brittle Skeletons with Swords and Shields
Limit of 60 Armoured Brittle Skeletons with Swords and
Shields
Limit of 60 Brittle Skeletons with Spears
Limit of 60 Brittle Skeletons with Spears and Shields
Limit of 60 Armoured Brittle Skeletons with Spears and
Shields
Limit of 30 Brittle Skeletons with Composite Bows
Limit of 30 Armoured Brittle Skeletons with Composite Bows
Limit of 30 Brittle Skeletons with Composite Bows and Shields
Limit of 30 Armoured Brittle Skeletons with Composite Bows
and Shields
Limit of 60 Hungry Zombies
Limit of 30 Hungry Zombies with Clubs and Shields
Limit of 30 Armoured Hungry Zombies with Clubs and Shields
Limit of 30 Hungry Zombies with 2H Scythes
Terrific:
All Hungry Dead units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific

Shaky:
Hungry Dead units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12’, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)

Brainless (If a Hungry Dead unit has no Summoner within


‘12’, it is Being Brainless. If in Close Combat half of the models
stop fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless)

Immune to Poison (Enemy units with Poisoned or


Venomous Attacks do NOT gain +1 Strength against Hungry
Dead units. Starving Ghouls are NOT Immune to Poison)
Brittle Skeleton Horseman with Sword and Shield: 23pts
Move ‘9’- T3, W2, S3, I2, A2, 4+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Animated (They will all collapse into
a pile of bones if they ever suffer being Shaky), Ghostly
Steed: Can Move through Walls and through all other terrain

Brittle Skeleton Horseman with Spear and Shield: 24pts


Move ‘9’- T3, W2, S3, I3, A2, 4+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Animated (They will all collapse into
a pile of bones if they ever suffer being Shaky), Ghostly
Steed: Can Move through Walls and through all other terrain,
+1 to Hit and S4 -1 to Armour Saves on Charge

Brittle Skeleton Horseman with Lance and Shield: 25pts


Move ‘9’- T3, W2, S3, I2, A2, 4+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Animated (They will all collapse into
a pile of bones if they ever suffer being Shaky), Ghostly
Steed: Can Move through Walls and through all other terrain,
I5 and S5 -3 to Armour Saves on Charge

Brittle Skeleton Horseman with Composite Bow &


Shield: 23pts Move ‘9’- T3, W2, S3, I2, A2, 4+ Armour Save,
Horseman Hits on a 4+ by Default in CC, Shaky, Brainless
if no Summoner within ‘12’, Dauntless, Animated (They will
all collapse into a pile of bones if they ever suffer being
Shaky), Ghostly Steed: Can Move through Walls and through
all other terrain, Armed with Composite Bow (Auto, ‘24’,
S3), Hits on a 5+ by Default in Shooting, Reflex Shots (S3)
on a 6+ to Hit by Default
Brittle Skeleton with 2H Scythe: 12pts
T3, W1, S4, I2, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, -2 to Armour Saves

Brittle Skeleton with 2H Scythe and Shield: 13pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, -2 to
Armour Saves

Armoured Brittle Skeleton with 2H Scythe & Shield:


15pts- T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 5+ by
Default in CC, Shaky (They will all collapse into a pile of bones
if they ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, -2 to
Armour Saves

Brittle Skeleton with Sword: 10pts


T3, W1, S3, I3, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless

Brittle Skeleton with Sword and Shield: 11pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless
Armoured Brittle Skeleton with Sword and Shield: 13pts
T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless

Brittle Skeleton with Spear: 11pts


T3, W1, S3, I4, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, I6 against Cavalry
and I5 against Flyers

Brittle Skeleton with Spear and Shield: 12pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I6 against
Cavalry and I5 against Flyers

Armoured Brittle Skeleton with Spear and Shield: 14pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I6 against
Cavalry and I5 against Flyers

Brittle Skeleton with Composite Bow: 12pts


T3, W1, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Shaky (They will all collapse into a pile of bones if they ever
suffer being Shaky if no Summoner within ‘12’), Brainless
if no Summoner within ‘12’, Dauntless, Reflex Shots (S3) on
a 6+ to Hit by Default, Hits on a 5+ by Default in Shooting,
Armed with Composite Bow (Auto, ‘24’, S3)
Armoured Brittle Skeleton with Composite Bow: 14pts
T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, Reflex
Shots (S3) on a 6+ to Hit by Default, Hits on a 5+ by Default
in Shooting

Brittle Skeleton with Composite Bow and Shield: 13pts


T3, W1, S3, I2, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, Reflex
Shots (S3) on a 6+ to Hit by Default, Hits on a 5+ by Default
in Shooting, Armed with Composite Bow (Auto, ‘24’, S3)

Armoured Brittle Skeleton w/ Composite Bow & Shield:


15pts- T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 5+ by
Default in CC, Shaky (They will all collapse into a pile of bones
if they ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, Reflex
Shots (S3) on a 6+ to Hit by Default, Hits on a 5+ by Default
in Shooting, Armed with Composite Bow (Auto, ‘24’, S3)

Hungry Zombie: 4pts


T3, W1, S3, I1, A1, No Save, Hits on a 5+ by Default in CC,
Shaky, Brainless if no Summoner within ‘12’, Craven (They
will all collapse into a pile of corpses if they ever suffer being
Shaky if no Summoner within ‘12’)

Hungry Zombie with Club and Shield: 4.5pts


T3, W1, S3, I1, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’)
Armoured Hungry Zombie with Club and Shield: 5.5pts
T3, W1, S3, I1, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’)

Hungry Zombie with 2H Scythe: 5pts


T3, W1, S4, I0, A1, No Save, Hits on a 5+ by Default in CC,
Shaky, Brainless if no Summoner within ‘12’, Craven (They
will all collapse into a pile of corpses if they ever suffer being
Shaky if no Summoner within ‘12’), -2 to Armour Saves

Armoured Hungry Zombie with 2H Scythe: 5pts


T3, W1, S4, I0, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’), -2 to Armour
Saves
Imperial Mercenaries:
Universal Bonuses and Penalties for Imperial
Mercenaries:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.

Imperial Mercenary Allied Contingent:


Limit of 10 Imperial Knights Templar with Lances and Shields
Limit of 30 Ducal Impetuous Knight with Lances
Limit of 30 Ducal Impetuous Knight with Lances and Shields
Limit of 30 Ducal Impetuous Knight on Barded Warhorse
Limit of 100 Imperial Halberdier Mercenaries
Limit of 30 Border Cavalry with Flail
Limit of 30 Border Cavalry with Flails and Shields
Limit of 30 Border Cavalry with Spears
Limit of 30 Border Cavalry with Spears and Shields
Limit of 30 Border Cavalry with Composite Bows
Limit of 30 Border Cavalry with Composite Bows and Shields
Limit of 30 Steppe Cossacks with 2H Axes
Limit of 30 Armoured Steppe Cossacks with 2H Axes
No Limit on Arabian Desert Warriors with Scimitars & Shields
Imperial Knight Templar with Lance and Shield: 39pts
Move ‘9’- T3, W2, S4, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S6 -4 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Templar is -1 to Armour Saves
when not Charging

Ducal Impetuous Knight with Lance: 25pts


Move ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Impetuous Knight with Lance and Shield: 27pts


Move ‘9’- T3, W2, S3, I4, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Ducal Impetuous Knight on Barded Warhorse: 35pts


Move ‘9’- T3, W2, S3, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I6 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 2+ when not
Charging

Imperial Halberdier Mercenary: 9pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves, I4 against Cavalry and Flyers

Border Cavalry with Flail: 14pts


Move ‘9’- T3, W2, S4, I2, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, -1 to Armour Saves
Border Cavalry with Flail and Shield: 16pts
Move ‘9’- T3, W2, S4, I2, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, -1 to Armour Saves

Border Cavalry with Spear: 16pts


Move ‘9’- T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge

Border Cavalry with Spear and Shield: 18pts


Move ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, +1 to Hit and S4 -1 to Armour
Saves on Charge

Border Cavalry with Composite Bow: 18pts


Move ‘9’- T3, W2, S3, I3, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ by Default in Shooting,
Cavalry, Reflex Shots (S3, Hits on a 5+ by Default), Armed
with Composite Bow (Auto, ‘24’, S3)

Border Cavalry with Composite Bow and Shield: 20pts


Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Hits on a 4+ by Default in Shooting,
Cavalry, Reflex Shots (S3, Hits on a 5+ by Default), Armed
with Composite Bow (Auto, ‘24’, S3)

Steppe Cossack with 2H Axe: 7pts


T3, W1, S4, I2, A1, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves

Armoured Steppe Cossack with 2H Axe: 9pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves
Arabian Desert Warrior with Scimitar and Shield: 7pts
T3, W1, S3, I4, A2, 4+ Armour Save, Hits on a 2+ by Default,
Hates Ducal Camelot and Provincial Empire: Crazed,
Dauntless, +2 Bonus to Hit in CC (included above), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above), +1 to CCR Rolls, A4 on Charge
against Ducal Camelot and Provincial Empire

Imperial Mercenary Units:


(Up to 25% of your Army Cost)
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Limit of 1 Wandering Dwarf & Wandering Thief
Jungle Reptile Mercenaries (if no Ducal units are included)
Imperial Mercenary Contingent:
Limit of 30 Italian Mercenary Knights with Lances
Limit of 30 Italian Mercenary Knights with Lances and Shields
Limit of 50 Italian Crossbowmen
Limit of 50 Italian Crossbowmen with Shields
Limit of 50 Armoured Italian Crossbowmen with Shields
Limit of 30 Spanish Bandit Swordsmen with Shields
Limit of 30 Spanish Horsemen with Lances
Limit of 30 Spanish Horsemen with Lances and Shields
Limit of 30 Heavy Spanish Horsemen with Lances
Limit of 20 Spanish Bandit Arquebusiers
Limit of 20 Ducal Brigands with Swords
Limit of 20 Ducal Brigands with Swords and Shields
Limit of 20 Ducal Brigands with Arquebuses
Limit of 20 Ducal Brigands with Arquebuses and Shields
Limit of 20 Ducal Brigands with Crossbows
Limit of 20 Ducal Brigands with Crossbows and Shields
Limit of 20 Ducal Brigands with Halberds
Limit of 20 Ducal Brigands with Halberds and Shields
Limit of 20 Ducal Brigands with 2H Swords
Limit of 20 Ducal Brigands with 2H Swords and Shields
Limit of 20 Ducal Brigands with Spears
Limit of 20 Ducal Brigands with Spears and Shields
Limit of 20 German Forest Hunters with Longbows
Limit of 20 German Forest Hunters with Longbows and Shields
Limit of 20 Armoured German Forest Hunters with Longbows
Limit of 50 German Landsknechts with Pikes
Limit of 50 German Landsknechts with Halberds
Limit of 50 German Landsknechts with 2H Swords
Limit of 50 Heavy German Landsknechts with Pikes
Limit of 50 Heavy German Landsknechts with Halberds
Limit of 50 Heavy German Landsknechts with 2H Swords
Limit of 30 Polish Druzhina with Lances
Limit of 30 Polish Druzhina with Lances and Shields
Limit of 30 Heavy Polish Druzhina with Lances and Shields
Italian Mercenary Knight with Lance: 23pts
Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 3+ when not
Charging

Italian Mercenary Knight with Lance and Shield: 25pts


Move ‘9’- T3, W2, S3, I3, A1, 3+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Knight Hits on a 3+ when not
Charging

Italian Crossbowman: 10pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC
and in Shooting, Reflex Shots (S4, Hits on a 5+ by Default),
Armed with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves)

Italian Crossbowman with Shield: 11pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, Reflex Shots (S4,
Hits on a 4+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4, -1 to Armour Saves)

Armoured Italian Crossbowman with Shield: 13pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, Reflex Shots (S4,
Hits on a 4+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves)

Spanish Bandit Swordsman with Sword: 10pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 3+ by Default
Spanish Horseman with Lance: 20pts
Move ‘9’- T3, W2, S3, I3, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Horseman Hits on a 2+ when not
Charging

Spanish Horseman with Lance and Shield: 22pts


Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Horseman Hits on a 2+ when not
Charging

Heavy Spanish Horseman with Lance and Shield: 24pts


Move ‘9’- T3, W2, S3, I3, A1, 3+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Horseman Hits on a 2+ when not
Charging

Spanish Bandit Arquebusier: 11pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Hits on a 3+ by Default in Shooting, Armed with
Arquebus (Heavy, ‘24’, S4 -2 to Armour Saves), Reflex
Shots (S4, Hits on 4+ by Default)

Ducal Brigand with Sword: 7pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default

Ducal Brigand with Sword and Shield: 8pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default

Ducal Brigand with Arquebus: 10pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Arquebus (Heavy, ‘24’, S4
-2 to Armour Saves), Reflex Shots (S4, Hits on 5+ by
Default)
Ducal Brigand with Arquebus and Shield: 11pts
T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Arquebus (Heavy, ‘24’, S4
-2 to Armour Saves), Reflex Shots (S4, Hits on 5+ by
Default)

Ducal Brigand with Crossbow: 10pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Ducal Brigand with Crossbow and Shield: 11pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on a 5+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

Ducal Brigand with Halberd: 9pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I4 against Cavalry and Flyers, -1 to Armour Saves

Ducal Brigand with Halberd and Shield: 10pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I4 against Cavalry and Flyers, -1 to Armour Saves

Ducal Brigand with 2H Sword: 9pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 4+ by Default
and -2 to Armour Saves

Ducal Brigand with 2H Sword and Shield: 10pts


T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
and -2 to Armour Saves

Ducal Brigand with Spear: 8pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers
Ducal Brigand with Spear and Shield: 9pts
T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers

German Forest Hunter with Longbow: 10pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Longbow (Auto,
‘30’, S3, -1 to Armour Saves), Reflex Shots (S3, Hits on 5+
by Default), 4+ Cover Save in Woods and moves through
Woods without penalty, Forester Traps (If this unit remains
stationary in a forest in their Movement Phase, they can set
Traps. If any enemy unit enters the trapped forest, roll a D6
for each model. On a 6, it suffers a S4 hit that Ignores Armour
Saves)

German Forest Hunter with Longbow and Shield: 11pts


Moves ‘9’- T3, W1, S3, I3, A1, 5+ Dodge Save, Hits on a 4+
by Default in CC and Shooting, Armed with Longbow (Auto,
‘30’, S3, -1 to Armour Saves), Reflex Shots (S3, Hits on 5+
by Default), 4+ Cover Save in Woods and moves through
Woods without penalty, Forester Traps

Armoured German Forest Hunter with Longbow &


Shield: 13pts- Moves ‘9’, T3, W1, S3, I3, A1, 4+ Dodge Save,
Hits on a 4+ by Default in CC and Shooting, Armed with
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Reflex Shots
(S3, Hits on 5+ by Default), 4+ Cover Save in Woods and
moves through Woods without penalty, Forester Traps

German Landsknecht with Pike: 9pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, I7 against Flyers and I9 against Cavalry

German Landsknecht with Halberd: 10pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, I4 against Cavalry and Flyers, -1 to Armour Saves
German Landsknecht with 2H Sword: 10pts
T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves

Heavy German Landsknecht with Pike: 10pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, I7 against Flyers and I9 against Cavalry

Heavy German Landsknecht with Halberd: 11pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, I4 against Cavalry and Flyers, -1 to Armour Saves

Heavy German Landsknecht with 2H Sword: 11pts


T3, W1, S4, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
and -2 to Armour Saves

Polish Druzhina with Lance: 18pts


Move ‘9’- T3, W2, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Druzhina Hits on a 3+ when not
Charging

Polish Druzhina with Lance and Shield: 20pts


Move ‘9’- T3, W2, S3, I3, A1, 4+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Druzhina Hits on a 3+ when not
Charging

Heavy Polish Druzhina with Lance and Shield: 22pts


Move ‘9’- T3, W2, S3, I3, A1, 3+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, I5 and S5 -3 to Armour Saves on
Charge, Warhorse is I3 S4 -1 to Armour Saves A1 in CC and
hits on a 4+ by Default, Druzhina Hits on a 3+ when not
Charging
Lazy Halflings:
Universal Bonuses and Penalties for Lazy Halflings:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
Thrown Weapons have +’2’, Slings have +’4’ Range
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Slow:
All Lazy Halfling units have this rule (Except for Lazy Halfling
Scouts) and move like they are ALWAYS moving in Terrain
and can pick the highest of 2D6 when Moving and Charging.
Any exceptions to this rule will be included in the model’s
statistics

Woodsmen:
Lazy Halfling units can move through Woods without penalty
Lazy Halfling Allied HERO Units:
Limit of 1 Lazy Halfling Mage (Battle Abilities)
Limit of 1 Lazy Halfling Mage (Elemental Abilities)
Limit of 1 Lazy Halfling Mage (Necromantic Abilities)
Limit of 1 Lazy Halfling Mage (Angelic Abilities)

Lazy Halfling Mage (Battle): 51pts, Energy = 10 or 3D6


T2, W1, S2, I5, A1, No Save, Hits on a 4+ by Default in CC,
Slow, Magical Attacks, Can Rest and recover 1 Energy by
not Moving or doing anything for a whole Turn, Lazy Halfling
Mages can pool their Energy together though (represented by
dice or tokens). Each Lazy Halfling Mage has 1 Battle Ability
each, See page 8 – 18 of Army Men- Exodus for Battle Abilities

Lazy Halfling Mage (Elemental): 51pts


Energy = 10 or 3D6- T2, W1, S2, I5, A1, No Save, Hits on a
4+ by Default in CC, Slow, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Lazy Halfling Mages can pool their Energy together
though (represented by dice or tokens). Each Lazy Halfling
Mage has 1 Elemental Ability each, See page 19 – 27 of Army
Men- Exodus for Elemental Abilities
Lazy Halfling Mage (Necromantic): 51pts
Energy = 10 or 3D6- T2, W1, S2, I5, A1, No Save, Hits on a
4+ by Default in CC, Slow, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Lazy Halfling Mages can pool their Energy together
though (represented by dice or tokens). Each Lazy Halfling
Mage has 1 Necromantic Ability each, See page 28 – 31 of
Army Men- Exodus for Necromantic Abilities

Lazy Halfling Mage (Angelic): 51pts


Energy = 10 or 3D6- T2, W1, S2, I5, A1, No Save, Hits on a
4+ by Default in CC, Slow, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Lazy Halfling Mages can pool their Energy together
though (represented by dice or tokens). Each Lazy Halfling
Mage has 1 Angelic Ability each, See page 42 – 44 of Army
Men- Exodus for Angelic Abilities
Lazy Halfling Allied Contingent:
Limit of 80 Lazy Halfling Militia with Blades
Limit of 80 Lazy Halfling Militia with Blades and Shields
Limit of 80 Armoured Lazy Halfling Militia with Blades and
Shields
Limit of 80 Lazy Halfling Militia with Spears
Limit of 80 Lazy Halfling Militia with Spears and Shields
Limit of 80 Armoured Lazy Halfling Militia with Spears &
Shields
Limit of 80 Lazy Halfling Archers
Limit of 80 Lazy Halfling Archers with Shields
Limit of 80 Armoured Lazy Halfling Archers with Shields
Limit of 80 Lazy Halfling Slingers
Limit of 80 Lazy Halfling Slingers with Shields
Limit of 80 Armoured Lazy Slingers with Shields
Limit of 20 Lazy Halfling Scouts with Composite Bows
1 Food Wagon + 5 Food Wagon Guards per 1000pts in Army
Lazy Halfling Militia with Blade: 3.5pts
T2, W1, S2, I5, A1, No Save, Slow, Hits on a 4+ by Default
in CC

Lazy Halfling Militia with Blade and Shield: 4pts


T2, W1, S2, I5, A1, 6+ Armour Save, Slow, Hits on a 4+ by
Default in CC

Armoured Lazy Halfling Militia with Blade and Shield:


5pts- T2, W1, S2, I5, A1, 5+ Armour Save, Slow, Hits on a
4+ by Default in CC

Lazy Halfling Militia with Spear: 4pts


T2, W1, S2, I6, A1, No Save, Slow, Hits on a 4+ by Default
in CC, I8 against Cavalry and I7 against Flyers

Lazy Halfling Militia with Spear and Shield: 4.5pts


T2, W1, S2, I6, A1, 6+ Armour Save, Slow, Hits on a 4+ by
Default in CC, I8 against Cavalry and I7 against Flyers

Armoured Lazy Halfling Militia with Spear & Shield:


5.5pts- T2, W1, S2, I6, A1, 5+ Armour Save, Slow, Hits on a
4+ by Default in CC, I8 against Cavalry and I7 against Flyers

Lazy Halfling Archer: 4.5pts


T2, W1, S2, I5, A1, No Save, Slow, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
4+ by Default)

Lazy Halfling Archer with Shield: 5pts


T2, W1, S2, I5, A1, 6+ Armour Save, Slow, Hits on a 4+ by
Default in CC, Hits on 3+ by Default in Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
4+ by Default)
Armoured Lazy Halfling Archer with Shield: 6pts
T2, W1, S2, I5, A1, 5+ Armour Save, Slow, Hits on a 4+ by
Default in CC, Hits on 3+ by Default in Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
4+ by Default)

Lazy Halfling Slinger: 4pts


T2, W1, S2, I5, A1, No Save, Slow, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, , Armed with Sling
(Auto, ‘22’, S3, 2 Shots at ‘11’ or Less), Reflex Shots (S3, 2
Shots, Hits on 4+ by Default), Natural Slingers (‘4’ Range
added to Slings, included above)

Lazy Halfling Slinger with Shield: 4.5pts


T2, W1, S2, I5, A1, 6+ Armour Save, Slow, Hits on a 4+ by
Default in CC, Hits on 3+ by Default in Shooting, , Armed with
Sling (Auto, ‘22’, S3, 2 Shots at ‘11’ or Less), Reflex Shots
(S3, 2 Shots, Hits on 4+ by Default), Natural Slingers

Armoured Lazy Halfling Slinger with Shield: 5.5pts


T2, W1, S2, I5, A1, 5+ Armour Save, Slow, Hits on a 4+ by
Default in CC, Hits on 3+ by Default in Shooting, , Armed with
Sling (Auto, ‘22’, S3, 2 Shots at ‘11’ or Less), Reflex Shots
(S3, 2 Shots, Hits on 4+ by Default), Natural Slingers

Lazy Halfling Scout with Bow: 9.5pts, Moves ‘6’


T2, W1, S2, I5, A1, 6+ Dodge Save, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
4+ by Default)
Lazy Halfling Food Wagon: 0pts
T4, W3, S0, I0, A0, 6+ Armour Save, Slow, Weak against
Spears, He Ruins It! If a Lazy Halfling Food Wagon is left in
Close Combat with the enemy, with no Food Wagon Guards
left alive, all Lazy Halfling units within ‘12’ must pass an
immediate CCR roll. They also become Crazed and gain +1
to Hit in Close Combat and +1 to CCR Rolls)

Lazy Halfling Food Wagon Guard with Blade: 0pts


T2, W1, S4, I5, A1, No Save, Slow, Hits on a 2+ by Default
in CC and -1 to Armour Saves, Dauntless while defending a
Lazy Halfling Food Wagon

Lazy Halfling Mercenary Units:


(Up to 25% of your Army Cost)
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Coastal Elf Guards with Spears and Shields
Jungle Reptile Mercenaries
Halfling Mercenary Contingent:
No Limit on Halfling Mercenary Assassins
No Limit on Halfling Mercenaries with Blades
No Limit on Halfling Mercenaries with Blades & Shields
No Limit on Halfling Mercenaries with Composite Bows
No Limit on Halfling Mercenaries w/ Composite Bows & Shields
No Limit on Halfling Mercenaries with Spears
No Limit on Halfling Mercenaries with Spears & Shields
No Limit on Halfling Thieves with Blades
No Limit on Halfling Thieves with Blades & Shields
No Limit on Halfling Thieves with Composite Bows
No Limit on Halfling Thieves with Composite Bows & Shields
No Limit on Halfling Thieves with Spears
No Limit on Halfling Thieves with Spears & Shields
No Limit on Halfling Mercenary Dinner Catapults

Halfling Mercenary Assassin: 55pts


T3, W3, S3, I8, A5, No Save, Hits on a 2+ by Default in CC,
Woodsmen: Lazy Halfling units can move through Woods
without penalty, Armed with Twin Poisoned Blades (Auto,
‘6’, S5, 2 Shots, S5 in Close Combat, Only S3 against units
who are Immune to Poison such as Hungry Dead or any army
with ‘Daimon’ in its title or Artillery)

Halfling Mercenary with Blade: 3.5pts


T2, W1, S2, I5, A1, No Save, Hits on a 4+ by Default in CC,
Woodsmen: Lazy Halfling units can move through Woods
without penalty

Halfling Mercenary with Blade and Shield: 5pts


T2, W1, S2, I5, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Woodsmen

Halfling Mercenary with Composite Bow: 4.5pts


T2, W1, S2, I5, A1, No Save, Hits on a 4+ by Default in CC,
Hits on 3+ by Default in Shooting, Armed with Composite
Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on 4+ by
Default), Woodsmen

Halfling Mercenary with Composite Bow & Shield: 6pts


T2, W1, S2, I5, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
4+ by Default), Woodsmen

Halfling Mercenary with Spear: 4pts


T2, W1, S2, I6, A1, No Save, Hits on a 4+ by Default in CC,
Woodsmen, S3 against Cavalry

Halfling Mercenary with Spear and Shield: 5.5pts


T2, W1, S2, I6, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Woodsmen, S3 against Cavalry

Halfling Thief with Blade: 5pts


Moves ‘9’- T2, W1, S2, I5, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Woodsmen

Halfling Thief with Blade and Shield: 6.5pts


Moves ‘9’- T2, W1, S2, I5, A1, 4+ Dodge Save, Hits on a 4+
by Default in CC, Woodsmen

Halfling Thief with Composite Bow: 6pts


Moves ‘9’- T2, W1, S2, I5, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on 3+ by Default in Shooting, Armed
with Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3,
Hits on 4+ by Default), Woodsmen

Halfling Thief with Composite Bow & Shield: 7.5pts


Moves ‘9’- T2, W1, S2, I5, A1, 4+ Dodge Save, Hits on a 4+
by Default in CC, Hits on 3+ by Default in Shooting, Armed
with Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3,
Hits on 4+ by Default), Woodsmen
Halfling Thief with Spear: 5.5pts
T2, W1, S2, I6, A1, 6+ Dodge Save, Hits on a 4+ by Default
in CC, Woodsmen, S3 against Cavalry

Halfling Thief with Spear and Shield: 5.5pts


T2, W1, S2, I6, A1, 4+ Dodge Save, Hits on a 4+ by Default
in CC, Woodsmen, S3 against Cavalry

Halfling Mercenary Dinner Catapult: 66pts


-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T3, W2, S3, I6, A2, No Save (Halfling Chef)
-T7, W3, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores
Armour Saves. Pick a unit, guess a range and the ‘2’ blast will
land at that range. See page 18 for ‘Firing a Catapult’,
Artillery, S5 at Centre of ‘2’ blast template), Halfling Crew
and Chef Hit on a 4+ by Default in Close Combat
Brawler Ogres:
Universal Bonuses and Penalties for Brawler Ogres:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Terrific:
All Brawler Ogre units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific

Instinctive Animosity (Will not Link Up with any unit from


the Tribals, Green Horde or Steppe Norkers armies or any
‘Kobold’ unit and suffers -1 to CCR Rolls if Brawler Ogres are
fighting for any of these armies or alongside any ‘Kobolds’)
Brawler Ogre Allied HERO Units:
Limit of 1 Brawler Ogre Mage (Battle Abilities)

Brawler Ogre Mage (Battle): 118pts, Energy = 10


T5, W3, S5, I3, A2, No Save, Hits on a 3+ by Default in CC
and -3 to Armour Saves in CC, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Brawler Ogre Mages can pool their Energy
together though (represented by dice or tokens). Each
Brawler Ogre Mage has 1 Battle Ability each, See page 8 to
18 of Army Men- Exodus for Battle Abilities
Brawler Ogre Mercenary Contingent:
Limit of 50 Brawler Ogres with Clubs
Limit of 50 Brawler Ogres with Clubs and Shields
Limit of 50 Armoured Brawler Ogres with Clubs and Shields
Limit of 50 Heavy Brawler Ogres with Clubs and Shields
Limit of 50 Brawler Ogres with Twin Clubs
Limit of 50 Armoured Brawler Ogres with Twin Clubs
Limit of 50 Heavy Brawler Ogres with Twin Clubs
Limit of 50 Brawler Ogres with 2H Clubs
Limit of 50 Armoured Brawler Ogres with 2H Clubs
Limit of 50 Heavy Brawler Ogres with 2H Clubs
Limit of 50 Brawler Ogres with Spears
Limit of 50 Brawler Ogres with Spears and Shields
Limit of 50 Armoured Brawler Ogres with Spears and Shields
Limit of 50 Heavy Brawler Ogres with Spears and Shields
Limit of 50 Brawler Ogres with Flails
Limit of 50 Armoured Brawler Ogres with Flails
Limit of 50 Heavy Brawler Ogres with Flails
Limit of 50 Brawler Ogres with Halberds
Limit of 50 Armoured Brawler Ogres with Halberds
Limit of 50 Heavy Brawler Ogres with Halberds
Brawler Ogre with Club: 38pts, Moves ‘9’
T5, W3, S4, I3, A2, No Save, Hits on a 4+ by Default in CC, -
2 to Armour Saves in CC

Brawler Ogre with Club and Shield: 42pts, Moves ‘9’


T5, W3, S4, I3, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC

Armoured Brawler Ogre with Club and Shield: 50pts


Moves ‘9’- T5, W3, S4, I3, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC

Heavy Brawler Ogre with Club and Shield: 54pts


Moves ‘9’- T5, W3, S4, I3, A2, 4+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC

Brawler Ogre with Twin Clubs: 42pts, Moves ‘9’


T5, W3, S4, I3, A3, 6+ Armour Save, Hits on a 5+ by Default
in CC, -1 to Armour Saves in CC

Armoured Brawler Ogre with Twin Clubs: 50pts


Moves ‘9’- T5, W3, S4, I3, A3, 6+ Armour Save, Hits on a 5+
by Default in CC, -1 to Armour Saves in CC

Heavy Brawler Ogre with Twin Clubs: 54pts, Moves ‘9’


T5, W3, S4, I3, A3, 6+ Armour Save, Hits on a 5+ by Default
in CC, -1 to Armour Saves in CC

Brawler Ogre with 2H Club: 46pts, Moves ‘9’


T5, W3, S5, I2, A2, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves

Armoured Brawler Ogre with 2H Club: 54pts, Moves ‘9’


T5, W3, S5, I2, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -4 to Armour Saves
Heavy Brawler Ogre with 2H Club: 58pts, Moves ‘9’
T5, W3, S5, I2, A2, 5+ Armour Save, Hits on a 4+ by Default
in CC, -4 to Armour Saves

Brawler Ogre with Spear: 42pts, Moves ‘9’


T5, W3, S4, I4, A2, No Save, Hits on a 4+ by Default in CC, -
2 to Armour Saves in CC, I6 against Cavalry and I5 against
Flyers

Brawler Ogre with Spear and Shield: 46pts, Moves ‘9’


T5, W3, S4, I4, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC, I6 against Cavalry and I5
against Flyers

Armoured Brawler Ogre with Spear and Shield: 54pts


Moves ‘9’- T5, W3, S4, I4, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -2 to Armour Saves in CC, I6 against Cavalry
and I5 against Flyers

Heavy Brawler Ogre with Spear and Shield: 58pts


Moves ‘9’- T5, W3, S4, I3, A2, 4+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, I6 against Cavalry
and I5 against Flyers

Brawler Ogre with Flail: 42pts, Moves ‘9’


T5, W3, S5, I2, A2, No Save, Hits on a 4+ by Default in CC
and -3 to Armour Saves

Armoured Brawler Ogre with Flail: 50pts, Moves ‘9’


T5, W3, S5, I2, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -3 to Armour Saves

Heavy Brawler Ogre with Flail: 54pts, Moves ‘9’


T5, W3, S5, I2, A2, 5+ Armour Save, Hits on a 4+ by Default
in CC, -3 to Armour Saves
Brawler Ogre with Halberd: 46pts, Moves ‘9’
T5, W3, S5, I3, A2, No Save, Hits on a 4+ by Default in CC
and -3 to Armour Saves, I4 against Cavalry and Flyers

Armoured Brawler Ogre with Halberd: 54pts, Moves ‘9’


T5, W3, S5, I2, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -3 to Armour Saves, I4 against Cavalry and Flyers

Heavy Brawler Ogre with Halberd: 58pts, Moves ‘9’


T5, W3, S5, I2, A2, 5+ Armour Save, Hits on a 4+ by Default
in CC, -3 to Armour Saves, I4 against Cavalry and Flyers
Brawler Ogre Mercenary Units:
(Up to 25% of your Army Cost)
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Limit of 1 Ogre Tactician with 2H Axe
Jungle Reptile Mercenaries

Ogre Tactician with 2H Axe: 305pts, Moves ‘9’


T6, W4, S7, I0, A4, 6+ Armour Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in CC, Lucky Metal Leg (+1 to
CCR rolls), Shock Combat (Any Brawler Ogre unit attached
to the Ogre Tactician gains Charge ‘12’ and +1 to CCR Rolls
for every 4 Ogres who are Charging. If the enemy gets a
‘Courageous’ result on a ‘12’, they will still pass their CCR roll.
(Hired by the following armies ONLY: Brawler Ogres & Clumsy
Giants)
Clumsy Giant Allied Contingent:
Limit of 6 Clumsy Giants with Clubs

Clumsy Giant: 250pts, Moves ‘9’


T7, W7, S8, I4, A2D6, No Save, Clumsy Oaf (If beaten OR
killed in Close Combat: roll a D6, on a 6 it falls over on the
unit and will drop a ‘5’ Blast dealing S8 -5 to Armour hits on
the unit which had beaten/killed it), Clumsy Giant is armed
with Big Club (-5 to Armour Saves in Close Combat), Big
Rock (Auto, Deals D6 S5 -2 to Armour Save Hits), Reflex
Shots (Big Rock), Weak against Spears, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Large Frame (Enemy units who do NOT have Pikes,
Lances, Halberds or Spears suffer a -1 to Hit against this unit
in CC as they can only attack his legs), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)
Steppe Norkers:
Universal Bonuses and Penalties for Steppe Norkers:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Endless Slaughter (ALL Steppe Norker units are Crazed,


Dauntless, +2 to Hit in Close Combat, +1 to Saves and +1
to Wound in Close Combat (1 still fails). These bonuses will
all be included in unit stats.

Warped Beyond Imagination: Mutant Norker Hound units


have Magical Attacks
Steppe Norker Mercenary HERO Units:
Limit of 1 Steppe Norker Shaman (Battle Abilities)
Limit of 1 Steppe Norker Shaman (Elemental Abilities)
Limit of 1 Steppe Norker Shaman (Necromantic Abilities)
Limit of 1 Steppe Norker Shaman (Ranked Daimon Abilities)
Limit of 1 Steppe Norker Great Shaman (Battle)
Limit of 1 Steppe Norker Great Shaman (Elemental)
Limit of 1 Steppe Norker Great Shaman (Necromantic)
Limit of 1 Steppe Norker Great Shaman (Ranked Daimon)

Steppe Norker Shaman (Battle): 60pts


Energy = 10 or 3D6- T4, W1, S4, I3, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+1 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Shaman has 1 Battle Ability each, See page 8 to 18 of Army
Men- Exodus for Battle Abilities, Endless Slaughter,
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), +1 to Saves (included above)

Steppe Norker Shaman (Elemental): 60pts


Energy = 10 or 3D6- T4, W1, S4, I3, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+1 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Shaman has 1 Elemental Ability each, See page 19 to 27 of
Army Men- Exodus for Elemental Abilities, Endless
Slaughter, Slaughter Them!
Steppe Norker Shaman (Necromantic): 60pts
Energy = 10 or 3D6- T4, W1, S4, I3, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+1 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Shaman has 1 Necromantic Ability each, See page 28 to 31
of Army Men- Exodus for Necromantic Abilities, Endless
Slaughter, Slaughter Them!

Steppe Norker Shaman (Ranked Daimon): 60pts


Energy = 10 or 3D6- T4, W1, S4, I3, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+1 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Shaman has 1 Ranked Daimon Ability each, See page 34 to
37 of Army Men- Exodus for Ranked Daimon Abilities,
Endless Slaughter, Slaughter Them!

Steppe Norker Great Shaman (Battle): 155pts


Energy = 30 or 9D6- T5, W3, S4, I4, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+2 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Great Shaman has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, Endless Slaughter,
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), +1 to Saves (included above)
Steppe Norker Great Shaman (Elemental): 155pts
Energy = 30 or 9D6- T5, W3, S4, I4, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+2 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Great Shaman has 1 Elemental Ability each, See page 19 to
27 of Army Men- Exodus for Elemental Abilities, Endless
Slaughter, Slaughter Them!

Steppe Norker Great Shaman (Necromantic): 155pts


Energy = 30 or 9D6- T5, W3, S4, I4, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+2 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Great Shaman has 1 Necromantic Ability each, See page 28
to 31 of Army Men- Exodus for Necromantic Abilities, Endless
Slaughter, Slaughter Them!

Steppe Norker Great Shaman (Ranked Daimon): 155pts


Energy = 30 or 9D6- T5, W3, S4, I4, A2, 5+ Numb Save, Hits
on a 2+ by Default in CC (+2 Bonus to Hit), -1 to Armour
Saves in CC, ‘Mage’ unit, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a whole
Turn, Steppe Norker Shamans can pool their Energy together
though (represented by dice or tokens). Each Steppe Norker
Great Shaman has 1 Ranked Daimon Ability each, See page
34 to 37 of Army Men- Exodus for Ranked Daimon Abilities,
Endless Slaughter, Slaughter Them!
Steppe Norker Mercenary Contingent:
Limit of 80 Steppe Norker Rebels with Clubs
Limit of 80 Steppe Norker Rebels with Clubs and Shields
Limit of 80 Armoured Steppe Norker Rebels with Clubs &
Shields
Limit of 80 Steppe Norker Rebels with Spears
Limit of 80 Steppe Norker Rebels with Spears and Shields
Limit of 80 Armoured Steppe Norker Rebels w/ Spears &
Shields
Limit of 80 Steppe Norker Rebels with Composite Bows
Limit of 80 Steppe Norker Rebels with Composite Bows &
Shields
Limit of 80 Armoured Steppe Norker Rebels with Composite
Bows and Shields
Limit of 30 Steppe Norker Warriors with Swords and Shields
Limit of 30 Steppe Norker Warriors with 2H Axes and Shields
Limit of 30 Steppe Norker Warriors w/ Composite Bows &
Shields
Limit of 6 Steppe Norker Hound Handlers with Whips and
Shields
Limit of 36 Mutant Norker Hounds
No Limit on Hungry Steppe Norkers with Blades & Shields
Steppe Norker Rebel with Club: 5pts
T4, W1, S3, I3, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, Endless Slaughter, Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), +1 to Saves
(included above)

Steppe Norker Rebel with Club and Shield: 6pts


T4, W1, S3, I3, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC, Endless Slaughter, Slaughter Them!, +1 to Saves
(included above)

Armoured Steppe Norker Rebel with Club and Shield:


8pts- T4, W1, S3, I3, A2, 3+ Numb Save, Hits on a 2+ by
Default in CC, Endless Slaughter, Slaughter Them!, +1 to
Saves (included above)

Steppe Norker Rebel with Spear: 6pts


T4, W1, S3, I4, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, Endless Slaughter, Slaughter Them!, +1 to Saves
(included above), I6 against Cavalry, I5 against Flyers

Steppe Norker Rebel with Spear and Shield: 7pts


T4, W1, S3, I4, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC, Endless Slaughter, Slaughter Them!, +1 to Saves
(included above), I6 against Cavalry, I5 against Flyers

Armoured Steppe Norker Rebel with Spear & Shield:


9pts- T4, W1, S3, I4, A2, 3+ Numb Save, Hits on a 2+ by
Default in CC, Endless Slaughter, Slaughter Them!, +1 to
Saves (included above), I6 against Cavalry, I5 against Flyers

Steppe Norker Rebel with Composite Bow: 7pts


T4, W1, S3, I3, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, Endless Slaughter, Slaughter Them!, +1 to Saves
(included above), Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on 6+ by Default), Hits by 5+ by
Default in Shooting
Steppe Norker Rebel with Composite Bow and Shield:
8pts- T4, W1, S3, I3, A2, 4+ Numb Save, Hits on a 2+ by
Default in CC, Endless Slaughter, Slaughter Them!, +1 to
Saves (included above), Armed with Composite Bow (Auto,
‘24’, S3), Reflex Shots (S3, Hits on 6+ by Default), Hits by
5+ by Default in Shooting

Armoured Steppe Norker Rebel with Composite Bow


and Shield: 10pts- T4, W1, S3, I3, A2, 3+ Numb Save, Hits
on a 2+ by Default in CC, Endless Slaughter, Slaughter
Them!, +1 to Saves (included above), Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
6+ by Default), Hits by 5+ by Default in Shooting

Steppe Norker Warrior with Sword and Shield: 9pts


T4, W1, S3, I3, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Endless Slaughter, Slaughter
Them!, +1 to Saves (included above)

Steppe Norker Warrior with 2H Axe and Shield: 11pts


T4, W1, S4, I3, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Endless Slaughter, Slaughter
Them!, +1 to Saves (included above), -2 to Armour Saves in
CC

Steppe Norker Warrior with Composite Bow & Shield:


11pts- T4, W1, S3, I3, A2, 4+ Numb Save, Hits on a 2+ by
Default in CC (+1 to Hit Bonus), Endless Slaughter,
Slaughter Them!, +1 to Saves (included above), Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
6+ by Default), Hits by 5+ by Default in Shooting
Steppe Norker Hound Handler with Whip and Shield:
13pts- T3, W1, S3, I3, A2, 3+ Numb Save, Hits on a 2+ by
Default in CC (+1 to Hit Bonus), Endless Slaughter,
Slaughter Them!, +1 to Saves (included above), Armed with
Whips (Can attack within ‘3’ of friendly models in Close
Combat)

Mutant Norker Hound: 10pts, Moves ‘9’


T4, W1, S4, I5, A4, 5+ Numb Save, Hits on a 3+ by Default
in CC, Cavalry, -1 to Armour Saves in CC, ‘Bite Attacks’,
Crazed, Afraid of Fire Attacks (must make CCR roll if
damaged by Fire Attacks of any kind or approaches within
‘4’ of a Burning Building), Mutation 1: +1 S4 ‘Claw’ Attack
for every 2nd model in this Mutant Norker Hound unit at -1 to
Armour Saves (include above), Mutation 2: +2 to Initiative
(include above), Mutation 3: +1 Toughness (included
above), Endless Slaughter, +1 to Saves (included above)

Hungry Steppe Norker with Sword and Shield: 3.5pts


T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Steppe Norker Rivalry (Roll a D6 at the start of each
of your Player turns. On a 1 they must pass a CCR roll. On a
2-5 they are hungry enough to behave normally. On a 6, they
gain +1 to Hit in Close Combat for the rest of the battle).

Steppe Norker Mercenary Units:


(Up to 25% of your Army Cost)
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Hungry Steppe Norkers with Blades & Shields
Feudal Jin:
Universal Bonuses and Penalties for Feudal Jin:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Feudal Jin Mercenary Contingent:
Limit of 1 Feudal Jin Ninja with Blade
Limit of 1 Feudal Jin Ninja with Twin Blades
Limit of 1 Feudal Jin Ninja with 2H Sword
Limit of 1 Feudal Jin Ninja with Flail
Limit of 1 Feudal Jin Ninja with Torinoko ‘Firecracker’
Grenades
Limit of 1 Feudal Jin Ninja with Shurikens
Limit of 60 Feudal Jin Samurai with Swords
Limit of 60 Heavy Feudal Jin Samurai with Swords
Limit of 60 Feudal Jin Samurai with 2H Swords
Limit of 60 Heavy Feudal Jin Samurai with 2H Swords
Limit of 60 Feudal Jin Samurai with Longbows
Limit of 60 Heavy Feudal Jin Samurai with Longbows
Limit of 60 Feudal Jin Ashigaru with Swords
Limit of 60 Armoured Feudal Jin Ashigaru with Swords
Limit of 60 Feudal Jin Ashigaru with Spears
Limit of 60 Armoured Feudal Jin Ashigaru with Spears
Limit of 60 Feudal Jin Ashigaru Archers
Limit of 60 Armoured Feudal Jin Ashigaru Archers
Limit of 60 Feudal Jin Ashigaru Arquebusiers
Limit of 60 Armoured Feudal Jin Ashigaru Arquebusiers
No Limit on Feudal Jin Kamikazes with Powder Kegs
No Limit on Feudal Jin Kamikaze Rocketeers
No Limit on Feudal Jin ‘Sora Roketto’ Launchers
Limit of 1 Feudal Jin Bombardier per ‘Sora Roketto’ Launcher
Feudal Jin Ninja with Blade: 80pts
T4, W2, S4, I4, A3, No Save, Hits on a 2+ by Default in CC,
Hits on a 3+ by Default in Shooting, Reflex Shots (Torinoko
Grenades), Diehards, -1 to Armour Saves in CC, Sudden
Strike (Ninja units are revealed in their Feudal Jin unit when
they enter Close Combat for the first time. If the unit hiding
a Ninja is destroyed, the Ninja is assumed to escape)

Feudal Jin Ninja with Twin Blades: 81pts


T4, W2, S4, I4, A4, No Save, Hits on a 3+ by Default in CC,
Hits on a 3+ by Default in Shooting, Reflex Shots (Torinoko
Grenades), Diehards, Sudden Strike, -1 to Armour Saves
in CC

Feudal Jin Ninja with 2H Sword: 82pts


T4, W2, S5, I3, A3, No Save, Hits on a 2+ by Default in CC,
Hits on a 3+ by Default in Shooting, Reflex Shots (Torinoko
Grenades), Diehards, Sudden Strike, -3 to Armour Saves
in CC

Feudal Jin Ninja with Flail: 81pts


T4, W2, S5, I3, A3, No Save, Hits on a 2+ by Default in CC,
Hits on a 3+ by Default in Shooting, Reflex Shots (Torinoko
Grenades), Diehards, Sudden Strike, -2 to Armour Saves
in CC

Feudal Jin Ninja with Torinoko ‘Firecracker’ Grenades:


81pts- T4, W2, S4, I10, A3, No Save, Hits on a 2+ by Default
in CC, Hits on a 3+ by Default in Shooting, Reflex Shots
(Torinoko Grenades), Armed with Torinoko ‘Firecracker’
Grenades (I10, Causes enemy unit affected to suffer -1 to
Hit and -1 Initiative against enemy units in this round of Close
Combat), Diehards, -1 to Armour Saves in CC, Sudden
Strike
Feudal Jin Ninja with Shurikens: 81pts
T4, W2, S4, I4, A3, No Save, Hits on a 2+ by Default in CC,
Hits on a 3+ by Default in Shooting, Reflex Shots (Torinoko
Grenades), Diehards, Sudden Strike, -1 to Armour Saves
in CC, Armed with Shurikens (Auto, ‘6’, S4, -1 to Armour
Saves)

Feudal Jin Samurai with Sword: 8pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC

Heavy Feudal Jin Samurai with Sword: 9pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC

Feudal Jin Samurai with 2H Sword: 10pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in CC

Heavy Feudal Jin Samurai with 2H Sword: 11pts


T3, W1, S4, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in CC

Feudal Jin Samurai with Longbow: 11pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S3, Hits on a 5+ by
Default), Armed with Longbow (Auto, ‘30’, S3)

Heavy Feudal Jin Samurai with Longbow: 12pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S3, Hits on a 5+ by
Default), Armed with Longbow (Auto, ‘30’, S3)

Feudal Jin Ashigaru with Sword: 5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
Armoured Feudal Jin Ashigaru with Sword: 7pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC

Feudal Jin Ashigaru with Spear: 6pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
I6 against Cavalry and I5 against Flyers

Feudal Jin Ashigaru with Spear: 8pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry and I5 against Flyers

Feudal Jin Ashigaru Archer with Longbow: 8pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and in Shooting, Reflex Shots (S3, Hits on a 5+ by Default),
Armed with Longbow (Auto, ‘30’, S3)

Armoured Feudal Jin Ashigaru Archer w/ Longbow:


10pts- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by
Default in CC and in Shooting, Reflex Shots (S3, Hits on a
5+ by Default), Armed with Longbow (Auto, ‘30’, S3)

Feudal Jin Ashigaru Arquebusier: 8pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Arquebus (Heavy, ‘24’, S4 -2 to
Armour Saves), Reflex Shots (S4, Hits on 5+ by Default)

Armoured Feudal Jin Ashigaru Arquebusier: 10pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Arquebus (Heavy, ‘24’, S4
-2 to Armour Saves), Reflex Shots (S4, Hits on 5+ by
Default)
Feudal Jin Kamikaze with Powder Keg: 30pts
T3, W1, S6, I0, A0, No Save, Crazed, Dauntless, Frothing
Loonies: The Kamikazes are released from their Feudal Jin
unit when an enemy unit approaches within ‘8’ at any time,
even when Charging or if Charged by an enemy unit, and each
Kamikaze drops a S6 ‘2’ Blast Ignores Armour Saves on
the enemy unit. Roll a D6 for each Kamikaze before they
explode, on a 1 – 2 the fuse is too short or too long and does
not go off. They are removed.

Feudal Jin Kamikaze Rocketeer: 25pts


T3, W1, S5, I0, A0, No Save, Crazed, Dauntless, Armed with
Kamikaze Rocket- Direct Flight (Heavy, ‘7’ to ‘42’, Deals
2D6 S5 Hits, ‘2’ Blast, -2 to Armour Saves, Deals 4 Wounds if
unsaved, Kamikaze is killed on impact), Can Alternatively use
Kamikaze Rocket- Anti-Air (Heavy, ‘7’ to ‘42’, Deals D6 S3
Hits, ‘6’ Blast, Deals 2 Wounds to ‘Flyers’ if unsaved,
Kamikaze is killed on impact), Fireworks (If the Kamikaze
Rocketeer/s are hit by a Fire Attack, roll a D6, on a 6 there
is an explosion. The Kamikaze Rocketeer and all models within
‘6’ suffer a S5 -2 to Armour Saves Hit), Shoot Him Down!
(Units with missile weapons with ‘20’ range or more can roll
2D6 against you. If they win, they can shoot at the Kamikaze
Rocketeer/s at -3 to Hit in Shooting (6+ at highest). If the
Kamikaze Rocketeer is killed, he explodes harmlessly in the
air.
Feudal Jin ‘Sora Roketto’ Launcher: 50pts
T3, W1, S3, I3, A1, No Save (3 Jin Artillery Crew)
T5, W1, S0, A0, I0, No Save (Sora Roketto Launcher),
Artillery,
Armed with ‘Sora Roketto Launcher’- Direct Flight
(Heavy, ‘7’ to ‘42’, Deals 2D6 S5 Hits, ‘2’ Blast, -2 to Armour
Saves, Deals 4 Wounds if unsaved), Can Alternatively use
‘Sora Roketto Launcher’ Anti-Air (Heavy, ‘7’ to ‘42’, Deals
D6 S3 Hits, ‘6’ Blast, Deals 2 Wounds to ‘Flyers’ if unsaved)
Fireworks (If the ‘Sora Roketto’ Crew are hit by a Fire
Attack, roll a D6, on a 6 there is an explosion. The ‘Sora
Roketto’ Crew and all models within ‘6’ suffer a S5 -2 to
Armour Saves Hit), Bombardment (If you cannot draw Line
of Sight to your target, you can Guess up to ‘42’. The Direct
Flight or Anti-Air Rocket will land up to ‘2D6’ beyond the
distance you nominate)

Feudal Jin Bombardier: 25pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Joins ‘Sora Roketto’ Launcher units, can adjust Guess of
Rocket (‘7’ to ‘42’) by up to ‘3’ (including Bombardment)
Nordic Raiders:
Universal Bonuses and Penalties for Nordic Raiders:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Rivalry:
ALL Nordic units suffer from Rivalry and must roll a D6 at the
start of each of your Player turns, if they are within Charge
reach of any Nordic Raider unit (or Death Knights or Traitors).
On a 6 they will charge this unit, ideally the closest unit. If
there are 2 units within the same distance, roll a D6 to work
out which (1-3 is unit A, 4-6 is unit B) or 3 units in same
distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C). After
the Close Combat is resolved, neither side can suffer a CCR
roll. Rivalry does NOT apply if the unit which could be tested
on a D6 for it has an enemy unit or units within ‘12’ of the
unit. This means that enemy units could be hiding behind a
stone wall and thus out of sight, which could result in a Nordic
unit charging a friendly unit. Rivalry does NOT apply if there
are any enemy units within ‘12’.
Nordic Dwarfs (all units with ‘Nordic Dwarf’ in title):
Hates Tribals, Steppe Norkers, Green Horde units of all kinds
and any ‘Kobold’ unit (Crazed so must move toward their
hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Nordic Dwarfs are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these armies/units listed
above and +1 to Hit against them in Close Combat.

Grudge:
Nordic Dwarf units bearing a Grudge must roll a D6 at the
start of each of your Player turns, if they are within Charge
reach of any unit from the Marine Elves, Coastal Elves,
Corrupt Elves, Elven Navy, Elven Pirates, Nature Elves or Fay
Elves. On a 6 they will charge this unit, ideally the closest
unit. If there are 2 units within the same distance, roll a D6
to work out which (1-3 is unit A, 4-6 is unit B) or 3 units in
same distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C).
After the Close Combat is resolved, neither side can suffer a
CCR roll. The Grudge does NOT apply if the unit which could
be tested on a D6 for it has a Tribals, Green Horde, Steppe
Norker or any ‘Kobold’ unit/s in sight, or there is an enemy
unit or units within ‘12’ of the unit.
Nordic Raider Mercenary Contingent:
Limit of 80 Nordic Raiders with Swords and Shields
Limit of 80 Armoured Nordic Raiders with Swords and Shields
Limit of 80 Nordic Raiders with 2H Axes and Shields
Limit of 80 Armoured Nordic Raiders with 2H Axes and Shields
Limit of 80 Nordic Raiders with Spears and Shields
Limit of 80 Armoured Nordic Raiders with Spears and Shields
Limit of 30 Nordic Raiders with Throwing Axes and Shields
Limit of 30 Armoured Nordic Raiders with Throwing Axes and
Shields
Limit of 30 Nordic Raiders with Throwing Spears and Shields
Limit of 30 Armoured Nordic Raiders with Throwing Spears
and Shields
Limit of 30 Nordic Raiders with Composite Bows and Shields
Limit of 30 Armoured Nordic Raiders with Composite Bows
and Shields
Limit of 20 Nordic Berserkers with Axes
Limit of 20 Nordic Berserkers with Axes and Shields
Limit of 20 Nordic Berserkers with Twin Axes
Limit of 20 Nordic Berserkers with 2H Axes
Limit of 10 Nordic Shapeshifters (Weres) with Axes
Limit of 10 Nordic Shapeshifters (Weres) with Twin Axes
Limit of 10 Nordic Shapeshifters (Weres) with Axes & Shields
Limit of 10 Nordic Shapeshifters (Weres) with 2H Axes
Limit of 50 Nordic Dwarf Raiders with Axes
Limit of 50 Nordic Dwarf Raiders with Axes and Swords
Limit of 50 Nordic Dwarf Raiders with Axes and Shields
Limit of 50 Nordic Dwarf Raiders with 2H Axes
Limit of 50 Nordic Dwarf Raiders with Spears
Limit of 50 Nordic Dwarf Raiders with Spears and Shields
Limit of 10 Nordic Dwarf Berserkers with Axes
Limit of 10 Nordic Dwarf Berserkers with Axes and Shields
Limit of 10 Nordic Dwarf Berserkers with Twin Axes
Limit of 10 Nordic Dwarf Berserkers with 2H Axes
Limit of 10 Dauntless Nordic Dwarfs with Swords
Limit of 10 Dauntless Nordic Dwarfs with Swords and Shields
Limit of 10 Dauntless Nordic Dwarfs with Twin Swords
Limit of 10 Dauntless Nordic Dwarfs with 2H Axes
Limit of 10 Armoured Dauntless Nordic Dwarfs with Swords
Limit of 10 Armoured Dauntless Nordic Dwarfs with Axes and
Shields
Limit of 10 Armoured Dauntless Nordic Dwarfs with Twin Axes
Limit of 10 Armoured Dauntless Nordic Dwarfs with 2H Axes
No Limit on Mammoths (Howdah and 10 Norse Raiders)
Nordic Raider with Sword and Shield: 6pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC

Armoured Nordic Raider with Sword and Shield: 8pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC

Nordic Raider with 2H Axe and Shield: 8pts


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC

Armoured Nordic Raider with 2H Axe and Shield: 10pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC

Nordic Raider with Spear and Shield: 7pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry and I5 against Flyers

Armoured Nordic Raider with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry and I5 against Flyers

Nordic Raider with Throwing Axe and Shield: 7pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S3,
Hits on a 5+ by Default, counts towards Wounds in Close
Combat), Armed with Throwing Axe (Auto, ‘4’, S3, -1 to
Armour Saves, Thrown into Close Combat so counts towards
Wounds in Close Combat)

Armoured Nordic Raider with Throwing Axe and Shield:


9pts- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by
Default in CC, Hits on a 4+ by Default in Shooting, Reflex
Shots (S3, Hits on a 5+ by Default), Armed with Throwing
Axe
Nordic Raider with Throwing Spear and Shield: 7pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S3,
Hits on a 5+ by Default, counts towards Wounds in Close
Combat), Armed with Throwing Spear (Auto, ‘4’, S3, -1 to
Armour Saves, Thrown into Close Combat so counts towards
Wounds in Close Combat)

Armoured Nordic Raider with Throwing Spear and


Shield: 9pts- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a
4+ by Default in CC, Hits on a 4+ by Default in Shooting,
Reflex Shots (S3, Hits on a 5+ by Default), Armed with
Throwing Spear

Nordic Raider with Composite Bow and Shield: 8pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S3,
Hits on a 5+ by Default), Armed with Composite Bow (Auto,
‘24’, S3)

Armoured Nordic Raider with Composite Bow and


Shield: 10pts- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on
a 3+ by Default in CC, Hits on a 4+ by Default in Shooting,
Reflex Shots (S3, Hits on a 5+ by Default), Armed with
Composite Bow (Auto, ‘24’, S3)

Nordic Berserker with Axe: 10pts


T3, W1, S3, I3, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, +1 to Hit Bonus in CC (included above), +1 to Saves
(included above) Crazed, Dauntless, Unrestrained (Will
Charge any unit, including friendly units, if no enemy units
are within Charge range in the Close Combat Phase. If no
units are in sight, friendly or enemy, they move at double rate
(Move ‘12’), Slaughter Them! (Deals 2 automatic Hits when
they win a Close Combat, rather than 1 automatic Hit under
the Crush Them! Rules)
Nordic Berserker with Axe and Shield: 11pts
T3, W1, S3, I3, A2, 5+ Numb Save, Hits on a 3+ by Default
in CC, +1 to Hit Bonus in CC (included above), +1 to Saves
(included above) Crazed, Dauntless, Unrestrained (Will
Charge any unit, including friendly units, if no enemy units
are within Charge range in the Close Combat Phase. If no
units are in sight, friendly or enemy, they move at double rate
(Move ‘12’), Slaughter Them!

Nordic Berserker with Twin Axes: 11pts


T3, W1, S3, I3, A4, 6+ Numb Save, Hits on a 4+ by Default
in CC, +1 to Hit Bonus in CC (included above), +1 to Saves
(included above) Crazed, Dauntless, Unrestrained (Will
Charge any unit, including friendly units, if no enemy units
are within Charge range in the Close Combat Phase. If no
units are in sight, friendly or enemy, they move at double rate
(Move ‘12’), Slaughter Them!

Nordic Berserker with 2H Axe: 12pts


T3, W1, S4, I2, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, +1 to Hit Bonus in CC (included above), +1 to Saves
(included above) Crazed, Dauntless, Unrestrained (Will
Charge any unit, including friendly units, if no enemy units
are within Charge range in the Close Combat Phase. If no
units are in sight, friendly or enemy, they move at double rate
(Move ‘12’), Slaughter Them!, -2 to Armour Saves in CC
Nordic Shapeshifter (Were) with Axe: 15pts
Moves ‘9’- T4, W2, S5, I4, A4, 6+ Numb Save, Hits on a 2+
by Default in CC, Crazed, Dauntless, Blends In (Can be
hidden within Nordic Raider infantry units and released once
the enemy is within ‘12’), Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), -3 to Armour Saves in Close Combat (in total), +1
to Wound in CC (1 still fails), +1 to Saves (included above)
and +1 to Hit in Close Combat (included above), Slaughter
Them!(Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +1 ‘Claw’ Attack for every 2nd model in
this Shapeshifter unit, +1 Strength (included above) and -1
to Armour Saves, Mutation 2: +2 Initiative (included above)

Nordic Shapeshifter (Were) with Twin Axes: 17pts


Moves ‘9’- T4, W2, S5, I4, A6, 6+ Numb Save, Hits on a 3+
by Default in CC, Crazed, Dauntless, Blends In, Terrific
and -3 to Armour Saves in Close Combat (in total), +1 to
Wound in CC (1 still fails), +1 to Saves (included above) and
+1 to Hit in Close Combat (included above), Slaughter
Them, Mutation 1: +1 ‘Claw’ Attack for every 2nd model in
this Shapeshifter unit, +1 Strength (included above) and -1
to Armour Saves, Mutation 2: +2 Initiative (included above)

Nordic Shapeshifter (Were) with Axe and Shield: 17pts


Moves ‘9’- T4, W2, S5, I4, A4, 5+ Numb Save, Hits on a 2+
by Default in CC, Crazed, Dauntless, Blends In, Terrific
and -3 to Armour Saves in Close Combat (in total), +1 to
Wound in CC (1 still fails), +1 to Saves (included above) and
+1 to Hit in Close Combat (included above), Slaughter
Them!(Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +1 ‘Claw’ Attack for every 2nd model in
this Shapeshifter unit, +1 Strength (included above) and -1
to Armour Saves, Mutation 2: +2 Initiative (included above)
Nordic Shapeshifter (Were) with 2H Axe: 19pts
Moves ‘9’- T4, W2, S6, I3, A4, 6+ Numb Save, Hits on a 2+
by Default in CC, Crazed, Dauntless, Blends In (Can be
hidden within Nordic Raider infantry units and released once
the enemy is within ‘12’), Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), -5 to Armour Saves in Close Combat (in total), +1
to Wound in CC (1 still fails), +1 to Saves (included above)
and +1 to Hit in Close Combat (included above), Slaughter
Them, Mutation 1: +1 ‘Claw’ Attack for every 2nd model in
this Shapeshifter unit, +1 Strength (included above) and -1
to Armour Saves, Mutation 2: +2 Initiative (included above)

Nordic Dwarf Raider with Axe: 10pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards

Nordic Dwarf Raider with Axe and Sword: 11pts


T4, W1, S3, I2, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, Slow, Diehards

Nordic Dwarf Raider with Axe and Shield: 11pts


T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards

Nordic Dwarf Raider with 2H Axe: 12pts


T4, W1, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, -2 to Armour Saves, Diehards

Nordic Dwarf Raider with Spear: 11pts


T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, I5 against Cavalry and I4 against Flyers,
Diehards

Nordic Dwarf Raider with Spear and Shield: 12pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Slow, I5 against Cavalry and I4 against Flyers,
Diehards
Nordic Dwarf Berserker with Axe: 14pts
T4, W1, S3, I2, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Unrestrained (Will
Charge any unit, including friendly units, if no enemy units
are within Charge range in the Close Combat Phase. If no
units are in sight in the Movement Phase, friendly or enemy,
they move at double rate (Move ‘12’), +1 to Wound in CC (1
still fails), Also armed with Throwing Axe (Auto, ‘4’, S3, -1
to Armour Saves, Thrown into Close Combat so counts
towards Wounds in Close Combat), Hits on a 4+ by Default in
Shooting, Reflex Shots (S3, Hits on a 5+ by Default, counts
towards wounds in Close Combat), Slaughter Them! (Deals
2 automatic Hits when they win a Close Combat, rather than
1 automatic Hit under the Crush Them! Rules)

Nordic Dwarf Berserker with Axe and Shield: 15pts


T4, W1, S3, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Unrestrained, +1 to
Wound in CC (1 still fails), Also armed with Throwing Axe,
Hits on a 4+ by Default in Shooting, Reflex Shots (S3, Hits
on a 5+ by Default), Slaughter Them!

Nordic Dwarf Berserker with Twin Axes: 15pts


T4, W1, S3, I2, A4, 6+ Numb Save, Hits on a 3+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Unrestrained, +1 to
Wound in CC (1 still fails), Also armed with Throwing Axe,
Hits on a 4+ by Default in Shooting, Reflex Shots (S3, Hits
on a 5+ by Default), Slaughter Them!
Nordic Dwarf Berserker with 2H Axe: 14pts
T4, W1, S4, I1, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Unrestrained, +1 to
Wound in CC (1 still fails), Also armed with Throwing Axe,
Hits on a 4+ by Default in Shooting, Reflex Shots (S3, Hits
on a 5+ by Default), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), -2 to Armour Saves in CC

Dauntless Nordic Dwarf with Sword: 8pts


T4, W1, S3, I2, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)

Dauntless Nordic Dwarf with Sword and Shield: 9pts


T4, W1, S3, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Slaughter Them!

Dauntless Nordic Dwarf with Twin Swords: 9pts


T4, W1, S3, I2, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Slaughter Them!

Dauntless Nordic Dwarf with 2H Axe: 10pts


T4, W1, S4, I1, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Slaughter Them!, -
2 to Armour Saves in CC
Armoured Dauntless Nordic Dwarf with Sword: 10pts
T4, W1, S3, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)

Armoured Dauntless Nordic Dwarf with Axe & Shield:


11pts- T4, W1, S3, I2, A2, 4+ Numb Save, Hits on a 2+ by
Default in CC, +1 to Hit Bonus in CC (include above), +1 to
Saves (included above), Crazed, Dauntless, Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules)

Armoured Dauntless Nordic Dwarf with Twin Axes:


11pts- T4, W1, S3, I2, A4, 5+ Numb Save, Hits on a 2+ by
Default in CC, +1 to Hit Bonus in CC (include above), +1 to
Saves (included above), Crazed, Dauntless, Slaughter
Them!

Armoured Dauntless Nordic Dwarf with 2H Axe: 12pts


T4, W1, S4, I1, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (include above), +1 to Saves
(included above), Crazed, Dauntless, Slaughter Them!, -
2 to Armour Saves in CC
Mammoth (Howdah & 10 Norse Raiders): 390pts
Moves ‘9’- T8, W6, S8, I6, A3, 5+ Armour Save, Timber! (If
beaten OR killed in Close Combat: roll a D6, on a 6 it falls
over on the unit and will drop a ‘5’ Blast dealing S8 -5 to
Armour hits on the unit which had beaten/killed it), Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Armed
with Javelins (Auto, ‘8’, S3, 10 shots due to 10 Howdah
Crew, Thrown into Close Combat so counts towards Wounds
in Close Combat), Nordic Raider Crew have a combined total
of S3 I4 A10, Reflex Shots (S3, 10 Javelin Shots due to 10
Crew, counts towards Wounds in Close Combat), Run Amok!
(If ‘Stampede’ is cast on a Mammoth unit, they become
Crazed, the Crew cannot attack or Shoot in any way and the
Mammoth moves directly forward until destroyed or leaving
the battlefield)
Neutral Units:
Universal Bonuses and Penalties for Neutral Units:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Warped Beyond Imagination: All Neutral Units with


‘Mutant’ and/or ‘Traitor’ in their title (and Chimera) have
Magical Attacks (Mutant Giant Rats, Traitor Mutant Hounds
& Steeds, Chimera, Mutant Cockatrice, Gorgon, Griffon, Harpy
‘Bird Woman’, Hippogriff, Hydra, Jabberwock, Manticore and
Wyvern)
Neutral HERO Units:
Centaur Mages (Battle Abilities)
Centaur Mages (Elemental Abilities)
Jungle ‘Coatl’ Serpent Mages (Battle Abilities)
Jungle ‘Coatl’ Serpent Mages (Elemental Abilities)
Jungle ‘Coatl’ Serpent Mages (Illusionist Abilities)
Jungle ‘Coatl’ Serpent Mages (Angelic Abilities)
Mutant Gorgon Mages (Battle Abilities)
Mutant Gorgon Mages (Illusionist Abilities)

Centaur Mage (Battle): 110pts, Energy = 10 or 3D6


Moves ‘9’- T3, W2, S5, I3, A2, 5+ Armour Save, Hits on a 2+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Hates
Steppe Norker and Norker units of all kinds (Crazed so must
move toward the Norkers as fast as possible and Charge them
if in range, Does NOT need to do this if Centaurs are in a
Defended Obstacle or manning a barricade of any kind). Also
gains +1 to CCR rolls when fighting these Norkers listed
above and +1 to Hit against them in Close Combat,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Centaur Mages
can pool their Energy together though (represented by dice
or tokens). Each Centaur Mage has 1 Battle Ability each, See
page 8 to 18 of Army Men- Exodus for Battle Abilities
Centaur Mage (Elemental): 110pts, Energy = 10 or 3D6
Moves ‘9’- T3, W2, S5, I3, A2, 5+ Armour Save, Hits on a 2+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Hates
Steppe Norker and Norker units of all kinds (Crazed so must
move toward the Norkers as fast as possible and Charge them
if in range, Does NOT need to do this if Centaurs are in a
Defended Obstacle or manning a barricade of any kind). Also
gains +1 to CCR rolls when fighting these Norkers listed
above and +1 to Hit against them in Close Combat,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Centaur Mages
can pool their Energy together though (represented by dice
or tokens). Each Centaur Mage has 1 Elemental Ability each,
See page 19 to 27 of Army Men- Exodus for Elemental Abilities

Jungle ‘Coatl’ Serpent Mage (Battle): 115pts, Moves ‘10’


T5, W3, S4, I6, A3, 6+ Armour Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -1 to Armour Saves in CC, Venomous
Attacks (Each Hit dealt also counts as a Poisoned Attack, but
the Venom is through a ‘Bite Attack’. S4 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Flyers (Can Move ‘4’ to ’24’), Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Magical Attacks, Can Rest and recover 1
Energy by not Moving or doing anything for a whole Turn,
Jungle ‘Coatl’ Serpent Mages can pool their Energy together
though (represented by dice or tokens). Each Jungle ‘Coatl’
Serpent Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, Energy = 10 or 3D6
Jungle ‘Coatl’ Serpent Mage (Elemental): 115pts
Moves ‘10’- T5, W3, S4, I6, A3, 6+ Armour Save, Hits on a
2+ by Default in CC (+1 Bonus to Hit), -1 to Armour Saves in
CC, Venomous Attacks (Each Hit dealt also counts as a
Poisoned Attack, but the Venom is through a ‘Bite Attack’. S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Flyers (Can Move ‘4’
to ’24’), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Jungle ‘Coatl’ Serpent Mages can pool their
Energy together though (represented by dice or tokens). Each
Jungle ‘Coatl’ Serpent Mage has 1 Elemental Ability each, See
page 19 to 27 of Army Men- Exodus for Battle Abilities, Energy
= 10 or 3D6
Jungle ‘Coatl’ Serpent Mage (Illusionist): 115pts
Moves ‘10’- T5, W3, S4, I6, A3, 6+ Armour Save, Hits on a
2+ by Default in CC (+1 Bonus to Hit), -1 to Armour Saves in
CC, Venomous Attacks (Each Hit dealt also counts as a
Poisoned Attack, but the Venom is through a ‘Bite Attack’. S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Flyers (Can Move ‘4’
to ’24’), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Jungle ‘Coatl’ Serpent Mages can pool their
Energy together though (represented by dice or tokens). Each
Jungle ‘Coatl’ Serpent Mage has 1 Illusionist Ability each, See
page 38 to 41 of Army Men- Exodus for Illusionist Abilities,
Energy = 10 or 3D6

Jungle ‘Coatl’ Serpent Mage (Angelic): 115pts


Moves ‘10’- T5, W3, S4, I6, A3, 6+ Armour Save, Hits on a
2+ by Default in CC (+1 Bonus to Hit), -1 to Armour Saves in
CC, Venomous Attacks (Each Hit dealt also counts as a
Poisoned Attack, but the Venom is through a ‘Bite Attack’. S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Flyers (Can Move ‘4’
to ’24’), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Jungle ‘Coatl’ Serpent Mages can pool their
Energy together though (represented by dice or tokens). Each
Jungle ‘Coatl’ Serpent Mage has 1 Angelic Ability each, See
page 42 to 44 of Army Men- Exodus for Angelic Abilities,
Energy = 10 or 3D6
Mutant Gorgon Mage (Battle): 190pts, Energy = 10 or 3D6
T3, W3, S4, I5, A1, No Save, Hits on a 4+ by Default in CC
and -3 to Armour Saves in CC, Stony Gaze (Auto, ‘15’, Roll
a 2D6 against your opponent, if you win, then a model from
the unit is turned to Stone and dies. Can be used in Close
Combat at I10. You can represent it with a stone statue if you
wish), Poisonous Attacks (S5 Poisoned Attacks, which is S5
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Weak against Spears, Mutation 1:
+1 S4 Poisonous ‘Tail’ Attack, Mutation 2: Acid Spitter (I10,
Poisonous, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls, if the
Attack hits, roll a D6, 1-3 = Enemy takes automatic Wound,
4-6 = Enemy is Blinded, cannot Attack back in this Close
Combat round and is hit automatically, Magical Attacks, Can
Rest and recover 1 Energy by not Moving or doing anything
for a whole Turn, Mutant Gorgon Mages can pool their Energy
together though (represented by dice or tokens). Each Mutant
Gorgon Mage has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities
Mutant Gorgon Mage (Illusionist): 190pts
Energy = 10 or 3D6- T3, W3, S4, I5, A1, No Save, Hits on a
4+ by Default in CC and -3 to Armour Saves in CC, Stony
Gaze (Auto, ‘15’, Roll a 2D6 against your opponent, if you
win, then a model from the unit is turned to Stone and dies.
Can be used in Close Combat at I10. You can represent it with
a stone statue if you wish), Poisonous Attacks (S5 Poisoned
Attacks, which is S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Terrific (Enemy units suffer -1 to Hit against them
in Close Combat unless: Dauntless or Terrific), Weak against
Spears, Mutation 1: +1 S4 Poisonous ‘Tail’ Attack,
Mutation 2: Acid Spitter (I10, Poisonous, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls, if the Attack hits, roll a D6, 1-3 =
Enemy takes automatic Wound, 4-6 = Enemy is Blinded,
cannot Attack back in this Close Combat round and is hit
automatically, Magical Attacks, Can Rest and recover 1
Energy by not Moving or doing anything for a whole Turn,
Mutant Gorgon Mages can pool their Energy together though
(represented by dice or tokens). Each Mutant Gorgon Mage
has 1 Illusionist Ability each, See page 38 to 41 of Army Men-
Exodus for Illusionist Abilities
Gigantic Scorpion: 45pts
T4, W4, S5, I1, A2, 4+ Armour Save, Dauntless, Afraid of
Fire Attacks (must make CCR roll if damaged by Fire Attacks
of any kind), Hits on a 4+ by Default in CC, -3 to Armour
Saves, Scuttles (Can move through Woods, Sand, Bush,
Scrub and Rocky Ground without penalty), Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific

Eastern Ki-Rin: 75pts, Moves ‘10’


T4, W2, S5, I7, A3, 5+ Dodge Save, Hits on a 3+ by Default
in CC, Cavalry, -3 to Armour Saves, Magical Attacks,
Goring Charge (S7 I9 -5 to Armour Saves on Charge ONLY),
Flyer (Must Move ‘6’ to ‘24’)

Pegasus: 14pts, Moves ‘10’


T3, W1, S4, I4, A1, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Cavalry, -1 to Armour Saves, Magical Attacks, Flyer
(Must Move ‘6’ to ‘24’)

Jungle Sabretooth: 38pts, Moves ‘9’


T4, W2, S5, I4, A3, No Save, Hits on a 3+ by Default in CC
and -4 to Armour Saves, Cavalry, The 1st Attack ONLY counts
as a ‘Bite Attack’

Eastern Temple Dog Statue: 85pts, Moves ‘9’


T5, W3, S5, I3, A3, 5+ Armour Save, Hits on a 2+ by Default
in CC and -4 to Armour Saves, Cavalry, The 1st Attack ONLY
counts as a ‘Bite Attack’, Shattering Charge (S10 on Charge
ONLY), Magical Attacks
Magical Unicorn: 40pts, Moves ‘9’
T3, W2, S3, I4, A2, 5+ Dodge Save, Hits on a 2+ by Default
in CC, Cavalry, Magical Attacks, Flyer, Immune to Magic
(Immune to all spells that require Energy, automatically
passes any roll off if spell includes “roll 2D6 against your
opponent”, Magical Zone of Death (All units from the
Ranked Daimons, Angels and Hungry Dead who suffer from
the Shaky rule must roll D6 immediately if a Magical Unicorn
unit approaches within ‘12’)

War Boar: 16pts


Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, Boorish (Suffers -1 to CCR rolls,
as does any unit which rides a War Boar), Tusker Charge
(I6 S5 -3 to Armour Saves on Charge ONLY)

Wild Cat: 21pts, Moves ‘9’


T3, W1, S4, I3, A2, No Save, Hits on a 3+ by Default in CC, -
1 to Armour Saves in CC, Cavalry, If a Wild Cat unit charges
a unit which is I3 or less, it gets Double Attacks on the initial
Charge (so A2 base + 1 = A3, so becomes A6). Half of a Wild
Cat’s Attacks are ‘Bite Attacks’ (e.g. if A6, 3 Attacks are ‘Bite’)

Wolf-Rat: 3pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Charges ‘9’, Wolf-Rats have ‘Bite Attacks’, Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind)
Centaur with Composite Bow and Shield: 30pts
Moves ‘9’- T3, W2, S4, I3, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Reflex
Shots (S3, Hits on 4+ by Default), Armed with Composite Bow
(Auto, 24’, S3), Hits on a 3+ by Default in Shooting, Hates
Steppe Norker and Norker units of all kinds (Crazed so must
move toward the Norkers as fast as possible and Charge them
if in range, Does NOT need to do this if Centaurs are in a
Defended Obstacle or manning a barricade of any kind). Also
gains +1 to CCR rolls when fighting these Norkers listed
above and +1 to Hit against them in Close Combat.

Jungle ‘Coatl’ Serpent: 35pts, Moves ‘10’


T5, W3, S3, I6, A3, 6+ Armour Save, Hits on a 2+ by Default
in CC, Venomous Attacks (Each Hit dealt also counts as a
Poisoned Attack, but the Venom is through a ‘Bite Attack’. S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Flyers (Can Move ‘4’
to ’24’), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears

Bear: 20pts
T4, W2, S4, I3, A2, No Save, Hits on a 4+ by Default in CC, -
1 to Armour Saves in CC, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears

Boar: 6pts
Moves ‘9’- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, Boorish (Suffers -1 to CCR rolls,
as does any unit which rides a Boar)
Cave Dino Beast: 22pts
Moves ‘9’- T4, W2, S4, I1, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry, Crazed,
They will NOT attack Aztec Dinosaur or Jungle Reptile units,
Pirate Elf Knights or Aztec Geckos on Horned Beasts, Dino
Beast Terrific (Enemy units suffer a -1 to Hit against them
penalty in Close Combat unless: Dauntless or Terrific), Half of
a Dino Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3
means 2 ‘Bites’), Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat

Cave Dino Beast Hound: 8pts


Moves ‘9’- T3, W1, S3, I2, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Crazed
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Dino Beast
Hounds have ‘Bite Attacks’

Slavering Wolf: 70pts


Moves ‘9’- T4, W3, S4, I4, A2, No Save, Hits on a 4+ by
Default in CC, -1 to Armour Saves, Cavalry, Terrific (Enemy
units suffer a -1 to Hit against them penalty in Close Combat
unless: Dauntless or Terrific), Slavering Wolves have ‘Bite
Attacks’, Night Hunters (Will only appear in daylight)
Winged Fire Dragon: 300pts, Moves ‘10’
T5, W7, S5, I2, A6, 4+ Armour Save, Hits on a 3+ by Default
in CC, -5 to Armour Saves in CC, Breathes Fire (Auto, ‘18’,
S8, Deals 2D6 S4 -1 to Armour Saves Hits, S5 against units
Weak Against Fire Attacks), Fire Attacks (S6 against units
Weak Against Fire in Close Combat) Flyer (Must Move ‘6’ to
‘32), Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Dragon Bite (Deals 3
Wounds if unsaved, ‘Bite Attacks’)

Winged Smoke Dragon: 400pts, Moves ‘10’


T5, W8, S6, I3, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC, -6 to Armour Saves in CC, Breathes Smoke (Auto, ‘6’,
S3, Deals 2D6 S3 Hits which automatically Wound), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy units
get +1 to Hit against this unit in Shooting and Reflex Shots),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Winged Frost Dragon: 550pts, Moves ‘10’


T6, W8, S6, I4, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)
Winged Air Dragon: 650pts, Moves ‘10’
T6, W9, S7, I5, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -6 to Armour Saves in CC,
Desiccating Breath (Auto, ‘12’, Deals 2D6 S3 Hits which
Ignores Armour Saves, Does NOT affect Angels, Ranked
Daimons or Hungry Dead, except for Starving Ghouls), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy units
get +1 to Hit against this unit in Shooting and Reflex Shots),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Winged Acid Dragon: 750pts, Moves ‘10’


T7, W9, S7, I6, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -7 to Armour Saves in CC, Acid
Breath (Auto, ‘12’, Deals D6 S4 Hits, Ignores Armour
Saves), Fire Attacks (S8 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Winged Plasma Dragon: 850pts, Moves ‘10’


T7, W10, S8, I7, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -8 to Armour Saves in CC, Plasma
Bolt (Auto, ‘12’, Deals S10 Hit which Ignores Armour
Saves, Deals D6 + 4 Wounds if unsaved), Fire Attacks (S9
against units Weak Against Fire in Close Combat) Flyer (Must
Move ‘6’ to ‘32), Big ‘Un (Enemy units get +1 to Hit against
this unit in Shooting and Reflex Shots), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Weak against Spears, Dragon Bite
(Deals 3 Wounds if unsaved, ‘Bite Attacks’)
Eagle: 75pts, Moves ‘10’
T4, W3, S5, I5, A2, No Save, Flyer (Must Move ‘6’ to ’32), -3
to Armour Saves, Hits on a 2+ by Default in CC (+2 to Hit
Bonus), Weak against Spears, Terrific (Enemy units suffer
-1 to Hit against them in Close Combat unless: Dauntless or
Terrific)

Giant Bat: 2pts, Moves ‘10’


T2, W1, S2, I3, A1, No Save, Flyer (Must Move ‘0’ to ‘12’),
Hits on a 4+ by Default in CC

Giant Frog: 7pts


T3, W2, S3, I2, A1, No Save, Hits on a 5+ by Default in CC,
Slow, Tongue Strider (Auto, ‘6’, Deals S3 Hit, Ignores
Armour Saves, if unsaved the model is swallowed whole),
Giant Frogs have ‘Bite Attacks’, Cannot use Tongue Strider on
units which are ‘Terrific’, Poisonous Skin (Any unit
attempting to use a ‘Bite Attack’ on a Giant Frog suffers a S7
Hit which Ignores Armour Saves. If the unit attempting to
‘Bite’ is unharmed, it may then attack the Giant Frog)

Giant Leech: 6pts


T4, W2, S3, I1, A1, No Save, Hits on a 5+ by Default in CC,
Slow, Don’t Move! (Leeches can Move ‘6’ through water
features such as rivers, swamps, ponds and lakes), Drop
Leeches (+5 Initiative when dropping from a Tree to attack
an enemy unit) Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Leech
Life (Once a Leech hits a model in Close Combat, it will hit
the same model each round of Close Combat until it is slain,
then it must Leech the next target) Weak against Spears,
Dauntless BUT Afraid of Fire Attacks (must make CCR roll
if damaged by Fire Attacks of any kind or approaches within
‘4’ of a Burning Building)
Mutant Giant Rat: 2pts
Moves ‘12’- T3, W1, S3, I3, A1, 6+ Numb Save, Hits on a 4+
by Default in CC, Cavalry, Venomous Attacks (Attacks with
S4 Poisonous ‘Bite Attacks’ which are S4 against units that
are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls), Rodent Empathy (Will NOT Attack
Rodent units, including Rat Swarms), Mutation 1: +’2’ to
Move (include Above), Mutation 2: +1 Poisonous S4 ‘Bite’
Attack for every 2nd model in this Giant Rat unit, Mutation 3:
Crazed, Dauntless, +1 to Wound in Close Combat (1 still
fails), +1 to Saves (included above), +1 to Hit in CC (included
above), Slaughter Them! (Deals 2 automatic Hits when they
win a Close Combat, rather than 1 automatic Hit under the
Crush Them! Rules)

Giant Snail: 7pts


T4, W2, S4, I1, A1, 4+ Armour Save, Hits on a 5+ by Default
in CC, Slow, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Corrosive Slime (If a model takes an
unsaved Wound from a Giant Snail in CC, they are slimed,
‘out of action’ for up to 3 Turns, 1-2 = 1 turn, 3-4 = 2 turns,
5-6 = 3 turns, Units which are Immune to Poison are not
affected by Corrosive Slime and Giant Snails are only S3
against them), Dauntless BUT Afraid of Fire Attacks (must
make CCR roll if damaged by Fire Attacks of any kind or
approaches within ‘4’ of a Burning Building), Shelling Out
(Giant Snails do not benefit from the Crush Them! rule)
Giant Spider: 45pts
Moves ‘9’- T4, W4, S5, I1, A2, No Save, Hits on a 4+ by
Default in CC, -3 to Armour Saves in CC, Cavalry, Creatures
of the Forest (can move through Woods without penalty),
Venomous Attacks (Attacks with S5 Poisoned ‘Bite Attacks’,
that are S5 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Dauntless BUT Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building)

Giant Wolf: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building)

Norker Hound: 10pts, Moves ‘9’


T3, W1, S3, I3, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building)

Wild Horse: 3pts, Moves ‘9’


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Cavalry, -1 to Armour Saves, Afraid of Fire Attacks
(must make CCR roll if damaged by Fire Attacks of any kind
or approaches within ‘4’ of a Burning Building)

War Horse: 6pts, Moves ‘9’


T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Cavalry, -1 to Armour Saves

Warhound: 4pts, Moves ‘9’


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
Cavalry, Warhounds have ‘Bite Attacks’
Mammoth (No Howdah or Crew): 300pts, Moves ‘9’
T8, W6, S8, I3, A3, No Save, Timber! (If beaten OR killed in
Close Combat: roll a D6, on a 6 it falls over on the unit and
will drop a ‘5’ Blast dealing S8 -5 to Armour hits on the unit
which had beaten/killed it), Big ‘Un (Enemy units get +1 to
Hit against this unit in Shooting and Reflex Shots), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Goring Trunk (Deals S5 Hit
and D6 Wounds on one model in Close Combat and D6 S3 Hits
on the rest of their unit), Run Amok! (If ‘Stampede’ is cast
on a Mammoth unit, they become Crazed and the Mammoth
moves directly forward until destroyed or it leaves the
battlefield)
Swarms (All units with ‘Swarm’ in unit title):

Serpent Swarm: 250pts


T1, W10, S2, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Venomous Attacks (S2 Poisonous ‘Bite Attacks’,
which are S2 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls),
Swimmers (Can cross water features up to ‘1’ wide),
Critters, Endless Tide (Can move through Woods and
barricades without penalty but not through Movement
Blocking Terrain)

Ant Swarm: 250pts


T1, W10, S1, I1, A10, No Save, Ignores Armour Saves,
Dauntless, Hits on a 4+ by Default in CC, Critters,
Swimmers (Can cross water features up to ‘1’ wide),
Endless Tide

Spider Swarm: 250pts


T1, W10, S1, I1, A10, No Save, Ignores Armour Saves,
Dauntless, Hits on a 4+ by Default in CC, Critters,
Swimmers (Can cross water features up to ‘1’ wide),
Venomous Attacks (S2 Poisonous ‘Bite Attacks’, which are S2
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls, Endless Tide

Scorpion Swarm: 250pts


T1, W10, S1, I1, A10, 6+ Armour Save, Dauntless, Hits on
a 4+ by Default in CC, Critters, Venomous Attacks (S2
Poisonous ‘Bite Attacks’, which are S2 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Endless Tide

Rat Swarm: 250pts, Move ‘9’


T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Endless Tide
Bat Swarm: 250pts, Moves ‘10’
T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Flyer (Must Move ‘0’ to ‘12’), Endless Tide

Frog Swarm: 250pts


T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Expert Swimmers (Can move through water
features like Rivers, Swamps, Ponds, Lakes without penalty),
Endless Tide

Wolf Swarm: 250pts, Move ‘9’


T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Charges ‘9’, Critters, Doggy Paddle (Can
cross water features up to ‘6’ wide), Endless Tide

Lizard Swarm: 250pts


T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Poor Swimmers (Cannot cross
water features), Endless Tide

Bird Swarm: 250pts, Moves ‘10’


T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Flyer (Must Move ‘6’ to ‘12’), Endless Tide

Flying Beetle Swarm: 342pts, Moves ‘10’


T1, W10, S1, I1, A10, No Save, Dauntless, Hits on a 4+ by
Default in CC, Flyer (Must Move ‘0’ to ‘12’), Ignores Armour
Saves, Endless Tide
Warped Beyond Imagination: All Neutral Units with
‘Mutant’ and/or ‘Traitor’ in their title (and Chimera) have
Magical Attacks (Mutant Giant Rats, Traitor Mutant Hounds
& Steeds, Chimera, Mutant Cockatrice, Gorgon, Griffon, Harpy
‘Bird Woman’, Hippogriff, Hydra, Jabberwock, Manticore and
Wyvern)

Traitor Mutant Hound: 23pts, Moves ‘9’


T4, W2, S4, I4, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Cavalry, -1 to Armour Saves in CC,
‘Bite Attacks’, Mutation 1: +1 to CCR rolls and +1 to Hit in
Close Combat, Mutation 2: Crazed, Dauntless, +1 to Saves
(included above), +1 to Hit in Close Combat (included above),
+1 to Wound (1 still fails)

Traitor Mutant Steed: 32pts, Moves ‘12’


T4, W2, S4, I4, A2, 5+ Armour Save, Hits on a 2+ by Default
in CC, Cavalry, -1 to Armour Saves in CC, Mutation 1: +’2’
to Move (included above), Mutation 2: +1 to Hit in Close
Combat (included above) and +1 ‘Gore’ Attack for every 2nd
model in this Traitor Steed unit Mutation 3: +1 to Armour
Saves (included above), Mutation 4: +1 to Magic Save rolls

Mutant Chimera: 250pts, Moves ‘10’


T7, W7, S8, I5, A6, No Save, Hits on a 2+ by Default in CC, -
8 to Armour Saves in CC, Venomous Attacks (The 1st Attack
ONLY counts as a S9 Poisoned ‘Bite’ Attack, which is against
S9 units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls) Flyer (Must Move ‘6’ to
‘24’), Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears
Mutant Cockatrice: 150pts, Moves ‘10’
T5, W3, S5, I5, A3, 6+ Armour Save, Hits on a 3+ by Default
in CC and -2 to Armour Saves in CC, Stone Beak (The 1st
Attack ONLY counts as a ‘Bite’ Attack, roll a 2D6 against your
opponent, if you win then the model is turned to Stone and
slain. You can represent it with a stone statue if you wish)
Flyer (Must Move ‘6’ to ‘18’), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 ‘Claw’
Attack at S6 -4 to Armour Saves, Mutation 2: +1 Fire
Breath Attack, S6 against units Weak Against Fire,
Mutation 3: +1 to Saves (included above)

Mutant Gorgon: 110pts


T3, W3, S3, I5, A1, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves in CC, Stony Gaze (Auto, ‘15’, Roll
a 2D6 against your opponent, if you win, then a model from
the unit is turned to Stone and dies. Can be used in Close
Combat at I10. You can represent it with a stone statue if you
wish), Poisonous Attacks (S5 Poisoned Attacks, which is S5
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Weak against Spears, Mutation 1:
+1 S4 Poisonous ‘Tail’ Attack, Mutation 2: Acid Spitter (I10,
Poisonous, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls, if the
Attack hits, roll a D6, 1-3 = Enemy takes automatic Wound,
4-6 = Enemy is Blinded, cannot Attack back in this Close
Combat round and is hit automatically
Traitor Griffon: 200pts, Moves ‘10’
T6, W6, S7, I8, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -7 to Armour Saves in CC, The 1st Attack
ONLY counts as a ‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’),
Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears

Mutant Harpy ‘Bird Woman’ with Club: 15pts, Moves ‘10’


T4, W2, S4, I4, A1, No Save, Flyer (Must Move ‘6’ to ‘24’), -
1 to Armour Saves, Hits on a 3+ by Default in CC, Weak
against Spears, Mutation 1: +1 ‘Claw’ Attack at S5 -3 to
Armour Saves for every 2nd Harpy ‘Bird Woman’, Mutation 2:
+2 Initiative (included above)

Mutant Hippogriff: 200pts, Moves ‘10’


T6, W6, S7, I10, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -7 to Armour Saves in CC, The 1st Attack
ONLY counts as a ‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’),
Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 S8 -8 to
Armour Saves ‘Claw’ Attack, Mutation 2: +2 Initiative
(included above), Mutation 3: +1 ‘Bite Attack’ with +1 to Hit,
Mutation 4: +2 to Magic Saves
Mutant Hydra: 200pts, Moves ‘9’
T7, W8, S6, I4, A9, 5+ Armour Save, Has ‘Bite Attacks’, Hits
on 3+ by Default and -6 to Armour Saves in Close Combat,
Breathes Fire (Auto, ‘18’, S8, Deals 2D6 S4 -1 to Armour
Saves Hits, S5 against units Weak Against Fire Attacks), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears,
Mutation 1: +1 S7 Poisonous ‘Tail’ Attack Mutation 2: +1
‘Claw’ Attack at S7 -7 to Armour Saves, Mutation 3:
Rejuvenate: When slain, turn the model around, lie it down
or place a marker on it. At the beginning of the turn for the
Player who owns the Hydra unit, roll a D6 for each slain Hydra.
On a 4-6 the Hydra Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they can’t
Rejuvenate
Mutant Jabberwock: 200pts, Moves ‘12’
T6, W6, S7, I8, A4, No Save, Hits on a 3+ by Default in CC
and -6 to Armour Saves in CC, Poisonous Attacks (S8 against
units that are alive and NOT Immune to Poison, so not Hungry
Dead unless Starving Ghouls), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Rejuvenate: When slain,
turn the model around, lie it down or place a marker on it. At
the beginning of the turn for the Player who owns the
Jabberwock unit, roll a D6 for each slain Jabberwock. On a 4-
6 the Jabberwock Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they can’t
Rejuvenate
Brainless (Roll a 2D6 at the start of each of your Player turns
for this unit, on a 6+ they are Being Brainless. If in Close
Combat half of the models stop fighting but odd models will
fight on a 4+ in your Close Combat phase; if NOT in Close
Combat roll a D6, on a 4+ they just stand there. On a 1-3
they Move forward ‘4’ and will Charge ANYTHING in the way,
including friendly and enemy units and terrain. While Being
Brainless, they are Dauntless), Mutation 1: +’2’ to Move
(include above), Mutation 2: +1 S8 Venomous ‘Bite Attack’,
Mutation 3: +1 ‘Claw’ Attack at S8 -7 to Armour Saves
Mutant Winged Manticore: 250pts, Moves ‘10’
T8, W8, S8, I5, A4, No Save, Hits on a 2+ by Default in CC
(+2 Bonus to Hit), -8 to Armour Saves in CC, Poisonous
Attacks (The 1st Attack ONLY counts as a Poisoned ‘Tail’
Attack, S9 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), Flyer
(Must Move ‘6’ to ‘24’), Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Weak against Spears,
Mutation 1: +1 S9 Poisonous ‘Tail Attack’, Mutation 2: +1
‘Bite Attack’ with +1 to Hit, Mutation 3: +1 ‘Gore’ Attack with
+1 to Hit

Mutant Wyvern: 180pts, Moves ‘10’


T6, W4, S6, I5, A3, 4+ Armour Save, Legendary Hunter:
Any unsaved Wounds dealt in Close Combat deals 4 unsaved
Wounds Flyer (Must Move ‘8’ to ’32), -6 to Armour Saves,
Hits on a 2+ by Default in CC (+1 to Hit Bonus), Weak
against Spears, Big ‘Un (Enemy units get +1 to Hit against
this unit in Shooting and Reflex Shots), Mutation 1: +1 S7 -
7 to Armour Saves ‘Claw Attack’, Mutation 2: +1 S7
Venomous ‘Bite’ Attack, Mutation 3: +1 to Armour Saves
(include above), Mutation 3: Acid Spitter (I10, Poisonous,
S7 against units that are alive and NOT Immune to Poison, so
not Hungry Dead unless Starving Ghouls, if the Attack hits,
roll a D6, 1-3 = Enemy takes automatic Wound, 4-6 = Enemy
is Blinded, cannot Attack back in this Close Combat round and
is hit automatically, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific)
Elementals (any unit with ‘Elemental’)
Shaky: Elemental units which are beaten in Close Combat
suffer from being Shaky so roll D6 for the unit. On a 1 they
become Shaken Place a marker next to the unit. If they get
another ‘Shaken’ result, the unit is destroyed. On a 2 they
become Weakened (Unable to move or do anything this Turn
and suffers -1 to Hit in Close Combat if already in Close
Combat). On a 3 they become Drained (Roll a D6 for each
model in the unit, on a 4+ they are destroyed). On a 4 they
become Brittle (Roll a D6 for each model in the unit, on a 5+
they are destroyed). On a 5 they become Invigorated (They
make double their Attacks in Close Combat this round, they
can also Shoot twice this Turn and Move at double distance,
rounding up, so Move ‘6’ = Move ’12, if moving through
terrain, double the result of the highest D6). On a 6 they
become Invulnerable (All casualties for the unit suffered this
Turn are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)

Elemental Dissipation: When Elemental units take an


Unsaved Wound, their stats change to their current wounds.
So an Elemental with 9 Wounds left will now be T9, W9, S9
etc. Additionally, an Elemental needs at least 5 Wounds
remaining to use their Elemental Attack (Assault of Stone, Fire
Ball, Wind Blast, and Lightning Bolt)
Air Elemental: 1000pts, Moves ‘10’
T10, W10, S10, I10, A10, No Save, Hits on a 2+ by Default
in CC (+5 Bonus to Hit), -7 to Armour Saves in CC, Magical
Attacks, Flies through the air but no minimum Move, Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Dauntless, Shaky, Wind Blast (Auto,
‘24’, The unit targeted will be knocked to the ground and
cannot Move, Run or Shoot or fire Reflex Shots. If a Close
Combat is targeted, both sides will halve their Close Combat
Wounds dealt, rounding up. Units on Walls, in Buildings or
behind Barriers like Walls or Hedges are immune to Wind
Blast), Elemental Movement (Cannot move under Water
features of any kind or underground), Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally

Earth Elemental: 1000pts, Moves ‘10’


T10, W10, S10, I10, A10, No Save, Hits on a 2+ by Default
in CC (+5 Bonus to Hit), -7 to Armour Saves in CC, Magical
Attacks, Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Dauntless, Shaky,
Assault of Stone (Auto, ‘24’, Deals 3 S4 -1 to Armour Save
Hits with No Magic Save), Elemental Movement (Can
move underground, through Barriers and Buildings. If an
Earth Elemental is ever detached from the ground it is
destroyed), Spirits
Fire Elemental: 1000pts, Moves ‘10’
T10, W10, S10, I10, A10, No Save, Hits on a 2+ by Default
in CC (+5 Bonus to Hit), -7 to Armour Saves in CC, Magical
Attacks, Fire Attacks (S11 against units Weak Against
Fire), Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Dauntless, Shaky
Armed with Fire Ball (Auto, ‘24’, Deals 3 S3 Hits, Ignores
Armour Saves (S4 against units Weak Against Fire),
‘Elemental Movement (Can seep through non-airtight
Buildings. Rain will extinguish a Fire Elemental), Spirits

Water Elemental: 1000pts, Moves ‘10’


T10, W10, S10, I10, A10, No Save, Hits on a 2+ by Default
in CC (+5 Bonus to Hit), -7 to Armour Saves in CC, Magical
Attacks, Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Dauntless, Shaky,
Lightning Bolt (Auto, ‘24’, S4, 3 Hits, Electric Fire Attacks
so S5 against units Weak Against Fire, Ignores Armour
Saves), Elemental Movement (Can move through water
features and underground rivers but cannot move through
Fire barriers), Spirits
Lesser Air Elemental: 266pts, Moves ‘9’
T4, W4, S4, I7, A3, 4+ Dodge Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -1 to Armour Saves in CC, Magical
Attacks, Flies through the air but no minimum Move, Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Weak against Spears,
Dauntless Dissipation (Takes 3 Wounds if beaten in Close
Combat, no more, no less), Shaky, Wind Blast (Auto, ‘24’,
The unit targeted will be knocked to the ground and cannot
Move, Run or Shoot or fire Reflex Shots. If a Close Combat is
targeted, both sides will halve their Close Combat Wounds
dealt, rounding up. Units on Walls, in Buildings or behind
Barriers like Walls or Hedges are immune to Wind Blast),
Elemental Movement (Cannot move under Water features
of any kind or underground), Elemental Weakness: Earth
(Suffers 3D6 Wounds from ‘Assault of Stone’, which is S5
against Lesser Air Elementals. Earth Elementals of any kind
gain +1 Strength against Lesser Air Elementals), Now Reap
the Whirlwind (Enemy units suffer -2 to CCR rolls against
this unit)

Lesser Earth Elemental: 281pts


T6, W4, S6, I2, A3, 4+ Dodge Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -3 to Armour Saves in CC, Magical
Attacks, Terrific (Enemy units suffer -1 to Hit against them
in Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dauntless Dissipation (Takes 3 Wounds if beaten
in Close Combat, no more, no less), Shaky, Assault of
Stone (Auto, ‘24’, Deals 3 S4 -1 to Armour Save Hits with
No Magic Save), Elemental Movement (Can move
underground, through Barriers and Buildings. If an Earth
Elemental is ever detached from the ground it is destroyed),
Spirits, Elemental Weakness: Air (Any air based Magical
abilities, so ‘Like A Hurricane’, ‘Wind Blast’, ‘Wind Shield’, deal
2 Wounds to a Lesser Earth Elemental. Air Elementals of any
kind gain +1 Strength against Lesser Earth Elementals), Rock
Hammer (Target an enemy unit in the Magic Phase within
‘24’, Deals 4 S4 Hits with -1 to Armour Saves)
Lesser Fire Elemental: 257pts, Moves ‘9’
T5, W4, S4, I4, A3, 4+ Dodge Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -1 to Armour Saves in CC, Magical
Attacks, Fire Attacks (S5 against units Weak Against Fire),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak against
Spears, Dauntless, Shaky, Can Move up to ‘24’ like a Flyer
Armed with Fire Ball (Auto, ‘24’, Deals 3 S3 Hits, Ignores
Armour Saves (S4 against units Weak Against Fire),
‘Elemental Movement (Can seep through non-airtight
Buildings. Rain will extinguish a Fire Elemental), Spirits,
Elemental Weakness: Water (Water Elementals of any kind
gain +1 Strength against Lesser Fire Elementals)

Lesser Water Elemental: 265pts


T4, W4, S5, I4, A3, 4+ Dodge Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit), -2 to Armour Saves in CC, Magical
Attacks, Terrific (Enemy units suffer -1 to Hit against them
in Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dauntless, Shaky, Elemental Movement (Can
move through water features and underground rivers but
cannot move through Fire barriers), Spirits, Running Water
(+’2’ to Run and Victory Run Moves, Moves ‘15’ over water
features or up to 3x the result of Run or Victory Run), Let It
Rain (Used in Magic Phase: Enemy units suffer -1 to Hit
against Lesser Water Elementals), Riptide (Used in Magic
Phase: Target an enemy model within ‘12’ and roll a D6
against your opponent. If you win, the enemy model is
drowned, or extinguished in the case of a Fire Elemental of
any kind), Elemental Weakness: Fire (Any Fire Attacks gain
+1 Strength against Lesser Water Elementals. Fire Elementals
of any kind gain +1 Strength against Lesser Water
Elementals)
Ranked Daimons:
Universal Bonuses and Penalties for Ranked Daimons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Ranked Daimons (any unit with ‘Ranked’ AND


‘Daimon’)
Shaky: Ranked Daimon units which are beaten in Close
Combat suffer from being Shaky so roll D6 for the unit. On a
1 they become Shaken Place a marker next to the unit. If
they get another ‘Shaken’ result, the unit is destroyed. On a
2 they become Weakened (Unable to move or do anything
this Turn and suffers -1 to Hit in Close Combat if already in
Close Combat). On a 3 they become Drained (Roll a D6 for
each model in the unit, on a 4+ they are destroyed). On a 4
they become Brittle (Roll a D6 for each model in the unit, on
a 5+ they are destroyed). On a 5 they become Invigorated
(They make double their Attacks in Close Combat this round,
they can also Shoot twice this Turn and Move at double
distance, rounding up, so Move ‘6’ = Move ’12, if moving
through terrain, double the result of the highest D6). On a 6
they become Invulnerable (All casualties for the unit
suffered this Turn are returned to the unit immediately. The
unit is also completely immune to all damage this Turn)
Vulnerable to Magic: Ranked Daimon units do not get a
Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule
Ranked Greater Daimon: 750pts, Energy = 10 or roll 3D6
Moves ‘10’- T7, W10, S9, I10, A10, 3+ Armour Save, Hits on
a 2+ by Default in CC (+5 Bonus to Hit), -6 to Armour Saves
in CC, Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears, Dauntless unless beaten in CC by a
Greater Daimon of any kind or an Arch-Angel, Shaky,
Imbued With Power (ALL Battle and Daimon Abilities cost
0 Energy) Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally, Mutation 1: Crazed and Dauntless,
+1 to Hit in Close Combat (included above), +1 to Wound in
Close Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them! (Deals 2 automatic Hits when they
win a Close Combat, rather than 1 automatic Hit under the
Crush Them! Rules), Mutation 2: +3 to Armour Saves
(included above), Mutation 3: +2 to Strength (included
above)

Each Ranked Greater Daimon has ALL of these Abilities:

Choose from:

Bind Ranked Lesser Daimons (3 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound or Ranked Greater
Daimon unit within ‘24’ and roll 2D6 against your opponent,
if you win then the Greater Daimon or D6 Lesser Daimon /
Ranked Daimon Hound models are frozen in stasis and cannot
do anything

Dispel Ranked Lesser Daimon (1 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound unit within ‘12’ and
roll 2D6 against your opponent, if you win then remove 1
Ranked Lesser Daimon
How…Familiar (2 Energy) = Summons 1 Ranked Daimon
Familiar to the Caster within ‘3’, adding 5 to his Energy. One
Familiar per Caster.

Summon Ranked Daimon Steed (1 Energy) = Summons 1


Ranked Daimon Steed within ‘3’ of Caster, which can be
ridden so the Caster becomes Cavalry. If Caster dies, the
Summoned Ranked Daimon Steed will disappear. Only ridden
by infantry.

Ranked Daimon Null Zone (2 Energy) = Creates a Null Zone


around Caster and any unit/s he is attached to where Ranked
Daimon units cannot enter. Caster cannot use any other
abilities while holding the Zone in place. Lasts until Caster or
any model in his unit/s Moves or loses a round of Close
Combat.

Stop Shaking Now! (3 Energy) = Choose a Ranked Daimon


unit within ‘24’, they will now ignore the need to test for being
Shaky next time, even if enemy magic causes this.

Generate Energy (3 Energy) = Gives 2D6 Energy to the


caster.

Summon Ranked Lesser Daimons (15 Energy) = Summons


3D6 Ranked Lesser Daimons / Ranked Daimon Hounds within
‘3’ of caster.

Ranked Daimon Zone of Denial (5 Energy) = Creates a Zone


for the Caster and any unit/s they are attached to for the rest
of the battle. Any enemy Ranked Daimon units which enter or
are already in the Zone of Denial are destroyed. Ranked
Daimon units also may NOT Shoot through or use abilities on
the Zone or any unit in it. Ranked Daimon units that move
within ‘12’ immediately suffer a Shaky test. The Zone of
Denial is immediately dispelled if the unit inside it Moves at
all, including winning and losing Close Combat.
Destroy Ranked Lesser Daimon Horde (10 Energy) = Target
a Ranked Lesser Daimon / Ranked Daimon Hound unit within
‘24’ and roll 2D6 against your opponent, if you win then the
Ranked Lesser Daimon / Ranked Daimon Hound unit is
destroyed.

Spread Insanity (8 Energy) = All enemy units within ‘12’ of


the caster must roll 2D6 against your caster, if you win then
they count as failing a CCR roll. Dauntless units are not
affected by this.

Summon Ranked Lesser Daimon Horde (25 Energy) =


Summon 6D6 Ranked Lesser Daimons / Ranked Daimon
Hounds within ‘3’ of caster.

Augment Power (6 Energy) = Caster gains +1 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks)

Destroy Ranked Greater Daimon (10 Energy) = Target a


Ranked Greater Daimon unit within ‘24’ and roll 2D6 against
your opponent, if you win then the Ranked Greater Daimon
unit is destroyed.

Summon Ranked Greater Daimon (25 Energy) = Summons a


Ranked Greater Daimon within ‘3’ of caster.
Absolute Power (40 Energy) = Caster gains +2 to all stats
(Toughness, Wounds, Strength, Initiative and Attacks) and
+10 Energy. If cast when already above starting Energy in
unit description, the Caster will be overwhelmed with power
and die.

Summon Ranked Daimon Portal (20 Energy) = Opens a Portal


within ‘24’ which Summons 6D6 Ranked Lesser Daimons /
Ranked Daimon Hounds and 1 Ranked Greater Daimon each
turn. The Portal remains open for D6 x 10 turns (up to 60
Turns!). If the Portal closes, the summoned Ranked Daimons
will disappear. NOTE: Ranked Daimon units which emerge
from a Daimon Portal are neutral and will attack any unit they
encounter, preferring Angels or units which are NOT Ranked
Daimons.

Balrog Greater Daimon: 1000pts, Energy = 10 or roll 3D6


Moves ‘10’- T7, W10, S7, I10, A10, No Save, Hits on a 2+ by
Default in CC (+5 Bonus to Hit), -4 to Armour Saves in CC,
Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Dauntless unless beaten in CC by Ranked
Daimon Overlords, Shaky, Imbued With Power (ALL
Elemental Abilities cost 0 Energy) Spirits: Close Combat &
Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally, Breathes
Fire (Auto, ‘18’, S8, Deals 2D6 S4 -1 to Armour Saves Hits,
S5 against units Weak Against Fire Attacks)
Ranked Lesser Daimon: 35pts, Moves ‘10’
T3, W1, S5, I6, A2, 5+ Numb Save, Flyers (Can Move ‘0’ to
’32’), -3 to Armour Saves, Hits on a 2+ by Default in CC (+1
to Hit Bonus), Magical Attacks, Dauntless unless beaten in
CC by Greater Daimons of any kind or Arch-Angels, Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Shaky, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 2: +1 ‘Claw’ Attack for every 2nd
model in this unit, +1 Strength (included above) and -1 to
Armour Saves (included above), Mutation 3: +1 to Armour
Saves (included above)
Ranked Daimon Hound: Moves ‘9’ (Summoned ONLY)
T4, W1, S5, I6, A1, 6+ Numb Save, Cavalry, -2 to Armour
Saves, Hits on a 2+ by Default in CC (+2 Bonus to Hit), Has
‘Bite Attacks’, Weak against Spears, Magical Attacks,
Dauntless unless beaten in CC by Lesser Daimons or Greater
Daimons of any kind or Angel units, Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Shaky, Spirits: Close Combat &
Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Saves (included above), Mutation 2: +1
to Hit Bonus in Close Combat (included above) and +1 ‘Bite
Attack’ for every 2nd model in the Hound unit, Mutation 3:
+2 to Magic Save result whenever rolling off 2D6 against an
opponent attempting to use Magic on a Ranked Daimon
Hound unit

Ranked Daimon Steed: Moves ‘9’ (Summoned ONLY)


T3, W1, S4, I3, A1, No Save, -1 to Armour Saves, Cavalry,
Magical Attacks, Dauntless, Terrific (Enemy units suffer a
-1 to Hit penalty against them in Close Combat unless:
Dauntless or Terrific), Shaky, Spirits: Close Combat &
Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally
Angels:
Universal Bonuses and Penalties for Angels:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Angels (any unit with ‘Angel’)


Shaky: Angel units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Suffer Not A Sorceress To Live: Angel units do not get a
Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

Divine Justice: Angelic units ignore ALL Saves against


Ranked Daimon units and units with ‘Spirits’ rule
Angelic Messenger: 35pts, Moves ‘10’
T3, W1, S4, I6, A2, No Save, Flyers (Can Move ‘0’ to ’32’), -
1 to Armour Saves, Hits on a 2+ by Default in CC, Magical
Attacks, Dauntless, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Shaky, Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally

Arch-Angel: 750pts, Moves ‘10’, Energy = 10 or roll 3D6


T10, W10, S10, I10, A10, No Save, Hits on a 2+ by Default
in CC (+4 Bonus to Hit), -7 to Armour Saves in CC, Magical
Attacks, Flyers (Can Move ‘0’ to ’32’), Big ‘Un (Enemy units
get +1 to Hit against this unit in Shooting and Reflex Shots),
Shaky, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dauntless, Spirits: Close Combat & Shooting
Attacks will only Wound them on a 6 but Electric, Fire and
Magical attacks will affect them normally, Heavenly
Connection (ALL Abilities cost 0 Energy)

Angelic Steed: Moves ‘9’ (Summoned ONLY)


T3, W1, S4, I3, A1, No Save, -1 to Armour Saves, Cavalry,
Magical Attacks, Dauntless, Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Shaky, Spirits: Close Combat & Shooting Attacks
will only Wound them on a 6 but Electric, Fire and Magical
attacks will affect them normally
Each Arch-Angel has ALL of these abilities:

Choose from:

Chain Ranked Lesser Daimons (3 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound or Ranked Greater
Daimon unit within ‘24’ and roll 2D6 against your opponent,
if you win then the Greater Daimon or D6 Lesser Daimon /
Ranked Daimon Hound models are frozen in stasis and cannot
do anything

Banish Ranked Lesser Daimon (1 Energy) = Aim at a Ranked


Lesser Daimon / Ranked Daimon Hound unit within ‘12’ and
roll 2D6 against your opponent, if you win then remove 1
Ranked Lesser Daimon / Ranked Daimon Hound

Request Cherubim (2 Energy) = Summons 1 Angelic


Cherubim within ‘3’ of the Caster, adding 5 to his Energy. One
Cherubim per Caster OR Arch Angel.

Request Angelic Steed (1 Energy) = Summons 1 Angelic


Steed within ‘3’ of Caster, which can be ridden so the Caster
becomes Cavalry. If Caster dies, the Angelic Steed/s
disappear. Only ridden by infantry.

Zone of Silence (2 Energy) = Creates a Zone of Silence around


Caster and any unit/s he is attached to where Ranked Daimon
units cannot enter. Caster cannot use any other abilities while
holding the zone in place. Lasts until Caster or any model in
his unit/s Moves or loses a round of Close Combat.

Stop Shaking Now! (3 Energy) = Choose an Angel unit within


‘24’, they will now ignore the need to test for being Shaky
next time, even if enemy magic causes this.

Pray for Strength (3 Energy) = Gives 2D6 Energy to the


Caster
Request Angelic Messengers (15 Energy) = Summons 3D6
Angelic Messengers within ‘3’ of Caster.

Holy Zone of Denial (5 Energy) = Creates a Zone for the


Caster and any unit/s he is attached to for the rest of the
battle where any Ranked Daimon units which enter or are
already in the Zone of Denial are destroyed. Ranked Daimon
units also may NOT Shoot through or use abilities on the Zone
or any unit in it. Caster cannot Rest or use any other abilities
while holding the zone in place. Ranked Daimon units that
move within ‘12’ immediately suffer a Shaky test. The Zone
of Denial is immediately dispelled if the unit inside it Moves at
all, including winning and losing Close Combat.

Banish Ranked Lesser Daimon Horde (10 Energy) = Target a


Ranked Lesser Daimon / Ranked Daimon Hound unit within
‘24’ and roll 2D6 against your opponent, if you win then the
Ranked Lesser Daimon unit is destroyed.

Awesome Presence (8 Energy) = All enemy units within ‘12’


of the Caster must roll 2D6 against your caster, if you win
then they count as failing a CCR roll. Dauntless units are not
affected by this.

Request Angelic Messenger Host (25 Energy) = Summons


6D6 Angelic Messengers within ‘3’ of Caster.

Fortified by Faith (6 Energy) = The Caster gains +1 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks)

Banish Ranked Greater Daimon (10 Energy) = Target a


Ranked Greater Daimon unit within ‘24’ and roll 2D6 against
your opponent, if you win then the Ranked Greater Daimon
unit is destroyed.

Request Arch-Angel (25 Energy) = Summons an Arch-Angel


within ‘3’ of Caster.
Heavenly Power (40 Energy) = The Caster gains +2 to all stats
(Toughness, Wounds, Strength, Initiative and Attacks) and
+10 Energy.

Open Heavenly Gate (20 Energy) = Opens a Heavenly Gate


within ‘24’ which Summons 6D6 Angelic Messengers and 1
Arch-Angel each turn. The Heavenly Gate remains open for
D6 x 10 turns (up to 60 Turns!). If the Gate closes, no more
Angelic units will appear from it. NOTE: Angelic units which
emerge from a Heavenly Gate will attack any unit they
encounter (except Angelic units), preferring units which are
Ranked Daimons.
Mercenary Pirates (Exodus):
Universal Bonuses and Penalties for Merc Pirates:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Mercenary Pirate with Cutlass & Pistol (Exodus): 8pts


T4, W1, S4, I5, A2, No Save, Hits on a 5+ by Default in CC
and -1 to Armour Saves, Hits on a 4+ by Default in Shooting,
Armed with Black Powder Pistol (Auto, ‘6’, S4, -1 to Armour
Saves, Also used in Close Combat with -2 to Armour Saves),
Reflex Shots (S4, Hits on a 5+ by Default)
Red Indians (Exodus):
Universal Bonuses and Penalties for Red Indians:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

NOTE: Red Indian units with Arquebuses only become


available through trade or victories over units with
Arquebuses.
Red Indian with Spear (Exodus): 4pts
T3, W1, S3, I6, A1, No Save, Hits on a 4+ by Default in CC,
I8 against Cavalry and I7 against Flyers

Red Indian with Arquebus (Exodus): 6pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Arquebus (Heavy, ‘24’, S4 -2 to
Armour Saves), Reflex Shots (S4, Hits on 5+ by Default)

Red Indian Archer (Exodus): 4pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Bow (Auto, ‘18’, S3), Reflex Shots
(S3, Hits on 5+ by Default)

Red Indian Bearman with Twin Axes (Exodus): 4pts


T3, W1, S3, I4, A2, No Save, Hits on a 5+ by Default in CC
Red Indian Night Hunter with Axe (Exodus): 5pts
T3, W1, S3, I4, A2, No Save, Hits on a 4+ by Default in CC,
Climbers (Ignores Terrain when moving and can even climb
over Movement Blocking Terrain)

Red Indian with Javelin and Shield (Exodus): 5pts


T3, W1, S3, I4, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, Hits on a 4+ by Default in Shooting, Armed with
Javelins (Auto, ‘8’, Thrown into Close Combat when Charging
so counts towards Wounds in Close Combat), Reflex Shots
(Javelins S3 on a 5+ to Hit by Default, counts towards Wounds
in Close Combat)

Red Indian Chief with Bow (Exodus): 9pts


T3, W2, S3, I4, A2, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Bow (Auto, ‘18’, S3), Reflex Shots
(S3, Hits on 5+ by Default)

Red Indian Chief with Arquebus (Exodus): 11pts


T3, W2, S3, I4, A2, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves), Reflex Shots (S4, Hits on 5+ by Default)
Desert Oranges (Exodus):
Universal Bonuses and Penalties for Desert Oranges:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Desert Orange with Spear (Exodus): 6pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry and I5 against Flyers, Diehards (All
Orange models can re-roll CCR (Close Combat Resolution
Rolls) if they lose a Close Combat unless the unit has the
Dauntless rule included in their statistics)

Desert Orange Archer (Exodus): 5.5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Bow (Auto, ‘18’, S3), Reflex
Shots (S3, Hits on 5+ by Default), Diehards
Mercenary Colonists (Exodus):
Universal Bonuses and Penalties for Merc Colonists:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Conquistador Pikeman (Exodus): 10pts


T3, W1, S3, I6, A1, 5+ Armour Save, I7 against Flyers and I9
against Cavalry, Hits on a 4+ by Default in CC, Joins units of
Conquistador Crossbowmen

Conquistador Crossbowman (Exodus): 10pts


T3, W1, S3, I6, A1, 6+ Armour Save, I7 against Flyers and I9
against Cavalry, Hits on a 4+ by Default in CC and Shooting,
Armed with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves),
Reflex Shots (S4, Hits on a 5+ by Default), Joins units of
Conquistador Pikemen

Italian Pikeman in Animal Fur (Exodus): 10pts


T3, W1, S3, I6, A1, 5+ Armour Save, I7 against Flyers and I9
against Cavalry, Hits on a 4+ by Default in CC, Dauntless
Greek Hoplite with Pike (Exodus): 9pts
T3, W1, S3, I6, A1, 6+ Armour Save, I7 against Flyers and I9
against Cavalry, Hits on a 4+ by Default in CC

Savage Norseman with Axe and Shield (Exodus): 11pts


T3, W1, S4, I4, A2, 4+ Numb Save, +1 to Hit Bonus on
Charge, Crazed, Dauntless, -1 to Armour Saves in CC, Hits
on a 2+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above)
Merc Colonist Mercenary Units:
(Up to 25% of your Army Cost)
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
Limit of 1 Wandering Dwarf & Wandering Thief
Jungle Reptile Mercenaries
Amazons (Exodus):
Universal Bonuses and Penalties for Amazons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if using 2 Blades (always included in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
Can shoot into Close Combat: On a 1 – 3 the shot hits an
enemy unit, on a 4 – 6 it hits a friendly unit
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Jungle Dwellers: 4+ Cover Save in Jungles, Moves through


Jungles without penalty.

NOTE: All Amazon units are (Exodus) and their stats reflect it

Warrior Woman with Twin Macanas (Exodus): 10pts


Moves ‘9’- T3, W1, S4, I3, A2, 4+ Dodge Save, Jungle
Dwellers, Ambush, Hits on a 5+ by Default in CC, Hits on a
4+ by Default in Shooting, Armed with Ancient Throwing
Darts (Auto, ‘8’, S4, -1 to Armour Saves, Thrown into Close
Combat when Charging so counts towards Wounds in Close
Combat), Reflex Shots (Ancient Darts S4 Hit on a 5+ to Hit
by Default, counts towards Wounds in Close Combat)

Amazon with Blade: 5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC,
Jungle Dwellers
Amazon Kalim Zealot with Blade: 11pts
T3, W1, S3, I5, A2, 6+ Numb Save, Crazed, Dauntless,
Unrestrained (Will Charge any unit, including friendly units,
if no enemy units are within Charge range in the Close Combat
Phase. If no units are in sight, friendly or enemy, they move
at double rate (Move ‘12’), Jungle Dwellers, Hits on a 2+ by
Default in CC, +1 to Hit Bonus in CC (included above), +1 to
Saves (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules)

Amazon Kalim Zealot with Twin Blades: 11.5pts


T3, W1, S3, I5, A4, 6+ Numb Save, Crazed, Dauntless,
Unrestrained, Jungle Dwellers, Hits on a 3+ by Default in
CC, +1 to Hit Bonus in CC (included above), +1 to Saves
(included above), Slaughter Them!

Amazon Kalim Devotee with Needler: 13pts


T3, W1, S3, I5, A2, 6+ Numb Save, Crazed, Dauntless,
Unrestrained, Hits on a 3+ by Default in Shooting, Reflex
Shots (S2, Hits on 4+ by Default), Armed with Needler
(Auto, ‘20’, S2, -1 to Armour Saves, Poisoned Attacks: Every
Hit dealt counts also counts as a Poisoned Attack. Each
Poisoned Attack causes a Toughness test on the enemy unit.
If failed they take an Unsaved Wound), Jungle Dwellers,
Hits on a 2+ by Default in CC, +1 to Hit Bonus in CC (included
above), +1 to Saves (included above), Slaughter Them!

Amazon Kalim Devotee with Fin Bolt Pistol: 13pts


T3, W1, S3, I5, A2, 6+ Numb Save, Crazed, Dauntless,
Unrestrained, Hits on a 3+ by Default in Shooting, Reflex
Shots (S4, Hits on 4+ by Default), Armed with Fin Bolt
Pistol (Heavy, ‘30’, S4, -2 to Armour Saves), Jungle
Dwellers, Slaughter Them!, Hits on a 2+ by Default in CC,
+1 to Hit Bonus in CC (included above), +1 to Saves (included
above)
Amazon Kalim Devotee with Fin Bolt Rifle: 13pts
T3, W1, S3, I5, A2, 6+ Numb Save, Crazed, Dauntless,
Unrestrained, Hits on a 3+ by Default in Shooting, Reflex
Shots (S4, Hits on 4+ by Default), Armed with Fin Bolt Rifle
(Heavy, ‘40’, S4, -2 to Armour Saves), Jungle Dwellers,
Slaughter Them!, Hits on a 2+ by Default in CC, +1 to Hit
Bonus in CC (included above), +1 to Saves (included above)

Amazon Kalim Devotee with Conduit Sword: 13pts


T3, W1, S3, I5, A2, 6+ Numb Save, Crazed, Dauntless,
Unrestrained, Armed with Conduit Sword (Generates D6 x
D6 Energy- 36 maximum, roll at the start of the battle for
each unit. A Devotee unit can spend 1 Energy for +1 Strength
in CC, with no maximum Strength. Additionally, they will gain
-1 to Armour Saves for each point of Strength from S4 up, so
S4 = -1 to Armour Saves, S5 = -2 to Armour Saves and so
on. If the result of this D6xD6 is 8+, the Devotees are
enslaved to the Conduit Sword. Enslaved Devotee units will
become comatose and cannot participate further in the battle
IF they ever run out of Energy), Jungle Dwellers, Slaughter
Them!, Hits on a 2+ by Default in CC, +1 to Hit Bonus in CC
(included above), +1 to Saves (included above)

Amazon Kalim Devotee with Conduit Rod: 13pts


T3, W1, S3, I6, A2, 6+ Numb Save, Crazed, Dauntless,
Unrestrained, Armed with Conduit Rod (A Devotee unit can
spend 1 Energy for +1 Strength in CC, with no maximum
Strength. Additionally, they will gain -1 to Armour Saves for
each point of Strength from S4 up, so S4 = -1 to Armour
Saves, S5 = -2 to Armour Saves and so on) Energy = 10,
Jungle Dwellers, Slaughter Them!, Hits on a 2+ by Default
in CC, +1 to Hit Bonus in CC (included above), +1 to Saves
(included above)
Bliss Daimons:
Universal Bonuses and Penalties for Bliss Daimons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Bliss Daimons (any unit with ‘Bliss’ AND ‘Daimon’)


Shaky: Bliss Daimon units which are beaten in Close Combat
suffer from being Shaky so roll D6 for the unit. On a 1 they
become Shaken Place a marker next to the unit. If they get
another ‘Shaken’ result, the unit is destroyed. On a 2 they
become Weakened (Unable to move or do anything this Turn
and suffers -1 to Hit in Close Combat if already in Close
Combat). On a 3 they become Drained (Roll a D6 for each
model in the unit, on a 4+ they are destroyed). On a 4 they
become Brittle (Roll a D6 for each model in the unit, on a 5+
they are destroyed). On a 5 they become Invigorated (They
make double their Attacks in Close Combat this round, they
can also Shoot twice this Turn and Move at double distance,
rounding up, so Move ‘6’ = Move ’12, if moving through
terrain, double the result of the highest D6). On a 6 they
become Invulnerable (All casualties for the unit suffered this
Turn are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Vulnerable to Magic: Bliss Daimon units do not get a Magic
Save (that is, when a spell/ability says ‘roll 2D6 against your
opponent, if you win then X’) when an enemy Mage uses a
spell or ability on their unit

Ignorance is Bliss: Bliss Daimon units ignore ALL Saves


against Angelic units and units with ‘Spirits’ rule
Enemy of the Butcher:
Bliss Daimon units Hate Gore Daimon units of all kinds
(Crazed so must move toward the Gore Daimons as fast as
possible and Charge them if in range, Does NOT need to do
this if Bliss Daimons are in a Defended Obstacle or manning
a barricade of any kind). Also gains +1 to CCR rolls when
fighting these Gore Daimons listed above and +1 to Hit
against them in Close Combat.

Dance of Death:
Bliss Daimons also become Dauntless when fighting any unit
with ‘Gore’ in its title and gain Double Attacks (e.g. A2 + 1
for Charge = A3x2, so becomes A6) and Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)
Bliss Daimon HERO Units:
Limit of 12 Greater Bliss Daimons (Bliss Daimon Abilities)

Greater Bliss Daimon: 900pts, Energy = 20 or roll 6D6


Moves ‘9’- T7, W10, S7, I10, A6, 4+ Dodge Save, Hits on a
2+ by Default in CC (+5 Bonus to Hit), -4 to Armour Saves in
CC, Magical Attacks, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Weak against Spears,
Dauntless unless beaten in CC by Ranked Greater Daimons,
Greater Bliss, Disease, Illusion or Gore Daimons, Shaky,
Imbued With Power (ALL Bliss Daimon Abilities cost 0
Energy) Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally, The Lash (Once per battle, a Greater
Bliss Daimon can force an enemy unit within ‘24’ to stay still
and not Move, Run or Victory Run. Additionally, once per
battle The Lash can make a friendly Bliss Daimon unit Move
twice in their turn. Finally, friendly Bliss Daimon units within
‘12’ of a Greater Bliss Daimon automatically score at least
10 on CCR rolls if they lose in Close Combat)
Each Bliss Daimon unit has ALL of these Abilities:

Choose from:

Treasure of Bliss (6 Energy) = Summons 3 Treasure Chest


models per Player around the battlefield, which can be
alternatively represented by Gold Coins. In the
Reinforcements Phase, roll a D6 for each Treasure Chest on
the battlefield. On a 5 or 6, it releases D6 Lesser Bliss
Daimons within ‘3’ of the ‘Treasure Chest’. Roll 3D6 if this
occurs, on a result of 18, it will spawn 3D6 Lesser Pleasure
Daimons in each Reinforcements Phase. These ‘Treasure
Chest’ Daimons have 4+ Dodge Saves. Lust for Gold (If a
unit of Imperial Mercenaries, Classical Mercenaries or
Mercenaries for Fame touches a ‘Treasure Chest’, they can
Claim 80pts if they are still holding onto it (without an enemy
unit within ‘3’) at the end of the battle. However, if a unit from
any of these armies is touching a ‘Treasure Chest of Bliss’,
you may re-roll the 3D6 for each Chest of Bliss in particular.
Attract Bliss Daimon Cavalry (2 Energy) = Summon D6 Bliss
Daimon Cavalry within ‘3’ of Caster.

Summon Bliss Daimon Cavalry / Scorpionic Bliss Daimons


(8 Energy) = Summon 6 Bliss Daimon Cavalry / Scorpionic
Bliss Daimons within ‘3’ of Caster.

Summon Lesser Bliss Daimons (15 Energy) = Summons 3D6


Lesser Bliss Daimons within ‘3’ of Caster.

Summon Lesser Bliss Daimon Horde (25 Energy) = Summon


6D6 Lesser Bliss Daimons within ‘3’ of caster.

Summon Greater Bliss Daimon (25 Energy) = Summons a


Greater Bliss Daimon within ‘3’ of Caster.

Familiar Focus (2 Energy) (Greater Bliss Daimons ONLY)


Summons 1 Bliss Daimon Focus Familiar to the Caster within
‘3’. Maximum Two Familiars per Caster unit. A Focus
Familiar allows the Caster unit to double the range of their
Bliss Daimon Abilities (e.g. from ‘6’ to ‘12’) or the effect (If
summoning D6 Bliss Daimon Cavalry, it now becomes D6x2).
If the Caster unit has 2 Focus Familiars, it can double the
range of Abilities with one Familiar and the effect with the
other Familiar.
Bliss Daimon CORE Units:
Limit of 48 Lesser Bliss Daimons
Limit of 48 Bliss Daimon Cavalry
Limit of 120 ‘Bliss’ Thugs with Axes
Limit of 120 ‘Bliss’ Thugs with Axes and Shields
Limit of 120 ‘Bliss’ Thugs with Flails
Limit of 36 ‘Bliss’ Marauders with Swords and Shields
Limit of 36 ‘Bliss’ Marauders with Halberds and Shields
Limit of 24 ‘Bliss’ Knights with Maces and Shields
Limit of 24 ‘Bliss’ Knights with Halberds and Shields
Limit of 12 Corrupt Elf ‘Bliss’ Knights with Swords and Shields
Limit of 12 Corrupt Elf ‘Bliss’ Knights with Lances and Shields
Limit of 12 Corrupt Elf ‘Bliss’ Knights with Crossbows and
Shields
Limit of 12 Corrupt Elf ‘Bliss’ Knights with Multi-Crossbows
and Shields
Limit of 12 Corrupt Elf ‘Bliss’ Riders with Lances and Shields
on Barded Warhorses
Limit of 12 Corrupt Elf ‘Bliss’ Riders with Crossbows and
Shields
Limit of 12 Corrupt Elf ‘Bliss’ Riders with Multi-Crossbows and
Shields
Limit of 60 ‘Blissful’ Corrupt Elves with Blades and Shields
Limit of 60 ‘Blissful’ Corrupt Elves with 2H Swords
Limit of 60 ‘Blissful’ Corrupt Elves with Crossbows
Limit of 30 ‘Blissful’ Corrupt Temple Elves with Twin Blades
Limit of 30 ‘Blissful’ Corrupt Temple Elves with Twin Poisoned
Blades
Limit of 30 ‘Blissful’ Corrupt Temple Elves with Crossbows
Limit of 60 Nomad ‘Bliss’ Cloven with Swords and Shields
Limit of 60 Nomad ‘Bliss’ Cloven with Flails
Lesser Bliss Daimon: 100pts
T3, W1, S4, I6, A3, 6+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+1 to Hit Bonus), Magical Attacks,
Dauntless unless beaten in CC by Greater Daimons or by a
Gore, Diseased, Illusion or Bliss Daimon unit, Attract Bliss
Daimon Cavalry (2 Energy) Summons D6 Bliss Daimon
Cavalry within ‘3’ of Caster unit, Spirits: Close Combat &
Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally, Energy =
D6 each X models in unit (See Bliss Daimon Abilities on
previous page)

Bliss Daimon Cavalry: 120pts, Move ‘12’


T5, W2, S4, I6, A4, 5+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+2 to Hit Bonus), Magical Attacks,
Dauntless unless beaten in CC by Greater Daimons or by a
Gore, Diseased, Illusion or Bliss Daimon unit, Ensnare (Roll
2D6 against your opponent’s unit in Close Combat, if you win,
then you get +2 to Hit against them in this round of Close
Combat), Cavalry, Spirits, Energy = D6 each X models in
unit (See Bliss Daimon Abilities on previous page)

‘Bliss’ Thug with Axe: 9pts


T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +2 to Initiative (included above)

‘Bliss’ Thug with Axe and Shield: 10pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +2 to Initiative (included above)

‘Bliss’ Thug with Flail: 10pts


T3, W1, S4, I5, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Mutation 1: +2 to Initiative (included above), -1 to
Armour Saves
‘Bliss’ Marauder with Sword and Shield: 40pts
T3, W2, S3, I7, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +2 to Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves, Diehards

‘Bliss’ Marauder with Halberd and Shield: 42pts


T3, W2, S4, I7, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +2 to Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves, Diehards,
I8 against Cavalry and Flyers, -1 to Armour Saves in CC

‘Bliss’ Knight with Axe and Shield: 75pts


T3, W2, S4, I8, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +2 to
Initiative (included above), Mutation 2: +’2’ to Run and
Victory Run Moves, Mutation 3: +1 ‘Tail’ Attack for every 2nd
model in this unit

‘Bliss’ Knight with Halberd and Shield: 77pts


T3, W2, S5, I8, A2, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Diehards, Mutation 1: +2 to
Initiative (included above), Mutation 2: +’2’ to Run and
Victory Run Moves, Mutation 3: +1 ‘Tail’ Attack for every 2nd
model in this unit, I9 against Cavalry and Flyers, -2 to Armour
Saves in CC
Corrupt Elf ‘Bliss’ Units:

Elven Speed: When Running (Shooting Phase or Victory


Run), Corrupt Elf ‘Bliss’ units can Run D6 + ’2’

Eternal Rivalry:
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds (Crazed so must move toward the Elves
as fast as possible and Charge them if in range, Does NOT
need to do this if Corrupt ‘Bliss’ Elves are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these Elves listed above and
+1 to Hit against them in Close Combat.

Corrupt Elf ‘Bliss’ Knight with Blade and Shield: 35pts


Move ‘9’- T4, W2, S3, I6, A1, 3+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific (Enemy units suffer a -1 to Hit against them penalty
in Close Combat unless: Dauntless or Terrific), Half of a Dino
Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3 means
2 ‘Bites’)
Knight Hits on a 2+ by Default in CC (+1 to Hit Bonus in Close
Combat), Cavalry, Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat, Mutation 1: +’2’ to Run and
Victory Run Moves
Corrupt Elf ‘Bliss’ Knight with Lance and Shield: 39pts
Move ‘9’- T4, W2, S3, I6, A1, 3+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’), Knight Hits on a 2+ by
Default in CC, Cavalry, Foul Smell Knight is I9, S5 and -3 to
Armour Saves on Charge ONLY, Mutation 1: +’2’ to Run and
Victory Run Moves

Corrupt Elf ‘Bliss’ Knight with Crossbow & Shield: 41pts


Move ‘9’- T4, W2, S3, I6, A1, 3+ Armour Save, Dino Beast is
S4 I1 A2 and Hits on a 4+ by Default in CC and has -3 to
Armour Saves in CC, Dino Beast is Brainless and will NOT
attack Aztec Dinosaur or Jungle Reptile units, Pirate Elf
Knights or Aztec Geckos on Horned Beasts, Dino Beast is also
Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’), Knight Hits on a 2+ by
Default in CC (+1 to Hit Bonus in Close Combat), Cavalry,
Foul Smell, Hits on 3+ in Shooting, Reflex Shots (S4, Hits
on 4+ by Default), Armed with Crossbow (Heavy, ‘30’, S4, -
1 to Armour Saves)

Corrupt Elf ‘Bliss’ Knight with Multi-Crossbow and


Shield: 43pts- Move ‘9’, T4, W2, S3, I6, A1, 3+ Armour Save,
Dino Beast is S4 I1 A2 and Hits on a 4+ by Default in CC and
has -3 to Armour Saves in CC, Dino Beast is Brainless and
will NOT attack Aztec Dinosaur or Jungle Reptile units, Pirate
Elf Knights or Aztec Geckos on Horned Beasts, Dino Beast is
also Terrific, Half of a Dino Beast’s Attacks are ‘Bite Attacks’,
rounding up (so A3 means 2 ‘Bites’), Knight Hits on a 2+ by
Default in CC (+1 to Hit Bonus in Close Combat), Cavalry,
Foul Smell, Hits on 4+ in Shooting, Reflex Shots (S3, 2
Shots, Hits on 5+ by Default), Armed with Multi-Crossbow
(Auto, ‘16’, S3, 2 Shots)
Corrupt Elf ‘Bliss’ Rider with Lance and Shield on
Barded Horse: 41pts- Moves ‘9’, T3, W2, S3, I7, A1, 3+
Armour Save, Cavalry, I9 S5 and -3 to Armour Saves on
Charge ONLY, Hits on a 2+ by Default in CC (+1 to Hit Bonus),
Mutation 1: +’2’ to Run and Victory Run Moves, Warhorse is
I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by Default

Corrupt Elf ‘Bliss’ Rider with Crossbow and Shield: 39pts


Moves ‘9’- T3, W2, S3, I7, A1, 4+ Armour Save, Cavalry, Hits
on 2+ in Close Combat (+1 to Hit Bonus), Hits on 3+ in
Shooting, Reflex Shots (S4, Hits on 4+ by Default), Armed
with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves),
Mutation 1: +’2’ to Run and Victory Run Moves, , Warhorse
is I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by
Default

Corrupt Elf ‘Bliss’ Rider with Multi-Crossbow and


Shield: 39pts- Moves ‘9’, T3, W2, S3, I7, A1, 4+ Armour
Save, Cavalry, Hits on 2+ in Close Combat (+1 to Hit Bonus),
Hits on 4+ in Shooting, Reflex Shots (S3, 2 Shots, Hits on
5+ by Default), Armed with Multi-Crossbow (Auto, ‘16’, S3,
2 Shots), Mutation 1: +’2’ to Run and Victory Run Moves, ,
Warhorse is I3 S4 -1 to Armour Saves A1 in CC and hits on a
4+ by Default

‘Blissful’ Corrupt Elf with Blade and Shield: 11pts


T3, W1, S3, I8, A1, 5+ Armour Save, Hits on a 3+ by Default,
Mutation 1: +2 to Initiative (included above)

‘Blissful’ Corrupt Elf with 2H Sword: 13pts


T3, W1, S4, I7, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves, Mutation 1: +2 to Initiative
(included above)
‘Blissful’ Corrupt Elf with Crossbow: 13pts
T3, W1, S3, I8, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S4, Hits on 4+ by
Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Mutation 1: +2 to Initiative (included above)

‘Blissful’ Corrupt Temple Elf with Twin Blades: 11pts


T3, W1, S3, I8, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above), Mutation 1: +2 to Initiative
(included above)
‘Blissful’ Corrupt Temple Elf w/ Twin Poisoned Blades:
14pts- T3, W1, S3, I8, A4, 5+ Numb Save, Crazed,
Dauntless, Hits on a 4+ by Default in CC (includes +1 to Hit
Bonus), Poisoned Attacks (S4 against units that are alive and
NOT Immune to Poison, so not Hungry Dead unless Starving
Ghouls), +1 to Wound in Close Combat (1 still fails),
Slaughter Them!, +1 to Saves (included above),
Mutation 1: +2 to Initiative (included above)

‘Blissful’ Corrupt Temple Elf with Crossbow: 13pts


T3, W1, S3, I8, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Armed with Crossbow
(Heavy, ‘30’, S4, -1 to Armour Saves), Reflex Shots (S4,
Hits on 4+ by Default), Slaughter Them!, +1 to Saves
(included above), Mutation 1: +2 to Initiative (included
above), Hits on 3+ b Default in Shooting

Nomad ‘Bliss’ Cloven with Blade and Shield: 12pts


T4, W2, S3, I5, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +2 to Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves,
Mutation 3: +1 ‘Tail’ Attack for every 2nd model in this unit

Nomad ‘Bliss’ Cloven with Flail: 12pts


T4, W2, S4, I4, A1, 6+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +2 to Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves,
Mutation 3: +1 ‘Tail’ Attack for every 2nd model in this unit,
-1 to Armour Saves in CC
Bliss Daimon Specialist Units:
Limit of 24 Scorpionic Bliss Daimons
Limit of 24 Bliss Legionnaires
Limit of 24 Bliss Legionnaire Cavalry
Limit of 36 Mounted ‘Bliss’ Thugs with Swords
Limit of 36 Mounted ‘Bliss’ Thugs with Swords and Shields
Limit of 30 Mounted ‘Bliss’ Marauders with Swords and Shields
Limit of 24 Mounted ‘Bliss’ Knights with Maces and Shields
Limit of 36 Nomad ‘Bliss’ Minos with Twin Axes
Limit of 12 ‘Bliss’ Trolls with Clubs
Limit of 2 ‘Blissful’ Beast Handlers with Swords & Shields
Limit of 12 Mutant ‘Bliss’ Hounds (Up to 6 per Beast Handler)
Limit of 12 Mutant ‘Bliss’ Spawn (Up to 6 per Beast Handler)
Limit of 36 ‘Bliss’ Centaurs with Axes
Limit of 36 ‘Bliss’ Centaurs with Axes and Shields
Limit of 36 ‘Bliss’ Centaurs with Flails
Scorpionic Bliss Daimon: 40pts, Moves ‘9’
T3, W1, S3, I3, A3, No Save, Hits on a 4+ by Default in CC,
Magical Attacks, Dauntless, Blissful Scent (Enemy units
must roll 2D6 against your unit and win in order to Attack
them in Close Combat), Also has 2 S4 Poisonous ‘Tail’ Attacks,
Cavalry, Spirits, Energy = D6 each X models in unit (See
Bliss Daimon Abilities on previous page)

Bliss Legionnaire with Chaotic Blades: 28pts


T3, W1, S4, I4, A3, 5+ Dodge Save, Hits on a 3+ by Default
in CC, Magical Attacks, Chaotic (Attacks Ignores Magic
Saves and Abilities), -1 to Armour Saves in CC

Bliss Legionnaire Cavalry with Chaotic Blades: 48pts


T5, W2, S4, I4, A3, 4+ Dodge Save, Hits on a 2+ by Default
in CC and -1 to Armour Saves in CC, Magical Attacks,
Chaotic (Attacks Ignores Magic Saves and Abilities),
Ensnare (Roll 2D6 against your opponent’s unit in Close
Combat, if you win, then you get +2 to Hit against them in
this round of Close Combat), Blissful Tongue Strider Mount is
S4 I6 A1 and -1 to Armour Saves

Mounted ‘Bliss’ Thug with Sword: 17pts


T3, W2, S3, I4, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC, Mutation 1: +’2’ to Run and Victory Run Moves,
Cavalry

Mounted ‘Bliss’ Thug with Sword and Shield: 19pts


Moves ‘9’- T3, W2, S3, I4, A1, 4+ Armour Save, Hits on a 2+
by Default in CC, Mutation 1: +’2’ to Run and Victory Run
Moves, Cavalry

Mounted ‘Bliss’ Marauder with Sword and Shield: 46pts


Moves ‘9’, T3, W3, S3, I7, A2, 3+ Armour Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), Mutation 1: +’2’ to Run
and Victory Run Moves, Mutation 2: +2 Initiative (included
above), Diehards, Cavalry, Warhorse is I3 S4 -1 to Armour
Saves A1 in CC and hits on a 4+ by Default
Mounted ‘Bliss’ Knight with Mace and Shield: 82pts
Moves ‘9’- T3, W3, S4, I6, A2, 3+ Armour Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus), Diehards, Mutation 1:
+’2’ to Run and Victory Run Moves, Mutation 2: +2 Initiative
(included above), Mutation 3: +1 ‘Tail’ Attack for every 2nd
model in this unit, Cavalry, Warhorse is I3 S4 -1 to Armour
Saves A1 in CC and hits on a 4+ by Default, ‘Bliss’ Knight is -
1 to Armour Saves

Nomad ‘Bliss’ Minos with Twin Axes: 44pts, Move ‘9’


T4, W3, S4, I5, A6, 6+ Numb Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific, Crazed,
Dauntless, +1 to Wound in Close Combat (1 still fails), +1
to Hit in Close Combat (included above), +1 to Saves
(included above) Slaughter Them!, Mutation 1: +’2’ to Run
and Victory Run Moves, Mutation 2: +2 Initiative (included
above)
‘Bliss’ Troll: 65pts, Move ‘9’
T4, W3, S5, I3, A3, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves in CC, Brainless (Roll a 2D6 at the start
of each of your Player turns for this unit, on a 5+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, ‘Bliss’ Trolls can Spew Acid, dealing a S5 Hit and
3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, ‘Bliss’ Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved),
Mutation 1: +2 Initiative (included above)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Troll unit, roll a D6 for each slain Troll.
On a 4-6 the Troll is Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they cannot
Rejuvenate
Bliss Daimon Handler with Whip: 100pts
T3, W1, S4, I6, A3, 6+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+1 to Hit Bonus), Magical Attacks,
Dauntless, Attract Bliss Daimon Cavalry (2 Energy)
Summons D6 Bliss Daimon Cavalry within ‘3’ of Caster unit,
Spirits, Armed with Whips (Can attack within ‘3’ of friendly
models in CC), Energy = D6

Mutant ‘Bliss’ Spawn: 80pts


T3, W1, S4, I8, A6, 6+ Numb Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -1 to Armour Saves in CC,
Mutation 1: +2 Initiative (included above), Mutation 2:
Appears Normal (like ‘Terrific’ rule, but -2 to Hit penalty
against this Spawn unit in CC unless: Dauntless or Terrific,
Mutation 3: +’1’ to Run and Victory Run Moves,
Mutation 4: Long Legs (+’1’ to Run and Victory Run Moves
(total of +’2’), Mutation 5: +1 ‘Tail’ Attack for every Model
in this Spawn unit, Mutation 6: Crazed, Dauntless, +1 to
Wound in CC (1 still fails), +1 to Hit in Close Combat (included
above), +1 to Saves (included above), Slaughter Them!

‘Bliss’ Centaur with Axe: 33pts


Moves ‘9’- T3, W2, S4, I5, A2, 5+ Armour Save, Hits on a 3+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +2 Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves

‘Bliss’ Centaur with Axe and Shield: 37pts


Moves ‘9’- T3, W2, S4, I5, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +2 Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves

‘Bliss’ Centaur with Flail: 37pts


Moves ‘9’- T3, W2, S5, I4, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +2 Initiative (included above),
Mutation 2: +’2’ to Run and Victory Run Moves
Bliss Daimon Heavy Units:
Limit of 6 Bliss Daimon Chariots
Limit of 6 Scorpionic Bliss Daimon Chariots
Limit of 1 Altar of Bliss
Limit of 4 Bliss Daimon Handlers with Whips
Limit of 24 Mutant Bliss Spawn (6 per Bliss Daimon Handler)
Limit of 1 Monolith of Bliss* (See unit description)

Bliss Daimon Chariot with Two Riders: 480pts, Move ‘12’


T5, W4, S4, I6, A8, 5+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+1 to Hit Bonus), Magical Attacks,
Dauntless unless beaten in CC by Greater Daimons or by a
Gore, Diseased, Illusion or Bliss Daimon unit, Ensnare (Roll
2D6 against your opponent’s unit in Close Combat, if you win,
then you get +2 to Hit against them in this round of Close
Combat), Cavalry, Spirits, Energy = D6 each X models in
unit (See Bliss Daimon Abilities on previous page), Run
Amok! (If ‘Stampede’ is cast on a Bliss Daimon Chariot unit,
they become Crazed, the Crew cannot attack or Shoot in any
way and the Chariot moves directly forward until destroyed,
such as running into Movement Blocking Terrain)

Scorpionic Bliss Daimon Chariot with Two Riders:


560pts Move ‘12’- T3, W4, S4, I6, A6, 5+ Dodge Save, -1 to
Armour Saves, Hits on a 2+ by Default in CC (+1 to Hit
Bonus), Magical Attacks, Dauntless unless beaten in CC by
Greater Daimons or by a Gore, Diseased, Illusion or Bliss
Daimon unit, Ensnare (Roll 2D6 against your opponent’s unit
in Close Combat, if you win, then you get +2 to Hit against
them in this round of Close Combat), Cavalry, Spirits,
Energy = D6 each X models in unit (See Bliss Daimon Abilities
on previous page), Run Amok!, Blissful Scent (Enemy units
must roll 2D6 against your unit and win in order to Attack
them in Close Combat), The 2 Scorpionic Bliss Daimons Hit
on a 4+ by Default in CC and are I3 S3 A3 each and also have
4 S4 Poisonous ‘Tail’ Attacks in total
Altar of Bliss with 6 Cultist Guards: 110pts
T3, W1, S3, I3, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 6 Cultist Guards with Clubs, Altar of Bliss cannot
be destroyed BUT if all 6 of the Cultist Guards are slain, the
Altar of Bliss is removed. However, if there are 6 Cultist
Guards in the enemy army, they can take control of the Altar
of Bliss (See Commandeering Artillery), Desecration: If
the Altar of Bliss is left in Close Combat with the enemy, with
no Cultist Guards left alive, all units with ‘Bliss’ in their unit
title within ‘12’ lose faith and must pass an immediate CCR
roll)

Ignorance is Bliss: All Units with ‘Bliss’ in their unit title


within ‘12’ of the Altar of Bliss gain a further +1 to CCR rolls

Bliss Daimon Handler with Whip: 100pts


T3, W1, S4, I6, A3, 6+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+1 to Hit Bonus), Magical Attacks,
Dauntless, Attract Bliss Daimon Cavalry (2 Energy)
Summons D6 Bliss Daimon Cavalry within ‘3’ of Caster unit,
Spirits, Armed with Whips (Can attack within ‘3’ of friendly
models in CC), Energy = D6

Mutant ‘Bliss’ Spawn: 80pts


T3, W1, S4, I8, A6, 6+ Numb Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -1 to Armour Saves in CC,
Mutation 1: +2 Initiative (included above), Mutation 2:
Appears Normal (like ‘Terrific’ rule, but -2 to Hit penalty
against this Spawn unit in CC unless: Dauntless or Terrific,
Mutation 3: +’1’ to Run and Victory Run Moves,
Mutation 4: Long Legs (+’1’ to Run and Victory Run Moves
(total of +’2’), Mutation 5: +1 ‘Tail’ Attack for every Model
in this Spawn unit, Mutation 6: Crazed, Dauntless, +1 to
Wound in CC (1 still fails), +1 to Hit in Close Combat (included
above), +1 to Saves (included above), Slaughter Them!
Monolith of Bliss: 0pts
Monoliths cannot be attacked and have no unit stats.
Testament to Victory: *They are created as a reminder of
each Bliss Daimon victory on a battlefield (e.g. Granada in
Spain). So if you won 3 battles in Granada, then you have a
Limit of 3 Monoliths of Bliss. Imbued with Power: Any Bliss
Daimon unit within ‘12’ of a Monolith of Bliss gains +6 Energy
at the beginning of each Magic Phase.

Bliss Daimon Allied Units:


(Up to 25% of your Army Cost)
Traitor Allies (up to 50% of your Army Cost)
Corrupt Elf Allies
Rodent Allies
Diseased Daimons
Illusion Daimons
Hungry Dead Allies

Bliss Daimon Mercenary Units:


(Up to 25% of your Army Cost)
Brawler Ogres and Clumsy Giants
Man-Orc Mercenaries
Steppe Norker Mercenaries
Bliss Daimon Host Units:
(Up to 25% of your Army Cost)
Limit of 10 Hungry Ghosts
Limit of 10 Hungry Spectres
Limit of 10 Mounted Hungry Spectres
Limit of 10 Hungry Dead Knights
Limit of 10 Hungry Wraiths
Limit of 12 Traitor Centaurs
Limit of 24 Traitor Mutant Hounds
Limit of 6 Mutant Chimerae
Limit of 6 Mutant Cockatrices
Limit of 6 Dragons
Limit of 12 Traitor Thunder Ogres with Axes
Limit of 6 Mutant Gorgons
Limit of 6 Traitor Griffons
Limit of 24 Mutant Harpy ‘Bird Women’ with Clubs
Limit of 6 Mutant Hippogriff
Limit of 6 Mutant Hydra
Limit of 6 Mutant Jabberwock
Limit of 6 Mutant Winged Manticore
Limit of 6 Mutant Wyverns
Traitor Centaur with Axe: 40pts
Moves ‘9’- T4, W2, S4, I3, A2, 4+ Armour Save, Hits on a 2+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit

Traitor Thunder Ogre with Axe: 87pts, Move ‘12’


T5, W4, S6, I2, A6, 5+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -4 to Armour Saves in Close Combat,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Crazed, Dauntless,
+1 to Wound in Close Combat (1 still fails), +1 to Hit in Close
Combat (included above), +1 to Saves (included above)
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 1: +1 Armour Saves (included
above), Mutation 2: +1 to Strength (included above)
Thunderstruck: Immune to Lightning Attacks & Warp
Lightning Cannons, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots)
Bliss Daimon Warband Type I:
5 Armoured Nomad ‘Bliss’ Cloven with Blades and Shields
7 Armoured ‘Bliss’ Cultists with Blades and Shields
(Warband models must add up to 12 or multiples of 12)

Armoured Nomad ‘Bliss’ Cloven w/ Blade & Shield:


13pts- Move ‘9’- T4, W2, S3, I3, A1, 5+ Armour Save, Hits on
a 3+ by Default in CC, Mutation 1: +1 to Hit in Close Combat
(included above) and +1 ‘Gore’ Attack for every 2nd model in
this unit, Mutation 2: +1 ‘Claw Attack for every 2nd model in
this unit at -1 to Armour Saves, Mutation 3: Pink Skinned

Armoured ‘Bliss’ Cultist with Blade and Shield: 8pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default,
Mutation 1: Crazed, +1 to CCR Rolls, +1 to Hit in Close
Combat (included above), Mutation 2: Brightly Coloured Skin
Bliss Daimon Warband Type II:
1 Scorpionic Bliss Daimon (Magic Resistant)
6 Corrupt ‘Bliss’ Elves with Multi-Crossbows and Shields
5 Agile Armoured ‘Bliss’ Rodents with Blades and Shields
(Warband models must add up to 12 or multiples of 12)

Corrupt ‘Bliss’ Elf with Multi-Crossbow and Shield: 15pts


T3, W1, S3, I6, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and in Shooting, Reflex Shots (S3, 2 Shots, Hits on 4+
by Default), Armed with Multi-Crossbow (Auto, ‘16’, S3, 2
Shots), Mutation 1: Expert Shots (Fires 4 Shots in Shooting
and Reflex Shots), Mutation 2: Blue Skin

Scorpionic Bliss Daimon (Magic Resistant): 40pts


Moves ‘9’- T3, W1, S3, I3, A3, No Save, Hits on a 4+ by
Default in CC, Magical Attacks, Dauntless, Blissful Scent
(Enemy units must roll 2D6 against your unit and win in order
to Attack them in Close Combat), Also has 2 S4 Poisonous
‘Tail’ Attacks, Cavalry, Spirits, Energy = D6 each X models
in unit (See Bliss Daimon Abilities on previous page),
Magically Resistant (Ignores ‘Vulnerable to Magic’ rule and
gains +2 to Magic Save rolls)

Agile Armoured ‘Bliss’ Rodent with Blade and Shield:


6pts Moves ‘9’- T3, W1, S3, I6, A1, 5+ Armour Save, Hits on
a 4+ by Default in CC, Mutation 1: +3 to Initiative (include
above)
Ranked Daimon Allied Contingent:
Limit of 5 Ranked Greater Daimons

Vulnerable to Magic: Ranked Daimon units do not get a


Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule

Ranked Greater Daimon: 750pts, Energy = 10 or roll 3D6


Moves ‘10’- T7, W10, S9, I10, A10, 3+ Armour Save, Hits on
a 2+ by Default in CC (+5 Bonus to Hit), -6 to Armour Saves
in CC, Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears, Dauntless unless beaten in CC by
Ranked Daimon Overlords, Shaky, Imbued With Power
(ALL Battle and Daimon Abilities cost 0 Energy) Spirits: Close
Combat & Shooting Attacks will only Wound them on a 6 but
Electric, Fire and Magical attacks will affect them normally,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 2: +3 to Armour Saves (included
above), Mutation 3: +2 to Strength (included above), See
page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities
Illusion Daimons:
Universal Bonuses and Penalties for Illusion Daimons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Illusion Daimons (any unit with ‘Illusion’ AND


‘Daimon’)
Shaky: Illusion Daimon units which are beaten in Close
Combat suffer from being Shaky so roll D6 for the unit. On a
1 they become Shaken Place a marker next to the unit. If
they get another ‘Shaken’ result, the unit is destroyed. On a
2 they become Weakened (Unable to move or do anything
this Turn and suffers -1 to Hit in Close Combat if already in
Close Combat). On a 3 they become Drained (Roll a D6 for
each model in the unit, on a 4+ they are destroyed). On a 4
they become Brittle (Roll a D6 for each model in the unit, on
a 5+ they are destroyed). On a 5 they become Invigorated
(They make double their Attacks in Close Combat this round,
they can also Shoot twice this Turn and Move at double
distance, rounding up, so Move ‘6’ = Move ’12, if moving
through terrain, double the result of the highest D6). On a 6
they become Invulnerable (All casualties for the unit
suffered this Turn are returned to the unit immediately. The
unit is also completely immune to all damage this Turn)
Mighty and Magical: Illusion Daimon units do not suffer
from the ‘Vulnerable to Magic’ rule, therefore they do get a
Magic Save when an enemy Mage uses a spell or ability on
their unit. They also get +1 to their Magic Save rolls.

The Show Must Go On: Illusion Daimon units ignore ALL


Saves against Angelic units and units with ‘Spirits’ rule

Enemy of the Diseased:


Illusion Daimon units Hate Disease Daimon units of all kinds
(Crazed so must move toward the Disease Daimons as fast
as possible and Charge them if in range, Does NOT need to
do this if Illusion Daimons are in a Defended Obstacle or
manning a barricade of any kind). Also gains +1 to CCR
rolls when fighting these Disease Daimons listed above
and +1 to Hit against them in Close Combat.

Fiery Conflagration:
Illusion Daimons also become Dauntless when fighting any
unit with ‘Disease’ in its title and gain Double Attacks (e.g.
A2 + 1 for Charge = A3x2, so becomes A6) and Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules)
Illusion Daimon HERO Units:
Limit of 18 Greater Illusion Daimons (Illusion Daimon
Abilities)

Greater Illusion Daimon: 1650pts, Energy = 20 or roll 6D6


Moves ‘9’- T7, W10, S10, I10, A6, 5+ Dodge Save, Hits on a
2+ by Default in CC (+6 Bonus to Hit), -4 to Armour Saves in
CC, Magical Attacks, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Flyer (Must
Move ‘0’ to ‘32’) Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Dauntless unless beaten in CC by Ranked
Greater Daimons, Greater Bliss, Disease, Illusion or Gore
Daimons, Shaky, Imbued With Power (ALL Illusion Daimon
Abilities cost 0 Energy) Spirits: Close Combat & Shooting
Attacks will only Wound them on a 6 but Electric, Fire and
Magical attacks will affect them normally, Burning Rage:
Crazed and Dauntless, +1 to Hit in Close Combat (included
above), +1 to Wound in Close Combat (1 still fails) and +1 to
Armour Saves (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Magical
Cordial: +3 Strength (included above), Plucky and Lucky:
Greater Illusion Daimons can re-roll failed Saves, rolls to Hit
and rolls to Wound, Magical Staff: Choose an enemy model
in Close Combat with the Greater Illusion Daimon and roll 2D6
against your opponent. If you win, the model is immobilised
and ALL of your Attacks against the model will Hit
automatically.
Each Illusion Daimon unit has ALL of these Abilities:

Choose from:

Treasure of Illusion (9 Energy) = Summons 3 Treasure Chest


models per Player around the battlefield, which can be
alternatively represented by Gold Coins. In the
Reinforcements Phase, roll a D6 for each Treasure Chest on
the battlefield. On a 5 or 6, it releases D6 Lesser Illusion Fire
Daimons/Illusion Firebrain Daimons within ‘3’ of the ‘Treasure
Chest’. Roll 3D6 if this occurs, on a result of 18, it will spawn
3D6 Lesser Illusion Fire Daimons/Illusion Firebrain Daimons
in each Reinforcements Phase. These ‘Treasure Chest’
Daimons have 4+ Dodge Saves. Deadly Illusion (If a unit of
Imperial Mercenaries, Classical Mercenaries or Mercenaries
for Fame touches a ‘Treasure Chest’, they can Claim 80pts if
they are still holding onto it (without an enemy unit within ‘3’)
at the end of the battle. However, if a unit from any of these
armies is touching a ‘Treasure Chest of Illusion’, you can deal
2D6 S4 -1 to Armour Saves Hits to the unit if you ever roll a
3 on the 3D6.
Magical Fire Wall (4 Energy) = Extends a ‘6’ Fire Wall directly
from one model in the Caster’s unit (an Illusion Daimon of
some kind), which Deals D6 Hits at Strength D6+4. Ignores
Armour and Magical Saves

Warping Beyond Imagination (6 Energy) = Choose an enemy


model within ‘12’ of Caster’s unit (an Illusion Daimon of some
kind) and roll 2D6 against your opponent. If you win, the
model dies and turns into an ‘Illusion’ Spawn.

Magical Fire Storm (18 Energy) = Choose an enemy model


within ‘24’ of Caster’s unit (an Illusion Daimon of some kind).
The model is burned to ashes and turns into a Lesser Illusion
Fire Daimon. One more Illusion Daimon is created at the
ashen spot in each of your Turns.

Familiar Magic (2 Energy) (Greater Illusion Daimons ONLY)


Summons 1 Illusion Daimon Magic Familiar to the Caster
within ‘3’. Illusion Daimon Magic Familiar = Hits on a 3+
by Default in CC, S4, I6, A1, T3, W1, -1 to Armour Saves),
Maximum 1 Magic Familiar per Caster unit. Can be used
to measure range from for ALL Illusion Daimon Abilities
above.
Illusion Daimon CORE Units:
No Limit on Lesser Illusion Daimons
No Limit on Illusion Daimon Manta Cavalry
No Limit on ‘Illusion’ Thugs with Axes and Shields
No Limit on ‘Illusion’ Thugs with Composite Bows & Shields
No Limit on ‘Illusion’ Thugs with Crossbows & Shields
No Limit on ‘Illusion’ Knights with Axes and Shields
No Limit on Heavy ‘Illusion’ Knights with Axes and Shields
No Limit on ‘Illusion’ Cloven with Axes and Shields
No Limit on ‘Illusion’ Cloven with Throwing Spears & Shields

Lesser Illusion Fire Daimon: 140pts, 9 Energy each


T3, W1, S4, I6, A2, 6+ Dodge Save, -1 to Armour Saves in
CC, Hits on a 2+ by Default in CC, Magical Attacks,
Dauntless unless beaten in CC by Greater Daimons or by a
Gore, Diseased, Illusion or Bliss Daimon unit, Spirits: Close
Combat & Shooting Attacks will only Wound them on a 6 but
Electric, Fire and Magical attacks will affect them normally,
Magic Show: When a Lesser Illusion Fire Daimon takes an
unsaved Wound, they split into 2 Lesser Illusion Daimons. See
below for unit stats, Mutation 1: +1 to Saves (included
above), Unnatural: Enemy units must make a CCR roll if if
they are Charged by this unit and are NOT Dauntless

Lesser Illusion Daimon: No Energy


T3, W1, S3, I7, A2, No Save, Hits on a 4+ by Default in CC,
Magical Attacks, Dauntless unless beaten in CC by Greater
Daimons or by a Gore, Diseased, Illusion or Bliss Daimon unit,
Spirits, Mutation 1: Multiple Arms +1 Attack (included
above), Unnatural
Illusion Manta Daimon Cavalry: 155pts, Moves ‘12’
9 Energy Each- T3, W3, S3, I3, A1, 5+ Dodge Save, Hits on
a 4+ by Default in CC, Has ‘Bite’ Attacks, Magical Attacks,
Dauntless, Spirits, Flyers (Must Move ’12), Charges ‘12’
like Cavalry, Illusion Fire Daimon Rider is S4, I6, A2, 6+
Dodge Save, -1 to Armour Saves in CC, Hits on a 2+ by
Default in CC (+1 Bonus to Hit), Magic Show: When an
Illusion Manta Daimon Cavalry model takes its last unsaved
Wound, the Illusion Fire Daimon Rider splits into 2 Lesser
Illusion Daimons. See below for unit stats, Mutation 1: +1
to Saves (included above), Mutation 2: Clawed Feet (+2
‘Claw’ Attacks for Rider- S4)

‘Illusion’ Thug with Axe and Shield: 8pts


T3, W1, S3, I5, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Thug with Composite Bow and Shield: 10pts
T3, W1, S3, I5, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC and Shooting, Mutation 1: +1 to Saves (included
above), Armed with Composite Bow (Auto, ‘24’, S3), Reflex
Shots (S3, Hits on a 4+ by Default)

‘Illusion’ Thug with Crossbow and Shield: 11pts


T3, W1, S3, I5, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC and Shooting, Mutation 1: +1 to Saves (included
above), Armed with Crossbow (Heavy, ‘24’, S4, -1 to Armour
Saves), Reflex Shots (S4, Hits on a 4+ by Default),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

‘Illusion’ Knight with Axe and Shield: 74pts


T3, W2, S4, I7, A3, 3+ Dodge Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus) and -1 to Armour Saves, Diehards,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

Heavy ‘Illusion’ Knight with Axe and Shield: 124pts


T3, W2, S4, I7, A3, 3+ Dodge Save, 5+ Armour Save, Hits on
a 2+ by Default in CC (+1 to Hit Bonus) and -1 to Armour
Saves, Diehards, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Cloven with Axe and Shield: 12pts
T4, W2, S3, I4, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

‘Illusion’ Cloven with Throwing Spear & Shield: 13pts


T4, W2, S3, I4, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves, Reflex Shots (S3, Hits on a 5+ by
Default, counts towards Wounds in Close Combat), Armed
with Throwing Spear (Auto, ‘4’, S3, -1 to Armour Saves,
Thrown into Close Combat so counts towards Wounds in Close
Combat), Hits on a 4+ by Default in Shooting
Illusion Daimon Specialist Units:
No Limit on Illusion Firebrain Daimons
No Limit on Illusion Manta Daimons
No Limit on ‘Illusion’ Knight Cavalry with Maces and Shields
No Limit on Heavy ‘Illusion’ Knight Cavalry with Axes &
Shields
Limit of 27 Spawn ‘Illusion’ Knight Cavalry with Axes & Shields
Limit of 9 ‘Illusion’ Trolls with Clubs
No Limit on Mutant ‘Illusion’ Hounds
Limit of 27 Brainless ‘Illusion’ Spawn
Limit of 18 ‘Illusion’ Centaurs with Axes
Limit of 18 ‘Illusion’ Centaurs with Axes and Shields
Limit of 18 ‘Illusion’ Centaurs with Composite Bows
Limit of 18 ‘Illusion’ Centaurs with Composite Bows and
Lances

Illusion Firebrain Daimon: 140pts, Moves ‘9’


T5, W2, S5, I4, A2, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves in CC, Has ‘Bite’ Attacks, Magical
Attacks, Dauntless unless beaten in CC by Greater Daimons
or by a Gore, Diseased, Illusion or Bliss Daimon unit, Spirits,
Armed with Illusion Flamethrower (Auto, ‘6’, Deals D6 S3
Hits, Magical Fire Attacks, Can be used in Close Combat, Any
unit suffering an unsaved Wound from this must pass a CCR
roll unless Dauntless), 9 Energy each, Mutation 1: Burning
Body (+1 Toughness included above, Enemy units suffer -2
to Hit against them in Close Combat, Deals S3 Hit for every
successful Hit in Close Combat from their S5 Attacks),
Unnatural Horror: Enemy units must make a CCR roll if NOT
Dauntless and if they suffer any Hits from a unit of Illusion
Firebrain Daimons

Illusion Manta Daimon: 15pts, Moves ‘12’


T3, W2, S3, I3, A1, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Has ‘Bite’ Attacks, Magical Attacks, Dauntless,
Spirits, Flyers (Must Move ’12), Charges ‘12’ like Cavalry
‘Illusion’ Knight Cavalry with Axe and Shield: 80pts
Moves ‘9’- T4, W3, S4, I6, A3, 2+ Dodge Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus) and -1 to Armour Saves in
CC, Diehards, Cavalry, Mutation 1: +1 to Saves (included
above), Mutation 2: Multiple Arms +1 Attack (included
above), Mutation 3: +1 Initiative (incl. above) and +’1’ to
Run and Victory Run Moves, Warhorse is I3 S4 -1 to Armour
Saves A1 in CC and hits on a 4+ by Default, Mutation 4:
Burning Body (+1 Toughness included above, Enemy units
suffer -2 to Hit against them in Close Combat, Deals S3 Hit
for every successful Hit in Close Combat from their S4
Attacks)
Heavy ‘Illusion’ Knight Cavalry with Axe & Shield:
109pts- Moves ‘12’, T5, W3, S4, I6, A3, 2+ Dodge Save, Hits
on a 2+ by Default in CC (+2 to Hit Bonus) and -1 to Armour
Saves in CC, Diehards, Cavalry, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves, ‘Illusion’ Steed is I4 S4 -
1 to Armour Saves A2 in CC and Hits on a 3+ by Default, +’2’
to Move (included above), Grants +1 to Magic Save rolls, +2
‘Gore’ Attacks for every 2nd model in this ‘Illusion’ Knight unit,
Mutation 4: Burning Body (+1 Toughness included above,
Enemy units suffer -2 to Hit against them in Close Combat,
Deals S3 Hit for every successful Hit in Close Combat from the
Knight’s S4 Attacks)

Spawn ‘Illusion’ Knight Cavalry w/ Axe & Shield: 105pts


Moves ‘9’- T4, W3, S4, I6, A3, 2+ Dodge Save, 6+ Numb
Save, Hits on a 2+ by Default in CC (+2 to Hit Bonus) and -1
to Armour Saves in CC, Diehards, Cavalry, Mutation 1: +1
to Saves (included above), Mutation 2: Multiple Arms +1
Attack (included above), Mutation 3: +1 Initiative (incl.
above) and +’1’ to Run and Victory Run Moves, Warhorse is
I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by
Default, Brainless ‘Illusion’ Spawn is S4 I7 A3, Grants +’1’ to
Run and Victory Run Moves, Mutation 4: Burning Body (+1
Toughness included above, Enemy units suffer -2 to Hit
against them in Close Combat, Deals S3 Hit for every
successful Hit in Close Combat from the Knight and Spawn’s
S4 Attacks)
‘Illusion’ Troll: 65pts, Move ‘9’
T5, W3, S5, I1, A3, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves in CC, Brainless (Roll a 2D6 at the start
of each of your Player turns for this unit, on a 5+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, ‘Illusion’ Trolls can Spew Acid, dealing a S5 Hit
and 3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, ‘Illusion’ Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved),
Mutation 1: Burning Body (+1 Toughness included above,
Enemy units suffer -2 to Hit against them in Close Combat,
Deals S3 Hit for every successful Hit in Close Combat from
their S5 Attacks)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Troll unit, roll a D6 for each slain Troll.
On a 4-6 the Troll is Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they cannot
Rejuvenate

Mutant ‘Illusion’ Hound: 25pts, Moves ‘9’


T4, W2, S4, I5, A3, 6+ Dodge Save, Hits on a 3+ by Default
in CC, Cavalry, -1 to Armour Saves in CC, ‘Bite Attacks’,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Heads +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves
Brainless ‘Illusion’ Spawn: 25pts
T4, W1, S4, I7, A3, 6+ Numb Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in CC, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves, Mutation 4: Burning
Body (+1 Toughness included above, Enemy units suffer -2
to Hit against them in Close Combat, Deals S3 Hit for every
successful Hit in Close Combat from their S4 Attacks)

‘Illusion’ Centaur with Axe: 34pts


Moves ‘9’- T3, W2, S5, I4, A2, 4+ Dodge Save, Hits on a 3+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Saves (included above),
Mutation 2: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

‘Illusion’ Centaur with Axe and Shield: 38pts


Moves ‘9’- T3, W2, S5, I4, A2, 3+ Dodge Save, Hits on a 3+
by Default in CC, -2 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Saves (included above),
Mutation 2: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Centaur with Composite Bow: 42pts
Moves ‘9’- T3, W2, S5, I4, A2, 4+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, -2 to Armour Saves in CC,
Cavalry, Magical Attacks, Mutation 1: +1 to Saves
(included above),
Mutation 2: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on a 4+ by Default)

‘Illusion’ Centaur with Composite Bow and Lance: 50pts


Moves ‘9’- T3, W2, S5, I4, A2, 4+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, -2 to Armour Saves in CC,
Cavalry, Magical Attacks, Mutation 1: +1 to Saves
(included above), Mutation 2: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves, Armed with Composite
Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on a 4+ by
Default), I6 and S7 -5 to Armour Saves on Charge
Illusion Daimon Heavy Units:
Limit of 9 ‘Illusion’ Knight Chariots
Limit of 9 Heavy ‘Illusion’ Knight Chariots
Limit of 1 Altar of Illusion
Limit of 1 Monolith of Illusion* (See unit description)
No Limit on ‘Illusion’ Thrall Mages
No Limit on Heavy ‘Illusion’ Thrall Mages with Shields
No Limit on ‘Illusion’ Thrall Mages with Twin Blades
No Limit on ‘Illusion’ Thrall Mages with 2H Blades
No Limit on ‘Illusion’ Thrall Mages on Manta Daimons

‘Illusion’ Knight Chariot with 2 Knights: 320pts


Moves ‘9’- T4, W6, S4, I6, A6, 2+ Dodge Save, Knights Hit on
a 2+ by Default in CC (+2 to Hit Bonus) and -1 to Armour
Saves in CC, Diehards, Cavalry, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves, 2 Warhorses are is I3 S4
-1 to Armour Saves A2 in total in CC and Hit on a 4+ by
Default, Mutation 4: Burning Body (+1 Toughness included
above, Enemy units suffer -2 to Hit against them in Close
Combat, Deals S3 Hit for every successful Hit in Close Combat
from the Knight’s and Warhorse’s S4 Attacks), Run Amok!
(If ‘Stampede’ is cast on an Illusion Knight Chariot unit, they
become Crazed, the Crew cannot attack or Shoot in any way
and the Chariot moves directly forward until destroyed, such
as running into Movement Blocking Terrain)
Heavy ‘Illusion’ Knight Chariot with 4 Knights: 640pts
Moves ‘9’- T4, W12, S4, I6, A12, 2+ Dodge Save, Knights Hit
on a 2+ by Default in CC (+2 to Hit Bonus) and -1 to Armour
Saves in CC, Diehards, Cavalry, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves, 4 Warhorses are is I3 S4
-1 to Armour Saves A4 in total in CC and Hit on a 4+ by
Default, Mutation 4: Burning Body (+1 Toughness included
above, Enemy units suffer -2 to Hit against them in Close
Combat, Deals S3 Hit for every successful Hit in Close Combat
from their Knight’s and Warhorse’s S4 Attacks), Run Amok!

Altar of Illusion with 9 Cultist Guards: 140pts


T3, W1, S3, I3, A1, 5+ Dodge Save (Cultist Guards)
T10, W5, S0, I0, A0, 5+ Dodge Save (Altar of Illusion),
Dauntless, Artillery, Guarded by 9 Cultist Guards with
Clubs, If all 9 of the Cultist Guards are slain, the Altar of
Illusion remains in play. However, if there are 9 Cultist Guards
in the enemy army, they can take control of the Altar of
Illusion (See Commandeering Artillery), Desecration: If
the Altar of Illusion is left in Close Combat with the enemy,
with no Cultist Guards left alive, all units with ‘Illusion’ in their
unit title within ‘12’ lose faith and must pass an immediate
CCR roll)

Magic Shield: All Units with ‘Illusion’ in their unit title within
‘12’ of the Altar of Illusion gain a further +1 to CCR rolls and
+2 to their Dodge Saves (maximum of 1+ but a 1 still fails)
Monolith of Illusion: 0pts
Monoliths cannot be attacked and have no unit stats.
Testament to Victory: *They are created as a reminder of
each Illusion Daimon victory on a battlefield (e.g. Granada in
Spain). So if you won 3 battles in Granada, then you have a
Limit of 3 Monoliths of Illusion. Imbued with Power: Any
Illusion Thrall ‘Mage’ or Illusion Daimon unit within ‘12’ of a
Monolith of Illusion gains +D6 Energy at the beginning of each
Magic Phase.

‘Illusion’ Thrall Mage: 22pts


9 Energy each- T3, W1, S3, I3, A1, No Save, Hits on a 4+ by
Default in CC, Magical Attacks, Can Rest and recover 1
Energy each (so 5 Thrall Mages would recover 5 Energy in this
way) by not Moving or doing anything for a whole Turn,
‘Illusion’ Thrall Mages and ALL Illusion Daimon units can pool
their Energy together though (represented by dice or tokens).
Each ‘Illusion’ Thrall Mage knows all of the Illusion Daimon
abilities. Magical Focus: Roll a D6 before using any Abilities
in the Magic Phase, the result of the D6 (1-6) is how many
times this Thrall unit can use any Ability in this Magic Phase.

Heavy ‘Illusion’ Thrall Mage with Shield: 26pts


D6 Energy each- T3, W1, S3, I3, A1, 4+ Dodge Save, Hits on
a 4+ by Default in CC, Magical Attacks, Can Rest and
recover 1 Energy each by not Moving or doing anything for a
whole Turn, ‘Illusion’ Thrall Mages and ALL Illusion Daimon
units can pool their Energy together though (represented by
dice or tokens). Each ‘Illusion’ Thrall Mage knows all of the
Illusion Daimon abilities. Magical Focus
‘Illusion’ Thrall Mage with Twin Blades: 26pts
D6 Energy each- T3, W1, S3, I3, A2, 6+ Dodge Save, Hits on
a 5+ by Default in CC, Magical Attacks, Can Rest and
recover 1 Energy each by not Moving or doing anything for a
whole Turn, ‘Illusion’ Thrall Mages and ALL Illusion Daimon
units can pool their Energy together though (represented by
dice or tokens). Each ‘Illusion’ Thrall Mage knows all of the
Illusion Daimon abilities. Magical Focus

‘Illusion’ Thrall Mage with 2H Blade: 26pts


D6 Energy each- T3, W1, S4, I2, A1, 6+ Dodge Save, Hits on
a 5+ by Default in CC, Magical Attacks, Can Rest and
recover 1 Energy each by not Moving or doing anything for a
whole Turn, ‘Illusion’ Thrall Mages and ALL Illusion Daimon
units can pool their Energy together though (represented by
dice or tokens). Each ‘Illusion’ Thrall Mage knows all of the
Illusion Daimon abilities. Magical Focus, -2 to Armour Saves
in CC
‘Illusion’ Thrall Mage on Manta Daimon: 37pts
Moves ‘12’- 9 Energy Each, T3, W3, S3, I3, A1, 5+ Dodge
Save, Manta Daimon Hits on a 4+ by Default in CC and -2 to
Armour Saves in CC, Has ‘Bite’ Attacks, Magical Attacks,
Dauntless, Spirits, Flyers (Must Move ’12), Charges ‘12’
like Cavalry,
Mutation 1: +1 to Saves (included above), Mutation 2:
Clawed Feet (+2 ‘Claw’ Attacks for Rider- S3),
‘Illusion’ Thrall Mage Rider is S3, I3, A1, Hits on a 3+ by
Default in CC, Can Rest and recover 1 Energy each (so 5 Thrall
Mages would recover 5 Energy in this way) by not Moving or
doing anything for a whole Turn, ‘Illusion’ Thrall Mages and
ALL Illusion Daimon units can pool their Energy together
though (represented by dice or tokens). Each ‘Illusion’ Thrall
Mage knows all of the Illusion Daimon abilities. Magical
Focus: Roll a D6 before using any Abilities in the Magic Phase,
the result of the D6 (1-6) is how many times this Thrall unit
can use any Ability in this Magic Phase.

Illusion Daimon Allied Units:


(Up to 25% of your Army Cost)
(Must replace other Greater Daimons with yours)
Gore Daimons
Disease Daimons
Bliss Daimons
Illusion Daimon Warband:
38 Shaky ‘Illusion’ Cultists with Blades & Shields
43 Beaked ‘Illusion’ Cloven with Blades and Shields
5 Multi-Headed ‘Illusion’ Cockatrices
4 Multi-Headed ‘Illusion’ Minos with Axe
2 Brainless ‘Illusion’ Spawn
4 Multi-Headed ‘Illusion’ Orcs with Axes

Shaky ‘Illusion’ Cultist with Blade and Shield: 8pts


T4, W1, S4, I3, A1, 5+ Dodge Save, Hits on a 4+ by Default
and -1 to Armour Saves in CC, Mutation 1: Shaky
Mutation 2: Brightly Coloured Skin, Mutation 3: Tentacle
Arm (Enemy units suffer -2 to Hit against this unit unless
Dauntless),

Mutated ‘Illusion’ Cloven with Blade & Shield: 13pts


Move ‘9’- T4, W2, S3, I3, A2, 5+ Dodge Save, Hits on a 3+
by Default in CC, Mutation 1: Razor Sharp Claws +1 S4 ‘Claw
Attack for every model in this unit at -1 to Armour Saves,
Mutation 2: Multiple Heads (+1 Attack, included above),
Mutation 3: Beaked Face +1 ‘Bite’ Attack for every model in
this unit

Polycephalic ‘Illusion’ Cockatrice: 150pts, Moves ‘10’


T5, W3, S5, I6, A4, 6+ Dodge Save, Hits on a 3+ by Default
in CC and -2 to Armour Saves in CC, Stone Beak (The 1st
Attack ONLY counts as a ‘Bite’ Attack, roll a 2D6 against your
opponent, if you win then the model is turned to Stone and
slain. You can represent it with a stone statue if you wish)
Flyer (Must Move ‘6’ to ‘18’), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 to Saves
(included above),
Mutation 2: Multiple Heads +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
Polycephalic ‘Illusion’ Minos with Axe: 40pts, Move ‘9’
T4, W3, S4, I4, A6, 5+ Dodge Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Heads +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

Brainless ‘Illusion’ Spawn: 25pts


T4, W1, S4, I7, A3, 6+ Numb Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in CC, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves, Mutation 4: Burning
Body (+1 Toughness included above, Enemy units suffer -2
to Hit against them in Close Combat, Deals S3 Hit for every
successful Hit in Close Combat from their S4 Attacks)

Polycephalic ‘Illusion’ Orc with Blade and Shield: 8.5pts


T4, W1, S3, I3, A2, 4+ Dodge Save, Rivalry, Hits on a 4+ by
Default in CC, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Heads +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
Illusion Daimon Unbound Host Contingent:
(No Limit on units below but 200pts per selection)
Option 01: 6 ‘Illusion’ Hounds
Option 02: 1 Mutant Chimera
Option 03: 1 Mutant Cockatrice
Option 04: 1 Mutant Gorgon
Option 05: 1 Traitor Griffon
Option 06: 6 Mutant Harpy ‘Bird Women’ with Clubs
Option 07: 1 Mutant Hippogriff
Option 08: 1 Mutant Hydra
Option 09: 1 Mutant Jabberwock
Option 10: 1 Mutant Winged Manticore
Option 11: 1 Mutant Wyvern
Option 12: 1 Dragon
Option 13: 6 Mutant Giant Rats
Option 14: 1 Giant Spider
Option 15: 1 Hungry Wraith on Death Vulture
Option 16: 12 Starving Ghouls
Option 17: 1 Hungry Mummy
Option 18: 4 Hungry Ghosts
Option 19: 1 Hungry Spectre
Option 20: 1 Hungry Dead Knight
Option 21: 1 Hungry Wraith
Option 22: 3 Lesser Illusion Fire Daimons
Option 23: 3 Illusion Firebrain Daimons
Option 24: 6 Illusion Manta Daimons
Ranked Daimon Allied Contingent:
Limit of 6 Ranked Greater Daimons

Vulnerable to Magic: Ranked Daimon units do not get a


Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule

Ranked Greater Daimon: 750pts, Energy = 10 or roll 3D6


Moves ‘10’- T7, W10, S9, I10, A10, 3+ Armour Save, Hits on
a 2+ by Default in CC (+5 Bonus to Hit), -6 to Armour Saves
in CC, Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears, Dauntless unless beaten in CC by
Ranked Daimon Overlords, Shaky, Imbued With Power
(ALL Battle and Daimon Abilities cost 0 Energy) Spirits: Close
Combat & Shooting Attacks will only Wound them on a 6 but
Electric, Fire and Magical attacks will affect them normally,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 2: +3 to Armour Saves (included
above), Mutation 3: +2 to Strength (included above), See
page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities
Illusion Daimon Host Units:
(Up to 25% of your Army Cost)
Limit of 1 Illusion Firebrain Daimon & 6 ‘Illusion’ Hounds
Limit of 204 ‘Illusion’ Cloven with Axes and Shields
Limit of 8 ‘Illusion’ Dwarfs with Axes & Shields
Limit of 8 ‘Illusion’ Dwarfs with Spears & Shields
Limit of 8 ‘Illusion’ Dwarfs with Crossbows & Shields
Limit of 6 Corrupt ‘Illusion’ Elves with Swords & Shields
Limit of 6 Corrupt ‘Illusion’ Elves with Crossbows & Shields
Limit of 6 ‘Illusion’ Kobolds with Blades & Shields
Limit of 6 ‘Illusion’ Kobolds with Composite Bows & Shields
Limit of 4 Mutant Harpy ‘Bird Women’ with Clubs
Limit of 8 ‘Illusion’ Brigands with Swords
Limit of 8 ‘Illusion’ Brigands with Swords and Shields
Limit of 8 ‘Illusion’ Brigands with Spears and Shields
Limit of 8 ‘Illusion’ Brigands with 2H Swords
Limit of 8 ‘Illusion’ Brigands with Crossbows
Limit of 4 ‘Illusion’ Brigands with Arquebuses
Limit of 4 ‘Illusion’ Cultists with Clubs
Limit of 8 ‘Illusion’ Mercenaries with Swords & Shields
Limit of 8 ‘Illusion’ Mercenaries with Spears & Shields
Limit of 8 ‘Illusion’ Mercenaries with Crossbows
Limit of 8 ‘Illusion’ Mercenaries with 2H Swords
Limit of 6 ‘Illusion’ Runaways with Clubs
Limit of 6 ‘Illusion’ Runaways with Composite Bows
Limit of 204 Traitor Centaurs with Axes
Limit of 78 Traitor Thunder Ogres with Axes
Limit of 100 Nomad Minos with Axes
Limit of 16 Nomad Cloven Mages (Ranked Daimon Abilities)
Limit of 30 Brawler Ogres with Clubs
Limit of 30 Brawler Ogres with Clubs and Shields
Limit of 16 Brawler Ogres with 2H Clubs
Limit of 6 ‘Illusion’ Orcs with Blades and Shields
Limit of 6 ‘Illusion’ Orcs with Spears and Shields
Limit of 6 ‘Illusion’ Orcs with Composite Bows & Shields
Limit of 6 ‘Illusion’ Rodents with Blades and Shields
Limit of 1 ‘Illusion’ Troll
Limit of 1 Giant ‘Illusion’ Bat
Limit of 1 ‘Illusion’ Bear
Limit of 1 ‘Illusion’ Boar
Limit of 17 Mutant Chimerae
Limit of 1 Jungle ‘Illusion’ Coatl Serpent
Limit of 17 Mutant Cockatrices
Limit of 1 Cave Dino Beast
Limit of 17 Dragons
Limit of 17 ‘Illusion’ Eagles
Limit of 97 Swamp Fimir Warriors with Clubs
Limit of 1 Giant ‘Illusion’ Frog
Limit of 6 Starving Ghouls
Limit of 17 Clumsy Giants
Limit of 6 ‘Illusion’ Gnome Tunnellers with Blades & Shields
Limit of 17 Mutant Gorgons
Limit of 17 Traitor Griffons
Limit of 6 Lazy ‘Illusion’ Halfling Militia with Blades
Limit of 6 ‘Illusion’ Steppe Norker Rebels with Clubs
Limit of 17 Mutant Hippogriffs
Limit of 1 Norker Hound
Limit of 17 Mutant Hydras
Limit of 17 Mutant Jabberwocks
Limit of 1 Giant ‘Illusion’ Leech
Limit of 1 Liche Mage (Ranked Daimon Abilities)
Limit of 6 ‘Illusion’ Cave Lizard Warriors with Blades
Limit of 17 Mutant Winged Manticores
Limit of 16 Giant ‘Illusion’ Spiders
Limit of 16 Gigantic ‘Illusion’ Scorpions
Limit of 6 Jungle ‘Illusion’ Pygmies with Blades & Shields
Limit of 16 Traitor Mutant Hounds
Limit of 97 Mutant Giant Rats
Limit of 102 ‘Illusion’ Skeletons with Blades and Shields
Limit of 32 ‘Illusion’ Skeleton Champions with Swords &
Shields
Limit of 6 Jungle Lizard ‘Illusion’ Spawn with Blades & Shields
Limit of 1 Giant ‘Illusion’ Snail
Limit of 70 ‘Illusion’ Fungal Greenie Hordes (No Spores)
Limit of 1 Giant ‘Illusion’ Wolf
Limit of 17 ‘Illusion’ Weald Giants
Limit of 6 Jungle ‘Illusion’ Troglodytes with Clubs
Limit of 1 Vampire Mage (Ranked Daimon Abilities)
Limit of 17 ‘Illusion’ Warhounds
Limit of 17 Mutant Wyverns
Limit of 1 Jungle ‘Illusion’ Reptile Centaur Warrior
Limit of 70 ‘Illusion’ Zombies
Illusion Firebrain Daimon: 140pts, Moves ‘9’
T5, W2, S5, I4, A2, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves in CC, Has ‘Bite’ Attacks, Magical
Attacks, Dauntless unless beaten in CC by Greater Daimons
or by a Gore, Diseased, Illusion or Bliss Daimon unit, Spirits,
Armed with Illusion Flamethrower (Auto, ‘6’, Deals D6 S3
Hits, Magical Fire Attacks, Can be used in Close Combat, Any
unit suffering an unsaved Wound from this must pass a CCR
roll unless Dauntless), 9 Energy each, Mutation 1: Burning
Body (+1 Toughness included above, Enemy units suffer -2
to Hit against them in Close Combat, Deals S3 Hit for every
successful Hit in Close Combat from their S5 Attacks)

Mutant ‘Illusion’ Hound: 25pts, Moves ‘9’


T4, W2, S4, I5, A3, 6+ Dodge Save, Hits on a 3+ by Default
in CC, Cavalry, -1 to Armour Saves in CC, ‘Bite Attacks’,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Heads +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

‘Illusion’ Cloven with Axe and Shield: 12pts


T4, W2, S3, I4, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

‘Illusion’ Dwarf Warrior with Axe and Shield: 11pts


T4, W1, S3, I3, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Diehards, Slow, Grudge, Hates Tribals, Steppe
Norkers, Green Horde and any ‘Kobold’ units Mutation 1: +1
to Saves (included above), Mutation 2: Multiple Arms +1
Attack (included above), Mutation 3: +1 Initiative (incl.
above) and +’1’ to Run and Victory Run Moves
‘Illusion’ Dwarf Warrior with Spear and Shield: 12pts
T4, W1, S3, I4, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Diehards, Slow, Grudge, Hates Tribals, Steppe
Norkers, Green Horde and any ‘Kobold’ units, Mutation 1: +1
to Saves (included above), Mutation 2: Multiple Arms +1
Attack (included above), Mutation 3: +1 Initiative (incl.
above) and +’1’ to Run and Victory Run Moves, I6 against
Cavalry, I5 against Flyers

‘Illusion’ Dwarf Warrior with Crossbow & Shield: 14pts


T4, W1, S3, I3, A2, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Diehards, Slow, Grudge, Hates Tribals, Steppe
Norkers, Green Horde and any ‘Kobold’ units
Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves, Hits on a 4+ by Default in Shooting,
Reflex Shots (S4, Hits on a 5+ by Default), Armed with
Crossbow (Heavy, ‘30’, S4 and -1 to Armour Saves)

Corrupt ‘Illusion’ Elf with Blade and Shield: 11pts


T3, W1, S3, I7, A2, 4+ Dodge Save, Hits on a 3+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds, Elven Speed

Corrupt ‘Illusion’ Elf with Crossbow and Shield: 14pts


T3, W1, S3, I7, A2, 4+ Dodge Save, Hits on a 3+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds, Elven Speed, Hits on a 3+ by Default in
Shooting, Reflex Shots (S4, Hits on 4+ by Default), Armed
with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves)
Corrupt ‘Illusion’ Elf with 2H Blade: 13pts
T3, W1, S4, I5, A2, 5+ Dodge Save, Hits on a 3+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds, Elven Speed, -2 to Armour Saves in CC

‘Illusion’ Kobold with Blade and Shield: 3pts


T3, W1, S3, I3, A2, 4+ Dodge Save, Hits on a 5+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

‘Illusion’ Kobold with Composite Bow and Shield: 4pts


T3, W1, S3, I3, A2, 4+ Dodge Save, Hits on a 5+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
Hits on a 4+ by Default in Shooting, Armed with Composite
Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on 5+ by
Default)

Mutant Harpy ‘Bird Woman’ with Club: 15pts, Moves ‘10’


T4, W2, S4, I4, A1, No Save, Flyer (Must Move ‘6’ to ‘24’), -
1 to Armour Saves, Hits on a 3+ by Default in CC, Weak
against Spears, Mutation 1: +1 ‘Claw’ Attack at S5 -3 to
Armour Saves for every 2nd Harpy ‘Bird Woman’, Mutation 2:
+2 Initiative (included above)

‘Illusion’ Brigand with Sword: 5pts


T3, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves
‘Illusion’ Brigand with Sword and Shield: 6pts
T3, W1, S3, I4, A2, 4+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

‘Illusion’ Brigand with Spear and Shield: 7pts


T3, W1, S3, I5, A2, 4+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
I7 against Cavalry, I6 against Flyers

‘Illusion’ Brigand with 2H Sword: 7pts


T3, W1, S4, I3, A2, 5+ Dodge Save, Hits on a 4+ by Default
and -2 to Armour Saves in CC, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

‘Illusion’ Brigand with Crossbow: 8pts


T3, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default
in CC and Shooting, Mutation 1: +1 to Saves (included
above), Mutation 2: Multiple Arms +1 Attack (included
above), Mutation 3: +1 Initiative (incl. above) and +’1’ to
Run and Victory Run Moves, Reflex Shots (S4, Hits on a 5+
by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

‘Illusion’ Brigand with Arquebus: 8pts


T3, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default
in CC and Shooting, Mutation 1: +1 to Saves (included
above), Mutation 2: Multiple Arms +1 Attack (included
above), Mutation 3: +1 Initiative (incl. above) and +’1’ to
Run and Victory Run Moves, Reflex Shots (S4, Hits on a 5+
by Default), Armed with Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves)
‘Illusion’ Cultist with Club: 5pts
T4, W1, S3, I4, A2, 6+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
Mutation 4: Burning Body (+1 Toughness included above,
Enemy units suffer -2 to Hit against them in Close Combat,
Deals S3 Hit for every successful Hit in Close Combat from
their S3 Attacks

‘Illusion’ Mercenary with Sword and Shield: 8pts


T3, W1, S3, I4, A2, 4+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

‘Illusion’ Mercenary with Spear and Shield: 9pts


T3, W1, S3, I5, A2, 4+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
I7 against Cavalry, I6 against Flyers

‘Illusion’ Mercenary with Crossbow: 10pts


T3, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default
in CC and Shooting, Mutation 1: +1 to Saves (included
above), Mutation 2: Multiple Arms +1 Attack (included
above), Mutation 3: +1 Initiative (incl. above) and +’1’ to
Run and Victory Run Moves, Reflex Shots (S4, Hits on a 5+
by Default), Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves)

‘Illusion’ Mercenary with 2H Sword: 9pts


T3, W1, S4, I3, A2, 5+ Dodge Save, Hits on a 4+ by Default
and -2 to Armour Saves in CC, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves
‘Illusion’ Runaway with Club: 5pts
T3, W1, S3, I4, A2, 6+ Dodge Save, Hits on a 4+ by Default,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves,
Craven (If a unit of Runaways is beaten in Close Combat, it
will automatically rout without a CCR roll)

‘Illusion’ Runaway with Composite Bow: 7pts


T3, W1, S3, I4, A2, 6+ Dodge Save, Hits on a 4+ by Default
in CC and Shooting, Mutation 1: +1 to Saves (included
above), Mutation 2: Multiple Arms +1 Attack (included
above), Mutation 3: +1 Initiative (incl. above) and +’1’ to
Run and Victory Run Moves, Reflex Shots (S3, Hits on a 5+
by Default), Armed with Composite Bow (Auto, ‘24’, S3),
Craven (If a unit of Runaways is beaten in Close Combat, it
will automatically rout without a CCR roll)

Traitor Centaur with Axe: 40pts


Moves ‘9’- T4, W2, S4, I3, A2, 4+ Armour Save, Hits on a 2+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit
Traitor Thunder Ogre with Axe: 87pts, Move ‘12’
T5, W4, S6, I2, A6, 5+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -4 to Armour Saves in Close Combat,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Crazed, Dauntless,
+1 to Wound in Close Combat (1 still fails), +1 to Hit in Close
Combat (included above), +1 to Saves (included above)
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 1: +1 Armour Saves (included
above), Mutation 2: +1 to Strength (included above)
Thunderstruck: Immune to Lightning Attacks & Warp
Lightning Cannons, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots)

Nomad Minos with Axe: 40pts, Move ‘12’


T4, W3, S4, I3, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +2 to Move (included above), Mutation
2: +1 to Hit in Close Combat (included above) and +1 ‘Gore’
Attack for every 2nd model in this Minos unit
Nomad Cloven Mage (Ranked Daimon): 90pts, Move ‘9’
Energy = 10 or 3D6- T4, W2, S4, I3, A1, No Save, Hits on a
2+ by Default in CC (+1 to Hit Bonus), Mutation 1: +’2’ to
Move (included above), Mutation 2: Crazed, +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls
Mutation 3: Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), -1 to
Armour Saves in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Nomad Cloven and Traitor Mages can pool their Energy
together though (represented by dice or tokens). Each Nomad
Cloven Mage has 1 Ranked Daimon Ability each, See page 34
to 37 of Army Men- Exodus for Ranked Daimon Abilities

Brawler Ogre with Club: 38pts, Moves ‘9’


T5, W3, S4, I3, A2, No Save, Hits on a 4+ by Default in CC, -
2 to Armour Saves in CC, Terrific, Instinctive Animosity
(Will not Link Up with any unit from the Tribals, Green Horde
or Steppe Norkers armies or any ‘Kobold’ unit and suffers -1
to CCR Rolls if Brawler Ogres are fighting for any of these
armies or alongside any ‘Kobold’ units)

Brawler Ogre with Club and Shield: 42pts, Moves ‘9’


T5, W3, S4, I3, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC, Terrific, Instinctive
Animosity

Brawler Ogre with 2H Club: 46pts, Moves ‘9’


T5, W3, S5, I2, A2, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves, Terrific, Instinctive Animosity
‘Illusion’ Orc with Blade and Shield: 8.5pts
T4, W1, S3, I3, A2, 4+ Dodge Save, Rivalry, Hits on a 4+ by
Default in CC, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Orc with Spear and Shield: 9.5pts
T4, W1, S3, I4, A2, 4+ Dodge Save, Rivalry, Hits on a 4+ by
Default in CC, I5 against Cavalry, I4 against Flyers,
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

‘Illusion’ Orc with Composite Bow and Shield: 10.5pts


T4, W1, S3, I3, A2, 4+ Dodge Save, Rivalry, Hits on a 4+ by
Default in CC and Shooting, Reflex Shots (S3) on a 5+ to Hit
by Default, Armed with Composite Bow (Auto, ‘24’, S3),
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves

‘Illusion’ Rodent with Blade and Shield: 6pts


T3, W1, S3, I5, A2, 4+ Dodge Save, Hits on a 4+ by Default
in CC, Rat Pack, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Troll: 65pts, Move ‘9’
T5, W3, S5, I1, A3, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves in CC, Brainless (Roll a 2D6 at the start
of each of your Player turns for this unit, on a 5+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, ‘Illusion’ Trolls can Spew Acid, dealing a S5 Hit
and 3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, ‘Illusion’ Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved),
Mutation 1: Burning Body (+1 Toughness included above,
Enemy units suffer -2 to Hit against them in Close Combat,
Deals S3 Hit for every successful Hit in Close Combat from
their S5 Attacks)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Troll unit, roll a D6 for each slain Troll.
On a 4-6 the Troll is Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they cannot
Rejuvenate
Giant ‘Illusion’ Bat: 2pts, Moves ‘10’
T2, W1, S2, I4, A1, 6+ Dodge Save, Flyer (Must Move ‘0’ to
‘12’), Hits on a 4+ by Default in CC, Mutation 1: +1 to Saves
(included above), Mutation 2: Clawed Feet +2 ‘Claw’
Attacks,
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

‘Illusion’ Bear: 20pts


T4, W2, S4, I4, A3, 6+ Dodge Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC, Terrific (Enemy units suffer
-1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

‘Illusion’ Boar: 6pts


Moves ‘9’- T3, W1, S3, I4, A2, 4+ Dodge Save, Hits on a 4+
by Default in CC, Cavalry, Boorish (Suffers -1 to CCR rolls,
as does any unit which rides a Boar), Mutation 1: +1 to
Saves (included above), Mutation 2: Multiple Tusks +1
Attack (included above), Mutation 3: +1 Initiative (incl.
above) and +’1’ to Run and Victory Run Moves

Mutant Chimera: 250pts, Moves ‘10’


T7, W7, S8, I5, A6, No Save, Hits on a 2+ by Default in CC, -
8 to Armour Saves in CC, Venomous Attacks (The 1st Attack
ONLY counts as a S9 Poisoned ‘Bite’ Attack, which is against
S9 units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls) Flyer (Must Move ‘6’ to
‘24’), Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears
Jungle ‘Illusion’ Coatl Serpent: 35pts, Moves ‘10’
T5, W3, S3, I7, A4, 5+ Dodge Save, Hits on a 2+ by Default
in CC, Venomous Attacks (Each Hit dealt also counts as a
Poisoned Attack, but the Venom is through a ‘Bite Attack’. S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Flyers (Can Move ‘4’
to ’24’), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Mutant Cockatrice: 150pts, Moves ‘10’


T5, W3, S5, I5, A3, 6+ Armour Save, Hits on a 3+ by Default
in CC and -2 to Armour Saves in CC, Stone Beak (The 1st
Attack ONLY counts as a ‘Bite’ Attack, roll a 2D6 against your
opponent, if you win then the model is turned to Stone and
slain. You can represent it with a stone statue if you wish)
Flyer (Must Move ‘6’ to ‘18’), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 ‘Claw’
Attack at S6 -4 to Armour Saves, Mutation 2: +1 Fire
Breath Attack, S6 against units Weak Against Fire, Mutation
3: +1 to Saves (included above)

Cave Dino Beast: 22pts


Moves ‘9’- T4, W2, S4, I1, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry, Crazed,
They will NOT attack Aztec Dinosaur or Jungle Reptile units,
Pirate Elf Knights or Aztec Geckos on Horned Beasts, Dino
Beast Terrific (Enemy units suffer a -1 to Hit against them
penalty in Close Combat unless: Dauntless or Terrific), Half of
a Dino Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3
means 2 ‘Bites’), Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat
Winged Fire Dragon: 300pts, Moves ‘10’
T5, W7, S5, I2, A6, 4+ Armour Save, Hits on a 3+ by Default
in CC, -5 to Armour Saves in CC, Breathes Fire (Auto, ‘18’,
S8, Deals 2D6 S4 -1 to Armour Saves Hits, S5 against units
Weak Against Fire Attacks), Fire Attacks (S6 against units
Weak Against Fire in Close Combat) Flyer (Must Move ‘6’ to
‘32), Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Dragon Bite (Deals 3
Wounds if unsaved, ‘Bite Attacks’)

Winged Smoke Dragon: 400pts, Moves ‘10’


T5, W8, S6, I3, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC, -6 to Armour Saves in CC, Breathes Smoke (Auto, ‘6’,
S3, Deals 2D6 S3 Hits which automatically Wound), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy units
get +1 to Hit against this unit in Shooting and Reflex Shots),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Winged Frost Dragon: 550pts, Moves ‘10’


T6, W8, S6, I4, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)
Winged Air Dragon: 650pts, Moves ‘10’
T6, W9, S7, I5, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -6 to Armour Saves in CC,
Desiccating Breath (Auto, ‘12’, Deals 2D6 S3 Hits which
Ignores Armour Saves, Does NOT affect Angels, Ranked
Daimons or Hungry Dead, except for Starving Ghouls), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy units
get +1 to Hit against this unit in Shooting and Reflex Shots),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Winged Acid Dragon: 750pts, Moves ‘10’


T7, W9, S7, I6, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -7 to Armour Saves in CC, Acid
Breath (Auto, ‘12’, Deals D6 S4 Hits, Ignores Armour
Saves), Fire Attacks (S8 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Winged Plasma Dragon: 850pts, Moves ‘10’


T7, W10, S8, I7, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -8 to Armour Saves in CC, Plasma
Bolt (Auto, ‘12’, Deals S10 Hit which Ignores Armour
Saves, Deals D6 + 4 Wounds if unsaved), Fire Attacks (S9
against units Weak Against Fire in Close Combat) Flyer (Must
Move ‘6’ to ‘32), Big ‘Un (Enemy units get +1 to Hit against
this unit in Shooting and Reflex Shots), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Weak against Spears, Dragon Bite
(Deals 3 Wounds if unsaved, ‘Bite Attacks’)
‘Illusion’ Eagle: 75pts, Moves ‘10’
T4, W3, S5, I6, A2, 6+ Dodge Save, Flyer (Must Move ‘6’ to
’32), -3 to Armour Saves, Hits on a 2+ by Default in CC (+2
to Hit Bonus), Weak against Spears, Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Mutation 1: +1 to Saves (included
above), Mutation 2: Clawed Feet +2 ‘Claw’ Attacks,
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

Swamp Fimir Warrior with Club: 32pts


T5, W2, S4, I3, A2, No Save, Hits on a 3+ by Default, -1 to
Armour Saves in CC, Bog Mist (Enemy units suffer -1 to Hit
in Shooting and Reflex Shots against Fimir units if 5 of more
Fimir models); The Sun, It Burns! (Fimir units which are
reduced to 4 or less models are: Brainless (Roll a 2D6 at the
start of each of your Player turns for each Swamp Fimir unit,
on a 5+ they are Being Brainless. If in Close Combat half of
the models stop fighting but odd models will fight on a 4+ in
your Close Combat phase; if NOT in Close Combat roll a D6,
on a 4+ they just stand there. On a 1-3 they Move forward ‘4’
and will Charge ANYTHING in the way, including friendly and
enemy units and terrain. While Being Brainless, they are
Dauntless)

Giant ‘Illusion’ Frog: 7pts


T3, W2, S3, I3, A2, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Slow, Tongue Strider (Auto, ‘6’, Deals S3 Hit,
Ignores Armour Saves, if unsaved the model is swallowed
whole), Giant Frogs have ‘Bite Attacks’, Cannot use Tongue
Strider on units which are ‘Terrific’, Poisonous Skin (Any unit
attempting to use a ‘Bite Attack’ on a Giant Frog suffers a S7
Hit which Ignores Armour Saves. If the unit attempting to
‘Bite’ is unharmed, it may then attack the Giant Frog),
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack (included above), Mutation 3: +1
Initiative (incl. above) and +’1’ to Run and Victory Run Moves
Starving Ghoul: 8pts
T4, W1, S3, I3, A2, No Save, Craven (If a unit of Starving
Ghouls is beaten in Close Combat, it will automatically rout
without a CCR roll) Ravenous (If they win a CCR then 3
Starving Ghouls, if this many models remain, feed instead on
the fallen enemy unit/s. If Charged by an enemy unit/s, they
will fight back in Close Combat. They roll a D6 at the start of
each turn. On a 6, they are done feasting on the dead and can
Move etc. as normal), Hits on a 5+ by Default in CC,
Venomous Attacks (Poisonous ‘Bite Attack’, S4 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls).

Clumsy Giant: 250pts, Moves ‘9’


T7, W7, S8, I4, A2D6, No Save, Clumsy Oaf (If beaten OR
killed in Close Combat: roll a D6, on a 6 it falls over on the
unit and will drop a ‘5’ Blast dealing S8 -5 to Armour hits on
the unit which had beaten/killed it), Clumsy Giant is armed
with Big Club (-5 to Armour Saves in Close Combat), Big
Rock (Auto, Deals D6 S5 -2 to Armour Save Hits), Reflex
Shots (Big Rock), Weak against Spears, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Large Frame (Enemy units who do NOT have Pikes,
Lances, Halberds or Spears suffer a -1 to Hit against this unit
in CC as they can only attack his legs), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

‘Illusion’ Gnome Tunneller with Blade and Shield: 6pts


T2, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 3+ by Default
in CC, Slow, Hates Tribals, Steppe Norkers, Green Horde
and ‘Kobold’ units of all kinds, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves
Mutant Gorgon: 110pts
T3, W3, S3, I5, A1, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves in CC, Stony Gaze (Auto, ‘15’, Roll
a 2D6 against your opponent, if you win, then a model from
the unit is turned to Stone and dies. Can be used in Close
Combat at I10. You can represent it with a stone statue if you
wish), Poisonous Attacks (S5 Poisoned Attacks, which is S5
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Weak against Spears, Mutation 1:
+1 S4 Poisonous ‘Tail’ Attack, Mutation 2: Acid Spitter (I10,
Poisonous, S4 against units that are alive and NOT Immune
to Poison, so not Hungry Dead unless Starving Ghouls, if the
Attack hits, roll a D6, 1-3 = Enemy takes automatic Wound,
4-6 = Enemy is Blinded, cannot Attack back in this Close
Combat round and is hit automatically

Traitor Griffon: 200pts, Moves ‘10’


T6, W6, S7, I8, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -7 to Armour Saves in CC, The 1st Attack
ONLY counts as a ‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’),
Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears

Lazy ‘Illusion’ Halfling Militia with Blade & Shield: 4pts


T2, W1, S2, I6, A2, 5+ Dodge Save, Slow, Hits on a 4+ by
Default in CC, Woodsmen (Lazy Halfling units can move
through Woods without penalty), Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves
‘Illusion’ Steppe Norker Rebel with Club: 5pts
T4, W1, S3, I4, A4, 4+ Dodge Save, Hits on a 2+ by Default
in CC, Endless Slaughter (ALL Steppe Norker units are
Crazed, Dauntless, +2 to Hit in Close Combat, +1 to Saves
and +1 to Wound in Close Combat (1 still fails), Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), +1 to Saves (included above), Mutation 1: +1 to
Saves (included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Mutant Hippogriff: 200pts, Moves ‘10’


T6, W6, S7, I10, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -7 to Armour Saves in CC, The 1st Attack
ONLY counts as a ‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’),
Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 S8 -8 to
Armour Saves ‘Claw’ Attack, Mutation 2: +2 Initiative
(included above), Mutation 3: +1 ‘Bite Attack’ with +1 to Hit,
Mutation 4: +2 to Magic Saves

Norker Hound: 10pts, Moves ‘9’


T3, W1, S3, I3, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building)
Mutant Hydra: 200pts, Moves ‘9’
T7, W8, S6, I4, A9, 5+ Armour Save, Has ‘Bite Attacks’, Hits
on 3+ by Default and -6 to Armour Saves in Close Combat,
Breathes Fire (Auto, ‘18’, S8, Deals 2D6 S4 -1 to Armour
Saves Hits, S5 against units Weak Against Fire Attacks), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears,
Mutation 1: +1 S7 Poisonous ‘Tail’ Attack Mutation 2: +1
‘Claw’ Attack at S7 -7 to Armour Saves, Mutation 3:
Rejuvenate: When slain, turn the model around, lie it down
or place a marker on it. At the beginning of the turn for the
Player who owns the Hydra unit, roll a D6 for each slain Hydra.
On a 4-6 the Hydra Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they can’t
Rejuvenate
Mutant Jabberwock: 200pts, Moves ‘12’
T6, W6, S7, I8, A4, No Save, Hits on a 3+ by Default in CC
and -6 to Armour Saves in CC, Poisonous Attacks (S8 against
units that are alive and NOT Immune to Poison, so not Hungry
Dead unless Starving Ghouls), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Rejuvenate: When slain,
turn the model around, lie it down or place a marker on it. At
the beginning of the turn for the Player who owns the
Jabberwock unit, roll a D6 for each slain Jabberwock. On a 4-
6 the Jabberwock Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they can’t
Rejuvenate
Brainless (Roll a 2D6 at the start of each of your Player turns
for this unit, on a 6+ they are Being Brainless. If in Close
Combat half of the models stop fighting but odd models will
fight on a 4+ in your Close Combat phase; if NOT in Close
Combat roll a D6, on a 4+ they just stand there. On a 1-3
they Move forward ‘4’ and will Charge ANYTHING in the way,
including friendly and enemy units and terrain. While Being
Brainless, they are Dauntless), Mutation 1: +’2’ to Move
(include above), Mutation 2: +1 S8 Venomous ‘Bite Attack’,
Mutation 3: +1 ‘Claw’ Attack at S8 -7 to Armour Saves
Giant ‘Illusion’ Leech: 6pts
T4, W2, S3, I2, A2, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Slow, Don’t Move! (Leeches can Move ‘6’ through
water features such as rivers, swamps, ponds and lakes),
Drop Leeches (+5 Initiative when dropping from a Tree to
attack an enemy unit) Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Leech Life (Once a Leech hits a model in Close Combat, it
will hit the same model each round of Close Combat until it is
slain, then it must Leech the next target) Weak against
Spears, Dauntless BUT Afraid of Fire Attacks (must make
CCR roll if damaged by Fire Attacks of any kind or
approaches within ‘4’ of a Burning Building), Mutation 1: +1
to Saves (included above),
Mutation 2: Multiple Heads +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

Liche Mage (Ranked Daimon): 90pts


Energy = 10 or roll 3D6- T3, W1, S4, I2, A1, No Save, -1 to
Armour Saves, Hits on a 3+ by Default in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky), Magical Attacks, Can Rest
and recover 1 Energy by not Moving or doing anything for a
whole Turn, Necromancers, Liche Mages and Vampire Mages
can pool their Energy together though (represented by dice
or tokens). Each Liche Mage has 1 Ranked Daimon Ability
each, See page 34 to 37 of Army Men- Exodus for Ranked
Daimon Abilities, Life in Death: Liche Mages can expend 1
Energy to modify the result of a ‘Shaky’ test, for himself
and/or any units he is attached to, so 5 energy would change
a 1- Shaken to a 6- Invulnerable.
‘Illusion’ Cave Lizard Warrior with Blade: 20pts
T4, W2, S3, I2, A2, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Diehards, Resolute (Immune to penalties to Hit from
‘Terrific’ and Troglodyte units), Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Mutant Winged Manticore: 250pts, Moves ‘10’


T8, W8, S8, I5, A4, No Save, Hits on a 2+ by Default in CC
(+2 Bonus to Hit), -8 to Armour Saves in CC, Poisonous
Attacks (The 1st Attack ONLY counts as a Poisoned ‘Tail’
Attack, S9 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), Flyer
(Must Move ‘6’ to ‘24’), Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Weak against Spears,
Mutation 1: +1 S9 Poisonous ‘Tail Attack’, Mutation 2: +1
‘Bite Attack’ with +1 to Hit, Mutation 3: +1 ‘Gore’ Attack with
+1 to Hit

Giant ‘Illusion’ Spider: 45pts


Moves ‘9’- T4, W4, S5, I2, A3, 6+ Dodge Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Creatures of the Forest (can move through Woods without
penalty), Venomous Attacks (Attacks with S5 Poisoned ‘Bite
Attacks’, that are S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Terrific (Enemy units suffer -1 to Hit against them
in Close Combat unless: Dauntless or Terrific), Dauntless
BUT Afraid of Fire Attacks (must make CCR roll if damaged
by Fire Attacks of any kind or approaches within ‘4’ of a
Burning Building), Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Heads +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
Gigantic ‘Illusion’ Scorpion: 45pts
T4, W4, S5, I2, A3, 3+ Dodge Save, Dauntless, Afraid of
Fire Attacks (must make CCR roll if damaged by Fire Attacks
of any kind), Hits on a 4+ by Default in CC, -3 to Armour
Saves, Scuttles (Can move through Woods, Sand, Bush,
Scrub and Rocky Ground without penalty), Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific, Mutation 1: +1 to Saves (included
above), Mutation 2: Multiple Limbs +1 Attack (included
above), Mutation 3: +1 Initiative (incl. above) and +’1’ to
Run and Victory Run Moves

Jungle ‘Illusion’ Pygmy with Blade and Shield: 3.5pts


T2, W1, S2, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default,
Jungle Dwellers (Jungle Pygmy units can move through
Woods and Jungles without penalty), Mutation 1: +1 to
Saves (included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Traitor Mutant Hound: 23pts, Moves ‘9’


T4, W2, S4, I4, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Cavalry, -1 to Armour Saves in CC,
‘Bite Attacks’, Mutation 1: +1 to CCR rolls and +1 to Hit in
Close Combat, Mutation 2: Crazed, Dauntless, +1 to Saves
(included above), +1 to Hit in Close Combat (included above),
+1 to Wound (1 still fails)
Mutant Giant Rat: 2pts
Moves ‘12’- T3, W1, S3, I3, A1, No Save, Hits on a 5+ by
Default in CC, Charges ‘9’, Venomous Attacks (Attacks with
S4 Poisonous ‘Bite Attacks’ which are against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Rodent Empathy (Will NOT Attack Rodent
units, including Rat Swarms), Mutation 1: +’2’ to Move
(include Above), Mutation 2: +1 Poisonous S4 ‘Bite’ Attack
for every 2nd model in this Giant Rat unit, Rat Pack (When
Running in the Shooting Phase, Rodent Units can Run D6 +
‘2’), Warped Beyond Imagination: Magical Attacks

‘Illusion’ Skeleton with Sword and Shield: 11pts


T3, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I4 against
Cavalry, +1 to Hit against Flyers, Terrific, Immune to
Poison, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Skeleton Champion with Sword and Shield:
30pts T3, W1, S4, I4, A3, 5+ Dodge Save, Hits on a 4+ by
Default in CC, Animated (They will all collapse into a pile of
bones if they ever suffer being Shaky), Brainless if no
Summoner within ‘12’, Dauntless, -1 to Armour Saves in CC,
Terrific, Immune to Poison, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Jungle Lizard ‘Illusion’ Spawn with Blade & Shield:


10pts- T4, W1, S3, I4, A2, 4+ Dodge Save, Hits on a 4+ by
Default in CC, Water Dwellers (Enemy units have -2 to hit
against them in Shooting when the unit is in water features
like marshes, rivers or swamps, Moves through water features
without penalty at all times), Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Giant ‘Illusion’ Snail: 7pts


T4, W2, S4, I2, A2, 3+ Dodge Save, Hits on a 5+ by Default
in CC, Slow, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Corrosive Slime (If a model takes an
unsaved Wound from a Giant Snail in CC, they are slimed,
‘out of action’ for up to 3 Turns, 1-2 = 1 turn, 3-4 = 2 turns,
5-6 = 3 turns, Units which are Immune to Poison are not
affected by Corrosive Slime and Giant Snails are only S3
against them), Dauntless BUT Afraid of Fire Attacks (must
make CCR roll if damaged by Fire Attacks of any kind or
approaches within ‘4’ of a Burning Building), Shelling Out
(Giant Snails do not benefit from the Crush Them! rule),
Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Heads +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
‘Illusion’ Fungal Greenies Horde (No Spores): 75pts
T1, W9, S1, I4, A18, 6+ Dodge Save, Hits on 5+ in Close
Combat and Shooting, Rivalry, Enemy units suffer -1 to Hit
when Shooting at them and in Reflex Shots, There are 9
‘Illusion’ Fungal Greenies on each Base: they must outnumber
an enemy unit by 3 to 1 if they are to Charge them. An enemy
unit has the numbers equal to how many Wounds in total for
the unit (starting Wounds), so most T3 units like Imperial
Halberdiers are W1 so count as 1 model, but Mountain Ogres
are W3 so count as 3 models, whether they have less Wounds
at the time or not, Critters, Dauntless, Immune to Poison
(enemy units with Poisoned or Venomous Attacks do NOT gain
+1 Strength), Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack each (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves

Giant ‘Illusion’ Wolf: 8pts, Moves ‘9’


T3, W1, S3, I4, A2, 5+ Dodge Save, Hits on a 3+ by Default
in CC, Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building),
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Heads +1 Attack each (included above), Mutation 3:
+1 Initiative (incl. above) and +’1’ to Run and Victory Run
Moves
‘Illusion’ Weald Giant: 280pts, Moves ‘9’
T7, W6, S6, I3, A5, 4+ Dodge Save, Hits on a 2+ by Default
in CC (+3 Bonus to Hit), Diehards, -5 to Armour Saves in
CC, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Armed with Big
Rock (Heavy, 12’, Deals D6 S5 Hits, -2 to Armour Saves),
Reflex Shots (Big Rock), Weak Against Fire (Fire Attacks
are +1 Strength against Weald Giants), Hates Tribals,
Steppe Norkers and Green Horde (gains +1 to CCR rolls
when fighting these armies/units listed above and +1 to Hit
against them in Close Combat), Elves of the Forest (Nature
Elf units can move through Woods without penalty), Elven
Speed: When Running (Shooting Phase or Victory Run),
Nature Elf units can Run D6 + ’2’, Mutation 1: +1 to Saves
(included above), Mutation 2: Multiple Arms +1 Attack each
(included above), Mutation 3: +1 Initiative (incl. above) and
+’1’ to Run and Victory Run Moves

Jungle ‘Illusion’ Troglodyte with Club: 36pts


T4, W2, S4, I2, A3, 6+ Dodge Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC, Nauseous Stench (Enemy
units suffer -1 to Hit against Troglodytes in Close Combat),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Brainless (Roll a 2D6
at the start of each of your Player turns for each Troglodyte
unit, on a 5+ they are Being Brainless. If in Close Combat half
of the models stop fighting but odd models will fight on a 4+
in your Close Combat phase; if NOT in Close Combat roll a
D6, on a 4+ they just stand there. On a 1-3 they Move forward
‘4’ and will Charge ANYTHING in the way, including friendly
and enemy units and terrain. While Being Brainless, they are
Dauntless), Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack each (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
Vampire Mage (Ranked Daimon) ‘Human’ Form: 330pts
T6, W4, S6, I6, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -3 to Armour Saves in CC, Dauntless,
Summoner (Controls all Hungry Dead units within ‘12’ and
they cannot suffer being Shaky) Magical Attacks, Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Vampiric (Cannot Rest but
gains 1 Energy from each unsaved Wound dealt),
Necromancers, Liche Mages and Vampire Mages can pool their
Energy together though (represented by dice or tokens). Each
Vampire Mage has 1 Ranked Daimon Ability each, See page
34 to 37 of Army Men- Exodus for Ranked Daimon Abilities,
Energy = 10 or 3D6

‘Illusion’ Warhound: 4pts, Moves ‘9’


T3, W1, S3, I5, A2, 6+ Dodge Save, Hits on a 4+ by Default
in CC, Cavalry, Warhounds have ‘Bite Attacks’, Mutation 1:
+1 to Saves (included above), Mutation 2: Multiple Heads
+1 Attack each (included above), Mutation 3: +1 Initiative
(incl. above) and +’1’ to Run and Victory Run Moves
Mutant Wyvern: 180pts, Moves ‘10’
T6, W4, S6, I5, A3, 4+ Armour Save, Legendary Hunter:
Any unsaved Wounds dealt in Close Combat deals 4 unsaved
Wounds Flyer (Must Move ‘8’ to ’32), -6 to Armour Saves,
Hits on a 2+ by Default in CC (+1 to Hit Bonus), Weak
against Spears, Flyers, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Mutation 1:
+1 S7 -7 to Armour Saves ‘Claw Attack’, Mutation 2: +1 S7
Venomous ‘Bite’ Attack, Mutation 3: +1 to Armour Saves
(include above), Mutation 3: Acid Spitter (I10, Poisonous,
S7 against units that are alive and NOT Immune to Poison, so
not Hungry Dead unless Starving Ghouls, if the Attack hits,
roll a D6, 1-3 = Enemy takes automatic Wound, 4-6 = Enemy
is Blinded, cannot Attack back in this Close Combat round and
is hit automatically, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific)

Jungle ‘Illusion’ Reptile Centaur Warrior: 50pts


Moves ‘9’- T5, W3, S4, I6, A3, 4+ Dodge Save, Hits on a 2+
by Default in CC, -3 to Armour Saves, Magical Attacks,
Diehards, Cavalry, Creatures of the Forest (Jungle Reptile
Centaur units can move through Woods without penalty),
Mutation 1: +1 to Saves (included above), Mutation 2:
Multiple Arms +1 Attack each (included above), Mutation 3:
+1 Initiative (incl. above) and +’1’ to Run and Victory Run
Moves

‘Illusion’ Zombie: 4pts


T3, W1, S3, I2, A2, 6+ Dodge Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’), Terrific, Immune
to Poison, Mutation 1: +1 to Saves (included above),
Mutation 2: Multiple Arms +1 Attack (included above),
Mutation 3: +1 Initiative (incl. above) and +’1’ to Run and
Victory Run Moves
Disease Daimons:
Universal Bonuses and Penalties for Disease Daimons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Disease Daimons (any unit with ‘Disease’ AND


‘Daimon’)
Shaky: Disease Daimon units which are beaten in Close
Combat suffer from being Shaky so roll D6 for the unit. On a
1 they become Shaken Place a marker next to the unit. If
they get another ‘Shaken’ result, the unit is destroyed. On a
2 they become Weakened (Unable to move or do anything
this Turn and suffers -1 to Hit in Close Combat if already in
Close Combat). On a 3 they become Drained (Roll a D6 for
each model in the unit, on a 4+ they are destroyed). On a 4
they become Brittle (Roll a D6 for each model in the unit, on
a 5+ they are destroyed). On a 5 they become Invigorated
(They make double their Attacks in Close Combat this round,
they can also Shoot twice this Turn and Move at double
distance, rounding up, so Move ‘6’ = Move ’12, if moving
through terrain, double the result of the highest D6). On a 6
they become Invulnerable (All casualties for the unit
suffered this Turn are returned to the unit immediately. The
unit is also completely immune to all damage this Turn)
Vulnerable to Magic: Disease Daimon units do not get a
Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

Death and Decay: Disease Daimon units ignore ALL Saves


against Angelic units and units with ‘Spirits’ rule

Enemy of the Illusionist:


Disease Daimon units Hate Illusion Daimon units of all kinds
(Crazed so must move toward the Illusion Daimons as fast
as possible and Charge them if in range, Does NOT need to
do this if Disease Daimons are in a Defended Obstacle or
manning a barricade of any kind). Also gains +1 to CCR
rolls when fighting these Illusion Daimons listed above
and +1 to Hit against them in Close Combat.

Pick and Flick:


Disease Daimons also become Dauntless when fighting any
unit with ‘Illusion’ in its title and gain Double Attacks (e.g.
A2 + 1 for Charge = A3x2, so becomes A6) and Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules)
Disease Daimon HERO Units:
Limit of 14 Greater Disease Daimons (Disease Daimon
Abilities)

Greater Disease Daimon: 1100pts, Energy = 21 or roll 6D6


Moves ‘9’- T8, W10, S7, I10, A10, 3+ Numb Save, Hits on a
2+ by Default in CC (+5 Bonus to Hit), -4 to Armour Saves in
CC, Magical Attacks, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), Weak against Spears,
Dauntless unless beaten in CC by Ranked Greater Daimons,
Greater Bliss, Disease, Illusion or Gore Daimons, Shaky,
Imbued With Power (ALL Disease Daimon Abilities cost 0
Energy) Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally, Down with the Sickness: At the start
of each round of Close Combat with a Greater Disease
Daimon, roll a D6 for every model in the enemy units
involved. On a 3+, they are ‘Down with the Sickness’ and
must make a CCR roll (unless Dauntless) AND will turn into a
Lesser Disease Daimon at the end of the battle. Hungry Dead
(except Starving Ghouls) and all units with ‘Spirits’ such as
Ranked Daimons, Gore, Disease, Illusion or Bliss Daimons are
Immune to coming ‘Down with the Sickness’
Worm Staff: (Auto, ‘12’, Can be used in Close Combat, Roll
2D6 against your opponent, if you win then the model turns
into an immobile Worm Pile which deals a S5 -2 to Armour
Saves Hit to any enemy model moving over it in any way. If
a model is eaten by the Worm Pile, they turn into an immobile
Worm Pile themselves), Mutation 1: +1 Toughness (included
above)
Each Disease Daimon unit has ALL of these Abilities:

Choose from:

Treasure of Disease (7 Energy) = Summons 3 Treasure Chest


models per Player around the battlefield, which can be
alternatively represented by Gold Coins. In the
Reinforcements Phase, roll a D6 for each Treasure Chest on
the battlefield. On a 5 or 6, it releases D6 Lesser Disease
Daimons within ‘3’ of the ‘Treasure Chest’. Roll 3D6 if this
occurs, on a result of 18, it will spawn 3D6 Lesser Disease
Daimons in each Reinforcements Phase. These ‘Treasure
Chest’ Daimons have 4+ Dodge Saves. What’s in the Box?
It’s the Pox (If a unit of Imperial Mercenaries, Classical
Mercenaries or Mercenaries for Fame touches a ‘Treasure
Chest’, they can Claim 80pts if they are still holding onto it
(without an enemy unit within ‘3’) at the end of the battle.
However, if a unit from any of these armies is touching a
‘Treasure Chest of Disease’, the whole unit will come ‘Down
with the Sickness’ if you ever roll a 3 on the 3D6.
Putrid Wind (14 Energy) = Target an enemy unit within ‘24’.
Every model is affected by ‘Down with the Sickness’ unless
Immune.

Disgusting Power (2 Energy) (Greater Disease Daimons


ONLY) Summons 1 Disease Daimon Power Familiar to the
Caster within ‘3’. Disease Daimon Power Familiar = Hits
on a 3+ by Default in CC, S4, I6, A1, T3, W1, -1 to Armour
Saves), Maximum 1 Power Familiar per Caster unit.
Grants +4D6 Energy to a friendly Disease Daimon unit within
‘3’
Disease Daimon CORE Units:
No Limit on Lesser Disease Daimons
No Limit on Diseased Daimon Children
No Limit on Diseased Daimon Children Hordes
No Limit on ‘Disease’ Thugs with Axes and Shields
No Limit on ‘Disease’ Thugs with 2H Axes
No Limit on ‘Disease’ Knights with Axes and Shields
No Limit on ‘Disease’ Knights with 2H Axes
No Limit on ‘Disease’ Cloven with Axes and Shields
No Limit on ‘Disease’ Cloven with 2H Axes

Lesser Disease Daimon: 85pts, 7 Energy each


T4, W1, S4, I6, A2, 6+ Numb Save, -1 to Armour Saves in
CC, Hits on a 2+ by Default in CC, Magical Attacks,
Dauntless unless beaten in CC by Greater Daimons or by a
Gore, Diseased, Illusion or Bliss Daimon unit, Spirits: Close
Combat & Shooting Attacks will only Wound them on a 6 but
Electric, Fire and Magical attacks will affect them normally,
Shoo Fly! (Enemy units suffer -1 to Hit against this unit in
CC), +1 ‘Horn’ Attack at +1 to Hit on Charge, Filthy Sword:
Always Wounds on a 4+ in Close Combat, Down with the
Sickness: At the start of each round of Close Combat with a
Lesser Disease Daimon unit, roll a D6 for every model in the
enemy units involved. On a 4+, they are ‘Down with the
Sickness’ and must make a CCR roll (unless Dauntless) AND
will turn into a Lesser Disease Daimon at the end of the battle.
Hungry Dead (except Starving Ghouls) and all units with
‘Spirits’ such as Ranked Daimons, Gore, Disease, Illusion or
Bliss Daimons are Immune to coming ‘Down with the
Sickness’, Mutation 1: +1 Toughness (included above)
Diseased Daimon Children: 30pts per Base
T4, W3, S3, I4, A3, 4+ Numb Save, Hits on a 4+ by Default
in CC, Has ‘Bite’ Attacks, Magical Attacks, Dauntless unless
beaten in CC by Greater Daimons or by a Gore, Diseased,
Illusion or Bliss Daimon unit, Spirits, Shoo Fly! (Enemy units
suffer -1 to Hit against this unit in CC), +1 ‘Horn’ Attack at
+1 to Hit on Charge, Down with the Sickness: At the start
of each round of Close Combat with a Diseased Daimon
Children unit, roll a D6 for every model in the enemy units
involved. On a 6, they are ‘Down with the Sickness’ and must
make a CCR roll (unless Dauntless) AND will turn into a Lesser
Disease Daimon at the end of the battle. Hungry Dead (except
Starving Ghouls) and all units with ‘Spirits’ such as Ranked
Daimons, Gore, Disease, Illusion or Bliss Daimons are
Immune to coming ‘Down with the Sickness’, Sharing is
Caring: When a unit of Diseased Daimon Children Moves,
Runs or Victory Runs, roll a D6. On a 6, they live behind a
Slime Pool covering an area the size of their large bases. If
any model moves over this Pool Area, they are affected by
the rule ‘Down with the Sickness’ and must test if not
Immune,
Mutation 1: +1 Toughness (included above)
Diseased Daimon Children Horde: 90pts per Base
T4, W9, S3, I4, A9, No Save, Hits on a 4+ by Default in CC,
Has ‘Bite’ Attacks, Magical Attacks, Dauntless unless
beaten in CC by Greater Daimons or by a Gore, Diseased,
Illusion or Bliss Daimon unit, Spirits, Shoo Fly! (Enemy units
suffer -1 to Hit against this unit in CC), +1 ‘Horn’ Attack at
+1 to Hit on Charge, Down with the Sickness,
Mutation 1: +1 Toughness (included above), Sharing is
Caring

‘Disease’ Thug with Axe and Shield: 8pts


T4, W1, S3, I4, A1, 4+ Numb Save, Hits on a 3+ by Default
in CC, Mutation 1: +1 to Toughness (included above),
Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy units
suffer -1 to Hit against them in Close Combat, Mutation 3:
Warts +1 to Saves (include above)

‘Disease’ Thug with 2H Axe: 10pts


T4, W1, S4, I4, A1, 4+ Numb Save, Hits on a 3+ by Default
in CC and -2 to Armour Saves in CC, Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat, Mutation 3: Warts +1 to Saves (include above)

‘Disease’ Knight with Axe and Shield: 74pts


T4, W2, S4, I6, A2, 3+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus) and -1 to Armour Saves, Diehards,
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)
‘Disease’ Knight with 2H Axe: 75pts
T4, W2, S5, I5, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus) and -3 to Armour Saves, Diehards,
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)

‘Disease’ Cloven with Axe and Shield: 13pts


T5, W2, S4, I3, A1, 4+ Numb Save, Hits on a 3+ by Default
in CC and -1 to Armour Saves, Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above), Down with
the Sickness: At the start of each round of Close Combat
with a ‘Disease’ Cloven unit, roll a D6 for every model in the
enemy units involved. On a 6, they are ‘Down with the
Sickness’ and must make a CCR roll (unless Dauntless) AND
will turn into a Lesser Disease Daimon at the end of the battle.
Hungry Dead (except Starving Ghouls) and all units with
‘Spirits’ such as Ranked Daimons, Gore, Disease, Illusion or
Bliss Daimons are Immune to coming ‘Down with the
Sickness’

‘Disease’ Cloven with 2H Axe: 14pts


T5, W2, S5, I2, A1, 5+ Numb Save, Hits on a 3+ by Default
in CC and -3 to Armour Saves, Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above), Down with
the Sickness
Disease Daimon Specialist Units:
No Limit on Diseased Slug Beast Daimons
No Limit on ‘Disease’ Knight Cavalry with Maces and Shields
No Limit on ‘Disease’ Knight Cavalry with Lances & Shields
No Limit on ‘Diseased’ Doomsayers with Flails
Limit of 21 Brainless ‘Disease’ Spawn
No Limit on Mutant ‘Disease’ Hounds
No Limit on ‘Diseased’ Circus Wagons
Limit of 7 ‘Disease’ Trolls with Clubs

Diseased Slug Beast Daimon: 65pts


T6, W3, S3, I3, AD6, No Save, Hits on a 4+ by Default in CC,
Slow, Magical Attacks, Dauntless unless beaten in CC by
Greater Daimons or by a Gore, Diseased, Illusion or Bliss
Daimon unit, Spirits, Afraid of Fire Attacks (must make CCR
roll if damaged by Fire Attacks of any kind), Virulent Strike:
Any model hit by this unit must take a Toughness Test (they
must roll their Toughness or lower to pass) at the end of the
Close Combat. If they fail, they are paralysed and consumed,
Down with the Sickness: At the start of each round of Close
Combat with a Diseased Slug Beast Daimon unit, roll a D6 for
every model in the enemy units involved. On a 5, they are
‘Down with the Sickness’ and must make a CCR roll (unless
Dauntless) AND will turn into a Lesser Disease Daimon at the
end of the battle. Hungry Dead (except Starving Ghouls) and
all units with ‘Spirits’ such as Ranked Daimons, Gore, Disease,
Illusion or Bliss Daimons are Immune to coming ‘Down with
the Sickness’, Mutation 1: +1 Toughness (included above),
Shoo Fly! (Enemy units suffer -1 to Hit against this unit in
CC)
‘Disease’ Knight Cavalry with Axe and Shield: 80pts
Moves ‘9’- T5, W3, S4, I6, A2, 2+ Numb Save, Hits on a 2+
by Default in CC (+2 to Hit Bonus) and -1 to Armour Saves,
Diehards, Cavalry, Mutation 1: +1 to Toughness (included
above), Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy
units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above), Warhorse is
I3 S4 -1 to Armour Saves A1 in CC and hits on a 4+ by
Default,
Mutation 4: +1 Toughness (included above)

‘Disease’ Knight Cavalry with Lance and Shield: 113pts


Moves ‘12’- T5, W4, S4, I6, A2, 1+ Numb Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus) and -1 to Armour Saves,
Diehards, Cavalry, Mutation 1: +1 to Toughness (included
above), Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy
units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above), Mutation
4: +1 Toughness (included above), ‘Disease’ Steed is I4 S4 -
1 to Armour Saves A2 in CC and Hits on a 3+ by Default, +’2’
to Move (included above), Grants +1 to Magic Save rolls, +2
‘Gore’ Attacks for every 2nd model in this ‘Disease’ Knight unit,
Knight is I8 and S6 -4 to Armour Saves on Charge ONLY,
Knight Hits on a 2+ (+2 Bonus to Hit) when not Charging

‘Diseased’ Doomsayer with Flail: 10pts


T4, W1, S4, I2, A2, 5+ Numb Save, Hits on a 2+ by Default
in CC, Crazed, Dauntless, -1 to Armour Saves, +1 to Wound
in Close Combat (1 still fails), +1 to Saves (included above),
+2 to Hit in Close Combat (included above) and +1 to CCR
Rolls, Slaughter Them! (Deals 2 automatic Hits when they
win a Close Combat, rather than 1 automatic Hit under the
Crush Them! Rules), Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)
Mutation 4: Down with the Sickness (Affects enemy on a
6)
Brainless ‘Disease’ Spawn: 25pts
T5, W1, S4, I6, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC, -1 to Armour Saves in CC, Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat,
Mutation 3: Warts +1 to Saves (include above),
Mutation 4: Resilient +1 Toughness (included above)

Mutant ‘Disease’ Hound: 25pts, Moves ‘9’


T5, W2, S4, I4, A2, 6+ Numb Save, Hits on a 3+ by Default
in CC, Cavalry, -1 to Armour Saves in CC, ‘Bite Attacks’,
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)

‘Diseased’ Circus Wagon: 100pts, Moves ‘9’


14 Energy each- T4, W4, S4, I6, A6, 5+ Numb Save, Pulled
by 2 ‘Diseased’ Horses, Both Lesser Disease Daimon Riders
are armed with Filthy Swords, Hits on a 2+ by Default in CC
(+1 Bonus to Hit) and are -1 to Armour Saves in CC, Magical
Attacks, Dauntless, Spirits: Close Combat & Shooting
Attacks will only Wound them on a 6 but Electric, Fire and
Magical attacks will affect them normally, Shoo Fly! (Enemy
units suffer -1 to Hit against this unit in CC), +1 ‘Horn’ Attack
at +1 to Hit on Charge, Filthy Sword: Always Wounds on a
4+ in Close Combat, Down with the Sickness: Affects
enemy units on a 4, Mutation 1: +1 Toughness (included
above), Catch My Disease: All friendly ‘Disease’ units within
‘12’ may add +1 to the results of Shaky tests. Also, all
‘Disease’ units with ‘Down with the Sickness’ may add +1
to their rolls to affect a non-immune enemy unit (granting a
5+ minimum for most units), Run Amok! (‘Diseased’ Circus
Wagons are Immune to the Battle ability, ‘Stampede!’),
Mutation 1: +1 to Toughness (included above)
‘Disease’ Troll: 65pts, Move ‘9’
T5, W3, S5, I1, A3, 6+ Numb Save, Hits on a 4+ by Default
in CC, -4 to Armour Saves in CC, Brainless (Roll a 2D6 at the
start of each of your Player turns for this unit, on a 5+ they
are Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, ‘Illusion’ Trolls can Spew Acid, dealing a S5 Hit
and 3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, ‘Illusion’ Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved),
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer an
additional -1 to Hit against them in Close Combat (-2 with
Terrific if applicable), Mutation 3: Warts +1 to Saves (include
above)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Troll unit, roll a D6 for each slain Troll.
On a 4-6 the Troll is Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they cannot
Rejuvenate
Disease Daimon Heavy Units:
Limit of 7 ‘Disease’ Knight Chariots
Limit of 7 Heavy ‘Disease’ Knight Chariots
Limit of 1 Altar of Disease
Limit of 1 Monolith of Disease (See unit description)
Limit of 1 Mob of Diseased Daimon Children (7 Bases)*
Limit of 2 Mobs of ‘Disease’ Skeletons with Shields*
Limit of 2 Mobs of ‘Disease’ Skeletons with Spears*
Limit of 2 Mobs of ‘Disease’ Skeletons with 2H Scythes*
Limit of 2 Mobs of ‘Disease’ Zombies*
Limit of 2 Mobs of ‘Disease’ Zombies with Shields*
Limit of 2 Mobs of ‘Disease’ Zombies with 2H Scythes*
*Unit must be purchased in multiples of 7 (e.g. 14, 21, 28)
Limit of Throne of Disease with Diseased Daimon Children

‘Disease’ Knight Chariot with 2 Knights: 260pts


Moves ‘12’- T4, W8, S5, I6, A4, 2+ Numb Save, Knights Hit
on a 2+ by Default in CC (+2 to Hit Bonus) and -2 to Armour
Saves in CC, Diehards, Cavalry, Run Amok! (If ‘Stampede’
is cast on a ‘Disease’ Knight Chariot unit, they become
Crazed, the Crew cannot attack or Shoot in any way and the
Chariot moves directly forward until destroyed, such as
running into Movement Blocking Terrain), Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat,
Mutation 3: Warts +1 to Saves (include above),
2 ‘Disease’ Steeds are I4 S4 -1 to Armour Saves A4 in CC in
total and Hit on a 3+ by Default, +’2’ to Move (included
above), Grants +1 to Magic Save rolls, +2 ‘Gore’ Attacks for
every model in this ‘Disease’ Knight Chariot unit
Heavy ‘Disease’ Knight Chariot with 4 Knights: 460pts
Moves ‘12’- T4, W16, S5, I6, A8, 2+ Numb Save, Knights Hit
on a 2+ by Default in CC (+2 to Hit Bonus) and -2 to Armour
Saves in CC, Diehards, Cavalry, Run Amok!, Mutation 1:
+1 to Toughness (included above), Mutation 2: Unit benefits
from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them
in Close Combat, Mutation 3: Warts +1 to Saves (include
above),
4 ‘Disease’ Steeds are I4 S4 -1 to Armour Saves A8 in CC in
total and Hit on a 3+ by Default, +’2’ to Move (included
above), Grants +1 to Magic Save rolls, +2 ‘Gore’ Attacks for
every model in this ‘Disease’ Knight Chariot unit

Altar of Disease with 7 Cultist Guards: 120pts


T3, W1, S3, I3, A1, 5+ Numb Save (Cultist Guards)
T10, W5, S0, I0, A0, 5+ Numb Save (Altar of Disease),
Dauntless, Artillery, Guarded by 7 Cultist Guards with
Clubs, If all 7 of the Cultist Guards are slain, the Altar of
Disease remains in play. However, if there are 7 Cultist
Guards in the enemy army, they can take control of the Altar
of Disease (See Commandeering Artillery), Desecration:
If the Altar of Disease is left in Close Combat with the enemy,
with no Cultist Guards left alive, all units with ‘Disease’ in their
unit title within ‘12’ lose faith and must pass an immediate
CCR roll)

Lord of the Flies: All Units with ‘Disease’ in their unit title
within ‘12’ of the Altar of Disease gain a further +1 to CCR
rolls. Also, all ‘Disease’ units on the battlefields now gain the
Shoo Fly! rule if they did not have it already, causing enemy
units to suffer from a -1 to Hit penalty against them in Close
Combat
Monolith of Disease: 0pts
Monoliths cannot be attacked and have no unit stats.
Testament to Victory: *They are created as a reminder of
each Disease Daimon victory on a battlefield (e.g. Granada in
Spain). So if you won 3 battles in Granada, then you have a
Limit of 3 Monoliths of Disease. Imbued with Power: Any
Disease Daimon unit within ‘12’ of a Monolith of Disease gains
+D6 Energy at the beginning of each Magic Phase. Shoo Fly,
Don’t Bother Me: All enemy units within ‘12’ now suffer -2
to Hit in Close Combat against Disease Daimon units with
‘Shoo Fly!’ rule

Diseased Daimon Children: 30pts per Base


T4, W3, S3, I4, A3, No Save, Hits on a 4+ by Default in CC,
Has ‘Bite’ Attacks, Magical Attacks, Dauntless unless
beaten in CC by Greater Daimons or by a Gore, Diseased,
Illusion or Bliss Daimon unit, Spirits, Shoo Fly! (Enemy units
suffer -1 to Hit against this unit in CC), +1 ‘Horn’ Attack at
+1 to Hit on Charge, Down with the Sickness: At the start
of each round of Close Combat with a Diseased Daimon
Children unit, roll a D6 for every model in the enemy units
involved. On a 6, they are ‘Down with the Sickness’ and must
make a CCR roll (unless Dauntless) AND will turn into a Lesser
Disease Daimon at the end of the battle. Hungry Dead (except
Starving Ghouls) and all units with ‘Spirits’ such as Ranked
Daimons, Gore, Disease, Illusion or Bliss Daimons are
Immune to coming ‘Down with the Sickness’, Sharing is
Caring: When a unit of Diseased Daimon Children Moves,
Runs or Victory Runs, roll a D6. On a 6, they live behind a
Slime Pool covering an area the size of their large bases. If
any model moves over this Pool Area, they are affected by
the rule ‘Down with the Sickness’ and must test if not
Immune,
Mutation 1: +1 Toughness (included above), Mob
Mentality: Models in this unit must be purchased in multiples
of 7
‘Disease’ Skeleton with Sword and Shield: 13pts
T4, W1, S3, I3, A1, 4+ Numb Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I4 against
Cavalry, +1 to Hit against Flyers, Terrific, Immune to
Poison, Mutation 1: +1 to Toughness (included above),
Mutation 2: Down with the Sickness (Affects enemy on a
6), Mutation 3: Resilient +1 to Saves (include above), Mob
Mentality

‘Disease’ Skeleton with Spear and Shield: 15pts


T4, W1, S3, I4, A1, 4+ Numb Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I4 against
Cavalry, +1 to Hit against Flyers, Terrific, Immune to
Poison, Mutation 1: +1 to Toughness (included above),
Mutation 2: Down with the Sickness (Affects enemy on a
6), Mutation 3: Resilient +1 to Saves (include above), Mob
Mentality, I6 against Cavalry and I5 against Flyers

‘Disease’ Skeleton with 2H Scythe: 14pts


T4, W1, S4, I3, A1, 5+ Numb Save, Hits on a 5+ by Default
in CC and -2 to Armour Saves, Shaky (They will all collapse
into a pile of bones if they ever suffer being Shaky if no
Summoner within ‘12’), Brainless if no Summoner within
‘12’, Dauntless, I4 against Cavalry, +1 to Hit against Flyers,
Terrific, Immune to Poison, Mutation 1: +1 to Toughness
(included above), Mutation 2: Down with the Sickness
(Affects enemy on a 6), Mutation 3: Resilient +1 to Saves
(include above), Mob Mentality
‘Disease’ Zombie: 4pts
T4, W1, S3, I1, A1, 6+ Numb Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’), Terrific, Immune
to Poison, Mutation 1: +1 to Toughness (included above),
Mutation 2: Down with the Sickness (Affects enemy on a
6), Mutation 3: Resilient +1 to Saves (include above), Mob
Mentality

‘Disease’ Zombie with Club and Shield: 5pts


T4, W1, S3, I1, A1, 5+ Numb Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’, Craven
(They will all collapse into a pile of corpses if they ever suffer
being Shaky if no Summoner within ‘12’), Terrific, Immune
to Poison, Mutation 1: +1 to Toughness (included above),
Mutation 2: Down with the Sickness (Affects enemy on a
6), Mutation 3: Resilient +1 to Saves (include above), Mob
Mentality

‘Disease’ Zombie with 2H Scythe: 6pts


T4, W1, S4, I0, A1, 6+ Numb Save, Hits on a 5+ by Default
in CC and -2 to Armour Saves, Shaky, Brainless if no
Summoner within ‘12’, Craven (They will all collapse into a
pile of corpses if they ever suffer being Shaky if no
Summoner within ‘12’), Terrific, Immune to Poison,
Mutation 1: +1 to Toughness (included above), Mutation 2:
Down with the Sickness (Affects enemy on a 6), Mutation
3: Resilient +1 to Saves (include above), Mob Mentality
Throne of Disease with Diseased Damon Children:
525pts- T7, W7, S5, I8, A5, 5+ Numb Save
‘Disease’ Lord atop the Throne Hits on a 2+ by Default in CC
(+3 Bonus to Hit), Diseased Daimon Children are S3 I4 A6 in
total and Hit on a 4+ by Default in CC, Dauntless, Artillery,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific) What A Stench! (Any
enemy unit/s in Close Combat must roll a D6 for each model,
on a 1 they are overcome by the Stench and knocked out in
this round of CC), Sharing is Caring, Armed with The Poo
Stick (Target an enemy unit in the Magic Phase within ‘12’,
they suffer D6 S4 Hits which are -1 to Armour Saves. Next
turn they will 2D6 S4 Hits and 3D6 S4 Hits and so on. Any
unit which does NOT have ‘Disease’ in its title which comes
into base-to-base contact with the unit afflicted by The Poo
Stick will be affected by it (D6 S4 Hits, 2D6 S4 Hits next turn
etc.)

Inspiring Odour: All Units with ‘Disease’ in their unit title


within ‘6’ of the Throne of Disease gain Dauntless and a
further +1 to CCR rolls.

Disease Daimon Allied Units:


(Up to 25% of your Army Cost)
(Must replace other Greater Daimons with yours)
Gore Daimons
Illusion Daimons
Bliss Daimons
Disease Daimon Warband:
50 Loud ‘Disease’ Cloven with Blades and Shields
22 Skulled ‘Disease’ Dwarfs with Axes & Shields
7 Heavy ‘Disease’ Knights with Axes and Shields
32 Diseased Daimon Children Bases
22 Mutated ‘Disease’ Cultists with Blades & Shields
4 ‘Disease’ Mages with Worm Staffs (Disease Daimon)
11 ‘Disease’ Rodents with Blades and Shields
2 ‘Disease’ Brawler Ogres with Clubs

Loud ‘Disease’ Cloven with Blade & Shield: 13pts


Move ‘9’- T4, W2, S3, I3, A1, 5+ Numb Save, Hits on a 2+ by
Default in CC, Mutation 1: Very Loud +1 to Hit Bonus in Close
Combat (included above), Mutation 2: Hideous (Enemy units
suffer -2 to Hit against them in Close Combat

Skulled ‘Disease’ Dwarf with Axe and Shield: 11pts


T4, W1, S3, I2, A1, 4+ Dodge Save, Hits on a 3+ by Default
in CC, Diehards, Slow, Grudge, Hates Tribals, Steppe
Norkers, Green Horde and ‘Kobold’ units of all kinds,
Mutation 1: Flaming Skull Face Fire Attacks are S2 against
Them and Enemy units suffer -1 to Hit against them in Close
Combat, Feculent Banner: Auto, ‘24’, Roll 2D6 against your
opponent, but your opponent suffers -4 to their result. If you
win, the enemy unit suffers D6 Wounds that Ignore Armour
Saves. Each turn, the enemy unit suffers D6 Wounds that
Ignore Armour Saves. Does not affect Artillery or Altars of any
kind.

Heavy ‘Disease’ Knight with Axe and Shield: 74pts


T4, W2, S4, I6, A2, 3+ Numb Save, 5+ Armour Save, Hits on
a 2+ by Default in CC (+1 to Hit Bonus) and -1 to Armour
Saves, Diehards, Mutation 1: +1 to Toughness (included
above)
Diseased Daimon Children: 30pts per Base
T4, W3, S3, I4, A3, No Save, Hits on a 4+ by Default in CC,
Has ‘Bite’ Attacks, Magical Attacks, Dauntless unless
beaten in CC by Greater Daimons or by a Gore, Diseased,
Illusion or Bliss Daimon unit, Spirits, Shoo Fly! Down with
the Sickness Sharing is Caring, Mutation 1: +1
Toughness (included above)

Mutated ‘Disease’ Cultist with Blade and Shield: 8pts


T4, W1, S3, I3, A1, 4+ Numb Save, Hits on a 4+ by Default
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)

‘Disease’ Mage with Worm Staff (Disease Daimon):


60pts Energy = 10 or 3D6- T4, W1, S4, I3, A1, No Save, Hits
on a 3+ by Default in CC, -1 to Armour Saves in CC, Magical
Attacks, Can Rest and recover 1 Energy by not Moving or
doing anything for a whole Turn, ‘Disease’ Mages and ALL
Disease Daimon units can pool their Energy together though
(represented by dice or tokens). Each ‘Disease’ Mage knows
all of the Disease Daimon abilities, Worm Staff: (Auto, ‘12’,
Can be used in Close Combat, Roll 2D6 against your
opponent, if you win then the model turns into an immobile
Worm Pile which deals a S5 -2 to Armour Saves Hit to any
enemy model moving over it in any way. If a model is eaten
by the Worm Pile, they turn into an immobile Worm Pile
themselves), Mutation 1: +1 Toughness (included above)

‘Disease’ Rodent with Blade and Shield: 6pts


T4, W1, S3, I4, A1, 4+ Numb Save, Hits on a 4+ by Default
in CC, Rat Pack, Mutation 1: +1 to Toughness (included
above), Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy
units suffer -1 to Hit against them in Close Combat, Mutation
3: Warts +1 to Saves (include above)
‘Disease’ Ogre with Club: 38pts, Moves ‘9’
T6, W3, S4, I3, A2, 6+ Numb Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC, Terrific, Instinctive
Animosity (Will not Link Up with any unit from the Tribals,
Green Horde or Steppe Norkers armies or any ‘Kobold’ unit
and suffers -1 to CCR Rolls if Brawler Ogres are fighting for
any of these armies or alongside ‘Kobold’ units), Mutation 1:
+1 to Toughness (included above), Mutation 2: Unit benefits
from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them
in Close Combat, Mutation 3: Warts +1 to Saves (include
above)
Disease Daimon Unbound Host Contingent:
(No Limit on units below but 200pts per selection)
Option 01: 8 Traitor Mutant Hounds
Option 02: 1 Mutant Chimera
Option 03: 1 Mutant Cockatrice + 3 Harpy ‘Bird’ Women
Option 04: 2 Mutant Gorgons
Option 05: 1 Traitor Griffon
Option 06: 13 Mutant Harpy ‘Bird Women’ with Clubs
Option 07: 1 Mutant Hippogriff
Option 08: 1 Mutant Hydra
Option 09: 1 Mutant Jabberwock
Option 10: 1 Mutant Winged Manticore
Option 11: 1 Mutant Wyvern
Option 12: 1 Dragon
Option 13: 100 Mutant Giant Rats
Option 14: 4 Giant Spiders
Option 15: 4 Hungry Wraiths on Death Vultures
Option 16: 25 Starving Ghouls
Option 17: 3 Hungry Mummies
Option 18: 4 Hungry Ghosts
Option 19: 1 Hungry Spectre
Option 20: 2 Hungry Dead Knights
Option 21: 1 Hungry Wraith + 1 Hungry Ghost
Option 22: 3 Lesser Disease Daimons
Option 23: 3 Diseased Slug Beast Daimons
Option 24: 7 Diseased Daimon Children Bases
Ranked Daimon Allied Contingent:
Limit of 7 Ranked Greater Daimons

Vulnerable to Magic: Ranked Daimon units do not get a


Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule

Ranked Greater Daimon: 750pts, Energy = 10 or roll 3D6


Moves ‘10’- T7, W10, S9, I10, A10, 3+ Armour Save, Hits on
a 2+ by Default in CC (+5 Bonus to Hit), -6 to Armour Saves
in CC, Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears, Dauntless unless beaten in CC by
Ranked Daimon Overlords, Shaky, Imbued With Power
(ALL Battle and Daimon Abilities cost 0 Energy) Spirits: Close
Combat & Shooting Attacks will only Wound them on a 6 but
Electric, Fire and Magical attacks will affect them normally,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 2: +3 to Armour Saves (included
above), Mutation 3: +2 to Strength (included above), See
page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities
Disease Daimon Host Units:
(Up to 25% of your Army Cost)

One Virulent Host: The following rules do NOT apply to units


in this Disease Daimon Host: Rivalry, Ancestral Animosity,
and Instinctive Animosity. Any unit which has a rule that
includes ‘Hates’ will only apply to enemy units (e.g. enemy
Tribals or Marine Elves) rather than friendly units.

Limit of 6 Traitor Mutant Hounds


Limit of 6 Traitor Mutant Spawn
Limit of 24 Nomad Cloven with Blades & Shields
Limit of 24 Nomad Cloven with 2H Axes
Limit of 16 Dominator Dwarfs with Axes & Shields
Limit of 16 Dominator Dwarfs with Spears & Shields
Limit of 16 Dominator Dwarfs with Crossbows & Shields
Limit of 4 Traitor Mages (Disease Daimon Abilities)
Limit of 7 ‘Disease’ Thugs with Axes and Shields
Limit of 7 ‘Disease’ Marauders with Axes and Shields
Limit of 7 ‘Disease’ Knights with Axes and Shields
Limit of 2 Corrupt Elf Assassins
Limit of 12 Corrupt Elves with Blades & Shields
Limit of 12 Corrupt Elves with Crossbows & Shields
Limit of 12 Traitor Kobolds with Blades & Shields
Limit of 12 Traitor Kobolds with Composite Bows & Shields
Limit of 16 Mutant ‘Harpy’ Bird Women with Clubs
Limit of 24 Heavy ‘Disease’ Cultists with Clubs
Limit of 24 Heavy ‘Disease’ Cultists with Spears
Limit of 24 Heavy ‘Disease’ Cultists with Composite Bows
Limit of 12 Steppe Norkers with Clubs & Shields
Limit of 12 Steppe Norkers with Composite Bows & Shields
Limit of 8 Nomad Minos with Axes
Limit of 8 Nomad Minos with 2H Axes
Limit of 8 Nomad Minos with Spears
Limit of 8 Brawler Ogres with Clubs
Limit of 8 Nomad Minos with Clubs and Shields
Limit of 8 Nomad Minos with 2H Clubs
Limit of 12 Tribal Orcs with Blades & Shields
Limit of 12 Tribal Orcs with Spears & Shields
Limit of 12 Tribal Orcs with Composite Bows & Shields
Limit of 16 Rodent Warriors with Blades and Shields
Limit of 16 Rodent Warriors with Spears and Shields
Limit of 2 ‘Disease’ Trolls
Limit of 24 Giant Wolves
No Limit on Giant ‘Diseased’ Bats
No Limit on ‘Diseased’ Bears
No Limit on ‘Diseased’ Boars
Limit of 2 Mutant Chimerae
No Limit on ‘Diseased’ Jungle Coatl Serpents
Limit of 2 Mutant Cockatrices
No Limit on ‘Diseased’ Cave Dino Beasts
Limit of 2 Winged Acid Dragons
No Limit on ‘Diseased’ Eagles
No Limit on Swamp Fimir Warriors with Clubs
No Limit on Giant ‘Diseased’ Frogs
No Limit on ‘Diseased’ Starving Ghouls
Limit of 14 Clumsy Giants
No Limit on ‘Diseased’ Gnome Tunnellers with Blades &
Shields
Limit of 2 Mutant Gorgons
Limit of 2 Traitor Griffons
No Limit on Lazy ‘Diseased’ Halfling Militia with Blades
No Limit on ‘Diseased’ Man-Orcs with Blades and Shields
Limit of 2 Mutant Hippogriffs
No Limit on ‘Diseased’ Norker Hounds
Limit of 2 Mutant Hydras
Limit of 2 Mutant Jabberwocks
No Limit on Giant ‘Diseased’ Leeches
Limit of 1 Liche Mage (Necromantic Abilities)
No Limit on ‘Diseased’ Cave Lizard Warriors with Blades
Limit of 2 Mutant Winged Manticores
No Limit on ‘Diseased’ Jungle Pygmies with Blades & Shields
No Limit on ‘Diseased’ Mutant Giant Rats
No Limit on Brittle Skeletons with Blades and Shields
No Limit on ‘Diseased’ Jungle Lizard Spawn with Blades &
Shields
No Limit on Giant ‘Diseased’ Snails
No Limit on ‘Diseased’ Fungal Greenie Hordes (No Spores)
No Limit on Giant ‘Diseased’ Spiders
Limit of 2 ‘Diseased’ Weald Giants
No Limit on ‘Diseased’ Jungle Troglodytes with Clubs
Limit of 1 Vampire Mage (Necromantic Abilities)
No Limit on ‘Diseased’ Warhounds
Limit of 2 Mutant Wyverns
No Limit on ‘Diseased’ Jungle Reptile Centaur Warriors
No Limit on Hungry Zombies
Dominator Dwarf with Spear and Shield: 12pts
T4, W1, S3, I3, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity does NOT
apply, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, Mutation 2: +1 to
Armour Saves (included above), I5 against Cavalry and I4
against Flyers

Dominator Dwarf with Crossbow and Shield: 15pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 2+ by Default
in CC, Slow, Diehards, Ancestral Animosity does NOT
apply, Mutation 1: Crazed, +1 to Hit in Close Combat
(included above) and +1 to CCR Rolls, Mutation 2: +1 to
Armour Saves (included above), Hits on a 4+ by Default in
Shooting, Reflex Shots (S4, Hits on 5+ by Default), Armed
with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves)

Armoured Traitor Mage (Disease Daimon): 110pts


Energy = 10 or 3D6- T3, W1, S4, I3, A1, 4+ Armour Save,
Hits on a 3+ by Default in CC, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Traitor Mages
(Disease Daimon), Disease Daimon units and ‘Disease’ Mages
with Worm Staffs can pool their Energy together though
(represented by dice or tokens). Each Armoured Traitor Mage
knows all of the Disease Daimon abilities

‘Disease’ Marauder with Axe and Shield: 39pts


T4, W2, S3, I5, A2, 3+ Numb Save, Hits on a 3+ by Default
in CC (+1 to Hit Bonus), Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above), Diehards
Heavy ‘Disease’ Cultist with Club: 8pts
T4, W1, S3, I3, A1, 4+ Numb Save, Hits on a 4+ by Default
Mutation 1: +1 to Toughness (included above), Mutation 2:
Warts +1 to Saves (include above), Mutation 3: Cloven Face
(Enemy units will suffer -1 to Hit against them in Close
Combat unless Terrific or Dauntless)

Heavy ‘Disease’ Cultist with Spear: 9pts


T4, W1, S3, I4, A1, 4+ Numb Save, Hits on a 4+ by Default
Mutation 1: +1 to Toughness (included above), Mutation 2:
Warts +1 to Saves (include above), Mutation 3: Cloven Face
(Enemy units will suffer -1 to Hit against them in Close
Combat unless Terrific or Dauntless), I6 against Cavalry and
I5 against Flyers

Heavy ‘Disease’ Cultist with Composite Bow: 10pts


T4, W1, S3, I3, A1, 4+ Numb Save, Hits on a 4+ by Default
in CC and Shooting, Mutation 1: +1 to Toughness (included
above), Mutation 2: Warts +1 to Saves (include above),
Mutation 3: Cloven Face (Enemy units will suffer -1 to Hit
against them in Close Combat unless Terrific or Dauntless),
Armed with Composite Bow (Auto, ‘24’, S3), Reflex Shots
(S3, Hits on a 5+ by Default)

Nomad Minos with Spear: 44pts, Move ‘12’


T4, W3, S4, I4, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +2 to Move (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Minos unit, I6
against Cavalry and I5 against Flyers
Tribal Orc with Spear and Shield: 9.5pts
T4, W1, S3, I3, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, I5 against Cavalry and I4 against Flyers

Giant ‘Diseased’ Bat: 2pts, Moves ‘10’


T2, W1, S2, I3, A1, 6+ Numb Save, Flyer (Must Move ‘0’ to
‘12’), Hits on a 4+ by Default in CC, Mutation 1: Unit benefits
from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them
in Close Combat, Mutation 2: Warts +1 to Saves (include
above), Mutation 3: Down with the Sickness (Affects
enemy on a 6)

‘Diseased’ Bear: 20pts


T5, W2, S4, I3, A2, 6+ Numb Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC, Terrific (Enemy units suffer
-1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears, Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat, Mutation 3: Warts +1 to Saves (include above)

‘Diseased’ Boar: 6pts


Moves ‘9’- T4, W1, S3, I3, A1, 4+ Numb Save, Hits on a 4+
by Default in CC, Cavalry, Boorish (Suffers -1 to CCR rolls,
as does any unit which rides a Boar), Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat, Mutation 3: Warts +1 to Saves (include above)
‘Diseased’ Jungle Coatl Serpent: 35pts, Moves ‘10’
T6, W3, S3, I6, A3, 5+ Numb Save, Hits on a 2+ by Default
in CC, Venomous Attacks (Each Hit dealt also counts as a
Poisoned Attack, but the Venom is through a ‘Bite Attack’. S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Flyers (Can Move ‘4’
to ’24’), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears, Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat, Mutation 3: Warts +1 to Saves (include above)
‘Diseased’ Cave Dino Beast: 22pts
Moves ‘9’- T5, W2, S4, I1, A2, 4+ Numb Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry, Crazed,
They will NOT attack Aztec Dinosaur or Jungle Reptile units,
Pirate Elf Knights or Aztec Geckos on Horned Beasts, Dino
Beast Terrific (Enemy units suffer a -1 to Hit against them
penalty in Close Combat unless: Dauntless or Terrific), Half of
a Dino Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3
means 2 ‘Bites’), Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat, Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)

Winged Acid Dragon: 750pts, Moves ‘10’


T7, W9, S7, I6, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -7 to Armour Saves in CC, Acid
Breath (Auto, ‘12’, Deals D6 S4 Hits, Ignores Armour
Saves), Fire Attacks (S8 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

‘Diseased’ Eagle: 75pts, Moves ‘10’


T5, W3, S5, I5, A2, 6+ Numb Save, Flyer (Must Move ‘6’ to
’32), -3 to Armour Saves, Hits on a 2+ by Default in CC (+2
to Hit Bonus), Weak against Spears, Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)
Giant ‘Diseased’ Frog: 7pts
T4, W2, S3, I2, A1, 6+ Numb Save, Hits on a 5+ by Default
in CC, Slow, Tongue Strider (Auto, ‘6’, Deals S3 Hit,
Ignores Armour Saves, if unsaved the model is swallowed
whole), Giant Frogs have ‘Bite Attacks’, Cannot use Tongue
Strider on units which are ‘Terrific’, Poisonous Skin (Any unit
attempting to use a ‘Bite Attack’ on a Giant Frog suffers a S7
Hit which Ignores Armour Saves. If the unit attempting to
‘Bite’ is unharmed, it may then attack the Giant Frog),
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)

‘Diseased’ Starving Ghoul: 8pts


T4, W1, S3, I3, A2, 6+ Numb Save, Craven (If a unit of
Starving Ghouls is beaten in Close Combat, it will
automatically rout without a CCR roll) Ravenous (If they win
a CCR then 3 Starving Ghouls, if this many models remain,
feed instead on the fallen enemy unit/s. If Charged by an
enemy unit/s, they will fight back in Close Combat. They roll
a D6 at the start of each turn. On a 6, they are done feasting
on the dead and can Move etc. as normal), Hits on a 5+ by
Default in CC, Venomous Attacks (Poisonous ‘Bite Attack’, S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls), Mutation 1: Unit
benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against
them in Close Combat, Mutation 2: Warts +1 to Saves
(include above), Mutation 3: Down with the Sickness
(Affects enemy on a 6)
‘Diseased’ Gnome Tunneller with Blade and Shield: 6pts
T3, W1, S3, I3, A1, 5+ Numb Save, Hits on a 3+ by Default
in CC, Slow, Hates enemy Tribals, Steppe Norkers,
Green Horde and ‘Kobold’ units of all kinds, Mutation 1:
+1 to Toughness (included above), Mutation 2: Unit benefits
from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them
in Close Combat, Mutation 3: Warts +1 to Saves (include
above)

Lazy ‘Diseased’ Halfling Militia with Blade and Shield:


4pts- T3, W1, S2, I5, A1, 5+ Numb Save, Slow, Hits on a 4+
by Default in CC, Woodsmen (Lazy Halfling units can move
through Woods without penalty), Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat, Mutation 3: Warts +1 to Saves (include above)

‘Diseased’ Man-Orc with Axe and Shield: 6pts


T4, W1, S3, I3, A1, 5+ Numb Save, Hits on a 4+ by Default
in CC, Mutation 1: +1 to Toughness (included above),
Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy units
suffer -1 to Hit against them in Close Combat, Mutation 3:
Warts +1 to Saves (include above)

‘Diseased’ Norker Hound: 10pts, Moves ‘9’


T4, W1, S3, I3, A2, 5+ Numb Save, Hits on a 3+ by Default
in CC, Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire
Attacks (must make CCR roll if damaged by Fire Attacks of
any kind or approaches within ‘4’ of a Burning Building),
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)
Giant ‘Diseased’ Leech: 6pts
T5, W2, S3, I1, A1, 6+ Numb Save, Hits on a 5+ by Default
in CC, Slow, Don’t Move! (Leeches can Move ‘6’ through
water features such as rivers, swamps, ponds and lakes),
Drop Leeches (+5 Initiative when dropping from a Tree to
attack an enemy unit) Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Leech Life (Once a Leech hits a model in Close Combat, it
will hit the same model each round of Close Combat until it is
slain, then it must Leech the next target) Weak against
Spears, Dauntless BUT Afraid of Fire Attacks (must make
CCR roll if damaged by Fire Attacks of any kind or
approaches within ‘4’ of a Burning Building), Mutation 1: +1
to Toughness (included above), Mutation 2: Unit benefits
from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them
in Close Combat, Mutation 3: Warts +1 to Saves (include
above)

‘Diseased’ Cave Lizard Warrior with Blade: 20pts


T5, W2, S3, I1, A1, 5+ Numb Save, Hits on a 4+ by Default
in CC, Diehards, Resolute (Immune to penalties to Hit from
‘Terrific’ and Troglodyte units), Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)

‘Diseased’ Jungle Pygmy with Blade and Shield: 3.5pts


T3, W1, S2, I3, A1, 5+ Numb Save, Hits on a 4+ by Default,
Jungle Dwellers (Jungle Pygmy units can move through
Woods and Jungles without penalty), Mutation 1: +1 to
Toughness (included above), Mutation 2: Unit benefits from
‘Shoo Fly!’ (Enemy units suffer -1 to Hit against them in Close
Combat, Mutation 3: Warts +1 to Saves (include above)
‘Diseased’ Mutant Giant Rat: 2pts
Moves ‘12’- T3, W1, S3, I3, A1, No Save, Hits on a 5+ by
Default in CC, Charges ‘9’, Venomous Attacks (Attacks with
S4 Poisonous ‘Bite Attacks’ which are against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Rodent Empathy (Will NOT Attack Rodent
units, including Rat Swarms), Mutation 1: +’2’ to Move
(include Above), Mutation 2: +1 Poisonous S4 ‘Bite’ Attack
for every 2nd model in this Giant Rat unit, Rat Pack (When
Running in the Shooting Phase, Rodent Units can Run D6 +
‘2’), Warped Beyond Imagination: Magical Attacks,
Mutation 3: Down with the Sickness (Affects enemy on a
6)

‘Diseased’ Jungle Lizard Spawn with Blade & Shield:


10pts- T5, W1, S3, I3, A1, 4+ Numb Save, Hits on a 4+ by
Default in CC, Water Dwellers (Enemy units have -2 to hit
against them in Shooting when the unit is in water features
like marshes, rivers or swamps, Moves through water features
without penalty at all times), Mutation 1: +1 to Toughness
(included above), Mutation 2: Unit benefits from ‘Shoo Fly!’
(Enemy units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)
Giant ‘Diseased’ Snail: 7pts
T5, W2, S4, I1, A1, 3+ Numb Save, Hits on a 5+ by Default
in CC, Slow, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Corrosive Slime (If a model takes an
unsaved Wound from a Giant Snail in CC, they are slimed,
‘out of action’ for up to 3 Turns, 1-2 = 1 turn, 3-4 = 2 turns,
5-6 = 3 turns, Units which are Immune to Poison are not
affected by Corrosive Slime and Giant Snails are only S3
against them), Dauntless BUT Afraid of Fire Attacks (must
make CCR roll if damaged by Fire Attacks of any kind or
approaches within ‘4’ of a Burning Building), Shelling Out
(Giant Snails do not benefit from the Crush Them! rule),
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)

‘Diseased’ Fungal Greenies Horde (No Spores): 75pts


T3, W9, S1, I3, A9, No Save, Hits on 5+ in Close Combat and
Shooting, Rivalry, Enemy units suffer -1 to Hit when
Shooting at them and in Reflex Shots, There are 9 ‘Illusion’
Fungal Greenies on each Base: they must outnumber an
enemy unit by 3 to 1 if they are to Charge them. An enemy
unit has the numbers equal to how many Wounds in total for
the unit (starting Wounds), so most T3 units like Imperial
Halberdiers are W1 so count as 1 model, but Mountain Ogres
are W3 so count as 3 models, whether they have less Wounds
at the time or not, Critters, Dauntless, Immune to Poison
(enemy units with Poisoned or Venomous Attacks do NOT gain
+1 Strength), Mutation 1: +1 to Toughness (included
above), Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy
units suffer -1 to Hit against them in Close Combat,
Mutation 3: Resilient +1 to Toughness (include above)
Giant ‘Diseased’ Spider: 45pts
Moves ‘9’- T5, W4, S5, I1, A2, 6+ Numb Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Creatures of the Forest (can move through Woods without
penalty), Venomous Attacks (Attacks with S5 Poisoned ‘Bite
Attacks’, that are S5 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Terrific (Enemy units suffer -1 to Hit against them
in Close Combat unless: Dauntless or Terrific), Dauntless
BUT Afraid of Fire Attacks (must make CCR roll if damaged
by Fire Attacks of any kind or approaches within ‘4’ of a
Burning Building), Mutation 1: +1 to Toughness (included
above), Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy
units suffer -1 to Hit against them in Close Combat,
Mutation 3: Warts +1 to Saves (include above)

‘Diseased’ Weald Giant: 280pts, Moves ‘9’


T8, W6, S6, I2, A4, 4+ Numb Save, Hits on a 2+ by Default
in CC (+3 Bonus to Hit), Diehards, -5 to Armour Saves in
CC, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Armed with Big
Rock (Heavy, 12’, Deals D6 S5 Hits, -2 to Armour Saves),
Reflex Shots (Big Rock), Weak Against Fire (Fire Attacks
are +1 Strength against Weald Giants), Hates enemy
Tribals, Steppe Norkers and Green Horde (gains +1 to
CCR rolls when fighting these armies/units listed above and
+1 to Hit against them in Close Combat), Elves of the Forest
(Nature Elf units can move through Woods without penalty),
Elven Speed: When Running (Shooting Phase or Victory
Run), Nature Elf units can Run D6 + ’2’, Mutation 1: +1 to
Toughness (included above),
Mutation 2: Unit benefits from ‘Shoo Fly!’ (Enemy units
suffer -1 to Hit against them in Close Combat, Mutation 3:
Warts +1 to Saves (include above)
‘Diseased’ Jungle Troglodyte with Club: 36pts
T5, W2, S4, I1, A2, 6+ Numb Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC, Nauseous Stench (Enemy
units suffer -1 to Hit against Troglodytes in Close Combat),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Brainless (Roll a 2D6
at the start of each of your Player turns for each Troglodyte
unit, on a 5+ they are Being Brainless. If in Close Combat half
of the models stop fighting but odd models will fight on a 4+
in your Close Combat phase; if NOT in Close Combat roll a
D6, on a 4+ they just stand there. On a 1-3 they Move forward
‘4’ and will Charge ANYTHING in the way, including friendly
and enemy units and terrain. While Being Brainless, they are
Dauntless),
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)

‘Diseased’ Warhound: 4pts, Moves ‘9’


T4, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
Cavalry, Warhounds have ‘Bite Attacks’, Mutation 1: Unit
benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit against
them in Close Combat, Mutation 2: +1 to Toughness
(included above), Mutation 3: Down with the Sickness
(Affects enemy units on a 6 unless Immune)

‘Diseased’ Jungle Reptile Centaur Warrior: 50pts


Moves ‘9’- T6, W3, S4, I5, A2, 4+ Numb Save, Hits on a 2+
by Default in CC, -3 to Armour Saves, Magical Attacks,
Diehards, Cavalry, Creatures of the Forest (Jungle Reptile
Centaur units can move through Woods without penalty),
Mutation 1: +1 to Toughness (included above), Mutation 2:
Unit benefits from ‘Shoo Fly!’ (Enemy units suffer -1 to Hit
against them in Close Combat, Mutation 3: Warts +1 to
Saves (include above)
Gore Daimons:
Universal Bonuses and Penalties for Gore Daimons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
+1 to Hit if using a Blade when Cavalry (incl. in Default to Hit)
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Gore Daimons (any unit with ‘Gore’ AND ‘Daimon’)


Shaky: Gore Daimon units which are beaten in Close Combat
suffer from being Shaky so roll D6 for the unit. On a 1 they
become Shaken Place a marker next to the unit. If they get
another ‘Shaken’ result, the unit is destroyed. On a 2 they
become Weakened (Unable to move or do anything this Turn
and suffers -1 to Hit in Close Combat if already in Close
Combat). On a 3 they become Drained (Roll a D6 for each
model in the unit, on a 4+ they are destroyed). On a 4 they
become Brittle (Roll a D6 for each model in the unit, on a 5+
they are destroyed). On a 5 they become Invigorated (They
make double their Attacks in Close Combat this round, they
can also Shoot twice this Turn and Move at double distance,
rounding up, so Move ‘6’ = Move ’12, if moving through
terrain, double the result of the highest D6). On a 6 they
become Invulnerable (All casualties for the unit suffered this
Turn are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Vulnerable to Magic: Gore Daimon units do not get a Magic
Save (that is, when a spell/ability says ‘roll 2D6 against your
opponent, if you win then X’) when an enemy Mage uses a
spell or ability on their unit

Gory Death: Gore Daimon units ignore ALL Saves against


Angelic units and units with ‘Spirits’ rule

Enemy of the Hedonist:


Gore Daimon units Hate Bliss Daimon units of all kinds
(Crazed so must move toward the Bliss Daimons as fast as
possible and Charge them if in range, Does NOT need to do
this if Gore Daimons are in a Defended Obstacle or manning
a barricade of any kind). Also gains +1 to CCR rolls when
fighting these Bliss Daimons listed above and +1 to Hit
against them in Close Combat.

Killjoys:
Gore Daimons also become Dauntless when fighting any unit
with ‘Bliss’ in its title and gain Double Attacks (e.g. A2 + 1
for Charge = A3x2, so becomes A6) and Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)
Gore Daimon HERO Units:
Limit of 16 Greater Gore Daimons (Gore Daimon Abilities)

Greater Gore Daimon: 1200pts, Energy = 20 or roll 6D6


Moves ‘9’- T7, W10, S7, I10, A10, 3+ Armour Save, Hits on a
2+ by Default in CC (+6 Bonus to Hit), -4 to Armour Saves in
CC, Magical Attacks, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Flyer (Must
Move ‘0’ to ‘32’), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Dauntless unless beaten in CC by Ranked
Greater Daimons, Greater Bliss, Disease, Illusion or Gore
Daimons, Shaky, Imbued With Power (ALL Gore Daimon
Abilities cost 0 Energy) Spirits: Close Combat & Shooting
Attacks will only Wound them on a 6 but Electric, Fire and
Magical attacks will affect them normally, Crazed and
Dauntless, +1 to Hit in Close Combat (included above), +1
to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Armed with
Giant Whip (Can Attack within ‘6’ of friendly models in CC),
Equipped with Greater Gore Daimon Axe and a Gore Stone
(see Gore Daimon Abilities)

Rejuvenate: When a Greater Gore Daimon is slain, turn the


model around, lie it down or place a marker on it. At the
beginning of the turn for the Player who owns the Greater
Gore Daimon unit, roll a D6 for each slain Greater Gore
Daimon. On a 4-6 the Greater Gore Daimon Recovers all
Wounds and stands back up and functions as normal. If some
Wounds were taken from Attacks that were Fire Attacks or
Poisonous (or Venomous), they Recover on a 6 ONLY. If all
Wounds were taken by Fire Attacks, Poisonous or Venomous
Attacks, they cannot Rejuvenate. The Greater Gore Daimon
Axe allows a Greater Gore Daimon to re-roll Rejuvenate
rolls
Each Gore Daimon unit has ALL of these Abilities:

Choose from:

Treasure of Gore (8 Energy) = Summons 3 Treasure Chest


models per Player around the battlefield, which can be
alternatively represented by Gold Coins. In the
Reinforcements Phase, roll a D6 for each Treasure Chest on
the battlefield. On a 5 or 6, it releases D6 Lesser Gore
Daimons/Gore Daimon Hounds within ‘3’ of the ‘Treasure
Chest’. Roll 3D6 if this occurs, on a result of 18, it will spawn
3D6 Lesser Gore Daimons/Gore Daimon Hounds in each
Reinforcements Phase. These ‘Treasure Chest’ Daimons have
4+ Dodge Saves. Bloodlust (If a unit of Imperial
Mercenaries, Classical Mercenaries or Mercenaries for Fame
touches a ‘Treasure Chest’, they can Claim 80pts if they are
still holding onto it (without an enemy unit within ‘3’) at the
end of the battle. However, if any enemy unit is destroyed
within ‘3’ of a ‘Treasure Chest of Gore’, you may re-roll the
3D6 for each Chest of Gore in particular.
Summon Gore Daimon Hounds = Summon 8 Gore Daimon
Hounds within ‘3’ of Caster unit if a unit of enemy Bliss
Daimons with the Cavalry rule (including Chariots) is
destroyed.

Gore Daimon Sword = Summons 1 Lesser Gore Daimon within


‘3’ of unit for each unsaved Wound dealt in Close Combat to
any enemy Ranked Daimon unit, or Bliss Daimon, Illusion
Daimon, Disease Daimon or Gore Daimon unit (including
models destroyed by losing CCR rolls, Crush Them!/Slaughter
Them! hits and Dauntless wounds)
Gore Spawn Sword = Summons 1 Mutant Gore Spawn within
‘3’ of Caster unit for each unsaved Wound dealt in Close
Combat to a ‘Mage’ unit (including Necromancers and
Shamans) (including models destroyed by losing CCR rolls,
Crush Them!/Slaughter Them! hits and Dauntless wounds)

Greater Gore Daimon Axe = Summons 1 Greater Gore


Daimon within ‘3’ of Caster unit if an enemy Ranked Greater
Daimon, Greater Bliss, Illusion, Disease or Gore Daimon is
destroyed.

Gore Stone (Greater Gore Daimon must be within ‘3’ of Altar


of Gore to Cast): Roll a D6+4 and the following units will be
summoned within ‘D6’ of the Caster, 1 = Greater Gore
Daimon (if you roll a 1, you can choose to not add +4 and
choose the Greater Gore Daimon instead),
2-6 = 8 Lesser Gore Daimons, 7 = 16 Lesser Gore Daimons,
8-9 = 8 Gore Daimon Hounds + 1 Lesser Gore Daimon
Handler, 10 = 1 Gore Daimon Brass Rhino

Bloody Familiar (Greater Gore Daimons ONLY) Summons 1


Gore Daimon Combat Familiar to the Caster within ‘3’ after
they score their first unsaved Wound in Close Combat. Gore
Daimon Combat Familiar = Hits on a 2+ by Default in CC
(+1 to Hit), S5, I6, A2, T5, W1, -2 to Armour Saves),
Maximum 1 Combat Familiar per Caster unit
Gore Daimon CORE Units:
Limit of 48 Lesser Gore Daimons
Limit of 48 Gore Daimon Heavy Cavalry
Limit of 120 ‘Gore’ Thugs with Clubs
Limit of 120 ‘Gore’ Thugs with Clubs and Shields
Limit of 120 ‘Gore’ Thugs with Twin Axes
Limit of 40 ‘Gore’ Marauders with Swords and Shields
Limit of 40 ‘Gore’ Marauders with 2H Axes and Shields
Limit of 40 ‘Gore’ Marauders with Twin Axes
Limit of 32 ‘Gore’ Knights with Axes and Shields
Limit of 32 ‘Gore’ Knights with Twin Axes
Limit of 80 Dominator ‘Gore’ Dwarfs with Axes
Limit of 80 Dominator ‘Gore’ Dwarfs with Axes and Shields
Limit of 80 Dominator ‘Gore’ Dwarfs with 2H Axes
Limit of 30 Dominator ‘Gore’ Dwarfs w/ Crossbows & 2H Axes
Limit of 120 ‘Gore’ Kobolds with Clubs
Limit of 120 ‘Gore’ Kobolds with Clubs and Shields
Limit of 120 ‘Gore’ Kobolds with Spears
Limit of 120 ‘Gore’ Kobolds with Spears and Shields
Limit of 120 ‘Gore’ Kobolds with Composite Bows
Limit of 120 ‘Gore’ Kobolds with Composite Bows & Shields
Limit of 200 Nomad ‘Bliss’ Cloven with Swords and Shields
Limit of 200 Nomad ‘Bliss’ Cloven with Twin Axes
Lesser Gore Daimon: 75pts
T3, W1, S4, I6, A2, 4+ Armour Save, -1 to Armour Saves,
Hits on a 2+ by Default in CC (+1 to Hit Bonus), Magical
Attacks, Dauntless unless beaten in CC by Greater Daimons
or by a Gore, Diseased, Illusion or Bliss Daimon unit, Spirits:
Close Combat & Shooting Attacks will only Wound them on a
6 but Electric, Fire and Magical attacks will affect them
normally, Gore Blade (+1 to Hit in Close Combat, included
above, +1 to CCR rolls, Deals 4 Wounds if unsaved in CC,
Drains ALL Energy from Bliss Daimon units if they beat them
in Close Combat once)

Mutation 1: Rejuvenate: When a Lesser Gore Daimon is


slain, turn the model around, lie it down or place a marker on
it. At the beginning of the turn for the Player who owns the
Lesser Gore Daimon unit, roll a D6 for each slain Lesser Gore
Daimon. On a 4-6 the Lesser Gore Daimon Recovers all
Wounds and stands back up and functions as normal. If some
Wounds were taken from Attacks that were Fire Attacks or
Poisonous (or Venomous), they Recover on a 6 ONLY. If all
Wounds were taken by Fire Attacks, Poisonous or Venomous
Attacks, they cannot Rejuvenate

Mutation 2: Acid Spitter (I10, Poisonous, S4 against units


that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls, if the Attack hits, roll a D6, 1-3 =
Enemy takes automatic Wound, 4-6 = Enemy is Blinded,
cannot Attack back in this Close Combat round and is hit
automatically)
Gore Daimon Heavy Cavalry: 150pts, Move ‘9’
T5, W4, S4, I6, A2, 2+ Armour Save, Gore Daimon is -1 to
Armour Saves in CC and Hits on a 2+ by Default in CC (+1 to
Hit Bonus), Magical Attacks, Dauntless unless beaten in CC
by Greater Daimons or by a Gore, Diseased, Illusion or Bliss
Daimon unit, Cavalry, Spirits, Gore Rhino Mount is I2 A2 -2
to Armour Saves in Close Combat and Hits on a 4+ by Default
in CC (Automatically Wounds if it Hits), Also has ‘Gore’ Attack,
which deals 2 Wounds if unsaved,
Bloody Tough: If a Gore Daimon Heavy Cavalry model is
destroyed, roll a D6 as you would for ‘Rejuvenate’ for Lesser
Gore Daimons, on a 4+, a Lesser Gore Daimon joins the unit

‘Gore’ Thug with Club: 9pts


T3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Hits on
a 2+ by Default in CC and -1 to Armour Saves, Mutation 1:
Crazed and Dauntless, +1 to Hit in Close Combat (included
above), +1 to Wound in Close Combat (1 still fails) and +1 to
Armour Saves (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Magical
Attacks, Chaotic (Attacks Ignores Magic Saves and Abilities)

‘Gore’ Thug with Club and Shield: 10pts


T3, W1, S4, I4, A2, 4+ Armour Save, 5+ Numb Save, Hits on
a 2+ by Default in CC and -1 to Armour Saves, Mutation 1:
Crazed and Dauntless, +1 to Hit in Close Combat (included
above), +1 to Wound in Close Combat (1 still fails) and +1 to
Armour Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic (Attacks Ignores Magic Saves and Abilities)

‘Gore’ Thug with Twin Axes: 10pts


T3, W1, S4, I4, A4, 5+ Armour Save, 5+ Numb Save, Hits on
a 3+ by Default in CC and -1 to Armour Saves, Mutation 1:
Crazed and Dauntless, +1 to Hit in Close Combat (included
above), +1 to Wound in Close Combat (1 still fails) and +1 to
Armour Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic (Attacks Ignores Magic Saves and Abilities)
‘Gore’ Marauder with Sword and Shield: 40pts
T3, W2, S4, I5, A4, 3+ Armour Save, 4+ Numb Save, Hits on
a 2+ by Default in CC (+1 to Hit Bonus) and -1 to Armour
Saves, Mutation 1: Crazed and Dauntless, +1 to Hit in
Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Mutation 2: +1
to Armour Saves (included above)

‘Gore’ Marauder with 2H Axe and Shield: 42pts


T3, W2, S5, I4, A4, 3+ Armour Save, 4+ Numb Save, Hits on
a 2+ by Default in CC (+1 to Hit Bonus) and -3 to Armour
Saves, Mutation 1: Crazed and Dauntless, +1 to Hit in
Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Mutation 2: +1
to Armour Saves (included above)

‘Gore’ Marauder with Twin Axes: 40pts


T3, W2, S4, I5, A6, 4+ Armour Save, 4+ Numb Save, Hits on
a 2+ by Default in CC (+1 to Hit Bonus) and -1 to Armour
Saves, Mutation 1: Crazed and Dauntless, +1 to Hit in
Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Mutation 2: +1
to Armour Saves (included above)
‘Gore’ Knight with Axe and Shield: 75pts
T4, W2, S5, I6, A4, 3+ Armour Save, 4+ Numb Save, Hits on
a 2+ by Default in CC (+3 to Hit Bonus), Mutation 1: Crazed
and Dauntless, +1 to Hit in Close Combat (included above),
+1 to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: +1 to Armour Saves
(included above), Mutation 3: +1 to Hit in Close Combat,
(included above) +1 to CCR rolls

‘Gore’ Knight with Twin Axes: 75pts


T4, W2, S5, I6, A6, 4+ Armour Save, 4+ Numb Save, Hits on
a 2+ by Default in CC (+2 to Hit Bonus), Mutation 1: Crazed
and Dauntless, +1 to Hit in Close Combat (included above),
+1 to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: +1 to Armour Saves
(included above), Mutation 3: +1 to Hit in Close Combat,
(included above) +1 to CCR rolls

Dominator ‘Gore’ Dwarf with Axe: 11pts


T4, W1, S4, I2, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC and -1 to Armour Saves, Slow, Ancestral Animosity
(Will not associate or Link Up with any unit from the Tribals,
Green Horde or Steppe Norkers armies or Traitor Kobold,
‘Gore’ Kobold or ‘Illusion’ Kobold units), Mutation 1: Crazed
and Dauntless, +1 to Hit in Close Combat (included above),
+1 to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: +1 to Armour Saves
(included above)
Dominator ‘Gore’ Dwarf with Axe and Shield: 12pts
T4, W1, S4, I2, A2, 2+ Armour Save, Hits on a 2+ by Default
in CC and -1 to Armour Saves, Slow, Ancestral Animosity,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)

Dominator ‘Gore’ Dwarf with 2H Axe: 13pts


T4, W1, S5, I2, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in CC, Slow, Ancestral
Animosity, Mutation 1: Crazed and Dauntless, +1 to Hit
in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic,
Mutation 2: +1 to Armour Saves (included above)

Dominator ‘Gore’ Dwarf with Crossbow & 2H Axe: 16pts


T4, W1, S5, I2, A2, 3+ Armour Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in CC, Slow, Ancestral
Animosity, Mutation 1: Crazed and Dauntless, +1 to Hit
in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic,
Mutation 2: +1 to Armour Saves (included above), Hits on a
4+ by Default in Shooting, Armed with Crossbow (Heavy,
‘30’, S4, -1 to Armour Saves), Reflex Shots (S4, -1 to
Armour Saves, Hits on a 5+ by Default)
‘Gore’ Kobolds (all units with ‘Gore Kobold’ in title):

Hates Grim Dwarf, Gnome and Mountain Dwarf units of all


kinds (Crazed so must move toward the Dwarfs/Gnomes as
fast as possible and Charge them if in range, Does NOT need
to do this if Kobolds are in a Defended Obstacle or manning a
barricade of any kind). Also gains +1 to CCR rolls when
fighting these Dwarfs listed above and +1 to Hit against
them in Close Combat.

Afraid of Marine Elves, Coastal Elves, Corrupt Elves, Nature


Elves, Elf Pirates, Elven Navy and Fay Elves if ‘Gore’ Kobolds
do not have double their number (e.g. 40 ‘Gore’ Kobolds
would Fear 21 Fay Elves, each Wound on their starting profile
counts as 1 model) so they suffer -1 to Hit against Elf units in
Close Combat with if they roll a 6+ on 2D6. Roll 2D6 if the
‘Gore’ Kobold unit wants to Charge or is Charged by an Elf
unit it is Afraid of.

Rivalry:
‘Gore’ Kobold units suffering from Rivalry must roll a D6 at
the start of each of your Player turns, if they are within Charge
reach of any Tribals unit (or Steppe Norkers or Traitor Kobolds
or Green Horde including Red Horde etc.). On a 6 they will
charge this unit, ideally the closest unit. If there are 2 units
within the same distance, roll a D6 to work out which (1-3 is
unit A, 4-6 is unit B) or 3 units in same distance (1-2 is unit
A, 3-4 is unit B and 5-6 is unit C). After the Close Combat is
resolved, neither side can suffer a CCR roll. Rivalry does NOT
apply if the unit which could be tested on a D6 for it has a
Grim Dwarf or Mountain Dwarf unit or units in sight, or there
is an enemy unit or units within ‘12’ of the unit. This means
that Grim Dwarfs or Mountain Dwarfs could be hiding behind
a stone wall and thus out of sight, which could result in a
‘Gore’ Kobold unit charging a friendly unit. Rivalry does NOT
apply if there are any enemy units within ‘12’.
‘Gore’ Kobold with Club: 3pts
T3, W1, S4, I2, A1, 3+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)

‘Gore’ Kobold with Club and Shield: 3.5pts


T3, W1, S4, I2, A1, 2+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)

‘Gore’ Kobold with Spear: 3.5pts


T3, W1, S4, I3, A1, 3+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), I5 against Cavalry and
I4 against Flyers

‘Gore’ Kobold with Spear and Shield: 4pts


T3, W1, S4, I3, A1, 2+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), I5 against Cavalry and
I4 against Flyers
‘Gore’ Kobold with Composite Bow: 4pts
T3, W1, S4, I2, A1, 3+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Rivalry, Hates Gnomes and Dwarfs,
Afraid of Elves, Mutation 1: Crazed and Dauntless, +1 to
Hit in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic,
Mutation 2: +1 to Armour Saves (included above), Reflex
Shots (S3, Hits on 5+ by Default), Armed with Composite
Bow (Auto, ‘24’, S3)

‘Gore’ Kobold with Composite Bow and Shield: 4.5pts


T3, W1, S4, I2, A1, 2+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Rivalry, Hates Gnomes and Dwarfs,
Afraid of Elves, Mutation 1: Crazed and Dauntless, +1 to
Hit in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic,
Mutation 2: +1 to Armour Saves (included above), Reflex
Shots (S3, Hits on 5+ by Default), Armed with Composite
Bow (Auto, ‘24’, S3)
Nomad ‘Gore’ Cloven with Sword and Shield: 11pts
T4, W2, S4, I3, A2, 2+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus) and -1 to Armour Saves in CC,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), Mutation 3: +1 to Hit
in Close Combat, (included above) +1 to CCR rolls

Nomad ‘Gore’ Cloven with Twin Axes: 11pts


T4, W2, S4, I3, A4, 3+ Armour Save, Hits on a 2+ by Default
in CC and -1 to Armour Saves in CC,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), Mutation 3: +1 to Hit
in Close Combat, (included above) +1 to CCR rolls
Gore Daimon Specialist Units:
Limit of 24 Gore Daimon Hounds
Limit of 24 Gore Legionnaires
Limit of 24 Gore Legionnaire Heavy Cavalry
Limit of 40 Mounted ‘Gore’ Thugs with Axes
Limit of 40 Mounted ‘Gore’ Thugs with Axes and Shields
Limit of 40 Mounted ‘Gore’ Thugs with Lances and Shields
Limit of 32 Mounted ‘Gore’ Marauders with Swords and
Shields
Limit of 32 Mounted ‘Gore’ Marauders with Lances and Shields
Limit of 24 Mounted ‘Gore’ Knights with Maces and Shields
Limit of 24 Mounted ‘Gore’ Knights with Lances and Shields
Limit of 40 Nomad ‘Gore’ Minos with Clubs
Limit of 40 Nomad ‘Gore’ Minos with Twin Axes
Limit of 40 Nomad ‘Gore’ Minos with 2H Axes
Limit of 16 ‘Gore’ Trolls with Clubs
Limit of 2 ‘Gore’ Cloven Handlers with Swords & Shields
Limit of 4 Mutant ‘Gore’ Hounds (Up to 4 per Beast Handler)
Limit of 4 Mutant ‘Gore’ Spawn (Up to 4 per Beast Handler)
Limit of 32 ‘Gore’ Centaurs with Swords
Limit of 32 ‘Gore’ Centaurs with Swords and Shields
Limit of 32 ‘Gore’ Centaurs with Twin Axes
Limit of 24 Dominator ‘Gore’ Dwarf Berserkers with Axes
Limit of 24 Dominator ‘Gore’ Dwarf Berserkers with Axes and
Shields
Limit of 24 Dominator ‘Gore’ Dwarf Berserkers with Twin Axes
Limit of 24 Dominator ‘Gore’ Dwarf Berserkers with 2H Axes
Limit of 24 Dominator ‘Gore’ Dwarf Berserkers with Throwing
Axes
Limit of 24 Dominator ‘Gore’ Dwarf Berserkers with Throwing
Spears
Gore Daimon Hound: 60pts, Moves ‘12’
T4, W2, S5, I6, A1, No Save, Cavalry, -2 to Armour Saves,
Hits on a 2+ by Default in CC, Magical Attacks, Dauntless
unless beaten in CC by Greater Daimons or by a Gore,
Diseased, Illusion or Bliss Daimon unit, Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Shaky, Spirits: Close Combat &
Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally,
Mutation 1: Has ‘Bite Attacks’, if they hit in CC, they
generate a maximum of +2 ‘Claw’ Attacks,
Mutation 2: Can Attack within ‘6’ of friendly models in CC,
+1 to Hit Bonus on Charge, Mutation 3: Crazed and attacks
closest unit if no Gore Daimon units within ‘6’, Venomous
Attacks (Each ‘Bite Attack’ Hit dealt also counts as a Poisoned
Attack. S6 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls

Gore Legionnaire with Chaotic Blade: 30pts


T3, W1, S4, I5, A2, 5+ Armour Save, Hits on a 2+ by Default
in CC, Magical Attacks, Chaotic (Attacks Ignores Magic
Saves and Abilities), -1 to Armour Saves in CC

Gore Legionnaire Heavy Cavalry with Chaotic Blade:


105pts- Moves ‘9’- T5, W4, S4, I5, A2, 2+ Armour Save, Hits
on a 2+ by Default in CC (+1 to Hit Bonus) and -1 to Armour
Saves in CC, Magical Attacks, Chaotic (Attacks Ignores
Magic Saves and Abilities), Cavalry, Gore Rhino Mount is I2
A2 -2 to Armour Saves in Close Combat and Hits on a 4+ by
Default in CC (Automatically Wounds if it Hits), Also has ‘Gore
Attack’, which deals 2 Wounds if unsaved
Mounted ‘Gore’ Thug with Axe: 17pts
Moves ‘9’- T3, W2, S4, I4, A2, 4+ Armour Save, 5+ Numb
Save, Hits on a 2+ by Default in CC (+1 to Hit Bonus),
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Magical Attacks, Chaotic (Attacks Ignores
Magic Saves and Abilities), Cavalry

Mounted ‘Gore’ Thug with Axe and Shield: 19pts


Moves ‘9’- T3, W2, S4, I4, A2, 3+ Armour Save, 5+ Numb
Save, Hits on a 2+ by Default in CC (+1 to Hit Bonus),
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Magical Attacks, Chaotic (Attacks Ignores
Magic Saves and Abilities), Cavalry

Mounted ‘Gore’ Thug with Lance and Shield: 21pts


Moves ‘9’- T3, W2, S4, I4, A2, 3+ Armour Save, 5+ Numb
Save, Hits on a 2+ by Default in CC, Mutation 1: Crazed
and Dauntless, +1 to Hit in Close Combat (included above),
+1 to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them! (Deals 2
automatic Hits when they win a Close Combat, rather than 1
automatic Hit under the Crush Them! Rules), Magical
Attacks, Chaotic (Attacks Ignores Magic Saves and
Abilities), Cavalry, ‘Gore’ Thug Hits on a 2+ when not
Charging (+1 to Hit Bonus) when not Charging, I6 and S6 -4
to Armour Saves on Charge ONLY
Mounted ‘Gore’ Marauder with Sword and Shield: 46pts
Moves ‘9’- T3, W3, S4, I5, A4, 2+ Armour Save, 4+ Numb
Save, Hits on a 2+ by Default in CC (+2 to Hit Bonus) and -1
to Armour Saves, Mutation 1: Crazed and Dauntless, +1
to Hit in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Mutation 2: +1
to Armour Saves (included above), Cavalry, ‘Gore’ Warhorse
is I3 S4 -1 to Armour Saves A2 in CC and hits on a 3+ by
Default

Mounted ‘Gore’ Marauder with Lance and Shield: 48pts


Moves ‘9’- T3, W3, S4, I5, A4, 2+ Armour Save, 4+ Numb
Save, Hits on a 2+ by Default in CC (+2 to Hit Bonus) and -1
to Armour Saves, Mutation 1: Crazed and Dauntless, +1
to Hit in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Mutation 2: +1
to Armour Saves (included above), Cavalry, ‘Gore’ Warhorse
is I3 S4 -1 to Armour Saves A2 in CC and hits on a 3+ by
Default, ‘Gore’ Marauder Hits on a 2+ when not Charging (+2
to Hit Bonus) I7 and S6 -4 to Armour Saves on Charge ONLY

Mounted ‘Gore’ Knight with Mace and Shield: 108pts


Moves ‘12’- T4, W4, S5, I6, A4, 2+ Armour Save, 4+ Numb
Save, Hits on a 2+ by Default in CC (+4 to Hit Bonus),
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), Mutation 3: +1 to Hit
in Close Combat, (included above) +1 to CCR rolls, Cavalry,
‘Gore’ Steed is I4 S4 -1 to Armour Saves A4 in CC and Hits
on a 2+ by Default, +’2’ to Move (included above), Grants +1
to Magic Save rolls, +2 ‘Gore’ Attacks for every 2nd model in
this ‘Gore’ Knight unit, ‘Gore’ Knight is -2 to Armour Saves
Mounted ‘Gore’ Knight with Lance and Shield: 110pts
Moves ‘12’- T4, W4, S5, I6, A4, 2+ Armour Save, 4+ Numb
Save, Hits on a 2+ by Default in CC (+4 to Hit Bonus),
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), Mutation 3: +1 to Hit
in Close Combat, (included above) +1 to CCR rolls, Cavalry,
‘Gore’ Steed is I4 S4 -1 to Armour Saves A4 in CC and Hits
on a 2+ by Default, +’2’ to Move (included above), Grants +1
to Magic Save rolls, +2 ‘Gore’ Attacks for every 2nd model in
this ‘Gore’ Knight unit, ‘Gore’ Knight is -2 to Armour Saves,
‘Gore’ Knight Hits on a 2+ when not Charging (+4 to Hit
Bonus), I8 and S7 -5 to Armour Saves on Charge ONLY

Nomad ‘Gore’ Minos with Club: 48pts, Move ‘9’


T4, W3, S4, I3, A4, 4+ Numb Save, 5+ Armour Save, Hits on
a 2+ by Default in CC (+1 Bonus to Hit), -2 to Armour Saves
in Close Combat, Terrific, Crazed, Dauntless, +1 to Wound
in Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them!, Mutation 1: +1 to Hit in Close Combat, (included
above) +1 to CCR rolls, Mutation 2: +1 to Saves (included
above), Magical Attacks, Chaotic

Nomad ‘Gore’ Minos with Twin Axes: 52pts, Move ‘9’


T4, W3, S4, I3, A6, 4+ Numb Save, 5+ Armour Save, Hits on
a 2+ by Default in CC, -2 to Armour Saves in Close Combat,
Terrific, Crazed, Dauntless, +1 to Wound in Close Combat
(1 still fails), +1 to Hit in Close Combat (included above), +1
to Saves (included above) Slaughter Them!, Mutation 1:
+1 to Hit in Close Combat, (included above) +1 to CCR rolls,
Mutation 2: +1 to Saves (included above), Magical
Attacks, Chaotic
Nomad ‘Gore’ Minos with 2H Axe: 56pts, Move ‘9’
T4, W3, S5, I2, A4, 4+ Numb Save, 5+ Armour Save, Hits on
a 2+ by Default in CC (+1 Bonus to Hit), -4 to Armour Saves
in Close Combat, Terrific, Crazed, Dauntless, +1 to Wound
in Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them!, Mutation 1: +1 to Hit in Close Combat, (included
above) +1 to CCR rolls, Mutation 2: +1 to Saves (included
above), Magical Attacks, Chaotic
‘Gore’ Troll: 65pts, Move ‘9’
T4, W3, S5, I1, A6, 6+ Numb Save, Hits on a 3+ by Default
in CC, -4 to Armour Saves in CC, Brainless (Roll a 2D6 at the
start of each of your Player turns for this unit, on a 5+ they
are Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, ‘Bliss’ Trolls can Spew Acid, dealing a S5 Hit and
3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, ‘Bliss’ Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved),
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Saves (included above), Slaughter
Them!, Magical Attacks, Chaotic

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Troll unit, roll a D6 for each slain Troll.
On a 4-6 the Troll is Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they cannot
Rejuvenate
‘Gore’ Cloven Handler with Sword and Shield: 13pts
T4, W2, S4, I3, A2, 1+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus) and -1 to Armour Saves in CC,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above), Mutation 3: +1 to Hit
in Close Combat, (included above) +1 to CCR rolls, Armed
with Whips (Can Attack within ‘3’ of friendly models in Close
Combat), Keeps pace with Mutant ‘Gore’ Hounds or ‘Gore’
Spawn in all Movement.

Mutant ‘Gore’ Hound: 25pts, Moves ‘9’


T4, W2, S4, I4, A4, 5+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), Cavalry, -1 to Armour Saves in CC,
‘Bite Attacks’, Mutation 1: Crazed, Dauntless, +1 to Saves
(included above), +1 to Hit in Close Combat (included above),
+1 to Wound (1 still fails), Mutation 2: +1 to Saves (included
above)

Mutant ‘Gore’ Spawn: 102.5pts


T5, W1, S6, I5, A4, 5+ Numb Save, Hits on a 3+ by Default
in CC and -4 to Armour Saves, Mutation 1: Weapon Arms (-
1 to Armour Saves, -1 to Hit in CC, -1 Initiative, +1 Strength,
all included above) Mutation 2: +1 to Saves (included above)
Mutation 3: Magically Resistant (Ignores ‘Vulnerable to
Magic’ rule and gains +2 to Magic Save rolls), Mutation 4:
+1 to CCR rolls and +1 to Hit in Close Combat (included
above), Mutation 5: Living Metal (-2 to Hit penalty in CC, +2
Toughness and +1 Strength (included above), Enemy units
suffer -2 to Hit against them in Close Combat unless:
Dauntless or Terrific, Fire and Ice Attacks are S2 against
them but Electric Attacks deal 2 Wounds per unsaved Wounds
to ‘Gore’ Spawn, Mutation 6: Crazed, Dauntless, +1 to
Wound in CC (1 still fails), +1 to Hit in Close Combat (included
above), +1 to Saves (included above), Slaughter Them!
‘Gore’ Centaur with Sword: 35pts
Moves ‘9’- T3, W2, S5, I3, A4, 2+ Armour Save, Hits on a 2+
by Default in CC, -2 to Armour Saves in CC, Cavalry,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)

‘Gore’ Centaur with Sword and Shield: 39pts


Moves ‘9’- T3, W2, S5, I3, A4, 1+ Armour Save, Hits on a 2+
by Default in CC, -2 to Armour Saves in CC, Cavalry,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)

‘Gore’ Centaur with Twin Axes: 39pts


Moves ‘9’- T3, W2, S5, I3, A6, 2+ Armour Save, Hits on a 3+
by Default in CC, -2 to Armour Saves in CC, Cavalry,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)
Dominator ‘Gore’ Dwarf Berserker with Axe: 15pts
T4, W1, S4, I2, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit) and -1 to Armour Saves, Slow,
Ancestral Animosity, Crazed and Dauntless, +1 to Hit in
Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 1:
+1 to Hit in Close Combat (included above) and +1 to CCR
Rolls, Mutation 2: +1 to Saves (included above),
Unrestrained (Will Charge any unit, including friendly units,
if no enemy units are within Charge range in the Close Combat
Phase. If no units are in sight, friendly or enemy, they move
at double rate (Move ‘12’)

Dominator ‘Gore’ Dwarf Berserker with Axe and Shield:


16pts- T4, W1, S4, I2, A2, 3+ Numb Save, Hits on a 2+ by
Default in CC (+1 Bonus to Hit) and -1 to Armour Saves,
Slow, Ancestral Animosity, Crazed and Dauntless, +1 to
Hit in Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 1:
+1 to Hit in Close Combat (included above) and +1 to CCR
Rolls, Mutation 2: +1 to Saves (included above),
Unrestrained

Dominator ‘Gore’ Dwarf Berserker with Twin Axes:


16pts- T4, W1, S4, I2, A4, 4+ Numb Save, Hits on a 2+ by
Default in CC and -1 to Armour Saves, Slow, Ancestral
Animosity, Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Saves (included above), Slaughter
Them!, Magical Attacks, Chaotic, Mutation 1: +1 to Hit in
Close Combat (included above) and +1 to CCR Rolls,
Mutation 2: +1 to Saves (included above), Unrestrained
Dominator ‘Gore’ Dwarf Berserker with 2H Axe: 17pts
T4, W1, S5, I1, A2, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 Bonus to Hit) and -3 to Armour Saves, Slow,
Ancestral Animosity, Crazed and Dauntless, +1 to Hit in
Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 1:
+1 to Hit in Close Combat (included above) and +1 to CCR
Rolls, Mutation 2: +1 to Saves (included above),
Unrestrained
Dominator ‘Gore’ Dwarf Berserker with Throwing Axe
and Shield: 17pts- T4, W1, S4, I2, A2, 3+ Numb Save, Hits
on a 2+ by Default in CC (+1 Bonus to Hit) and -1 to Armour
Saves, Slow, Ancestral Animosity, Crazed and
Dauntless, +1 to Hit in Close Combat (included above), +1
to Wound in Close Combat (1 still fails) and +1 to Saves
(included above), Slaughter Them!, Magical Attacks,
Chaotic, Mutation 1: +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls,
Mutation 2: +1 to Saves (included above), Unrestrained,
Reflex Shots (S3, Hits on a 5+ by Default, counts towards
wounds in Close Combat), Armed with Throwing Axes (Auto,
‘4’, S4, -2 to Armour Saves, Thrown into Close Combat so
counts towards Wounds in Close Combat), Hits on a 4+ by
Default in Shooting

Dominator ‘Gore’ Dwarf Berserker with Throwing Spear


and Shield: 17pts- T4, W1, S4, I2, A2, 3+ Numb Save, Hits
on a 2+ by Default in CC (+1 Bonus to Hit) and -1 to Armour
Saves, Slow, Ancestral Animosity, Crazed and
Dauntless, +1 to Hit in Close Combat (included above), +1
to Wound in Close Combat (1 still fails) and +1 to Saves
(included above), Slaughter Them!, Magical Attacks,
Chaotic, Mutation 1: +1 to Hit in Close Combat (included
above) and +1 to CCR Rolls, Mutation 2: +1 to Saves
(included above), Unrestrained, Reflex Shots (S3, Hits on
a 5+ by Default, counts towards wounds in Close Combat),
Armed with Throwing Spears (Auto, ‘4’, S4, -2 to Armour
Saves, Thrown into Close Combat so counts towards Wounds
in Close Combat), Hits on a 4+ by Default in Shooting
Gore Daimon Heavy Units:
Limit of 8 Gore Daimon Chariots
Limit of 8 Gore Daimon Hound Chariots
Limit of 1 Altar of Gore
Limit of 4 Gore Daimon Handlers with Whips
Limit of 24 Mutant ‘Gore’ Spawn (6 per Gore Daimon
Handler)
Limit of 4 Dominator ‘Gore’ Dwarf Mortars
Limit of 4 Dominator ‘Gore’ Dwarf Rocket Launchers
Limit of 4 ‘Gore’ Boar Centaur ‘Tenderisers’
Limit of 4 ‘Gore’ Boar Centaur ‘Whirlwinds’
Limit of 1 Monolith of Gore* (See unit description)
Limit of 8 Dominator ‘Gore’ Dwarf Portable Cannons

Gore Daimon Rhino Chariot with Two Riders: 420pts


Moves ‘9’- T5, W4, S4, I5, A4, 2+ Armour Save, Gore
Legionnaires Hit on a 2+ by Default in CC (+1 to Hit Bonus)
and -1 to Armour Saves in CC, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Cavalry, Gore
Rhino Mounts are I2 A4 -2 to Armour Saves in Close Combat
in total and Hit on a 4+ by Default in CC (Automatically
Wounds if it Hits), Also have 2 ‘Gore’ Attacks in total, which
deals 2 Wounds if unsaved, Run Amok! (If ‘Stampede’ is cast
on a Gore Daimon Chariot unit, they become Crazed, the
Crew cannot attack or Shoot in any way and the Chariot
moves directly forward until destroyed, such as running into
Movement Blocking Terrain),
Bloody Tough: If a Gore Rhino Chariot is destroyed, roll a
D6 as you would for ‘Rejuvenate’ for Lesser Gore Daimons, on
a 4+, a Lesser Gore Daimon joins the unit.
Gore Daimon Hound Chariot: 360pts
Moves ‘12’- T4, W6, S5, I5, A4, 4+ Armour Save, Gore
Legionnaires Hit on a 2+ by Default in CC (+1 to Hit Bonus)
and -1 to Armour Saves in CC, Magical Attacks, Chaotic
(Attacks Ignores Magic Saves and Abilities), Cavalry, Gore
Daimon Hounds are I6 A2 in total and -2 to Armour Saves in
Close Combat in total and Hit on a 2+ by Default in CC
(Automatically Wounds if it Hits), Also have 2 ‘Gore’ Attacks
in total, which deals 2 Wounds if unsaved, Run Amok! (If
‘Stampede’ is cast on a Gore Daimon Chariot unit, they
become Crazed, the Crew cannot attack or Shoot in any way
and the Chariot moves directly forward until destroyed, such
as running into Movement Blocking Terrain), Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Shaky,
Mutation 1: Has ‘Bite Attacks’, if they hit in CC, they
generate a maximum of +2 ‘Claw’ Attacks,
Mutation 2: Can Attack within ‘6’ of friendly models in CC,
+1 to Hit Bonus on Charge,
Mutation 3: Crazed and attacks closest unit if no Gore
Daimon units within ‘6’, Venomous Attacks (Each ‘Bite Attack’
Hit dealt also counts as a Poisoned Attack. S6 against units
that are alive and NOT Immune to Poison, so not Hungry Dead
unless Starving Ghouls), Bloody Tough: If a Gore Daimon
Hound Chariot is destroyed, roll a D6 as you would for
‘Rejuvenate’ for Lesser Gore Daimons, on a 4+, a Lesser Gore
Daimon joins the unit.
Altar of Gore with 8 Cultist Guards: 130pts
T3, W1, S3, I3, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 8 Cultist Guards with Clubs, Altar of Gore cannot
be destroyed BUT if all 8 of the Cultist Guards are slain, the
Altar of Bliss is removed. However, if there are 8 Cultist
Guards in the enemy army, they can take control of the Altar
of Gore (See Commandeering Artillery), Desecration: If
the Altar of Gore is left in Close Combat with the enemy, with
no Cultist Guards left alive, all units with ‘Gore’ in their unit
title within ‘12’ lose faith and must pass an immediate CCR
roll), Gore Stone (Greater Gore Daimon must be within ‘3’ of
Altar of Gore to Cast): Roll a D6+4 and the following units will
be summoned within ‘D6’ of the Caster, 1 = Greater Gore
Daimon (if you roll a 1, you can choose to not add +4 and
choose the Greater Gore Daimon instead), 2-6 = 8 Lesser
Gore Daimons,
7 = 16 Lesser Gore Daimons, 8-9 = 8 Gore Daimon Hounds
+ 1 Lesser Gore Daimon Handler, 10 = 1 Gore Daimon Brass
Rhino

Crush, Kill and Destroy: All Units with ‘Gore’ in their unit
title within ‘12’ of the Altar of Gore gain a further +3 to CCR
rolls
Gore Daimon Handler with Whip: 75pts
T3, W1, S4, I6, A3, 6+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+1 to Hit Bonus), Magical Attacks,
Dauntless, Spirits, Armed with Whips (Can attack within ‘3’
of friendly models in CC), Energy = D6

Mutant ‘Gore’ Spawn: 102.5pts


T5, W1, S6, I5, A4, 5+ Numb Save, Hits on a 3+ by Default
in CC and -4 to Armour Saves, Mutation 1: Weapon Arms (-
1 to Armour Saves, -1 to Hit in CC, -1 Initiative, +1 Strength,
all included above) Mutation 2: +1 to Saves (included above)
Mutation 3: Magically Resistant (Ignores ‘Vulnerable to
Magic’ rule and gains +2 to Magic Save rolls), Mutation 4:
+1 to CCR rolls and +1 to Hit in Close Combat (included
above), Mutation 5: Living Metal (-2 to Hit penalty in CC, +2
Toughness and +1 Strength (included above), Enemy units
suffer -2 to Hit against them in Close Combat unless:
Dauntless or Terrific, Fire and Ice Attacks are S2 against
them but Electric Attacks deal 2 Wounds per unsaved Wounds
to ‘Gore’ Spawn, Mutation 6: Crazed, Dauntless, +1 to
Wound in CC (1 still fails), +1 to Hit in Close Combat (included
above), +1 to Saves (included above), Slaughter Them!
Dominator ‘Gore’ Dwarf Mortar: 35pts
T4, W1, S4, I2, A2, 2+ Armour Save (2 Dominator ‘Gore’
Dwarf Crew), Dominator Dwarf Mortar cannot be targeted,
Artillery, Armed with Dominator Dwarf Mortar (Heavy,
‘16’ to ‘36’, S6 -5 to Armour Saves, ‘2’ Blast, Deals 4 Wounds
if unsaved), Bombardment (If you cannot draw Line of Sight
to your target, you can Guess up to ‘36’. The Mortar shell will
land up to ‘2D6’ beyond the distance you nominate),
Combustible (Before firing the Mortar, roll a D6, on a 6 it
explodes. Place a ‘2’ Blast over the Mortar, dealing S6 -3 to
Armour Saves immediately. The Mortar is destroyed.),
Ancestral Animosity, Mutation 1: Crew are Crazed and
Dauntless, +1 to Hit in Close Combat (included above), +1
to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: Crew have +1 to Armour
Saves (included above), Crew have -1 to Armour Saves in CC

Dominator ‘Gore’ Dwarf Rocket Launcher Team: 65pts


T4, W2, S4, I2, A4, 2+ Armour Save, Slaver Rocket
Launcher (Heavy, ‘36’, S5, ‘2’ Blast, -3 to Armour Saves,
Deals 3 Wounds if unsaved), Fireworks (Before firing the
Rocket Launcher, roll a D6, on a 6, D6 Rockets are released
up to ‘36’ away, If a Rocket Launcher Team is hit by Fire
Attacks, the result is the same: D6 Rockets. If Rockets are
ignited on a 6 or by Fire Attacks, all ammunition is expended
for the battle), Ancestral Animosity, Mutation 1: Crew are
Crazed and Dauntless, +1 to Hit in Close Combat (included
above), +1 to Wound in Close Combat (1 still fails) and +1 to
Armour Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: Crew have +1 to Armour
Saves (included above), Crew have -1 to Armour Saves in CC
‘Gore’ Boar Centaur Dwarf ‘Whirlwind’: 50pts, Moves ‘12’
T4, W2, S5, I1, A2, 2+ Armour Save, 3+ Numb Save, Pavise
Shield: Grants the 4+ Numb Save to Boar Centaur, Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots) Cavalry (Charges ‘14’), Armed with
Whirlwind (Deals 4 I10 S4 -1 to Armour Save Hits + 6 S5 -
2 to Armour Save Hits on Charge), Creeping Death (Deals 1
I10 S4 -1 to Armour Save Hit + 3 S6 -3 to Armour Save Hits
when NOT Charging), Ancestral Animosity, Mutation 1:
Boar Centaur Dwarf is Crazed and Dauntless, +1 to Hit in
Close Combat (included above), +1 to Wound in Close
Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them!, Magical Attacks, Chaotic,
Mutation 2: +1 to Armour Saves (included above), Boar
Centaur Hits on a 2+ by Default in CC at -3 to Armour Saves,
Boar Centaur Dwarf has 2H Axe, granting a total of -1
Initiative, +1 Strength and -1 to Armour Saves (all included
above)

‘Gore’ Boar Centaur Dwarf ‘Tenderiser’: 50pts, Moves ‘12’


T4, W2, S5, I1, A2, 2+ Armour Save, 3+ Numb Save, Pavise
Shield: Grants the 4+ Numb Save to Boar Centaur, Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots) Cavalry, Armed with Tenderiser (Deals 4 I10
S4 -1 to Armour Save Hits + 6 S6 -3 to Armour Save Hits on
Charge), Creeping Death (Deals 1 I10 S4 -1 to Armour Save
Hit + 3 S6 -3 to Armour Save Hits when NOT Charging),
Ancestral Animosity, Mutation 1: Boar Centaur Dwarf is
Crazed and Dauntless, +1 to Hit in Close Combat (included
above), +1 to Wound in Close Combat (1 still fails) and +1 to
Armour Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: +1 to Armour Saves
(included above), Boar Centaur Hits on a 2+ by Default in CC
at -3 to Armour Saves, Boar Centaur Dwarf has 2H Axe,
granting a total of -1 Initiative, +1 Strength and -1 to Armour
Saves (all included above)
Monolith of Gore: 0pts
Monoliths cannot be attacked and have no unit stats.
Testament to Victory: *They are created as a reminder of
each Gore Daimon victory on a battlefield (e.g. Granada in
Spain). So if you won 3 battles in Granada, then you have a
Limit of 3 Monoliths of Gore. Paved with Skulls: No abilities
used in the Magic Phase (Battle, Elemental, Ranked Daimon,
Necromantic, Illusionist, Angelic, Gore Daimon, Disease
Daimon, Illusion Daimon, Bliss Daimon) can be used within ‘6’
of a Monolith of Gore

Dominator ‘Gore’ Dwarf Portable Cannon: 52pts


T4, W1, S4, I2, A2, 2+ Armour Save (2 Dominator ‘Gore’
Dwarf Crew), Dominator Dwarf Portable Cannon cannot be
targeted, Artillery, Armed with Dominator Dwarf Portable
Cannon (Auto, ‘12’, Deals 2D6+1 Hits, S6 -5 to Armour
Saves, Ancestral Animosity, Mutation 1: Crew are Crazed
and Dauntless, +1 to Hit in Close Combat (included above),
+1 to Wound in Close Combat (1 still fails) and +1 to Armour
Saves (included above), Slaughter Them!, Magical
Attacks, Chaotic, Mutation 2: Crew have +1 to Armour
Saves (included above), Crew have -1 to Armour Saves in CC

Gore Daimon Allied Units:


(Up to 25% of your Army Cost)
Traitor Allies (up to 50% of your Army Cost)
Rodent Allies
Diseased Daimons
Illusion Daimons
Tribal Orc Allies
Hungry Dead Allies
Gore Daimon Host Units:
(Up to 25% of your Army Cost)
Limit of 15 Hungry Ghosts
Limit of 11 Hungry Spectres
Limit of 12 Mounted Hungry Spectres
Limit of 12 Hungry Dead Knights
Limit of 12 Hungry Wraiths
Limit of 22 Traitor Centaurs
Limit of 34 Traitor Mutant Hounds
Limit of 5 Traitor Mutant Spawn
Limit of 7 Mutant Chimerae
Limit of 8 Mutant Cockatrices
Limit of 6 Dragons
Limit of 17 Traitor Thunder Ogres with Axes
Limit of 7 Mutant Gorgons
Limit of 8 Traitor Griffons
Limit of 34 Mutant Harpy ‘Bird Women’ with Clubs
Limit of 7 Mutant Hippogriff
Limit of 7 Mutant Hydra
Limit of 7 Mutant Jabberwock
Limit of 7 Mutant Winged Manticore
Limit of 8 Mutant Wyverns
Traitor Centaur with Axe: 40pts
Moves ‘9’- T4, W2, S4, I3, A2, 4+ Armour Save, Hits on a 2+
by Default in CC, -1 to Armour Saves in CC, Cavalry, Magical
Attacks, Mutation 1: +1 to Toughness (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Centaur unit

Traitor Thunder Ogre with Axe: 87pts, Move ‘12’


T5, W4, S6, I2, A6, 5+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -4 to Armour Saves in Close Combat,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Crazed, Dauntless,
+1 to Wound in Close Combat (1 still fails), +1 to Hit in Close
Combat (included above), +1 to Saves (included above)
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 1: +1 Armour Saves (included
above), Mutation 2: +1 to Strength (included above)
Thunderstruck: Immune to Lightning Attacks & Warp
Lightning Cannons, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots)
Gore Daimon Warband Type I:
8 Armoured Dominator ‘Gore’ Dwarfs with Axes and Shields
7 ‘Gore’ Cultists with Blades and Shields
1 ‘Gore’ Troll (Fire Breather)
(Warband models must add up to 16 or multiples of 16)

Armoured Dominator ‘Gore’ Dwarf w/ Axe & Shield:


12pts- T4, W1, S3, I2, A2, 4+ Armour Save, Hits on a 3+ by
Default in CC, Slow, Diehards, Ancestral Animosity,
Mutation 1: Goat Horns (Enemy units suffer -2 to Hit against
them in Close Combat unless: Dauntless or Terrific),
Mutation 2: Extra Head (+1 Attack, included above)

Mutation 3: Rejuvenate: When a Dominator ‘Gore’ Dwarf is


slain, turn the model around, lie it down or place a marker on
it. At the beginning of the turn for the Player who owns the
Dominator ‘Gore’ Dwarf unit, roll a D6 for each slain
Dominator ‘Gore’ Dwarf. On a 4-6 the Dominator ‘Gore’ Dwarf
Recovers all Wounds and stands back up and functions as
normal. If some Wounds were taken from Attacks that were
Fire Attacks or Poisonous (or Venomous), they Recover on a
6 ONLY. If all Wounds were taken by Fire Attacks, Poisonous
or Venomous Attacks, they cannot Rejuvenate

‘Gore’ Cultist with Blade and Shield: 6pts


T4, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default,
Mutation 1: +1 Toughness (included above), Mutation 2:
+1 Strength (included above), -1 to Armour Saves in CC
‘Gore’ Troll (Fire Breather): 65pts, Move ‘9’
T4, W3, S5, I1, A3, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves in CC, Brainless (Roll a 2D6 at the start
of each of your Player turns for this unit, on a 5+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, Tribal Trolls can Spew Acid, dealing a S5 Hit and
3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, Tribal Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved), Chest Drummers (Trolls
in Armour cannot Rejuvenate)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the ‘Gore’ Troll unit, roll a D6 for each slain
‘Gore’ Troll. On a 4-6 the ‘Gore’ Troll is Recovers all Wounds
and stands back up and functions as normal. If some Wounds
were taken from Attacks that were Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by
Poisonous or Venomous Attacks, they cannot Rejuvenate.
NOTE: It is because this ‘Gore’ Troll unit Breathes Fire, they
can Rejuvenate from Fire Attacks.

Mutation 1: Breathes Fire (Auto, ‘12’, Deals 3 S5 Hits which


are -2 to Armour Saves, ‘5’ Blast, can also use this in Close
Combat instead of Attacking)
Gore Daimon Warband Type II:
1 Gore Daimon Hound (Very Loud)
8 Armoured Nomad ‘Gore’ Cloven with Blades and Shields
4 Armoured ‘Gore’ Orcs with Axes and Shields
2 Mutated Nomad ‘Gore’ Minos with Axes
(Warband models must add up to 16 or multiples of 16)

Gore Daimon Hound (Very Loud): 60pts, Moves ‘12’


T4, W2, S5, I6, A2, 6+ Numb Save, Cavalry, -2 to Armour
Saves, Hits on a 2+ by Default in CC (+1 to Hit Bonus),
Magical Attacks, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Shaky, Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally, Mutation 1: Has ‘Bite Attacks’, if they
hit in CC, they generate a maximum of +2 ‘Claw’ Attacks
each, Mutation 2: Can Attack within ‘6’ of friendly models in
CC, +1 to Hit Bonus on Charge, Mutation 3: Crazed and
attacks closest unit if no Gore Daimon units within ‘6’,
Venomous Attacks (Each ‘Bite Attack’ Hit dealt also counts as
a Poisoned Attack. S6 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls, Mutation 4: When in Close Combat, roll a D6. On a
6, enemy unit suffer an additional -1 to Hit against them
unless Dauntless or Terrific, Mutation 5: Dauntless, +1 to
Saves (included above), +1 to Wound in CC (1 still fails) and
+1 to Hit in Close Combat (included above), Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules)
Armoured Nomad ‘Gore’ Cloven w/ Blade & Shield:
13pts- T4, W2, S3, I3, A2, 3+ Numb Save, Hits on a 3+ by
Default in CC, Mutation 1: Crazed, Dauntless, +1 to Wound
in Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them!, Mutation 2: +’2’ to Run and Victory Run Moves,
Mutation 3: Tentacle (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

‘Gore’ Orc with Blade and Shield: 8.5pts


T4, W1, S3, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC, Mutation 1: Crazed, Dauntless, +1 to
Wound in Close Combat (1 still fails), +1 to Hit in Close
Combat (included above), +1 to Saves (included above)
Slaughter Them!, Mutation 2: Silly Walk (-1 to Run and
Victory Run Moves)

Mutated Nomad ‘Gore’ Minos with Axe: 40pts, Move ‘9’


T4, W3, S5, I3, A4, 6+ Numb Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in Close Combat, Terrific,
Mutation 1: Crazed, Dauntless, +1 to Wound in Close
Combat (1 still fails), +1 to Hit in Close Combat (included
above), +1 to Saves (included above) Slaughter Them!,
Mutation 2: Dragon Arm (+1 Strength (included above),
Enemy units suffer -2 to Hit against them in Close Combat
unless: Dauntless or Terrific)
Ranked Daimon Allied Contingent:
Limit of 5 Ranked Greater Daimons

Vulnerable to Magic: Ranked Daimon units do not get a


Magic Save (that is, when a spell/ability says ‘roll 2D6 against
your opponent, if you win then X’) when an enemy Mage uses
a spell or ability on their unit

The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule

Ranked Greater Daimon: 750pts, Energy = 10 or roll 3D6


Moves ‘10’- T7, W10, S9, I10, A10, 3+ Armour Save, Hits on
a 2+ by Default in CC (+5 Bonus to Hit), -6 to Armour Saves
in CC, Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears, Dauntless unless beaten in CC by
Ranked Daimon Overlords, Shaky, Imbued With Power
(ALL Battle and Daimon Abilities cost 0 Energy) Spirits: Close
Combat & Shooting Attacks will only Wound them on a 6 but
Electric, Fire and Magical attacks will affect them normally,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 2: +3 to Armour Saves (included
above), Mutation 3: +2 to Strength (included above), See
page 34 to 37 of Army Men- Exodus for Ranked Daimon
Abilities
Hungry Dead Allied Hero Units:
Limit of 24 ‘Gore’ Skeleton Champions (Sword of Skeleton)
Limit of 24 ‘Gore’ Skeleton Champions (Skeleton Horde)

‘Gore’ Skeleton Champion with Sword of the Skeleton:


30pts- T4, W1, S4, I3, A2, 4+ Armour Save, Hits on a 5+ by
Default in CC, Animated (They will all collapse into a pile of
bones if they ever suffer being Shaky), Brainless if no
Summoner within ‘12’, Dauntless, -1 to Armour Saves in CC,
Equipped with Sword of the Skeleton = Summons 1 ‘Gore’
Skeleton with Sword and Shield within ‘3’ of Caster unit for
each unsaved Wound dealt in Close Combat (including models
destroyed by losing CCR rolls, Crush Them!/Slaughter Them!
hits and Dauntless wounds), Chaotic Armour (+1 Toughness,
+2 to Saves, both included above), Chaotic (Attacks Ignores
Magic Saves and Abilities)

‘Gore’ Skeleton Champion with Sword of the Skeleton


Horde: 30pts- T4, W1, S4, I3, A2, 4+ Armour Save, Hits on
a 5+ by Default in CC, Animated (They will all collapse into
a pile of bones if they ever suffer being Shaky), Brainless if
no Summoner within ‘12’, Dauntless, -1 to Armour Saves in
CC, Equipped with Sword of the Skeleton Horde =
Summons 2D6 ‘Gore’ Skeletons with Swords and Shields (or
D6 ‘Gore’ Skeleton Horsemen) within ‘3’ of unit (Once per
Battle), Chaotic Armour (+1 Toughness, +2 to Saves, both
included above), Chaotic (Attacks Ignores Magic Saves and
Abilities)
Hungry Dead Allied Contingent Units:
Limit of 48 ‘Gore’ Skeleton Horsemen with Swords and Shields
Limit of 48 ‘Gore’ Skeletons with Swords and Shields
Limit of 24 Hungry ‘Gore’ Mummies with Chaotic Blades

Terrific:
All Hungry Dead units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific

Shaky:
Hungry Dead units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12’, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)

Brainless (If a Hungry Dead unit has no Summoner within


‘12’, it is Being Brainless. If in Close Combat half of the models
stop fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless)
Immune to Poison (Enemy units with Poisoned or
Venomous Attacks do NOT gain +1 Strength against Hungry
Dead units. Starving Ghouls are NOT Immune to Poison)

‘Gore’ Skeleton Horseman with Sword and Shield: 20pts


Move ‘9’- T3, W2, S3, I2, A2, 3+ Armour Save, Horseman Hits
on a 4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Animated (They will all collapse into
a pile of bones if they ever suffer being Shaky), Ghostly
Steed: Can Move through Walls and through all other terrain,
Chaotic (Attacks Ignores Magic Saves and Abilities)

‘Gore’ Skeleton with Sword and Shield: 10pts


T3, W1, S3, I3, A1, 4+ Armour Save, Hits on a 5+ by Default
in CC, Shaky (They will all collapse into a pile of bones if they
ever suffer being Shaky if no Summoner within ‘12’),
Brainless if no Summoner within ‘12’, Dauntless, I4 against
Cavalry, +1 to Hit against Flyers, Chaotic (Attacks Ignores
Magic Saves and Abilities)

Hungry ‘Gore’ Mummy with Chaotic Blade: 80pts


T5, W4, S4, I3, A2, 5+ Armour Save, Weak Against Fire
(Fire Attacks are +1 Strength against Mummies), Slow, Hits
on a 4+ by Default in CC, Shaky, Brainless if no Summoner
within ‘12’, Dauntless, Magical Attacks, -1 to Armour
Saves, Chaotic (Attacks Ignores Magic Saves and Abilities)
Nomad ‘Gore’ Minos Allied Contingent Units:
Limit of 20 Nomad ‘Gore’ Minos with Axes
Limit of 10 Elite Nomad ‘Gore’ Minos with Axes

Nomad ‘Gore’ Minos with Axe: 40pts, Move ‘12’


T4, W3, S4, I3, A4, 4+ Numb Save, Hits on a 2+ by Default
in CC, -2 to Armour Saves in Close Combat, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Crazed, Dauntless, +1 to Wound in
Close Combat (1 still fails), +1 to Hit in Close Combat
(included above), +1 to Saves (included above) Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules), Mutation 1: +2 to Move (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Minos unit,
Magical Attacks, Chaotic (Attacks Ignores Magic Saves and
Abilities)

Elite Nomad ‘Gore’ Minos with Axe: 50pts, Move ‘12’


T4, W3, S4, I3, A4, 4+ Numb Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -2 to Armour Saves in Close Combat,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Crazed, Dauntless,
+1 to Wound in Close Combat (1 still fails), +1 to Hit in Close
Combat (included above), +1 to Saves (included above)
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), Mutation 1: +2 to Move (included above),
Mutation 2: +1 to Hit in Close Combat (included above) and
+1 ‘Gore’ Attack for every 2nd model in this Minos unit,
Magical Attacks, Chaotic (Attacks Ignores Magic Saves and
Abilities)
Rodent Daimons:
Universal Bonuses and Penalties for Rodent Daimons:
+1 to Hit when Charging
+1 to Hit if the unit is on higher ground than the enemy unit
-1 to Hit if fighting an enemy unit behind a Defended Obstacle
such as a low wall or hedge
If a unit needs a 1 or less to Hit, the Attack automatically Hits
(e.g. a unit with 2+ Hit in Close Combat with +1 to Hit Bonus,
so 2+ becomes 1+. In a more extreme example, a unit with
2+ to Hit in Close Combat or Shooting with +2 Bonus to Hit,
so 2+ becomes 0+ so it automatically hits.
Crush Them! (If a units wins a Close Combat, they get to
deal 1 automatic hit per model against the surviving enemy
unit/s. This occurs if an enemy unit passes their CCR roll or
are Dauntless. If a unit fails their CCR roll they are
destroyed)

Rodent Daimons (any unit with ‘Daimon’ in its title)


Shaky: Daimon units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Vulnerable to Magic: Daimon units do not get a Magic Save
(that is, when a spell/ability says ‘roll 2D6 against your
opponent, if you win then X’) when an enemy Mage uses a
spell or ability on their unit

Screeching Death: Daimon units ignore ALL Saves against


Angelic units and units with ‘Spirits’ rule

Greater Rodent Daimon: 250pts, Energy = 10 or roll 3D6


Moves ‘10’- T6, W4, S9, I4, A5, No Save, Hits on a 2+ by
Default in CC (+1 Bonus to Hit), -6 to Armour Saves in CC,
Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Weak
against Spears, Dauntless unless beaten in CC by a Greater
Daimon of any kind or an Arch-Angel, Shaky, Imbued With
Power (ALL Rodent Daimon Abilities cost 0 Energy) Spirits:
Close Combat & Shooting Attacks will only Wound them on a
6 but Electric, Fire and Magical attacks will affect them
normally, Rat Pack: When Running in the Shooting Phase,
Greater Rodent Daimons can Run D6 + ‘2’, Mutation 1: Goat
Face (-2 to Hit against them in Close Combat in total),
Mutation 2: Two Headed, Armed with Warping Blade (Any
model suffering an unsaved Wound in Close Combat turns into
a Traitor Mutant Spawn)
Each Greater Rodent Daimon has ALL of these Abilities:

NOTE: *All Daimon units in a Rodent Daimon army also


benefit from Undivided Host: All units with this rule
automatically recover their casualties at the end of the battle.
This is for the purpose of working out gaining Reinforcements
(See ‘Optional Campaign Rules’ in Army Men- PAZCIK). In
addition, they do NOT suffer the following rules against
friendly units summoned by Rodent Greater Daimons: Enemy
of the Butcher, Enemy of the Diseased, Enemy of the
Illusionist, Enemy of the Hedonist

Choose from:

*Summon Gore Daimons (8 Energy) = Summons 5 Lesser


Gore Daimons / Gore Rhino Mounts / Gore Daimon Hounds
within ‘3’ of Caster (Undivided Host)

*Summon Disease Daimons (8 Energy) = Summons 5 Lesser


Disease Daimons / Diseased Daimon Children Bases /
Diseased Slug Beast Daimons within ‘3’ of Caster (Undivided
Host)

*Summon Illusion Daimons (8 Energy) = Summons 5 Lesser


Illusion Daimons / Illusion Manta Daimons / Illusion Firebrain
Daimons within ‘3’ of Caster (Undivided Host)

Summon Bliss Daimons (8 Energy) = Summons 5 Lesser Bliss


Daimons / Bliss Daimon Cavalry Mounts / Scorpionic Bliss
Daimons within ‘3’ of Caster (Undivided Host)

Bind Lesser Daimons (3 Energy) = Aim at a Lesser Daimon


unit or a Greater Daimon of any kind) within ‘24’ and roll 2D6
against your opponent, if you win then the Greater Daimon or
D6 Lesser Daimons are frozen in stasis and cannot do
anything
Dispel Lesser Daimon (1 Energy) = Aim at a Lesser Daimon
unit of any kind within ‘12’ and roll 2D6 against your
opponent, if you win then remove 1 Lesser Daimon

Furred Familiar (2 Energy) = Summons 1 Rodent Daimon


Familiar to the Caster within ‘3’, adding 5 to his Energy. One
Familiar per Caster.
Summon Cave Dino Daimon Steed (1 Energy) = Summons 1
Cave Dino Daimon Steed within ‘3’ of Caster, which can be
ridden so the Caster becomes Cavalry. If Caster dies, the
Summoned Cave Dino Daimon Steed will disappear. Only
ridden by infantry.

Daimon Null Zone (2 Energy) = Creates a Null Zone around


Caster and any unit/s he is attached to where Ranked
Daimon, Gore Daimon, Disease Daimon, Illusion Daimon and
Bliss Daimon units cannot enter. Caster cannot use any other
abilities while holding the Zone in place. Lasts until Caster or
any model in his unit/s Moves or loses a round of Close
Combat.

Stop Shaking Now! (3 Energy) = Choose a friendly Daimon


unit within ‘24’, they will now ignore the need to test for being
Shaky next time, even if enemy magic causes this.

Generate Energy (3 Energy) = Gives 2D6 Energy to the


caster.

Summon Lesser Daimons (15 Energy) = Summons 3D6


Harpy Daimons / Scorpion-Horse Daimon Beasts within ‘3’ of
caster.
Daimon Zone of Denial (5 Energy) = Creates a Zone for the
Caster and any unit/s they are attached to for the rest of the
battle. Any enemy Ranked Daimon, Gore Daimon, Disease
Daimon, Illusion Daimon or Bliss Daimon units which enter or
are already in the Zone of Denial are destroyed. Daimon units
of any kind also may NOT Shoot through or use abilities on
the Zone or any unit in it. Ranked Daimon, Gore Daimon,
Disease Daimon, Illusion Daimon and Bliss Daimon units that
move within ‘12’ immediately suffer a Shaky test. The Zone
of Denial is immediately dispelled if the unit inside it Moves at
all, including winning and losing Close Combat.

Destroy Lesser Daimon Horde (10 Energy) = Target a Lesser


Daimon unit of any kind within ‘24’ and roll 2D6 against your
opponent, if you win then the Lesser Daimon unit is
destroyed.

Spread Insanity (8 Energy) = All enemy units within ‘12’ of


the caster must roll 2D6 against your caster, if you win then
they count as failing a CCR roll. Dauntless units are not
affected by this.
Summon Lesser Daimon Horde (25 Energy) = Summon 6D6
Harpy Daimons within ‘3’ of Caster.

Augment Power (6 Energy) = Caster gains +1 to all stats


(Toughness, Wounds, Strength, Initiative and Attacks)

Destroy Greater Daimon (10 Energy) = Target a Greater


Daimon of any kind within ‘24’ and roll 2D6 against your
opponent, if you win then the Greater Daimon is destroyed.

Summon Greater Rodent Daimon (25 Energy) = Summons a


Greater Rodent Daimon within ‘3’ of Caster.
Absolute Power (40 Energy) = Caster gains +2 to all stats
(Toughness, Wounds, Strength, Initiative and Attacks) and
+10 Energy. If cast when already above starting Energy in
unit description, the Caster will be overwhelmed with power
and die.

Spawn Rodent Daimon Tunnel (20 Energy) = Opens a Rodent


Tunnel within ‘24’ on the battlefield which Summons 6D6
Harpy Daimons and 1 Greater Rodent Daimon each turn. The
Portal remains open for D6 x 10 turns (up to 60 Turns!). If
the Portal closes, the summoned Harpy Daimons will
disappear. NOTE: Harpy Daimon units which emerge from a
Daimon Portal are neutral and will attack any unit they
encounter, preferring Angels or units which are NOT Greater
Rodent Daimons, Harpy Daimons, Cave Dino Daimon Steeds
or Scorpion-Horse Daimon Beasts.
Harpy Daimon with Cloven Hooves: 35pts, Moves ‘10’
T4, W1, S4, I2, A2, No Save, Flyers (Can Move ‘0’ to ’32’),
Hits on a 3+ by Default in CC and -1 to Armour Saves,
Magical Attacks, Dauntless unless beaten in CC by Greater
Daimons of any kind or Arch-Angels, Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific), Shaky, Spirits: Close Combat &
Shooting Attacks will only Wound them on a 6 but Electric,
Fire and Magical attacks will affect them normally,
Mutation 1: Razor Sharp Claws +1 ‘Claw’ Attack for every
2nd model at S5 -2 to Armour Saves, Rapid Regeneration:
All units with this rule automatically recover their casualties
at the end of the battle. This is for the purpose of working out
gaining Reinforcements (See ‘Optional Campaign Rules’ in
Army Men- PAZCIK)

Cave Dino Steed Daimon: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Cavalry, Magical Attacks,
Dauntless, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Shaky,
Spirits: Close Combat & Shooting Attacks will only Wound
them on a 6 but Electric, Fire and Magical attacks will affect
them normally, Mutation 1: Lizard Head, Mutation 2: Razor
Sharp Claws +1 ‘Claw’ Attack for every 2nd model at S4 -1 to
Armour Saves, Rapid Regeneration

Scorpion-Horse Daimon Beast: 11pts, Moves ‘9’


T3, W1, S4, I3, A2, 4+ Armour Save, Cavalry, Magical
Attacks, Dauntless, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Shaky, Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally, Mutation 1: Scorpion Head,
Mutation 2: +3 to Armour Saves,
Mutation 3: Cloven Hooves, Rapid Regeneration
Classical Mercenary HERO Units:
(Up to 25% of your Army Cost)
Limit of 1 Ogre Tactician with 2H Axe
Limit of 1 Wandering Dwarf & Wandering Thief

Ogre Tactician with 2H Axe: 305pts, Moves ‘9’


T6, W4, S7, I0, A4, 6+ Armour Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in CC, Lucky Metal Leg (+1 to
CCR rolls), Shock Combat (Any Brawler Ogre unit attached
to the Ogre Tactician gains Charge ‘12’ and +1 to CCR Rolls
for every 4 Ogres who are Charging. If the enemy gets a
‘Courageous’ result on a ‘12’, they will still pass their CCR roll.
(Hired by the following armies ONLY: Brawler Ogres & Clumsy
Giants)
Wandering Dwarf: 293pts
(Always taken with Wandering Thief)
T5, W3, S4, I5, A4, 4+ Dodge Save, 5+ Armour Save, Hits on
a 2+ by Default in CC (+2 Bonus to Hit) and -1 to Armour
Saves, Slayer Axe (Always Wounds on 4+ at most in CC,
Deals 2 Wounds if unsaved against units which are T5 or
higher), SLAYER! (Gains +1 Attack per hit, so a maximum of
+5 Attacks on Charge if they all Hit. These do NOT generate
extra Attacks) Deathless: Rolls 4D6 against Magical abilities
cast on him in the Magic Phase, does not stack with the 4D6
for Wandering Dwarf as they are always together), Hates
Tribals, Steppe Norkers, Green Horde and any ‘Kobold’ units
(Crazed, Always Scores 10 at least on CCR Rolls against
these armies)
(Hired by the following armies ONLY: Grim Dwarfs, Provincial
Empire, Ducal Camelot, Imperial Mercenaries and Mercenary
Colonists), Wanderers (Cannot join other units apart from
Wandering Thief)

Wandering Thief: 152pts


(Always taken with Wandering Dwarf)
T4, W2, S4, I5, A5, 4+ Dodge Save, 5+ Armour Save, Hits on
a 2+ by Default in CC and -1 to Armour Saves, Golden
Sword (+2 Attacks, included above), Deathless: Rolls 4D6
against Magical abilities cast on him in the Magic Phase, does
not stack with the 4D6 for Wandering Dwarf as they are
always together)
(Hired by the following armies ONLY: Grim Dwarfs, Provincial
Empire, Ducal Camelot, Imperial Mercenaries and Mercenary
Colonists), Wanderers (Cannot join other units apart from
Wandering Dwarf)
Classical Mercenary Contingent:
Limit of 12 Death Dwarf Royal Guards
Limit of 15 Slippery Jungle Orcs with Stone Blades & Shields
No Limit on Austrian Barbarians with 2H Swords
No Limit on Nature Elf ‘Doom’ Scouts with Elven Longbows
No Limit on ‘Wild’ Nature Elf Spearmen of the Grove
No Limit on Spiky War Trolls with Ironfists and Blades
No Limit on Enraged Traitor Centaurs with 2H Axes
No Limit on Enraged Traitor Centaurs with Halberds (see unit)
No Limit on Zealous Ducal Knights with Swords & Shields
No Limit on Mountain Orcs with Barbed Composite Bows
No Limit on Arabian Desert Warriors with Scimitars & Shields
No Limit on Royal Cloaked Nature Elf Archers with Shields
No Limit on Marine Elf Guard Cavalry with Spears & Shields
No Limit on Cave Lizard Raiders with Twin Blades & Shields
Limit of 9 Tribal Kobold Battle Chariots with 2 Wolves
Limit of 20 Swooping Gargoyles with Swords & Shields
Limit of 8 Orc ‘Besieger’ Ballistae with 3 Armoured Crew
No Limit on Hungry Steppe Norkers with Blades & Shields
No Limit on Red Death Cultists with Flails & Shields
No Limit on Cleansing Knights with Spears and Shields
No Limit on ‘Crusher’ Alter Orcs with Twin Axes
No Limit on ‘Crusher’ Alter Orcs with 2H Axes
No Limit on Doomed Skeleton Halberdiers with Shields
No Limit on Imperial Dwarfs with Twin Pistols & Shields
No Limit on Coastal Elf Guards with Spears and Shields
No Limit on Man-Orc Hirelings with Clubs and Shields
No Limit on Tribal Kobold Guards with Swords & Shields
No Limit on Tribal Orcs with Halberds, Shields & Crossbows
No Limit on ‘War Dog’ Mercenaries
No Limit on ‘Cimmerian’ Barbarians
No Limit on Halfling Food Tasters
No Limit on Greedy Dwarfs
No Limit on Exiled Temple Elves with Twin Blades
No Limit on Death Dancer Elf Acrobats with Twin Swords
Death Dwarf Royal Guard with 2H Hammer and Shield:
16pts- T4, W1, S5, I2, A2, 4+ Armour Save, Hits on a 2+ by
Default in CC, Diehards, Death Dealers (Their Banner
causes Tribals units to suffer -1 to Hit against this unit in CC,
Death Dwarfs gain +1 Attack each against Tribals units in
Close Combat), -3 to Armour Saves in CC, Hates Marine
Elves, Coastal Elves, Corrupt Elves, Elven Navy, Elven Pirates,
Nature Elves and Fay Elves AND Tribals, Steppe Norkers,
Green Horde and any ‘Kobold’ units (Crazed, Always Scores
10 at least on CCR Rolls against these armies)
(Hired by the following armies ONLY: Provincial Empire, Ducal
Camelot and Grim Dwarfs. They can be hired by Marine Elves,
Coastal Elves, Corrupt Elves and Nature Elves but they are
Crazed and will attack their units, given the opportunity)

Slippery Jungle Orc with Stone Blade and Shield:


13.5pts- T4, W1, S3, I2, A2, 3+ Dodge Save, Rivalry,
Crazed, Dauntless, A4 on Charge, Hits on a 4+ by Default
in CC, Castle Climbers (Able to climb over Cliffs, Mountains
and Walls without penalty), Hates Provincial Empire and ALL
of their Allied units they bring to battle (Crazed, Always
Scores 10 at least on CCR Rolls against these armies and
units),
(Cannot be Hired by the following armies: Provincial Empire,
Imperial Mercenaries, Mercenary Colonists)

Austrian Barbarians with 2H Swords: 10pts


T3, W1, S6, I0, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and -3 to Armour Saves, Lucky Totem Pole (Enemy
units suffer -1 to Hit against this unit in Shooting and Reflex
Shots, Re-rolls misses in Close Combat, Can nullify one
Magical ability cast on this unit per Turn), Psychopathic
Charge: A4 on Charge
(Cannot be hired by the following armies: Hungry Dead,
Corrupt Elves, Tribals, Steppe Norkers and Traitors)
Nature Elf ‘Doom’ Scout with Elven Longbow: 15pts
Moves ‘9’- T3, W1, S4, I7, A2, 5+ Dodge Save, Hits on a 2+
by Default in CC and Shooting, -1 to Armour Saves in CC,
Reflex Shots (S3, Hits on a 3+ by Default), Armed with
Elven Longbow (Auto, ‘36’, S3, -1 to Armour Saves), 4+
Cover Save in Woods, Elves of the Forest (Nature Elf units
can move through Woods without penalty), Valorous
(Diehards), Elven Speed (When Running (Shooting Phase or
Victory Run), Nature Elf units can Run D6 + ’2’)
(Hired by the following armies ONLY: Ducal Camelot, Imperial
Mercenaries, Mercenary Colonists, Marine Elves, Coastal
Elves, Jungle Reptiles, Brawler Ogres & Clumsy Giants,
Provincial Empire, Dead Egyptians and Nature Elves. They can
be hired by Grim Dwarfs but they are Crazed and will attack
their units, given the opportunity)

’Wild’ Nature Elf Spearman of the Grove: 18pts


T3, W1, S4, I8, A1, 5+ Armour Save, Hits on a 3+ by Default
and -1 to Armour Saves in CC, Hits on a 2+ by Default in
Shooting, Reflex Shots (S3, Hits on a 3+ by Default), Armed
with Elven Grove Longbow (Auto, ‘38’, S3, -2 to Armour
Saves), 4+ Cover Save in Woods, I9 against Cavalry and
Flyers, Elves of the Forest (Nature Elf units can move
through Woods without penalty) Elven Speed (When
Running (Shooting Phase or Victory Run), Nature Elf units can
Run D6 + ’2’), S5 and -2 to Armour Saves against Cavalry,
Hates Rodents AND Tribals (Crazed, Always Scores 10 at
least on CCR Rolls against these armies)
(Hired by the following armies ONLY: Nature Elves, Ducal
Camelot, Provincial Empire, Marine Elves and Coastal Elves.
They can be hired by Grim Dwarfs but they are Crazed and
will attack their units, given the opportunity)
Spiky War Troll with Ironfist and Blade: 70pts, Move ‘9’
T4, W3, S5, I1, A3, 5+ Armour Save, 4+ Numb Save, Hits on
a 3+ by Default in CC, -3 to Armour Saves in CC, They Rule
with Iron Fists (Does NOT suffer from Brainless rule),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, War Trolls can Spew Acid, dealing a S5 Hit which
Ignores Armour Saves), Weak Against Fire (Fire Attacks are
S5 against Snow Trolls and they Ignore their Numb Saves),
Crazed, Dauntless
(Cannot be Hired by the following armies: Grim Dwarfs,
Nature Elves, Marine Elves and Coastal Elves)

Enraged Traitor Centaur with 2H Axe: 35pts


Moves ‘9’- T4, W2, S6, I0, A2, 4+ Armour Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Drunken Rampage (Will Charge any unit, including friendly
units, if no enemy units are within Charge range in the Close
Combat Phase), Crazed, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Hates Marine Elves, Coastal Elves, Corrupt Elves,
Elven Navy, Elven Pirates, Nature Elves and Fay Elves
(Hired by the following armies ONLY: Tribals, Rodents and
Hungry Dead).

Enraged Traitor Centaur with Halberd: 45pts


Moves ‘9’- T4, W2, S6, I3, A2, 4+ Armour Save, Hits on a 3+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Drunken Rampage, Crazed, Terrific, Champions of the
Underground (Limit of 1 Enraged Traitor Centaur with
Halberd for every 2 Enraged Traitor Centaurs with 2H Axes)
Hates Marine Elves, Coastal Elves, Corrupt Elves, Elven Navy,
Elven Pirates, Nature Elves and Fay Elves
(Hired by the following armies ONLY: Tribals, Rodents and
Hungry Dead)
Zealous Ducal Knight with Sword and Shield: 10pts
T3, W1, S3, I3, A2, 4+ Armour Save, 6+ Numb Save, Hits on
a 2+ by Default, Crazed, Dauntless, +2 Bonus to Hit in CC
(included above), +1 to Wound in Close Combat (1 still fails),
Slaughter Them! (Deals 2 automatic Hits when they win a
Close Combat, rather than 1 automatic Hit under the Crush
Them! Rules), +1 to Saves (included above), +1 to CCR Rolls
(Hired by the following armies ONLY: Ducal Camelot,
Provincial Empire), A4 on Charge against ALL armies but
Ducal Camelot and Provincial Empire. They can be hired by
Imperial Mercenaries, Mercenary Colonists, Grim Dwarfs,
Marine Elves, Coastal Elves, Jungle Reptiles and Nature Elves
but they are Crazed and will attack their units, given the
opportunity

Mountain Orc with Barbed Composite Bow and Shield:


8pts- T4, W1, S4, I2, A1, 5+ Armour Save, Rivalry, Hits on
a 4+ by Default in CC and Shooting, Reflex Shots (S3) on a
5+ to Hit by Default, Armed with Barbed Composite Bow
(Auto, ‘24’, S3 and -1 to Armour Saves)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Rodents, Provincial Empire,
Dead Egyptians, Hungry Dead and Traitors)

Arabian Desert Warrior with Scimitar and Shield: 7pts


T3, W1, S3, I4, A2, 4+ Armour Save, Hits on a 2+ by Default,
Hates Ducal Camelot and Provincial Empire: Crazed,
Dauntless, +2 Bonus to Hit in CC (included above), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above), +1 to CCR Rolls
(Cannot be Hired by the following armies: Ducal Camelot and
Provincial Empire), A4 on Charge against Ducal Camelot and
Provincial Empire
Royal Cloaked Nature Elf Archer with Shield: 13pts
T3, W1, S3, I6, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Reflex Shots (S4 -2 to Armour Saves,
Hits on a 4+ by Default), Armed with Elven Longbow (Auto,
‘36’, S3, -1 to Armour Saves), 4+ Cover Save in Woods, Elves
of the Forest (Nature Elf units can move through Woods
without penalty) Elven Speed (When Running (Shooting
Phase or Victory Run), Nature Elf units can Run D6 + ’2’),
Royal Archers (S4 -2 to Armour Saves in Shooting from ‘18’
or less incl. Reflex Shots)
(Hired by the following armies ONLY: Ducal Camelot, Imperial
Mercenaries, Mercenary Colonists, Marine Elves, Coastal
Elves, Jungle Reptiles, Brawler Ogres & Clumsy Giants,
Provincial Empire, Dead Egyptians and Nature Elves). They
can be hired by Grim Dwarfs but the Grim Dwarfs are Crazed
and will attack this unit, given the opportunity

Marine Elf Guard Cavalry with Spear and Shield: 18pts


Move ‘9’- T3, W2, S3, I9, A1, 4+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, 4+ Cover Save in Woods, +1 to
Hit and S4 -1 to Armour Saves on Charge, Diehards when
fighting Corrupt Elf units in CC, Cavalry Spears (Can Attack
within ‘3’ of friendly models in CC), Elven Speed (When
Running (Shooting Phase or Victory Run), Marine Elf units can
Run D6 + ’2’), Elven Steed is S3 I4 A1 and Hits on 4+ by
Default in CC
(Hired by the following armies ONLY: Ducal Camelot, Imperial
Mercenaries, Mercenary Colonists, Marine Elves, Coastal
Elves, Jungle Reptiles, Brawler Ogres & Clumsy Giants,
Provincial Empire, Dead Egyptians and Nature Elves). They
can be hired by Grim Dwarfs but the Grim Dwarfs are Crazed
and will attack this unit, given the opportunity
Cave Lizard Raider with Twin Blades & Shield: 13pts
T4, W2, S4, I2, A3, 3+ Armour Save, Hits on a 4+ by Default
in CC, Diehards, Resolute (Immune to penalties to Hit from
‘Terrific’ and Troglodyte units), Also Armed with Longbow
(Auto, ‘30’, S3), Hits on 4+ by Default in Shooting, Reflex
Shots (S3, Hits on 5+ by Default)
(Hired by the following armies ONLY: Imperial Mercenaries,
Mercenary Colonists, Grim Dwarfs, Marine Elves, Coastal
Elves, Jungle Reptiles, Brawler Ogres & Clumsy Giants,
Tribals, Provincial Empire, Dead Egyptians and Nature Elves).

Tribal Kobold Battle Chariot with 2 Wolves: 50pts


Moves ‘9’- T4, W3, S5, I3, A5, 5+ Armour Save, Pulled by 2
Tribal Wolves which Deals D6 I8 S5 -2 to Armour Save Impact
Hits on Charge ONLY, The 2 Tribal Wolves combined are S3
I3 A2 in Close Combat AND the 3 Tribal Kobold Crew are S3
I3 A3 in total and Armed with Spears, Hits on 4+ by Default,
S4 -1 to Armour Saves on Charge and +1 to Hit), Cavalry,
Tribal Wolves hits on a 3+ by Default in CC and Tribal Kobolds
hit on a 4+ by default in Close Combat, Rivalry, Hates
Gnomes and Dwarfs, Afraid of Elves, Run Amok! (If
‘Stampede’ is cast on a Chariot unit, they become Crazed, the
Crew cannot attack or Shoot in any way and the Chariot
moves directly forward until destroyed, such as running into
Movement Blocking Terrain)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Rodents, Provincial Empire,
Dead Egyptians, Hungry Dead and Traitors).
Swooping Gargoyle with Sword and Shield: 21pts
Moves ‘10’- T4, W1, S4, I2, A2, 3+ Armour Save, 5+ Dodge
Save, Hits on a 3+ by Default in CC and -1 to Armour Saves,
Flyer (Can Move ‘0’ to ’32’) Magical Attacks, Dauntless,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Shaky, Hard as Stone
(2+ Save against ALL Fire Attacks), Double Horn of
Firebrand (Target an enemy unit in the Magic Phase within
‘24’, Deals D6 S4 -1 to Armour Saves Hits), Ascendant
Banner (Any unit with ‘Daimon’ in their title do NOT get
bonus Attacks or +1 Initiative for Charging this unit)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Brawler Ogres & Clumsy
Giants, Tribals, Rodents, Dead Egyptians, Hungry Dead and
Traitors).

Orc ‘Besieger’ Ballista with 3 Armoured Crew: 40pts


T4, W1, S4, I2, A1, 6+ Armour Save (3 Tribal Orc Crew)
T5, W1, S0, A0, I0, No Save (Tribal Orc Ballista), Artillery,
Tribal Orcs hit on a 4+ by Default in CC and are -1 to Armour
Saves in CC, Rivalry, Tribal Orc Crew Hits on 4+ by Default
in Shooting, Piercing Bolt- 3 Crew (Heavy, ‘48’, S5 -2 to
Armour Saves, 1 shot, Deals 4 Hits to unit if it hits)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Rodents, Provincial Empire,
Dead Egyptians, Hungry Dead and Traitors).
Hungry Steppe Norker with Sword and Shield: 3.5pts
T3, W1, S3, I2, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Steppe Norker Rivalry (Roll a D6 at the start of each
of your Player turns. On a 1 they must pass a CCR roll. On a
2-5 they are hungry enough to behave normally. On a 6, they
gain +1 to Hit in Close Combat for the rest of the battle.
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Steppe Norkers, Rodents,
Provincial Empire, Dead Egyptians, Hungry Dead and
Traitors).

Red Death Cultist with Flail and Shield: 8pts


T3, W1, S4, I3, A1, 4+ Numb Save, Hits on a 2+ by Default
(+1 Bonus to Hit) and -1 to Armour Saves, Crazed,
Dauntless, +2 Bonus to Hit in CC (included above), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above), +1 to CCR Rolls, Counts as a ‘Gore’
unit and as ‘Chaotic’
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Brawler Ogres & Clumsy
Giants, Tribals, Rodents, Dead Egyptians, Hungry Dead and
Traitors).
Cleansing Knight with Spear and Shield: 9pts
T3, W1, S3, I4, A1, 4+ Armour Save, Hits on a 3+ by Default,
Hates Chaotics: Ranked Daimon, Rodent, Traitor, Nomad
Cloven, Dominator Dwarf and Corrupt Elf units of all kinds,
including any unit with ‘Mutant’ in its title and Death Vultures
and Bliss Daimon, Illusion Daimon, Disease Daimon, Gore
Daimon and Rodent Daimon units: Crazed and Gains +1 to
CCR Rolls and +1 to Hit against Chaotics, Dauntless, I6
against Cavalry and I5 against Flyers
(Hired by the following armies ONLY: Ducal Camelot, Imperial
Mercenaries, Mercenary Colonists, Grim Dwarfs, Marine Elves,
Coastal Elves, Jungle Reptiles, Brawler Ogres & Clumsy
Giants, Provincial Empire and Nature Elves).

‘Crusher’ Alter Orc with Twin Axes: 11pts


T4, W1, S4, I2, A2, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -1 to Armour Saves, Naturally Superior
(If in a Close Combat against an enemy unit or units alongside
a friendly Tribals unit or Steppe Norker unit, Alter Orcs can
make a CCR roll separately. If the ‘inferior’ Tribals or Norkers
flee, the Alter Orcs are not moved), Healthy Rivalry (Does
not suffer Rivalry against other Alter Orc units unless they
are outnumbered by them by 2:1, e.g. a unit of 20 Tribal Alter
Orcs tests for Rivalry against a unit of 40 Tribal Alter Orcs),
Dauntless, Juggernaut Vanguard (Tribals units which
suffer from ‘Rivalry’ add +1 to their ‘Rivalry’ rolls)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Rodents, Provincial Empire,
Dead Egyptians, Hungry Dead and Traitors).
‘Crusher’ Alter Orc with 2H Axe: 11pts
T4, W1, S6, I0, A1, 5+ Armour Save, Rivalry, Hits on a 3+
by Default in CC, -3 to Armour Saves, Naturally Superior,
Healthy Rivalry, Dauntless, Juggernaut Vanguard
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Rodents, Provincial Empire,
Dead Egyptians, Hungry Dead and Traitors).

Doomed Skeleton Halberdier with Shield: 7pts


T3, W1, S4, I2, A1, 4+ Armour Save, Hits on a 5+ by Default
in CC, Shaky, Brainless if no Summoner within ‘12’,
Dauntless, I3 against Cavalry and Flyers, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Grim Dwarfs, Marine Elves,
Coastal Elves, Jungle Reptiles, Brawler Ogres & Clumsy
Giants, Tribals, Rodents, Provincial Empire, Dead Egyptians,
Hungry Dead and Traitors).
Imperial Dwarf with Twin Pistols & Shield: 14pts
T4, W1, S4, I2, A2, 4+ Armour Save, Hits on a 3+ by Default
in CC and Shooting, Diehards, Armed with Twin Pistols
(Auto, ‘6’, S4, -1 to Armour Saves, 2 Shots, Also used in Close
Combat), Hates Dominator Dwarf units AND Tribals, Steppe
Norkers, Green Horde and any ‘Kobold’ units (Crazed, and
Gains +1 to CCR Rolls and +1 to Hit against these
units/armies), Reflex Shots (S4 -2 to Armour Saves, 2
Shots, Hits on 4+ by Default)
(Hired by the following armies ONLY: Ducal Camelot, Imperial
Mercenaries, Mercenary Colonists, Grim Dwarfs, Jungle
Reptiles, Brawler Ogres & Clumsy Giants, Provincial Empire
and Dead Egyptians). They can be hired by Marine Elves,
Coastal Elves and Nature Elves but they are Crazed and will
attack their units, given the opportunity
Coastal Elf Guard with Spear and Shield: 10pts
T3, W1, S3, I7, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, I9 against Cavalry and I8 against Flyers, Master
Sailors (Moves at Double speed (rounding up) through the
Sea if on a Raft/Ship, Moves ‘6’ if swimming through the Sea,
Elven Speed: When Running (Shooting Phase or Victory
Run), Marine Elf and Coastal Elf units can Run D6 + ’2’
(Hired by the following armies ONLY: Marine Elves and
Coastal Elves. They can be hired by Lazy Halflings but
Halflings Hate this unit, they are Crazed and will attack this
Coastal Elf unit, given the opportunity)

Man-Orc Hireling with Club and Shield: 6.5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, (Hired by the following armies ONLY: Corrupt Elves,
Imperial Mercenaries, Mercenary Colonists, Jungle Reptiles,
Brawler Ogres & Clumsy Giants, Tribals, Rodents, Provincial
Empire, Dead Egyptians, Hungry Dead and Traitors).

Tribal Kobold Guard with Sword and Shield: 4pts


T3, W1, S3, I2, A1, 4+ Armour Save, Hits on a 5+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Kobold Wars (Re-rolls misses against ALL ‘Kobold’ units)
(Hired by the following armies ONLY: Corrupt Elves, Imperial
Mercenaries, Mercenary Colonists, Jungle Reptiles, Brawler
Ogres & Clumsy Giants, Tribals, Rodents, Provincial Empire,
Dead Egyptians, Hungry Dead and Traitors).

Tribal Orc with Halberd, Shield & Crossbow: 12.5pts


T4, W1, S4, I2, A1, 5+ Armour Save, Rivalry, Hits on a 4+
by Default in CC and Shooting, I3 against Cavalry and Flyers,
-1 to Armour Saves, Reflex Shots (S4) on a 5+ to Hit by
Default, Armed with Crossbow (Heavy, ‘30’, S4, -1 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default)

‘War Dog’ Mercenary with Sword: 3pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
‘War Dog’ Mercenary with Sword and Shield: 4pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default

‘War Dog’ Mercenary with Twin Scimitars: 4pts


T3, W1, S3, I4, A2, 6+ Armour Save, Hits on a 5+ by Default

‘War Dog’ Mercenary with Spear: 4pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
I6 against Cavalry, I5 against Flyers

‘War Dog’ Mercenary with Halberd: 5pts


T3, W1, S4, I3, A1, No Save, Hits on a 4+ by Default in CC,
I4 against Cavalry and Flyers, -1 to Armour Saves

‘War Dog’ Mercenary with Black Powder Pistol: 5pts


T3, W1, S4, I3, A1, No Save, Hits on a 4+ by Default in CC,
Hits on a 4+ by Default in Shooting, Reflex Shots (S4, Hits
on a 5+ by Default), Armed with Black Powder Pistol (Auto,
‘6’, S4, 1 Shot, -1 to Armour Saves, Also used in Close Combat
with -2 to Armour Saves)

‘Cimmerian’ Barbarian with Sword: 5pts


T3, W1, S4, I3, A1, No Save, Hits on a 4+ by Default, Re-rolls
misses in Close Combat, -1 to Armour Saves

‘Cimmerian’ Barbarian with 2H Axe: 7pts


T3, W1, S5, I2, A1, No Save, Hits on a 4+ by Default, -3 to
Armour Saves

‘Cimmerian’ Barbarian with Flail: 6pts


T3, W1, S5, I3, A1, No Save, Hits on a 4+ by Default, -2 to
Armour Saves

‘Cimmerian’ Barbarian with Spear and Shield: 7pts


T3, W1, S4, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, I6 against Cavalry, I5 against Flyers, -1 to Armour
Saves, S5 against Cavalry
‘Cimmerian’ Barbarian with Axe and Shield: 6pts
T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by Default,
Re-rolls misses in Close Combat, -1 to Armour Saves and -2
to Numb Saves

‘Cimmerian’ Barbarian Composite Bow: 7pts


T3, W1, S4, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Reflex Shots (S3) on a 5+ to Hit by Default,
Armed with Composite Bow (Auto, ‘24’, S3), -1 to Armour
Saves in Close Combat

Halfling Food Taster with Blade: 2.5pts


T2, W1, S2, I5, A1, No Save, Slow, Hits on a 4+ by Default
in CC

Halfling Food Taster with Blade and Shield: 3pts


T2, W1, S2, I5, A1, 6+ Armour Save, Slow, Hits on a 4+ by
Default in CC

Halfling Food Taster with Spear: 3pts


T2, W1, S2, I6, A1, No Save, Slow, Hits on a 4+ by Default
in CC, I8 against Cavalry and I7 against Flyers

Halfling Food Taster with 2H Blade: 4.5pts


T2, W1, S3, I4, A1, No Save, Slow, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC

Halfling Food Taster with Throwing Knife: 3.5pts


T2, W1, S2, I5, A1, No Save, Slow, Hits on a 4+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with
Throwing Knife (Auto, ‘6’, S3, Thrown into Close Combat
when Charging so counts towards Wounds in Close Combat),
Reflex Shots (S3, Hits on 4+ by Default, counts towards
Wounds in Close Combat)

Drunken Halfling Food Taster with Blade: 4.5pts


T2, W1, S2, I5, A1, 5+ Numb Save, Slow, Hits on a 4+ by
Default in CC
Greedy Dwarf with Axe and Shield: 11pts
T4, W1, S3, I2, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, Slow, -2 to Numb Saves

Greedy Dwarf with 2H Axe: 10pts


T4, W1, S4, I1, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, Slow, -2 to Armour Saves

Greedy Dwarf with Spear and Shield: 10pts


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, I5 against Cavalry, I4 against Flyers

Greedy Dwarf with Halberd: 10pts


T4, W1, S4, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, Slow, I3 against Cavalry and Flyers, -1 to
Armour Saves in CC

Greedy Dwarf with Crossbow: 11pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Hits on a 4+ by Default in Shooting, Reflex Shots (S4,
Hits on a 5+ by Default), Armed with Crossbow (Heavy, ‘30’,
S4 and -1 to Armour Saves), Diehards, Slow

Greedy Dwarf Berserker with Axe: 6pts


T4, W1, S3, I2, A2, 6+ Numb Save, Hits on a 2+ by Default
in CC (includes +1 to Hit Bonus), +1 to Wound in Close
Combat (1 still fails), Slaughter Them! (Deals 2 automatic
Hits when they win a Close Combat, rather than 1 automatic
Hit under the Crush Them! Rules), +1 to Saves (included
above), Slow, Crazed

Greedy Dwarf with Pistol: 8pts


T4, W1, S4, I2, A2, 4+ Armour Save, Hits on a 3+ by Default
in CC, Diehards, Armed with Pistol (Auto, ‘6’, S4 and -1 to
Armour Saves, 1 Shot, Also used in Close Combat), Reflex
Shots (S4 -2 to Armour Saves, 1 Shot, Hits on 5+ by
Default), Hits on a 4+ by Default in Shooting
Exiled Temple Elf with Twin Blades: 9pts
T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Hits on a 3+ by
Default in CC (includes +1 to Hit Bonus), +1 to Wound in
Close Combat (1 still fails), Slaughter Them!, +1 to Saves
(included above)

Death Dancer Elf Acrobat with Twin Swords: 19pts


Moves ‘9’- T3, W1, S3, I6, A4, 6+ Numb Save, Hits on a 2+
by Default in CC (+1 to Hit Bonus), +2 to Wound in Close
Combat (1 still fails), Crazed, Slaughter Them!, +1 to
Saves (included above)
Hungry Halfling HERO Units:
(Up to 25% of your Army Cost)
Limit of 1 Hungry Halfling Food Wagon
Limit of 1 unit of Hungry Halfling Food Wagon Guards
No Limit on Hungry Sheep Dogs
Limit of 3 Hungry Halfling Scouts
No Limit on Hungry Halfling Mages (Battle Abilities)
No Limit on Hungry Halfling Cooks with Kitchen Knives
No Limit on Hungry Halfling Cooks with Frying Pans

Hungry Halfling Food Wagon: 80pts, Moves ‘9’


T5, W5, S5, I2, A3, 5+ Armour Save, Weak against Spears,
What About Second Breakfast?! If a Hungry Halfling Food
Wagon is left in Close Combat with the enemy, it will be
captured. All Hungry Halfling units on the battlefield become
Crazed and Always Scores 10 at least on CCR Rolls,
preferring to attack the unit/s which have captured the Food
Wagon), Pulled by Giant Ox which is S5 -2 to Armour Saves
I2 A3 and Hits on a 4+ by Default in CC, Crewed by 2 Hungry
Halfling Cooks who are S3 I5 A2 in total in CC and Hit on a
4+ in CC, Also Crewed by Hungry Halfling Chef who is S4 I6
A2 -1 to Armour Saves and Hits on a 3+ in CC, Master Chefs
(Hungry Halfling units within ‘6’ of the Food Wagon can re-roll
misses in Close Combat)

Hungry Halfling Food Wagon Guard with Cleaver: 7pts


T2, W1, S5, I0, A1, 6+ Armour Save, Slow, Hits on a 4+ by
Default in CC and -2 to Armour Saves, Food for Thought
(Gains +1 to CCR rolls while guarding the Food Wagon

Hungry Sheep Dog: 5pts, Moves ‘9’


T2, W1, S2, I5, A1, No Save, Hits on a 5+ by Default in CC,
Charges ‘9’, Get Flocked! (If they join a unit of War Sheep
or Battle Ram Cavalry, they allow the unit to become
Diehards)
Hungry Halfling Scout with Blade: 15pts
Moves ‘9’- T2, W1, S2, I10, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Light Footed (+’1’ to Run and Victory Run
Moves, Enemy units suffer -1 to Hit against them in Shooting
and Reflex Shots)

Hungry Halfling Mage (Battle): 51pts, Energy = 10 or 3D6


T3, W1, S2, I5, A1, No Save, Hits on a 5+ by Default in CC,
Slow, Magical Attacks, Can Rest and recover 1 Energy by
not Moving or doing anything for a whole Turn, Hungry
Halfling Mages can pool their Energy together though
(represented by dice or tokens). Each Hungry Halfling Mage
has 1 Battle Ability each, See page 8 – 18 of Army Men-
Exodus for Battle Abilities

Hungry Halfling Cook with Kitchen Knife: 8pts


T3, W1, S2, I5, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and -1 to Armour Saves, Going to Pot (5+ Armour
Save cannot be modified unless the attack Ignores Armour
Saves)

Hungry Halfling Cook with Frying Pan: 10pts


T3, W1, S2, I5, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and -1 to Armour Saves, Going to Pot, Knuckle
Smash (Enemy units can only have 6+ Armour Saves at the
most against a unit wielding Frying Pans)
Hungry Halfling Contingent:
Limit of 1 unit of Hungry Halfling Great Eagle Riders
Limit of 1 unit of Hungry Halfling Giant Swan Riders
Limit of 1 unit of Hungry Halfling Battle Ram Riders
No Limit on Hungry Halfling War Sheep Riders
No Limit on Hungry Halfling Goat Riders with Bows
No Limit on Hungry Halfling Goat Riders with Spears
No Limit on Hungry Halfling Goat Riders with Bows & Spears
Limit of 3 Crazed Halfling Cooks per Food Wagon Guard unit
Limit of 1 unit of Hungry Halfling Wives with Meat Cleavers
Limit of 1 unit of Hungry Halfling Wives with Twin Rolling Pins
Limit of 1 unit of Hungry Halfling Wives with 2H Barrels
Limit of 1 unit of Hungry Halfling Farmers w/ Swords & Shields
No Limit on Hungry Halfling Gatherers w/ Spears & Shields
No Limit on Hungry Halfling Poachers with Shields
No Limit on Hungry Halfling Militia with Blades
No Limit on Hungry Halfling Militia with Blades & Shields
No Limit on Hungry Halfling Militia with Spears
No Limit on Hungry Halfling Militia with Spears & Shields
No Limit on Hungry Halfling Militia with Bows
No Limit on Hungry Halfling Militia with Bows & Shields
No Limit on Hungry Halfling Militia with Slings
No Limit on Hungry Halfling Militia with Slings & Shields
Limit of 1 Hungry Halfling Weald Giant per 1000pts in army
No Limit on Hungry Halfling Dinner Catapults (25% of Army*)
No Limit on Hungry Halfling Sheep ‘Shearers’ (25% of Army*)
No Limit on Hungry Halfling Ram ‘Reapers’ (25% of Army
Cost*)

Woodsmen:
Hungry Halfling units can move through Woods without
penalty
Hungry Great Eagle Rider: 87pts, Moves ‘10’
T4, W4, S5, I5, A2, 4+ Dodge Save, Flyer (Can Move up to
‘24’), -2 to Armour Saves, Hits on a 2+ by Default in CC (+2
to Hit Bonus), Weak against Spears, Hungry Halfling Rider
is equipped with Spear and Shield and S3 I6 A1 in Close
Combat, Hits on a 4+ by Default in CC, Hungry Halfling Rider
is S4 -1 to Armour Saves on Charge

Hungry Halfling Giant Swan Rider: 20pts, Moves ‘10’


T4, W1, S2, I5, A1, 5+ Dodge Save, Hits on a 5+ by Default
in CC, Flyer (Can Move up to ‘24’), Hit and Run (Can Run
after they Shoot), High Flyers (+1 to Hit in Shooting against
any unit with ‘Flyer’ or ‘Flyers’ rule), Giant Swan is S3 I5 A1
and Hits on a 3+ by Default in CC, Armed with Composite
Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on 4+ by
Default), Hits on 3+ by Default in Shooting

Hungry Halfling Battle Ram Rider: 15.5pts


Moves ‘9’- T4, W1, S2, I5, A1, 3+ Armour Save, Cavalry,
Battle Ram is S4 I3 A1 and -1 to Armour Saves and Hits on
3+ by Default, Hungry Halfling Rider is equipped with Spear
and Shield and S3 I5 A1 in Close Combat, Hits on a 4+ by
Default in CC, Hungry Halfling Rider is S4 -1 to Armour Saves
on Charge

Hungry Halfling War Sheep Rider: 10.5pts


Moves ‘9’- T3, W1, S2, I5, A1, 4+ Armour Save, Hits on a 5+
by Default in CC, Cavalry, Sheepish (-1 to CCR rolls), Armed
with Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3,
Hits on 4+ by Default), Hits on a 3+ by Default in Shooting
Hungry Halfling Goat Rider with Bow: 9.5pts
Moves ‘12’- T4, W1, S2, I5, A1, 4+ Dodge Save, Hits on a 5+
by Default in CC, Cavalry, Climb Every Mountain (Moves
over all terrain features, including Movement Blocking
Terrain, without penalty), Goat is S3 I3 A1 and Hits on 4+ by
Default, Armed with Short Bow (Auto, ‘16’, S3), Reflex
Shots (S3, Hits on 4+ by Default), Hits on 3+ by Default in
Shooting

Hungry Halfling Goat Rider with Spear: 9.5pts


Moves ‘12’- T4, W1, S2, I5, A1, 4+ Dodge Save, Hits on a 5+
by Default in CC, Cavalry, Climb Every Mountain (Moves
over all terrain features, including Movement Blocking
Terrain, without penalty), Goat is S3 I3 A1 and Hits on 4+ by
Default, S3 on Charge

Hungry Halfling Goat Rider with Bow & Spear: 10.5pts


Moves ‘12’- T4, W1, S2, I5, A1, 4+ Dodge Save, Hits on a 5+
by Default in CC, Cavalry, Climb Every Mountain (Moves
over all terrain features, including Movement Blocking
Terrain, without penalty), Goat is S3 I3 A1 and Hits on 4+ by
Default, Armed with Short Bow (Auto, ‘16’, S3), Reflex
Shots (S3, Hits on 4+ by Default), Hits on 3+ by Default in
Shooting, S3 on Charge
Crazed Halfling Cook: 90pts for 3
Limit of 3 Per Hungry Halfling Food Wagon Guard unit

T2, W1, S5, I0, A0, 5+ Dodge Save, Kitchen’s Closed! The
3 Crazed Halfling Cooks are released from their Hungry
Halfling Food Wagon Guard unit when an enemy unit
approaches within ‘8’ at any time, even when Charging or if
Charged by an enemy unit, and each Crazed Cook deals D6
S5 hits which Ignore Armour and Numb Saves.

After these hits are dealt, the 3 Crazed Halfling Cooks


continue to move in the direction they were pushed, at a
randomly determined distance of 2D6 per turn. If they roll a
double on the 2D6 after being released (e.g. 2 and 2 or 4 and
4) they are exhausted and collapse, they are removed. They
can be targeted by Shooting and the enemy unit can split their
fire between Crazed Cooks on the field as they see fit. If they
contact another enemy unit, they will deal their D6 S5 hits as
above and cannot be Charged, and Reflex Shots (Grenades
can be used as Reflex Shots) will hit them on a 6 only without
exception. If a Crazed Halfling Cook ever contacts a static
terrain piece such as a Wood, Building or over an Obstacle
like a Hedge or a Wall, they will damage it before being
removed (D6 S5 Hits).

Hungry Halfling Wife with Meat Cleaver: 8pts


T3, W1, S2, I5, A2, No Save, Hits on a 4+ by Default in CC
and -1 to Armour Saves, Hell Hath No Fury! (If any male
Halfling models die within ‘8’ of this unit, they become
Crazed, Dauntless and become A4, A6 on Charge), Hung
Out To Dry (+2 to CCR rolls for this unit)

Hungry Halfling Wife with Twin Rolling Pins: 8pts


T3, W1, S2, I5, A2, No Save, Hits on a 4+ by Default in CC,
Hell Hath No Fury! (If any male Halfling models die within
‘8’ of this unit, they become Crazed, Dauntless and become
A4, A6 on Charge), Hung Out To Dry (+2 to CCR rolls for
this unit)
Hungry Halfling Wife with 2H Barrel: 7pts
T3, W1, S4, I0, A1, No Save, Hits on a 4+ by Default in CC
and –1 to Armour Saves, Hell Hath No Fury! (If any male
Halfling models die within ‘8’ of this unit, they become
Crazed, Dauntless and become A2, A4 on Charge), Hung
Out To Dry

Hungry Halfling Farmer with Sword & Shield: 5.5pts


T2, W1, S2, I6, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC, Fencers (Re-rolls misses in CC), Piggy Back Ride
(Can Attack within ‘3’ of friendly models in CC)

Hungry Halfling Gatherer with Spear & Shield: 3.5pts


T2, W1, S2, I6, A1, 5+ Armour Save, Hits on a 5+ by Default
in CC, Piggy Back Ride, S3 against Cavalry

Hungry Halfling Poacher with Shield: 6pts, Moves ‘9’


T2, W1, S2, I5, A1, 4+ Dodge Save, Hits on a 5+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
4+ by Default)

Hungry Halfling Militia with Blade: 3.5pts


T2, W1, S2, I5, A1, No Save, Hits on a 5+ by Default in CC

Hungry Halfling Militia with Blade & Shield: 4pts


T2, W1, S2, I5, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC

Hungry Halfling Militia with Spear: 4pts


T2, W1, S2, I6, A1, No Save, Hits on a 5+ by Default in CC,
S3 against Cavalry

Hungry Halfling Militia with Spear & Shield: 4.5pts


T2, W1, S2, I6, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, S3 against Cavalry
Hungry Halfling Militia with Bow: 4pts
T2, W1, S2, I5, A1, No Save, Hits on a 5+ by Default in CC,
Hits on 3+ by Default in Shooting, Armed with Short Bow
(Auto, ‘16’, S3), Reflex Shots (S3, Hits on 4+ by Default)

Hungry Halfling Militia with Bow & Shield: 4.5pts


T2, W1, S2, I5, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with Short
Bow (Auto, ‘16’, S3), Reflex Shots (S3, Hits on 4+ by
Default)

Hungry Halfling with Sling: 4pts


T2, W1, S2, I5, A1, No Save, Hits on a 5+ by Default in CC,
Hits on 3+ by Default in Shooting, Armed with Sling (Auto,
‘18’, S3, 2 shots if ‘9’ or less), Reflex Shots (S3, Hits on a
5+ by Default, 2 Shots)

Hungry Halfling with Sling & Shield: 4.5pts


T2, W1, S2, I5, A1, 6+ Armour Save, Hits on a 5+ by Default
in CC, Hits on 3+ by Default in Shooting, Armed with Sling
(Auto, ‘18’, S3, 2 shots if ‘9’ or less), Reflex Shots (S3, Hits
on a 5+ by Default, 2 Shots)
Hungry Weald Giant: 280pts, Moves ‘9’
T7, W6, S6, I2, A4, 5+ Armour Save, Hits on a 2+ by Default
in CC (+3 Bonus to Hit), Diehards, -5 to Armour Saves in
CC, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Weak Against
Fire (Fire Attacks deal 2 Wounds if unsaved to Weald
Giants), Hates Tribals (Crazed and Always Scores 10 at
least on CCR Rolls against this army), 4+ Cover Save in
Woods, Can move through Woods without penalty, 2 Hungry
Halflings who are hanging on to the Hungry Weald Giant are
S2 I5 A2 in total and Hit on a 5+ by Default in CC

Hungry Halfling Dinner Catapult: 50pts


-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T7, W3, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores
Armour Saves. Pick a unit, guess a range and the ‘2’ blast will
land at that range. See page 18 for ‘Firing a Catapult’,
Artillery, S5 at Centre of ‘2’ blast template), Halfling Crew
Hit on a 4+ by Default in Close Combat
Hungry Halfling Sheep ‘Shearer’: 70pts, Moves ‘9’
T6, W3, S6, I0, A0, 6+ Armour Save, The Two Halfling Riders
are S2, I5, A2 in total, they Hit on a 5+ by Default in CC, Run
Amok! (If ‘Stampede’ is cast on a Sheep ‘Shearer’ unit, they
become Crazed, the Crew cannot attack or Shoot in any way
and the Sheep ‘Shearer’ moves directly forward until
destroyed, such as running into Movement Blocking Terrain
or leaving the battlefield), Sheep ‘Shearer’ deals 2D6 S6 I8 -
3 to Armour Saves Hits on Charge, Pulled by 2 War Sheep
who Hit on a 4+ by Default in CC and are S3 I3 A2 in total in
CC

Hungry Halfling Ram ‘Reaper’: 110pts, Moves ‘9’


T7, W4, S7, I0, A0, 3+ Armour Save, The Three Halfling
Riders are S2, I5, A3 in total, they Hit on a 5+ by Default in
CC, Run Amok! (If ‘Stampede’ is cast on a Ram ‘Reaper’ unit,
they become Crazed, the Crew cannot attack or Shoot in any
way and the Ram ‘Reaper’ moves directly forward until
destroyed, such as running into Movement Blocking Terrain
or leaving the battlefield), Sheep ‘Shearer’ deals 2D6 S7 I8 -
4 to Armour Saves Hits on Charge, Pulled by 4 Battle Rams
who Hit on a 3+ by Default in CC and are S4 I3 A4 in total in
CC and -1 to Armour Saves, Armed with Composite Bows
(Auto, ‘24’, S3, 3 Shots due to 3 Halfling Riders), Reflex
Shots (S3, 3 Shots due to 3 Halfling Riders, Hits on 4+ by
Default), Hits on 3+ in Shooting by Default
Hungry Halfling Host Units:
(Up to 25% of your Army Cost)
No Limit on Hungry Baby Dragons
No Limit on Hungry Pegasi
No Limit on Hungry Great Eagles
No Limit on Hungry Giant Swans
No Limit on Poultry Swarm Units

Hungry Baby Dragon: 200pts, Moves ‘10’


T5, W5, S6, I7, A5, 6+ Armour Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in CC, Flyer (Can Move up to ‘24’),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)

Hungry Pegasus: 50pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Cavalry, -1 to Armour Saves, Flyer (Can Move up to
‘24’’)

Hungry Great Eagle: 75pts, Moves ‘10’


T4, W3, S5, I5, A2, No Save, Flyer (Can Move up to ‘24’), -2
to Armour Saves, Hits on a 2+ by Default in CC (+2 to Hit
Bonus), Weak against Spears

Hungry Giant Swan: 16pts, Moves ‘10’


T3, W1, S3, I5, A1, No Save, Hits on a 3+ by Default in CC,
Flyer (Can Move up to ‘24’)

Poultry Swarm (Host): 50pts


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Chicken Run (+’1’ to Run and
Victory Run Moves and Can move through Woods and
barricades without penalty but not through Movement
Blocking Terrain)
Nature Elf Kindred:
No Limit on Kindred Forest Floor Swarms
No Limit on Kindred Forest Canopy Swarms
No Limit on Kindred Rangers with Falcons
No Limit on Kindred Assassin Archers
No Limit on Kindred Beast Tamers with Whips
Limit of 6 Kindred Wild Hogs per Beast Tamer
Limit of 6 Kindred Bears per Beast Tamer
Limit of 6 Kindred Wild Cats per Beast Tamer
Limit of 6 Kindred Hunting Dogs per Beast Tamer
No Limit on Kindred Bear Chariots (Up to 25% of Army Cost)
No Limit on Kindred Ballistae (Up to 25% of Army Cost)

Elves of the Forest:


Kindred units can move through Woods without penalty

Elven Speed: When Running (Shooting Phase or Victory


Run), Kindred units can Run D6 + ’2’

Kindred Forest Floor Swarm: 100pts, Moves ‘12’


T2, W5, S3, I5, A4, 6+ Dodge Save, Hits on a 4+ by Default
in Close Combat Immune to ‘Stronger Than’ rule, Dauntless,
Suffers double Wounds from attacks with a Blast (usually ‘2’
or ‘5’ but could also come from exploding Terrain), Gets +1
to their Cover Save when in Cover, 4+ Cover Save in Woods

Kindred Forest Canopy Swarm: 130pts, Moves ‘12’


T2, W5, S3, I5, A12, 5+ Dodge Save, Hits on a 4+ by Default
in Close Combat Immune to ‘Stronger Than’ rule, Flyers (Can
Move up to ‘18’), Dauntless, Suffers double Wounds from
attacks with a Blast (usually ‘2’ or ‘5’ but could also come from
exploding Terrain), Gets +1 to their Cover Save when in
Cover, 4+ Cover Save in Woods
Kindred Ranger with Falcon: 13pts
T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 3+ by Default
in CC, Armed with Falcon (Auto, ‘24’, S3), Falcons are S3 I5
A1 in Close Combat and Hit on a 2+ by Default, Reflex Shots
(S3 Falcon), Bird Call (Falcons Hit automatically in Shooting
and Reflex Shots), 4+ Cover Save in Woods

Kindred Ranger with Elven Longbow: 16pts


T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 3+ by Default
in CC and Shooting, Armed with Falcon (Auto, ‘24’, S3),
Falcons are S3 I5 A1 in Close Combat and Hit on a 2+ by
Default, Reflex Shots (S3 Falcon), Bird Call (Falcons Hit
automatically in Shooting and Reflex Shots), Also Armed with
Elven Longbow (Auto, ‘36’, S3, -1 to Armour Saves), 4+
Cover Save in Woods

Kindred Assassin Archer: 19pts


T3, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 2+ by Default
in CC, Hits on a 2+ by Default in Shooting (+1 Bonus to Hit),
Reflex Shots (S3, Hits on a 2+ by Default), Armed with
Elven Longbow (Auto, ‘36’, S3, -1 to Armour Saves), 4+
Cover Save in Woods, Forester Traps (If this unit remains
stationary in a forest in their Movement Phase, they can set
Traps. If any enemy unit enters the trapped forest, roll a D6
for each model. On a 6, it suffers a S4 hit that Ignores Armour
Saves), Forest Assassins (+1 to Wound against any HERO
unit)
Kindred Beast Tamer with Whip: 13pts
T4, W1, S4, I6, A2, No Save, Hits on a 3+ by Default and -1
to Armour Saves, 4+ Cover Save in Woods, The Beast
Unleashed (If all Beast Tamers in a unit of Boars, Bears, Wild
Cats or Hunting Dogs are slain, the tamed creatures gain
Crazed, Dauntless and Double Attacks (A1 = A2, on Charge
A1+1 = A2, A2 x 2 = A4 on Charge), Armed with Whip (Can
Attack within ‘3’ of friendly models in Close Combat), Keeps
pace with Kindred Boars, Bears, Wild Cats and Hunting Dogs
in all Movement,
Call of the Wild (If all Kindred Boars, Bears, Wild Cats and
Hunting Dogs in a unit are slain, the remaining Beast Tamer/s
become Crazed, Dauntless, A4 and A6 on Charge)

Kindred Wild Hog: 10pts, Moves ‘9’


T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Cavalry, Boorish (Suffers -1 to CCR rolls), Tusker
Charge (S5 -2 to Armour Saves on Charge ONLY)

Kindred Bear: 30pts


T5, W2, S5, I3, A2, No Save, Hits on a 4+ by Default in CC
and -2 to Armour Saves in CC, Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears

Kindred Wild Cat: 12pts, Moves ‘9’


T3, W1, S4, I4, A2, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, Cavalry

Kindred Hunting Dog: 12pts, Moves ‘9’


T4, W1, S3, I4, A2, No Save, Hits on a 3+ by Default in CC,
Cavalry, Hunting Dogs have ‘Bite Attacks’
Kindred Bear Chariot: 200pts, Moves ‘9’
T5, W6, S5, I3, A4, 4+ Armour Save, Pulled by 2 Kindred
Bears which deal D6+1 I8 S7 -4 to Armour Save Impact Hits
on Charge ONLY, The 2 Kindred Bears combined are S5 I3 -2
to Armour Saves A4 in Close Combat AND the 2 Kindred Crew
are S3 I6 A2 in total and Armed with Javelins (Auto, ‘8’, S3,
Thrown into Close Combat so counts towards Wounds in Close
Combat), Reflex Shots (S3, 2 Shots due to 2 Crew, Hits on
4+ by Default), Cavalry, Kindred Bears hit on a 4+ by Default
in CC and Kindred Crew hit on a 3+ by Default in Close
Combat and Shooting, Run Amok! (If ‘Stampede’ is cast on
a Kindred Bear Chariot unit, they become Crazed, the Crew
cannot attack or Shoot in any way and the Bears move
directly forward until destroyed or they leave the battlefield)

Kindred Ballista with 2 Crew: 100pts


T3, W1, S3, I6, A1, 5+ Dodge Save (2 Kindred Crew)
T7, W3, S0, A0, I0, 5+ Dodge Save (Kindred Ballista),
Artillery, Nature Elves hit on a 3+ by Default in CC and
Shooting, Natural Camouflage (5+ Dodge Save included
above), Armed with Ballista (Heavy, ‘48’, S5 Ignores Armour
Saves, 1 shot, Deals 4 Wounds if unsaved)
Nordic Raider Saga HERO Units:
(Up to 25% of your Army Cost)
No Limit on Nordic Shamans (Elemental Abilities)

Nordic Shaman (Elemental): 61pts, Energy = 10 or 3D6


T4, W1, S3, I4, A1, No Save, Hits on a 3+ by Default in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Nordic Shamans
can pool their Energy together though (represented by dice
or tokens). Each Nordic Shaman has 1 Elemental Ability each,
See page 19 to 27 of Army Men- Exodus for Elemental
Abilities, Terrific Smell (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific),
Inspired Hatred: Nordic Shamans can join Nordic Raider
Saga infantry units and grant them the Crazed rule, Always
Scores 10 at least on CCR Rolls and re-rolls misses in Close
Combat
Nordic Raider Saga:
Limit of 1 unit of Nordic Huscarls with Swords and Shields
Limit of 1 unit of Nordic Shapeshifters (Weres) with Claws
No Limit on Nordic Valkyries with Swords and Shields
No Limit on Nordic Valkyries with 2H Blades and Shields
No Limit on Nordic Valkyries with Composite Bows & Shields
No Limit on Nordic Bondsmen with Axes
No Limit on Nordic Bondsmen with Axes and Shields
No Limit on Nordic Bondsmen with Spears
No Limit on Nordic Bondsmen with Spears and Shields
No Limit on Nordic Bondsmen with Twin Axes
No Limit on Nordic Bondsmen with 2H Axes
No Limit on Nordic Thralls with Blades
No Limit on Nordic Thralls with Blades & Shields
No Limit on Nordic Thralls with Spears
No Limit on Nordic Thralls with Spears & Shields
No Limit on Nordic Thralls with Slings
No Limit on Nordic Thralls with Slings & Shields
No Limit on Nordic Thralls with Javelins
No Limit on Nordic Thralls with Javelins & Shields
No Limit on Nordic Thralls with Composite Bows
No Limit on Nordic Thralls with Composite Bows & Shields
Limit of 2 Mighty Weres per unit of Huscarls, Valkyrie and
Bondsmen
Limit of 2 Nordic Berserkers per unit of Huscarls, Valkyrie
and Bondsmen
Limit of 1 unit of Nordic Hunters with Composite Bows
Limit of 1 unit of Nordic Hunters w/ Composite Bows &
Shields
Limit of 1 unit of Nordic Hunters with Spears
Limit of 1 unit of Nordic Hunters with Spears & Shields
No Limit on Nordic Beastmasters with Whips and Shields
No Limit on Nordic Beastmasters with Twin Axes
Limit of 6 Nordic Snow Trolls per Nordic Beastmaster
Limit of 6 Giant Nordic Wolves per Nordic Beastmaster
Limit of 6 Nordic Bears per Nordic Beastmaster
No Limit on Nordic Dwarfs with Blades and Shields
No Limit on Heavy Nordic Dwarfs with Blades and Shields
No Limit on Nordic Dwarfs with 2H Axes
No Limit on Heavy Nordic Dwarfs with 2H Axes
No Limit on Nordic Dwarfs with Spears and Shields
No Limit on Heavy Nordic Dwarfs with Spears and Shields
No Limit on Nordic Dwarfs with Crossbows & Shields
No Limit on Heavy Nordic Dwarfs with Crossbows & Shields
No Limit on Nordic Giants with Big Clubs
No Limit on Nordic Ogres with Clubs
No Limit on Nordic Ogres with Clubs and Axes
No Limit on Nordic Ogres with 2H Clubs
No Limit on Nordic Ogres with Halberds

Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each and
+1 Initiative as is normal for a Charge as they launch a
counter-attack.

Nordic Huscarl with Sword and Shield: 12pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 2+ by Default
in CC and -1 to Armour Saves, Counter-Charge, Norse
Shield Wall: Nordic Raider Saga Infantry units with Shields
can form a Shield Wall at the beginning of their Movement
Phase, which grants +2 to Armour Saves. In Close Combat,
they have a 6+ Dodge Save due to their Norse Shield Wall

Nordic Shapeshifter (Were) with Claws: 7pts


Moves ‘9’- T4, W2, S4, I4, A6, No Save, Hits on a 3+ by
Default in CC, Crazed, Dauntless, A8 on Charge ONLY,
Blends In (Can be hidden within Nordic Raider Saga infantry
units and released once the enemy is within ‘12’), Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless: Dauntless or Terrific), -2 to Armour Saves in Close
Combat (in total)
Nordic Valkyrie with Sword and Shield: 10pts
T3, W1, S3, I5, A1, 5+ Armour Save, 6+ Dodge Save, Hits on
a 3+ by Default in CC, Counter-Charge, Norse Shield Wall,
Shield Maidens: Ignores Movement penalties for all Terrain,
6+ Dodge Save at all times due to Shields

Nordic Valkyrie with 2H Blade and Shield: 12pts


T3, W1, S5, I0, A1, 5+ Armour Save, 6+ Dodge Save, Hits on
a 3+ by Default in CC and -2 to Armour Saves in CC, Norse
Shield Wall, Shield Maidens, Counter-Charge

Nordic Valkyrie with Composite Bow and Shield: 11pts


T3, W1, S3, I5, A1, 5+ Armour Save, 6+ Dodge Save, Hits on
a 3+ by Default in CC, Counter-Charge, Norse Shield Wall,
Shield Maidens, Hits on a 4+ by Default in Shooting, Armed
with Composite Bow (Auto, ‘24’, S3), Reflex Shots (Hits on
a 5+ by Default)

Nordic Bondsman with Axe: 7pts


T3, W1, S3, I3, A1, No Save, Hits on a 3+ by Default in CC

Nordic Bondsman with Axe and Shield: 8pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Norse Shield Wall

Nordic Bondsman with Spear: 8pts


T3, W1, S3, I4, A1, No Save, Hits on a 3+ by Default in CC,
S4 and -1 to Armour Saves against Cavalry

Nordic Bondsman with Spear and Shield: 9pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, S4 and -1 to Armour Saves against Cavalry, Norse
Shield Wall

Nordic Bondsman with Twin Axes: 8pts


T3, W1, S3, I3, A2, No Save, Hits on a 3+ by Default in CC
Nordic Bondsman with 2H Axe: 9pts
T3, W1, S5, I0, A1, No Save, Hits on a 3+ by Default in CC
and -2 to Armour Saves

Nordic Thrall with Blade: 4pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC

Nordic Thrall with Blade and Shield: 4.5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Norse Shield Wall

Nordic Thrall with Spear: 4.5pts


T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
S4 and -1 to Armour Saves against Cavalry

Nordic Thrall with Spear and Shield: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC, Norse Shield Wall, S4 and -1 to Armour Saves against
Cavalry

Nordic Thrall with Sling: 4.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Sling (Auto, ‘18’, S3, 2 shots if ‘9’
or less), Reflex Shots (S3, Hits on a 5+ by Default, 2 Shots)

Nordic Thrall with Sling and Shield: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Sling (Auto, ‘18’, S3, 2 shots
if ‘9’ or less), Reflex Shots (S3, Hits on a 5+ by Default, 2
Shots), Norse Shield Wall

Nordic Thrall with Javelin: 4.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Javelin (Auto, ‘8’, S3), Reflex
Shots (S3, Hits on a 5+ by Default)
Nordic Thrall with Javelin and Shield: 5pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Javelin (Auto, ‘8’, S3),
Reflex Shots (S3, Hits on a 5+ by Default), Norse Shield
Wall

Nordic Thrall with Composite Bow: 5.5pts


T3, W1, S3, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Composite Bow (Auto, ‘24’, S3),
Reflex Shots (S3, Hits on a 5+ by Default)

Nordic Thrall with Composite Bow and Shield: 5.5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on a 5+ by Default), Norse Shield
Wall

Mighty Were with Claws: 33pts


Moves ‘9’- T4, W2, S4, I5, A10, No Save, Hits on a 2+ by
Default in CC (+1 Bonus to Hit), Crazed, Dauntless, A12 on
Charge ONLY, Blends In (Can be hidden within Nordic Raider
Saga infantry units and released once the enemy is within
‘12’), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), -2 to Armour
Saves in Close Combat (in total)

Nordic Berserker with Axe: 35pts


Moves ‘2D6’- T3, W1, S4, I10, D6+4 Attacks, No Save, Hits
on a 2+ by Default in CC and -1 to Armour Saves, Crazed,
Dauntless, Blends In (Can be hidden within Nordic Raider
Saga infantry units and released once the enemy is within
‘12’), Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), Whirlwind of
Death (Enemy units Hit Berserkers on a 6 by Default in
Shooting, Reflex Shots and Close Combat)
Nordic Berserker with Axe and Shield: 36pts
Moves ‘2D6’- T3, W1, S4, I10, D6+4 Attacks, 6+ Armour
Save, Hits on a 2+ by Default in CC and -1 to Armour Saves,
Crazed, Dauntless, Blends In, Terrific, Whirlwind of
Death, Norse Shield Wall

Nordic Berserker with Twin Axes: 36pts


Moves ‘2D6’- T3, W1, S4, I10, D6+5 Attacks, No Save, Hits
on a 2+ by Default in CC and -1 to Armour Saves, Crazed,
Dauntless, A12 on Charge ONLY, Blends In, Terrific,
Whirlwind of Death

Nordic Berserker with 2H Axe: 37pts


Moves ‘2D6’- T3, W1, S6, I5, D6+4 Attacks, No Save, Hits on
a 2+ by Default in CC and -3 to Armour Saves, Crazed,
Dauntless, Blends In, Terrific, Whirlwind of Death,
Norse Shield Wall

Nordic Hunter with Composite Bow: 9pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Bow (Auto, ‘16’,
S3), Reflex Shots (S3, Hits on a 4+ by Default)

Nordic Hunter with Composite Bow & Shield: 10pts


Moves ‘9’- T3, W1, S3, I3, A1, 5+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Bow (Auto, ‘16’,
S3), Reflex Shots (S3, Hits on a 4+ by Default)

Nordic Hunter with Spear: 10pts


Moves ‘9’- T3, W1, S3, I4, A1, 6+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Bow (Auto, ‘16’,
S3), Reflex Shots (S3, Hits on a 4+ by Default), S4 and -1
to Armour Saves against Cavalry
Nordic Hunter with Spear & Shield: 11pts
Moves ‘9’- T3, W1, S3, I4, A1, 5+ Dodge Save, Hits on a 3+
by Default in CC and Shooting, Armed with Bow (Auto, ‘16’,
S3), Reflex Shots (S3, Hits on a 4+ by Default), S4 and -1
to Armour Saves against Cavalry

Nordic Beastmaster with Whip and Shield: 11pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Norse Shield Wall, Armed with Whips (Can Attack
within ‘3’ of friendly models in Close Combat), Keeps pace
with Nordic Snow Trolls, Giant Nordic Wolves and Nordic
Bears in all Movement

Nordic Beastmaster with Twin Blades: 12pts


T3, W1, S3, I3, A2, 6+ Armour Save, Hits on a 3+ by Default
in CC, Keeps pace with Nordic Snow Trolls, Giant Nordic
Wolves and Nordic Bears in all Movement
Nordic Snow Troll: 83pts, Move ‘9’
T4, W3, S5, I2, A6, 4+ Numb Save, Hits on a 4+ by Default
in CC, -3 to Armour Saves in CC, A8 on Charge, Brainless
(Roll a 2D6 at the start of each of your Player turns for this
unit, on an 8+ they are Being Brainless. If there are no Nordic
Beastmasters attached to the Snow Trolls unit, they will are
Being Brainless on a 5+ instead. If in Close Combat half of
the models stop fighting but odd models will fight on a 4+ in
your Close Combat phase; if NOT in Close Combat roll a D6,
on a 4+ they just stand there. On a 1-3 they Move forward ‘4’
and will Charge ANYTHING in the way, including friendly and
enemy units and terrain. While Being Brainless, they are
Dauntless), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific), Acid
Reflux (Instead of Attacking, Snow Trolls can Spew Acid,
dealing a S5 Hit which Ignores Armour Saves), Weak
Against Fire (Fire Attacks are S5 against Snow Trolls and
they Ignore their Numb Saves), Crazed, Dauntless

Giant Nordic Wolf: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Hits on a 3+ by Default in CC,
Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire Attacks
(must make CCR roll if damaged by Fire Attacks of any kind
or approaches within ‘4’ of a Burning Building)

Nordic Bear: 30pts


T5, W2, S5, I3, A2, No Save, Hits on a 4+ by Default in CC, -
2 to Armour Saves in CC, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears
Nordic Dwarfs (all units with ‘Nordic’ & ‘Dwarf’ in title):
Hates Marine Elves, Coastal Elves, Corrupt Elves, Elven Navy,
Elven Pirates, Nature Elves or Fay Elves AND Tribals, Steppe
Norkers, Green Horde and any ‘Kobold’ units (Crazed, Always
Scores 10 at least on CCR Rolls against these armies, Norse
Dwarf ONLY re-rolls misses in Close Combat)

Nordic Dwarf with Blade and Shield: 9pts


T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, Norse Shield Wall

Heavy Nordic Dwarf with Blade and Shield: 9pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, Norse Shield Wall

Nordic Dwarf with 2H Axe and Shield: 11pts


T4, W1, S5, I0, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, -2 to Armour Saves in CC, Norse
Shield Wall

Heavy Nordic Dwarf with 2H Axe and Shield: 14pts


T4, W1, S5, I0, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, -2 to Armour Saves in CC, Norse
Shield Wall

Nordic Dwarf with Spear and Shield: 10pts


T4, W1, S3, I3, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, S4 and -1 to Armour Saves against
Cavalry, Norse Shield Wall

Heavy Nordic Dwarf with Spear and Shield: 13pts


T4, W1, S3, I3, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, S4 and -1 to Armour Saves against
Cavalry, Norse Shield Wall
Nordic Dwarf with Crossbow and Shield: 11pts
T4, W1, S3, I2, A1, 6+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, Hits on a 4+ by Default in Shooting,
Armed with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves),
Reflex Shots (S4, Hits on a 5+ by Default), Norse Shield
Wall

Heavy Nordic Dwarf with Crossbow and Shield: 14pts


T4, W1, S3, I2, A1, 4+ Armour Save, Hits on a 3+ by Default
in CC, Slow, Diehards, Hits on a 4+ by Default in Shooting,
Armed with Crossbow (Heavy, ‘30’, S4, -1 to Armour Saves),
Reflex Shots (S4, Hits on a 5+ by Default), Norse Shield
Wall

Nordic Giant: 200pts, Moves ‘9’


T6, W6, S7, I3, A2D6*, No Save, *Deals 2D6 S7 Hits in CC
which are -4 to Armour Saves, Timber! (If beaten OR killed
in Close Combat: roll a D6, on a 6 it falls over on the unit and
will drop a ‘5’ Blast, any model which is hit must pass a
Toughness test or be fatally squashed, e.g. a T3 model would
pass on a 3 or less), Nordic Giant is armed with Big Club (-4
to Armour Saves in Close Combat, Can Choose to Deal D6
Wounds instead of Attacking in CC), Big Rock (Auto, Deals
D6 S5 -2 to Armour Save Hits), Reflex Shots (Big Rock),
Weak against Spears, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terribly
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless)

Nordic Ogre with Club: 42pts, Moves ‘9’


T5, W3, S4, I3, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC, Terrific (Enemy units suffer
-1 to Hit against them in Close Combat unless: Dauntless or
Terrific)

Nordic Ogre with Club and Axe: 43pts, Moves ‘9’


T5, W3, S4, I3, A3, 6+ Armour Save, Hits on a 4+ by Default
in CC, -1 to Armour Saves in CC, Terrific
Nordic Ogre with 2H Club: 44pts, Moves ‘9’
T5, W3, S6, I0, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -3 to Armour Saves in CC, Terrific (Enemy units suffer
-1 to Hit against them in Close Combat unless: Dauntless or
Terrific)

Nordic Ogre with Halberd: 44pts, Moves ‘9’


T5, W3, S5, I3, A2, 6+ Armour Save, Hits on a 4+ by Default
in CC, -2 to Armour Saves in CC, Terrific (Enemy units suffer
-1 to Hit against them in Close Combat unless: Dauntless or
Terrific)

Nordic Raider Saga Allied Units:


None (They are too proud to rely on others for aid)
Nordic Saga Host Units:
(Up to 25% of your Army Cost)
No Limit on Nordic Frost Dragons
No Limit on ‘Great’ Nordic Frost Dragons
No Limit on ‘Emperor’ Nordic Frost Dragons
No Limit on Nordic Chimerae
No Limit on Nordic Cockatrices
No Limit on Gigantic Spiders
No Limit on Nordic Griffons
No Limit on Nordic Hippogriffs
No Limit on Nordic Hydras
No Limit on Nordic Manticores
No Limit on Nordic Wyverns
No Limit on Nordic Giant Scorpions
No Limit on Nordic Dire Wolves
No Limit on Swarm Units- 100pts each (Rats, Frogs, Lizards,
Bats, Serpents, Spiders, Scorpions)
No Limit on Nordic War Mammoths
No Limit on Nordic War Mammoth Battle Towers
No Limit on Norse Dwarf War Mammoth Battle Towers

Warped Beyond Imagination: The following Nordic Saga


Host Units have Magical Attacks (Chimera, Cockatrice,
Griffon, Hippogriff, Hydra, Manticore and Wyverns)

Nordic Frost Dragon: 450pts, Moves ‘10’


T6, W7, S6, I8, A7, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)
‘Great’ Nordic Frost Dragon: 600pts, Moves ‘10’
T7, W8, S7, I7, A8, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific, Weak against Spears, Dragon
Bite (Deals 3 Wounds if unsaved, ‘Bite Attacks’)

‘Emperor’ Nordic Frost Dragon: 750pts, Moves ‘10’


T8, W9, S8, I9, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+3 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific, Weak against Spears, Dragon
Bite (Deals 3 Wounds if unsaved, ‘Bite Attacks’), Diehards

Nordic Chimera: 250pts, Moves ‘10’


T6, W6, S7, I4, A6, No Save, Hits on a 2+ by Default in CC, -
8 to Armour Saves in CC, Venomous Attacks (The 1st Attack
ONLY counts as a S9 Poisoned ‘Bite’ Attack, which is against
S9 units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls) Flyer (Must Move ‘6’ to
‘24’), Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terribly Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless), Weak against Spears, Breathes Fire (Auto, ‘9’
Teardrop Template, S4, Fire Attacks, -1 to Armour Saves)
Nordic Cockatrice: 150pts, Moves ‘10’
T4, W2, S4, I4, A3, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, Stone Gaze (Target an enemy
model within ‘8’ in the Magic Phase, roll D6 against your
opponent, if you win then the model is turned to Stone and
slain. You can represent it with a stone statue if you wish)
Flyer (Must Move ‘6’ to ‘18’), Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears

Nordic Gigantic Spider: 50pts


Moves ‘9’- T4, W4, S5, I1, A2, No Save, Hits on a 4+ by
Default in CC, -3 to Armour Saves in CC, Cavalry, Climbers
(Moves through all terrain features, including Movement
Blocking Terrain, without penalty), Venomous Attacks
(Attacks with S5 Poisoned ‘Bite Attacks’, that are S5 against
units that are alive and NOT Immune to Poison, so not Hungry
Dead unless Starving Ghouls), Terrific (Enemy units suffer -
1 to Hit against them in Close Combat unless: Dauntless or
Terrific), Dauntless BUT Afraid of Fire Attacks (must make
CCR roll if damaged by Fire Attacks of any kind or
approaches within ‘4’ of a Burning Building)

Nordic Griffon: 150pts, Moves ‘10’


T5, W5, S6, I7, A4, No Save, Hits on a 2+ by Default in CC, -
6 to Armour Saves in CC, The 1st Attack ONLY counts as a
‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless), Weak against
Spears
Nordic Hippogriff: 145pts, Moves ‘10’
T5, W5, S6, I6, A3, No Save, Hits on a 2+ by Default in CC
(+3 Bonus to Hit), -6 to Armour Saves in CC, The 1st Attack
ONLY counts as a ‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’),
Big ‘Un (Enemy units get +1 to Hit against this unit in
Shooting and Reflex Shots), Terribly Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless), Weak against Spears

Nordic Hydra: 225pts, Moves ‘9’


T6, W7, S5, I4, A5, 5+ Armour Save, Has ‘Bite Attacks’, Hits
on 4+ by Default and -5 to Armour Saves in Close Combat,
Breathes Fire (Auto, ‘18’, S8, Deals 2D6 S4 -1 to Armour
Saves Hits, S5 against units Weak Against Fire Attacks), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terribly Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless), Weak against Spears,

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Hydra unit, roll a D6 for each slain Hydra.
On a 4-6 the Hydra Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they can’t
Rejuvenate
Nordic Manticore: 200pts, Moves ‘10’
T7, W5, S7, I4, A4, No Save, Hits on a 2+ by Default in CC
(+1 Bonus to Hit), -7 to Armour Saves in CC, Poisonous
Attacks (The 1st Attack ONLY counts as a Poisoned ‘Tail’
Attack, S9 against units that are alive and NOT Immune to
Poison, so not Hungry Dead unless Starving Ghouls), Flyer
(Must Move ‘6’ to ‘24’), Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terribly
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless), Weak against Spears

Nordic Wyvern: 180pts, Moves ‘10’


T6, W4, S5, I4, A3, 4+ Armour Save, Legendary Hunter:
Any unsaved Wounds dealt in Close Combat deals 4 unsaved
Wounds Flyer (Must Move ‘8’ to ’32), -5 to Armour Saves,
Hits on a 2+ by Default in CC, Weak against Spears, Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terribly Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless)
Nordic Giant Scorpion: 50pts
T6, W4, S5, I4, A3, 4+ Armour Save, Dauntless, Afraid of
Fire Attacks (must make CCR roll if damaged by Fire Attacks
of any kind), Hits on a 2+ by Default in CC, -3 to Armour
Saves, Scuttles (Can move through Woods, Sand, Bush,
Scrub and Rocky Ground without penalty), Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific, Pincer Movement (If All Attacks Hit in
Close Combat, they are resolved at S10 -7 to Armour Saves)

Nordic Dire Wolf: 95pts


Moves ‘12’- T4, W3, S5, I7, A4, No Save, Hits on a 4+ by
Default in CC, -2 to Armour Saves, Cavalry, Terrific (Enemy
units suffer a -1 to Hit against them penalty in Close Combat
unless: Dauntless or Terrific), Nordic Dire Wolves have ‘Bite
Attacks’, Ferocious in Death: Deals 1 S4 Hit at -1 to Armour
Saves for each Nordic Dire Wolf that is killed in Close Combat
or through CCR results (if in Close Combat)

Rat Swarm (Host): 100pts, Move ‘9’


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Endless Tide (Can move through
Woods and barricades without penalty but not through
Movement Blocking Terrain)

Frog Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Expert Swimmers (Can move through water
features like Rivers, Swamps, Ponds, Lakes without penalty),
Endless Tide

Lizard Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Poor Swimmers (Cannot cross
water features), Endless Tide
Bat Swarm (Host): 100pts, Moves ‘10’
T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Flyer (Must Move ‘0’ to ‘12’), Endless Tide

Serpent Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Dauntless, Slow, Hits on a 4+
by Default in CC, Venomous Attacks (S4 Poisonous ‘Bite
Attacks’, which are S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Swimmers (Can cross water features up to ‘1’
wide), Critters, Endless Tide

Spider Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Ignores Armour Saves,
Dauntless, Hits on a 4+ by Default in CC, Critters,
Swimmers (Can cross water features up to ‘1’ wide),
Venomous Attacks (S4 Poisonous ‘Bite Attacks’, which are S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls, Endless Tide

Scorpion Swarm (Host): 100pts


T2, W5, S3, I1, A5, 6+ Armour Save, Dauntless, Hits on a
4+ by Default in CC, Critters, Venomous Attacks (S4
Poisonous ‘Bite Attacks’, which are S4 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Endless Tide
Nordic War Mammoth: 200pts, Moves ‘9’
T6, W6, S7, I1, A3, 4+ Armour Save, Timber! (If beaten OR
killed in Close Combat: roll a D6, on a 6 it falls over on the
unit and will drop a ‘5’ Blast dealing S7 -4 to Armour hits on
the unit which had beaten/killed it), Big ‘Un (Enemy units get
+1 to Hit against this unit in Shooting and Reflex Shots),
Terribly Terrific (Enemy units suffer -1 to Hit against them
in Close Combat unless: Dauntless), Nordic Rider is Armed
with Spear and Shield (S3, I4, A1, Hits on a 3+ by Default in
CC, S4 -1 to Armour Saves on Charge), Run Amok! (If
‘Stampede’ is cast on a Mammoth unit, they become Crazed,
the Crew cannot attack or Shoot in any way and the Mammoth
moves directly forward until destroyed or leaving the
battlefield), War Mammoth deals D6 S7 I8 -4 to Armour Saves
Hits on Charge, War Mammoth Hits on a 4+ by Default in CC,
Terror of Horses (Any enemy Cavalry unit which is
mounted on Horses or Warhorses suffer -1 to CCR Rolls
against a War Mammoth unit)

Nordic War Mammoth Battle Tower: 320pts, Moves ‘9’


T6, W11, S7, I1, A3, 3+ Armour Save, Timber! (If beaten OR
killed in Close Combat: roll a D6, on a 6 it falls over on the
unit and will drop a ‘5’ Blast dealing S7 -4 to Armour hits on
the unit which had beaten/killed it), Big ‘Un (Enemy units get
+1 to Hit against this unit in Shooting and Reflex Shots),
Terribly Terrific, 10 Nordic Riders are Armed with 2H Axes
(S5, I0, A10 in total, they Hit on a 3+ by Default in CC, -2 to
Armour Saves in CC), Run Amok!, Terror of Horses
Norse Dwarf War Mammoth Battle Tower: 258pts
Moves ‘9’- T6, W11, S7, I1, A3, 3+ Armour Save, Timber! (If
beaten OR killed in Close Combat: roll a D6, on a 6 it falls
over on the unit and will drop a ‘5’ Blast dealing S7 -4 to
Armour hits on the unit which had beaten/killed it), Big ‘Un
(Enemy units get +1 to Hit against this unit in Shooting and
Reflex Shots), Terribly Terrific, 4 Norse Dwarf Riders are
Armed with Blades and Shields (S3, I2, A4 in total, they Hit
on a 3+ by Default in CC), Run Amok!, Terror of Horses,
Diehards, Armed with Mobile Ballista (Auto, ‘48’, S5 -2 to
Armour Saves, 1 shot, Deals 4 Hits to unit if it hits), Due to
Norse Dwarf Rider, this unit Hates Marine Elves, Coastal
Elves, Corrupt Elves, Elven Navy, Elven Pirates, Nature Elves
or Fay Elves AND Tribals, Steppe Norkers, Green Horde and
any ‘Kobold’ units (Crazed, Always Scores 10 at least on CCR
Rolls against these armies, Norse Dwarf ONLY re-rolls misses
in Close Combat)
Steppe Cossack HERO Units:
(Up to 25% of your Army Cost)
No Limit on Steppe Cossack Mages (Elemental Abilities)
Limit of 1 Yaga Chicken-Legged Hut

Steppe Cossack Mage (Elemental): 56pts


Energy = 10 or 3D6- T4, W1, S3, I4, A1, No Save, Hits on a
4+ by Default in CC, Magical Attacks, Can Rest and recover
1 Energy by not Moving or doing anything for a whole Turn,
Steppe Cossack Mages can pool their Energy together though
(represented by dice or tokens). Each Steppe Cossack Mage
has 1 Elemental Ability each, See page 19 to 27 of Army Men-
Exodus for Elemental Abilities

Yaga Chicken Legged Hut: 150pts, Moves ‘9’


T7, W4, S6, I3, A3, No Save, Hits on a 2+ by Default in CC
and -3 to Armour Saves, Weak Against Spears, Dauntless,
Deals D6 I8 S7 -4 to Armour Saves Hits on Charge
Steppe Cossack Contingent:
Limit of 1 unit of Steppe Zapho Knights with 2H Blades
Limit of 1 unit of Steppe Zapho Knights with Lances & Shields
No Limit on Steppe Polish Winged Lancers
Limit of 1 unit of ‘Bear Scout’ Riders with Composite Bows
Limit of 1 unit of ‘Bear Scout’ Riders with 2H Blades
Limit of 1 unit of Steppe Cossack Bear Riders with Lances
No Limit on Steppe Druzhina with Swords
No Limit on Steppe Druzhina Lancers
No Limit on Steppe Druzhina with Twin Pistols
No Limit on Mounted Steppe Huns with Scimitars
No Limit on Mounted Steppe Huns with Scimitars & Shields
Limit of 1 unit of Mounted Steppe Cossacks w/ Composite
Bows
Limit of 1 unit of Mounted Steppe Cossacks w/ Shields
Limit of 1 unit of Mounted Steppe Cossacks w/ Spears
Limit of 1 unit of Mounted Steppe Cossacks w/ Spears &
Shields
No Limit on Steppe Horse Archers with Shields
Limit of 1 unit of Kremlin Royal Guards with Halberds
No Limit on Steppe Siberian Hunters with Composite Bows
No Limit on Steppe Siberian Hunters with Throwing Axes
Limit of 1 unit of Steppe Siberian Beast Tamers with Whips
Limit of 1 unit of Steppe Siberian Beast Tamers with Spears
Limit of 6 Steppe Giant Wolves per Siberian Beast Tamer
Limit of 6 Steppe Bears per Siberian Beast Tamer
No Limit on Steppe Cossack Archers
No Limit on Steppe Cossack Archers with Shields
No Limit on Steppe Cossack Archers with Spears
No Limit on Steppe Cossack Archers with Spears and Shields
Limit of 1 unit of Russian Strelets with Handguns & Halberds
Limit of 1 unit of Armoured Russian Strelets with Handguns
and Halberds
No Limit on Steppe Cannons (*up to 25% of Army Cost)
No Limit on Immobile Steppe Mortars (*)
Steppe Zapho Knight with Lance: 39pts, Moves ‘9’
T4, W1, S4, I4, A1, 2+ Armour Save, Cavalry, S6 and -3 to
Armour Saves on the Charge ONLY, Hits on a 3+ by Default

Steppe Zapho Knight with 2H Blade: 39pts, Moves ‘9’


T4, W1, S6, I0, A1, 2+ Armour Save, Cavalry, S6 and -3 to
Armour Saves, Hits on a 3+ by Default

Steppe Polish Winged Lancer: 30pts, Moves ‘9’


T4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Hits on a 3+
by Default in CC and S5 and -2 to Armour Saves on the
Charge ONLY, Screeching Charge (Enemy units who are not
Dauntless must pass a CCR roll if Charged by a unit of Steppe
Polish Winged Lancers)

Bear Scout Rider with Composite Bow: 31pts, Moves ‘9’


T4, W1, S3, I3, A1, 4+ Dodge Save, Cavalry, Hits on a 3+
by Default in CC, Hits on a 4+ by Default in Shooting, Armed
with Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3,
Hits on a 5+ by Default)

Bear Scout Rider with 2H Blade: 31pts, Moves ‘9’


T4, W1, S5, I0, A1, 4+ Dodge Save, Cavalry, Hits on a 3+
by Default in CC and -2 to Armour Saves, Hits on a 4+ by
Default in Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on a 5+ by Default)

Steppe Cossack Bear Rider with Lance & Shield: 46pts


T5, W3, S4, I4, A1, 3+ Armour Save, Cavalry, Weak
against Fire, Bear Rider is S6 -2 to Armour Saves on Charge,
Bear is S5 I4 A2 and -2 to Armour Saves, Rider is S4 -1 to
Armour Saves when NOT Charging, Bear and Rider Hit on a
3+ by Default in CC, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific)
Steppe Druzhina with Sword: 14pts
Move ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry

Steppe Druzhina Lancer: 22pts


Move ‘9’- T4, W1, S3, I3, A1, 3+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, S5 -2 to Armour Saves on Charge

Steppe Druzhina with Twin Pistols: 22pts


Move ‘9’- T4, W1, S3, I3, A2, 5+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Cavalry, Armed with Twin
Pistols (Auto, ‘6’, S4, -2 to Armour Saves, 2 Shots, Also used
in Close Combat)

Mounted Steppe Hun with Scimitar: 14pts


Move ‘9’- T4, W1, S3, I4, A2, 6+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, Crazed, Dauntless, A4 on Charge

Mounted Steppe Hun with Scimitar & Shield: 15pts


Move ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, Crazed, Dauntless, A4 on Charge

Mounted Steppe Cossack with Composite Bow: 18pts


Moves ‘9’- T4, W1, S3, I3, A1, 5+ Dodge Save, Cavalry, Hits
on a 4+ by Default in CC and Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
a 5+ by Default), Hates Chaotics: Ranked Daimon, Rodent,
Traitor, Nomad Cloven, Dominator Dwarf and Corrupt Elf units
of all kinds, including any unit with ‘Mutant’ in its title and
Death Vultures and any army with ‘Daimon in its title
(Crazed, Always Scores 10 at least on CCR Rolls against
Chaotics).

Mounted Steppe Cossack with Shield: 20pts


Moves ‘9’- T4, W1, S3, I3, A1, 4+ Dodge Save, Cavalry, Hits
on a 4+ by Default in CC and Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
a 5+ by Default), Hates Chaotics
Mounted Steppe Cossack with Spear: 20pts
Moves ‘9’- T4, W1, S3, I3, A1, 5+ Dodge Save, Cavalry, Hits
on a 4+ by Default in CC and Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
a 5+ by Default), S4 and -1 to Armour Saves on Charge,
Hates Chaotics

Mounted Steppe Cossack with Spear & Shield: 22pts


Moves ‘9’- T4, W1, S3, I3, A1, 4+ Dodge Save, Cavalry, Hits
on a 4+ by Default in CC and Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
a 5+ by Default), S4 and -1 to Armour Saves on Charge,
Hates Chaotics

Steppe Horse Archer with Shield: 16pts


Moves ‘9’- T4, W1, S3, I3, A1, 5+ Dodge Save, Cavalry, Hits
on a 4+ by Default in CC and Shooting, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3, Hits on
a 5+ by Default)

Kremlin Royal Guard with Halberd: 12pts


T3, W1, S5, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, -2 to Armour Saves

Steppe Siberian Hunter with Composite Bow: 11pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 3+ by Default in Shooting, Armed
with Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3,
Hits on a 4+ by Default)

Steppe Siberian Hunter with Throwing Axes: 12pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Hits on a 4+
by Default in CC, Hits on a 3+ by Default in Shooting, Armed
with Throwing Axes (Auto, ‘4’, S4, -1 to Armour Saves),
Reflex Shots (S3, Hits on a 4+ by Default)
Steppe Siberian Beast Hunter with Whip: 9pts
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC, Keeps pace with Steppe Giant Wolves and
Steppe Bears in all Movement, Armed with Whip (Can Attack
within ‘3’ of friendly models in CC)

Steppe Siberian Beast Hunter with Spear: 9pts


Moves ‘9’- T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+
by Default in CC, Keeps pace with Steppe Giant Wolves and
Steppe Bears in all Movement, S4 and -1 to Armour Saves
against Cavalry

Giant Steppe Wolf: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Hits on a 3+ by Default in CC,
Cavalry, ‘Bite Attacks’, Crazed, Afraid of Fire Attacks
(must make CCR roll if damaged by Fire Attacks of any kind
or approaches within ‘4’ of a Burning Building)

Steppe Bear: 30pts


T5, W2, S5, I3, A2, No Save, Hits on a 3+ by Default in CC, -
2 to Armour Saves in CC, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears

Steppe Cossack Archer: 9pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+
by Default in CC and Shooting, Armed with Composite Bow
(Auto, ‘24’, S3), Reflex Shots (S3, Hits on a 5+ by Default)

Steppe Cossack Archer with Shield: 10pts


T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on a 5+ by Default)
Steppe Cossack Archer with Spear: 10pts
T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on a 5+ by Default), S4 -1 to
Armour Saves against Cavalry

Steppe Cossack Archer with Spear and Shield: 11pts


T3, W1, S3, I4, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC and Shooting, Armed with Composite Bow (Auto, ‘24’,
S3), Reflex Shots (S3, Hits on a 5+ by Default), S4 -1 to
Armour Saves against Cavalry

Russian Strelet with Handgun & Halberd: 10pts


T3, W1, S4, I3, A1, No Save, Hits on a 4+ by Default in CC
and Shooting, Armed with Hand Gun (Auto, ‘24’, S4, -2 to
Armour Saves), Reflex Shots (S4, Hits on a 5+ by Default),
-1 to Armour Saves in CC

Armoured Russian Strelet with Handgun & Halberd:


12pts - T3, W1, S4, I3, A1, 6+ Armour Save, Hits on a 4+ by
Default in CC and Shooting, Armed with Hand Gun (Auto,
‘24’, S4, -2 to Armour Saves), Reflex Shots (S4, Hits on a
5+ by Default), -1 to Armour Saves in CC

Steppe Cannon with 3 Crew: 119pts


T3, W1, S3, I3, A1, 6+ Armour Save (3 Steppe Artillery Crew)
T7, W3, S0, I0, A0, No Save (Steppe Cannon), Artillery,
Armed with Steppe Cannon (Heavy, ‘0’ to ‘24’, S6, -3 to
Armour Saves, Cannonball bounces D6 + ‘2’ from Guessed
Range, Each Hit deals 1 Wound) Combustible (Before firing
the Cannon, roll a D6, on a 1 there is an explosion. The Steppe
Artillery Crew each suffer a S6 -3 to Armour Saves Hit and
the Cannon is destroyed)
Immobile Steppe Mortar with 3 Crew: 100pts
T3, W1, S3, I3, A1, No Save (3 Steppe Artillery Crew)
T7, W3, S0, I0, A0, No Save (Steppe Mortar), Artillery,
Armed with Steppe Mortar (Heavy, ‘12’ to ‘48’, S7, -4 to
Armour Saves, ‘2’ Blast, Deals 3 Wounds if unsaved)
Combustible (Before firing the Mortar, roll a D6, on a 1 there
is an explosion. The Steppe Artillery Crew each suffer a S7 -4
to Armour Saves Hit and the Mortar is destroyed), Immobile
(Cannot Move, can only pivot to face its target. Crew can
Move, Run or Victory Run but must abandon the Mortar to do
so)

Steppe Cossack Allied Units:


(Up to 25% of your Army Cost)
Provincial Empire
Imperial Mercenaries
Grim Dwarfs
Marine Elves and Coastal Elves
Nature Elves
Steppe Cossack Host Units:
(Up to 25% of your Army Cost)
No Limit on Steppe Frost Dragons
No Limit on ‘Great’ Steppe Frost Dragons
No Limit on ‘Emperor’ Steppe Frost Dragons
No Limit on Great Steppe Bears
No Limit on Steppe Pegasi
No Limit on Steppe Hawks
No Limit on Steppe Hydras
No Limit on Steppe Griffons
No Limit on Steppe Wyverns
No Limit on Swarm Units- 100pts each (Rats, Frogs, Lizards,
Bats, Serpents, Spiders, Scorpions)

Warped Beyond Imagination: The following Steppe


Cossack Host Units have Magical Attacks (Griffon, Hydra
and Wyverns)

Steppe Frost Dragon: 450pts, Moves ‘10’


T6, W7, S6, I8, A7, 4+ Armour Save, Hits on a 2+ by Default
in CC (+1 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless), Weak against
Spears, Dragon Bite (Deals 3 Wounds if unsaved, ‘Bite
Attacks’)
‘Great’ Steppe Frost Dragon: 600pts, Moves ‘10’
T7, W8, S7, I7, A8, 4+ Armour Save, Hits on a 2+ by Default
in CC (+2 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific, Weak against Spears, Dragon
Bite (Deals 3 Wounds if unsaved, ‘Bite Attacks’)

‘Emperor’ Steppe Frost Dragon: 750pts, Moves ‘10’


T8, W9, S8, I9, A6, 4+ Armour Save, Hits on a 2+ by Default
in CC (+3 to Hit Bonus), -6 to Armour Saves in CC, Frost
Breath (Auto, ‘12’, Deals 2D6 Hits which automatically
Wound), Fire Attacks (S7 against units Weak Against Fire in
Close Combat) Flyer (Must Move ‘6’ to ‘32), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific, Weak against Spears, Dragon
Bite (Deals 3 Wounds if unsaved, ‘Bite Attacks’), Diehards

Great Steppe Bear: 45pts


T5, W3, S6, I4, A3, No Save, Hits on a 2+ by Default in CC, -
3 to Armour Saves in CC, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears

Steppe Pegasus: 50pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, Hits on a 4+ by Default
in CC, Cavalry, -1 to Armour Saves, Magical Attacks, Flyer
(Can Move up to ‘24’)

Steppe Hawk: 10pts, Moves ‘10’


T2, W1, S3, I6, A1, 5+ Dodge Save, Hits on a 2+ by Default
in CC, Flyer (Can Move up to ‘24’), Watching Like A Hawk
(Steppe Cossack units within ‘12’ of a unit of Steppe Hawks
gain +1 to CCR rolls), 4+ Save against Magical abilities cast
in the Magic Phase, Flying High (Enemy units suffer -1 to Hit
against this unit in Shooting and Reflex Shots)
Steppe Griffon: 150pts, Moves ‘10’
T5, W5, S6, I7, A4, No Save, Hits on a 2+ by Default in CC, -
6 to Armour Saves in CC, The 1st Attack ONLY counts as a
‘Bite Attack’. Flyer (Must Move ‘6’ to ‘24’), Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless), Weak against
Spears, Steppe Rivalry (Re-rolls misses against Nordic
Griffons)

Steppe Hydra: 225pts, Moves ‘9’


T6, W7, S5, I4, A5, 5+ Armour Save, Has ‘Bite Attacks’, Hits
on 4+ by Default and -5 to Armour Saves in Close Combat,
Breathes Fire (Auto, ‘18’, S8, Deals 2D6 S4 -1 to Armour
Saves Hits, S5 against units Weak Against Fire Attacks), Fire
Attacks (S7 against units Weak Against Fire in Close
Combat), Big ‘Un (Enemy units get +1 to Hit against this unit
in Shooting and Reflex Shots), Terribly Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless), Weak against Spears, Steppe Rivalry (Re-
rolls misses against Nordic Hydras)

Rejuvenate: When slain, turn the model around, lie it down


or place a marker on it. At the beginning of the turn for the
Player who owns the Hydra unit, roll a D6 for each slain Hydra.
On a 4-6 the Hydra Recovers all Wounds and stands back up
and functions as normal. If some Wounds were taken from
Attacks that were Fire Attacks or Poisonous (or Venomous),
they Recover on a 6 ONLY. If all Wounds were taken by Fire
Attacks, Poisonous or Venomous Attacks, they can’t
Rejuvenate
Steppe Wyvern: 180pts, Moves ‘10’
T6, W4, S5, I4, A3, 4+ Armour Save, Legendary Hunter:
Any unsaved Wounds dealt in Close Combat deals 4 unsaved
Wounds Flyer (Must Move ‘8’ to ’32), -5 to Armour Saves,
Hits on a 2+ by Default in CC, Weak against Spears, Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Steppe Rivalry (Re-rolls misses against
Nordic Wyverns), Terribly Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless)

Rat Swarm (Host): 100pts, Move ‘9’


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Endless Tide (Can move through
Woods and barricades without penalty but not through
Movement Blocking Terrain)

Frog Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Expert Swimmers (Can move through water
features like Rivers, Swamps, Ponds, Lakes without penalty),
Endless Tide

Lizard Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Critters, Poor Swimmers (Cannot cross
water features), Endless Tide

Bat Swarm (Host): 100pts, Moves ‘10’


T2, W5, S3, I1, A5, No Save, Dauntless, Hits on a 4+ by
Default in CC, Flyer (Must Move ‘0’ to ‘12’), Endless Tide
Serpent Swarm (Host): 100pts
T2, W5, S3, I1, A5, No Save, Dauntless, Slow, Hits on a 4+
by Default in CC, Venomous Attacks (S4 Poisonous ‘Bite
Attacks’, which are S4 against units that are alive and NOT
Immune to Poison, so not Hungry Dead unless Starving
Ghouls), Swimmers (Can cross water features up to ‘1’
wide), Critters, Endless Tide

Spider Swarm (Host): 100pts


T2, W5, S3, I1, A5, No Save, Ignores Armour Saves,
Dauntless, Hits on a 4+ by Default in CC, Critters,
Swimmers (Can cross water features up to ‘1’ wide),
Venomous Attacks (S4 Poisonous ‘Bite Attacks’, which are S4
against units that are alive and NOT Immune to Poison, so not
Hungry Dead unless Starving Ghouls, Endless Tide

Scorpion Swarm (Host): 100pts


T2, W5, S3, I1, A5, 6+ Armour Save, Dauntless, Hits on a
4+ by Default in CC, Critters, Venomous Attacks (S4
Poisonous ‘Bite Attacks’, which are S4 against units that are
alive and NOT Immune to Poison, so not Hungry Dead unless
Starving Ghouls), Endless Tide
Witch Hunter Warband HERO Units:
(Up to 25% of your Army Cost)
Limit of 1 Witch Hunter General with Sword & Pistol
No Limit on Witch Hunters with Swords & Pistols
No Limit on Warrior Deacons with 2H Hammers (Battle)
No Limit on Warrior Priests with Twin Hammers (Battle)

Witch Hunter General with Sword and Pistol: 130pts


T4, W3, S4, I6, A4, 4+ Dodge Save, Hits on a 2+ by Default
in CC and Shooting (+1 Bonus to Hit), Dauntless when
fighting the following armies: Traitors, any army with
‘Daimon’ in its title and Hungry Dead, Magical Attacks,
Armed with Pistol (Auto, ‘6’, S4, -2 to Armour Saves, Can
also be used in CC), Silver Bullets of the Righteous (Pistol
Deals 3 Wounds if unsaved to all units from armies that Witch
Hunters are Dauntless against)

Witch Hunter with Sword and Pistol: 85pts


T4, W2, S4, I5, A3, 4+ Dodge Save, Hits on a 2+ by Default
in CC and Shooting, Dauntless when fighting the following
armies: Traitors, any army with ‘Daimon’ in its title and
Hungry Dead, Magical Attacks, Armed with Pistol (Auto, ‘6’,
S4, -2 to Armour Saves, Can also be used in CC), Silver
Bullets of the Righteous (Pistol Deals 3 Wounds if unsaved
to all units from armies that Witch Hunters are Dauntless
against)
Warrior Deacon with 2H Hammer (Battle): 173pts
Energy = 20 or 6D6- T4, W2, S7, I0, A2, 5+ Dodge Save, Hits
on a 2+ by Default in CC and -4 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Warrior Deacons
and Warrior Priests can pool their Energy together though
(represented by dice or tokens). Each Warrior Deacon has 2
Battle Abilities each, See page 8 to 18 of Army Men- Exodus
for Battle Abilities, Anger of the Righteous (Re-rolls misses
in Close Combat), Prayerful (5+ Save against any ability cast
on them in the Magic Phase)

Warrior Priest with Twin Hammers (Battle): 106pts


Energy = 10 or 3D6- T4, W2, S4, I4, A2, 5+ Dodge Save, Hits
on a 3+ by Default in CC and -4 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Warrior Deacons
and Warrior Priests can pool their Energy together though
(represented by dice or tokens). Each Warrior Priest has 1
Battle Ability each, See page 8 to 18 of Army Men- Exodus for
Battle Abilities, Anger of the Righteous (Re-rolls misses in
Close Combat), Prayerful (5+ Save against any ability cast
on them in the Magic Phase)
Mounted Warrior Deacon with 2H Hammer (Battle):
176pts- Energy = 20 or 6D6, T4, W3, S7, I0, A2, 5+ Dodge
Save, Hits on a 2+ by Default in CC and -4 to Armour Saves
in CC, Magical Attacks, Cavalry, Can Rest and recover 1
Energy by not Moving or doing anything for a whole Turn,
Warrior Deacons and Warrior Priests can pool their Energy
together though (represented by dice or tokens). Each
Warrior Deacon has 2 Battle Abilities each, See page 8 to 18
of Army Men- Exodus for Battle Abilities, Anger of the
Righteous (Re-rolls misses in Close Combat), Prayerful (5+
Save against any ability cast on them in the Magic Phase)

Mounted Warrior Priest with Twin Hammers (Battle):


109pts- Energy = 10 or 3D6, T4, W3, S4, I4, A2, 5+ Dodge
Save, Hits on a 3+ by Default in CC and -4 to Armour Saves
in CC, Magical Attacks, Cavalry, Can Rest and recover 1
Energy by not Moving or doing anything for a whole Turn,
Warrior Deacons and Warrior Priests can pool their Energy
together though (represented by dice or tokens). Each
Warrior Priest has 1 Battle Ability each, See page 8 to 18 of
Army Men- Exodus for Battle Abilities, Anger of the
Righteous (Re-rolls misses in Close Combat), Prayerful (5+
Save against any ability cast on them in the Magic Phase)
Witch Hunter Warband Contingent:
Limit of 1 Unit of Witch Hunter Temple Knights with Lances
No Limit on Witch Hunter Acolytes with Halberds & Shields
Limit of 1 Unit of Witch Hunter Sisters with Spears

Witch Hunter Temple Knight with Lance & Shield: 39pts


Move ‘9’- T4, W1, S4, I4, A1, 2+ Armour Save, Hits on a 3+
by Default in CC, Cavalry, S6 and -3 to Armour Saves on
Charge, Righteous Witness (Dauntless when fighting the
following armies: Traitors, any army with ‘Daimon’ in its title
and Hungry Dead when accompanied by a Mounted Warrior
Deacon or Warrior Priest), Knight is S3 I4 A2 when not
Charging

Witch Hunter Acolyte with Halberd and Shield: 6pts


T3, W1, S4, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC and -1 to Armour Saves, Righteous Witness
(Dauntless when fighting the following armies: Traitors, any
army with ‘Daimon’ in its title and Hungry Dead when
accompanied by a Warrior Deacon or Warrior Priest)

Witch Hunter Sister with Spear: 11pts


T3, W1, S3, I4, A1, 6+ Dodge Save, Hits on a 3+ by Default
in CC, S4 and -1 to Armour Saves against Cavalry, Diehards,
Dauntless when fighting the following armies: Traitors, any
army with ‘Daimon’ in its title and Hungry Dead

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