Fantasy Warrior 41

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Fantasy Warrior Playtest Draft 4.1 (02/05/05) 1 FANTASY WARRIOR 1.0 INTRODUCTION 2.0 FANTASY TROOP TYPES 3.0 SEQUENCE OF PLAY 4.0 LEADERS 5.0 MAGIC 6.0 MAGIC ARTIFACTS 7.0 FLYERS AND AERIAL COMBAT (TBD) 8.0 FANTASY TERRAIN 9.0 SPECIAL RULES FANTASY WARRIOR LISTS

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Fantasyrules for Warrior

Transcript of Fantasy Warrior 41

Fantasy Warrior Rules (25 Sept

Fantasy WarriorPlaytest Draft 4.1 (02/05/05)5

FANTASY WARRIOR

1.0 INTRODUCTION

2.0 FANTASY TROOP TYPES

3.0 SEQUENCE OF PLAY

4.0 LEADERS

5.0 MAGIC

6.0 MAGIC ARTIFACTS7.0 FLYERS AND AERIAL COMBAT (TBD)

8.0 FANTASY TERRAIN

9.0 SPECIAL RULES

FANTASY WARRIOR LISTS

1.0 INTRODUCTION

References to rules in the main Warrior rulebook are designated with Wx.xx.

2.0 FANTASY TROOP TYPES

2.1 GENERAL RULES FOR FANTASY TROOP TYPES

2.11 Basing Fantasy Troop Types

Figure scale:

30mm:

25mm:

15mm:

6mm:

Frontage:

80mm

60mm

40mm

40mm Behemoth Frontage:

160mm

120mm

80mm

80mm

Separate Leader Frontage: *

40mm

30mm

20mm

20mm

Depth for:

Creatures (Cr)

50-60mm40mm

30mm

20mm

Large Creatures (LCr)

80mm

80mm

40mm

30mm

Behemoths (Be)

160mm

120mm

80mm

80mm

Separate Leaders (SL)*

30-60mm20-40mm20-30mm 10-20mm

* Recommended element sizes for SLs. See 4.2.

2.12 One Element Units (1EU). Fantasy Warrior permits the existence of units of one element. 1EU DO PAY command factor points. 1EU make maneuvers as regulars even if not regular. 1EU are units for all game purposes. Expendables are NEVER 1EU; they are one element bodies, but never units.

Behemoths are always 1EU.

LCr may be taken as 1EU.

Some spells summon 1EU to the battlefield.

2.13 Fantasy Troops and Troop State.

2.131 Fear and Unease. Fantasy Warrior introduces the term Fear as a direct replacement for the term Unease in basic Warrior. This is because players of fantasy miniatures games are more familiar with this terminology and we want to ease their transition into the Warrior game system. Fear has exactly and only the same meaning as Unease and Afraid has exactly and only the same meaning as Uneasy. The terms are fully interchangeable, and, in fact, it is totally ok with us if players begin using these terms in their historical Warrior games, especially if it helps understanding.

2.132 Normal Chariots and Elephants and Fear. In the world of Fantasy Warrior, elephants and chariots are hardly the worst thing a soldier will face in his military career. In a Fantasy Warrior game, normal chariots and elephants only cause fear (unease) out to 120p (i.e. they are Terrifying).

2.133 Fearsome, Terrifying and Monstrous. Some fantasy troop types cause fear to differing ranges and/or count as more than one cause. These effects are defined under the special abilities Fearsome, Terrifying and Monstrous. These effects work the same way as they do for chariots and elephants in basic Warrior (this includes the requirement that to cause unease they must be both unbroken and visible). Note that NO MATTER HOW MANY fantasy troop types and/or chariot or elephant bodies may be in proximity to a body of troops, the type of fear (fear-causing creatures) brought about by these abilities is only ONE cause for the purposes of determining how many different causes of fear are affecting a body at any given time.

2.134 Cohesion. Note that Fantasy Troop elements typically represent more than one such creature and suffer disorder, shaken, etc as all other troop types.

2.14 Fantasy Troops and Leaders. Leaders may join Fantasy Troop units in the same way as any other. This, in itself, does not make that leader into a fighting rider/crew figure. Some lists will permit generals to be riders/crew of fantasy troop elements. In other lists, generals may even BE fantasy troops. However, unless otherwise stated in a list or in the special rules for a specific fantasy troop type, the rules that given leaders joining a fantasy troop unit are 4.25 and W4.13.

2.2 CREATURES (MINOTAURS, OGRES, TROLLS, TREEMEN, ETC.)

Creatures (Cr) are Irregular C LHI for all rules, except:

1. They are Fearsome.

2. They are Eager unless their Eager status is cancelled according to W5.11.

3. Creatures use the HK column when defending in hand-to-hand.

4. Based one or two figures per element, but each element counts as FOUR figures for all purposes (Base: 40 points per element).5. Count as having 2HCW.

6. Upon receiving 2 CPF from support shooting, must charge unprompted or take a waver test.

2.3 LARGE CREATURES (GIANTS, TREE GIANTS, HYDRAS, ETC.)

Large Creatures (LCr) are Irregular B Elephants for all rules, except:

1. They are 1 to enemys weapon factor when shot at.

2. They are +1 weapon factor in HtH.

3. They move and are affected by terrain as LMI. They are loose order.

4. The base cost is 50 points per element before riders (crew) if any.

5. They are Terrifying.

6. They may be in a unit of one element (see 2.12).

7. They do not take a waver test when contacted by expendables.

[may no longer make impetuous charges, like elephants cannot]

2.4 BEHEMOTHS

Behemoths (Be) are Irregular B Elephants for all rules, except:

1. Are always units of one element (2.12). Note the base size of a Behemoth (2.11). They fight with 5 figure-equivalents along each of any two element frontages along their base (10 total) and count as 10 figures for CPF.

2. 2 to enemys weapon factor when shot at.

3. +2 weapon factor in HtH.

4. Move and affected by terrain as LMI. Are loose order.

5. The base cost is 100 points before riders (crew) if any.

6. They are Monstrous.7. They do not take a waver test when contacted by expendables.

[may no longer make impetuous charges, like elephants cannot]

2.5 FIGHTING MOUNTS (RIDDEN WOLVES, BOARS, BEARS, ETC.)

Are the same as the equivalent cavalry or chariot type for all rules, except:

1. The front rank (only) of fighting mounts count as fighting figures (use other cav line) in addition to their riders.

2. Fighting mounts pulling chariots: each figure pulling the chariot counts as 2 chariot horse figures when charging, counter-charging, pursuing or following-up and normally in all other cases.

3. They cost an additional 2 points per figure.

2.6 FANTASY CREATURE SHOOTING. LCr and Be may be purchased with the ability to shoot. The ability will list the number of figure equivalents and the weapon factor to use. LCr and Be may move and shoot, but may not shoot while in contact unless receiving a charge halted this bound. May otherwise support shoot if eligible and did not prep shoot. No troops count shielded to LCr/Be shooting. LCr/Be shooting is 240p range and 160p effective range. As artillery does not include the doubling of figure equivalents of shooting, even if with incendiary effect. LCr and Be shooting causes shooting fatigue. Be/LCr may treat either side edge as the front face for shooting arc if not in contact.

3.0 SEQUENCE OF PLAY

Fantasy Warrior has the same sequence of play as Warrior with the exception of a Magic Phase between the Events Phase and the Approach Phase. The Magic Phase is when Mages cast spells and counterspell. The Magic Phase is detailed in rule 5.0.

Initiative. Initiative is now determined as the first action in the Magic Phase (as opposed to the Approach Phase) and applies for the rest of that bound. A second, separate roll for initiative is NOT made in the Approach Phase as it is in basic Warrior.

4.0 LEADERS

4.1 LEADERS SUMMARY

Leaders are Generals, Heroes and Mages.

Generals are covered in the base rules.

Mages may use magic. See 5.0.

Heroes add certain combat and troop state benefits to bodies to which they are joined. See 4.3.

A unit may not benefit in any given phase from more than one joined and/or integral leader.

Leaders may combine the characteristics of more than one type above.

4.2 SEPARATE LEADERS

Leaders may be integral to an element as in W2.0 or they may be mounted singly on a separate base, known as a Separate Leader (SL).

Separate leaders may be based on any size base to allow the player to express himself creatively. Recommended base sizes are in 2.11. Separate leaders not joined to a unit are considered to be at the exact center of their base for LOS and range purposes.

Separate leaders are neither bodies of troops nor units.

Separate leaders that are destroyed by 4.23 or are in a broken unit at games end (or left the table in a broken unit) give their full point value to the opponent as VP. SLs that leave the table joined to a body that cannot return or are joined to a shaken body give half their point value to the opponent.

4.21 Separate Leaders and Command Control/Deployment

General separate leaders are set up when their command is deployed. CINC separate leaders not in a command and other separate leaders are set up when the players last command is deployed.

Separate leaders may not forced march.

Separate leaders may flank march only if a command or unit does and arrive along with that command or unit.

Non-general separate leaders are not in any command and do not have an order.

Sub- and Ally-generals upgraded to Heroes gain a +2 to the die roll to determine their character (W4.12).

4.22 Separate Leaders and Troop State

SLs do not have a troop state. They do not take waver tests.

They cannot leave a body they are joined to while the body is broken or in hand-to-hand.

If a body they are joined to is destroyed, the separate leader is also.

If a hero is joined to a body in contact with a LCr (or Be), that LCr (or Be) does not get its +1 (+2) to hand-to-hand tactical factor.

A body with a joined hero does not Fear Ch, El, Cr, LCr or Be.

4.23 Separate Leaders and Movement

With the exceptions noted below, separate leaders use the same movement rules as independent staff elements, except that only general separate leaders may use a Staff Move.

They move five march segments and never need to be prompted to march. They may begin their march move in any segment, but forfeit the segments already past. They may NOT begin or make a march move within 240p of a known enemy body.

They have a tactical move distance of 240p and may move in any direction without the use of a maneuver. They approach as mounted troops. They may not make counters. They may retire without being prompted. Separate leaders within 40p of an enemy body may retire. They move through any non-impassable terrain without penalty.

If a separate leader is contacted by an enemy body while alone, the enemy rolls a d6. On a 1-3 he is eliminated. Otherwise he is joined to the nearest unbroken friendly body.

If a separate leader is contacted by a friendly body, it may be moved out of the way (called displacing). A separate leader may only be displaced the minimum necessary to allow the body to move while not placing it closer to any enemy body within 240p (or that would become within 240p by moving the leader). A separate leader that displaces may not make any further voluntary moves that bound.

A separate leader may not leave a joined body while that body is subject to the effects of a spell that prevents the body from moving (paralysis, vines, etc.).

4.24 Separate Leaders and Combat

They do not ever count as fighting figures. They cannot be the target of a charge. See 4.23 if they are contacted by charging enemy.

A Hero confers +2 hand-to-hand tactical factor to a joined body.

A separate leader may be the target of shooting but only under the following conditions:

SLs are the last shooting priority. They are never considered the nearest target in arc if there is another target anywhere in the shooting elements arc.

An SL is shot at as if shielded LI.

If an SL takes 16 casualties from shooting, he is destroyed. Otherwise there is no effect.

4.25 Separate Leader Joined to a Body Show that a separate leader is joined by placing his element in contact with the body. This position may be shifted to accommodate nearby bodies. A separate leader may leave a body counting as having left from any face/edge. A separate leader may only join one body at a time.

A joined separate general has all the same effects as a general fighting figure (see W5.143, 5.233, 8.3, 9.43)

Separate Leaders may not join Be or LCr.

4.26 Separate Leaders and Magic

A Mage joined to a body may count as anywhere in the body for spell casting/counter-spells.

A separate leader may not be the target of a spell unless specifically permitted by the spell description.

4.3 Heroes. The following is a summary of the effects of heroes.

Sub- and Ally-generals upgraded to Heroes gain a +2 to the die roll to determine their character (W4.12). Ally generals upgraded to Heroes cannot join troops from without his command.

If a hero is joined to a body in contact with a LCr (or Be), that LCr (or Be) does not get its +1 (+2) to hand-to-hand tactical factor.

A body with a joined hero does not Fear Ch, El, Cr, LCr or Be. A body with a joined Hero containing horses or camels does not suffer disorder for being within 80p of El, LCr or Be.

A Hero confers +2 hand-to-hand tactical factor to a joined body.5.0 MAGIC

5.1 THE MAGIC PHASE

Both sides Mages cast spells (5.2) and counterspell (5.3) in the Magic Phase.

Initiative. At the start of the magic phase, each player rolls a d6. The higher rolling player has the initiative for the rest of the bound. The player with initiative casts or dispels first, then players alternate until both pass twice consecutively or all mages have cast. A player whose turn it is to cast may pass for the purposes of being able to counterspell later in the phase.

5.2 CASTING SPELLS

A Mage (wizard, warlock, priest, etc.) may cast ONE spell per bound. A Mage has 20 Spell Points (SP) with which to cast spells and counterspell. Once these SP are used, they are gone without a special ability or magic item to provide more.

The range of all spells is 240p unless otherwise noted.

The duration of a spell is until the end of the bound in which it is cast.

The target of a spell must be visible to the Mage or to the body he is joined to.

Allied bodies cannot be the target of a spell from an allied Mage.

Allied Mages can counterspell enemy spells targeted on allied bodies.

Spells that are listed as being able to be cast only once per game are once per game per Mage.

Unless otherwise noted, spell effects stack.

5.21 SP Cost. Spells are listed with an SP cost. This cost is paid from the SPs available to the casting Mage. A Mages current available SP total is not secret. A d20 may be used for each Mage to count down his available spell points.5.22 Summoning Spells. Some spells summon troops to the battlefield. These spells are marked on the spell lists by the designation (S). All summoned troops have the following in common:

they are not part of a command, nor do they count towards demoralization.

they do not need to be prompted to charge

5.23 Spells that affect animals. Some spells affect bodies that contain animals. Animals for the purposes of this rule are elephants, horses, draft animals (mules, oxen, etc.), camels, dogs, bats, wolves, bears, birds, insects, fish and reptiles. The rule of thumb is that normal creatures are animals but fantasy creatures and things that are combinations of two or more animals (centaurs, pegasi, etc.) are not. Be, LCr and Cr are never animals. The undead version of a living animal is not an animal for this rule.

5.24 Spells that affect die rolls. In a case where decisions must be made to use a spell effect to influence a die roll (Scry, Augury, Omen, Orc Palanquin, etc.), such decisions are made by players in initiative order. A die may only be rerolled ONCE. No player may apply more than one magic-based die modifier to any one die or dice roll.

5.3 COUNTERSPELLS

When an enemy spell is cast, ONE friendly Mage may be selected to attempt to counter it. The chance that the spell will be countered depends on the SPs spent and the following additional factors.

XSP: 4+ on d6 = enemy spell countered (prevented from having an effect, but still counting as cast, where X is the number of SP the enemy caster spent on the spell).

Each additional SP spent = +1 to die roll.

Each 240p after the first from the Mage to the closest visible of: the caster, the target or any point along the shortest line between them = -1 to the die roll.

Caster, target and line between are not visible to the Mage = -2 to the die roll.

A Mage may counterspell as many times in one bound as he likes as long as he has the SP to spend.

A counterspell ALWAYS FAILS to stop a spell from being successfully cast on a counterspell die roll of 1.

5.4 SPELL BOOKS

At the same time as assignment of troops to commands, each Mage makes a record of the spells he is able to cast from the list of spells available to him as identified by the army list. This record of spells he is able to cast is called the Mages spell book. Spell books may have only six spells in them, no matter how many are in the list itself. If a spell book has not been made for the Mage, each list has six spells marked that constitute the basic spell book for that list and that will constitute that Mages spell book for that game. In campaign games, Mages spell books may carry over from game to game and can possibly be added to as the campaign goes on.

5.5 SPELL LISTS

[P or S] Power or Spirit Magic

(X) Cost of spell in SP

(S) Spell is a summoning spell (5.22)

* - Spell is in basic spell book

WIZARDRY [P]

Armor of Stone.* (1) Body is 1 tac factor to enemy shooting and hand-to-hand.

Ball of Fire.* (1) Same effect as Breath Weapon [Fire] (6 figures). Cannot be used on a body in contact. Casualties from this spell are determined and resolved separately from any other spell.

Bolt of Lightning. (1) Same effect as Breath Weapon [Lightning] (6 figures). Cannot be used on a body in contact. Casualties from this spell are determined and resolved separately from any other spell.

Bridge of Air. (1) Creates a bridge over a minor water feature. Some part of the bridge must be within 240p of the caster at the time of casting.

Circle of Darkness.* (1) Creates a circle of darkness 240p in diameter some part of which must be within 240p of the caster. Visibility within, into or through the circle is reduced to 80p. Shooting within, into or through the circle receives the 1 shooting tactical factor for reduced visibility.

Sea of Mud.* (3) Enemy body may not move (except combat results moves) this turn.

Storm of Meteors. (4) Effects every body (friendly, enemy, in contact, etc.) within 120p of the target point with the same effects as Breath Weapon [Fire] (6 figures). Casualties from this spell are determined and resolved separately from any other spell.

Wall of Ice.* (1) Creates a straight, three element long obstacle (W6.71, W9.6) some part of which must be within 120p of the Mage. Please note that obstacles do NOT block line of sight.

Wind of Haste.* (2) Body gets 2x tac move distance or one more maneuver this turn.

Wings of Flight. (3) TBD

ILLUSION [P]

Claws.* (2) Target body has a +2 tac factor in hand-to-hand.

Confusion. * (2) Target body is -40p movement, +3 to prompt and -1 to all counters.

Dazzle.* (1) Target body has a 2 tactical factor for its own shooting and a 1 tactical factor in hand-to-hand.

Friends. (1) Target friendly body counts as supported.

Nightmares. (3) Target body is -1 to any waver tests taken in addition to any other modifiers. Cannot be cast on a body in contact.

Intimidation.* (1) Enemy body must pass waver-1 to charge target body.

Panic. (1) Body counts as having taken 1 more CPF than actual when in hand to hand combat.

Phantasmal Warriors. (S) * (2) Caster places 1EU of Irr B LHI 2HCW, Sh placed within 120p of caster and 120p from any enemy. Vanishes at end of bound. This spell may be cast successfully only once per game per Mage. This spell being cast and counterspelled does not count against the once per game limit.

Mask. (3) Target body does not count as visible or known to any enemy body for shooting or charging. It may not shoot or charge while this spell is in effect. Cannot be cast on a body in contact.

Suspicion. (1)* Target body or terrain feature cannot provide support to an enemy body.

RUNE MAGIC [P]

Rune of Accuracy. * (1) Joined body has Marksmanship.

Rune of Action. * (1) Joined artillery body may shoot if it approached or forced marched.

Rune of Protection. * (1) Enemy is -1 weapon factor against the joined body for both shooting and hand to hand.

Rune of Light. (1) Area within 240p of Mage counts as in full sunlight and causes sun dazzle (12.41) to any shooting or hand to hand against the body to which he is joined.

Rune of Precision. * (1) Joined body fights and shoots at +1 tactical factor.

Rune of Reflection. (3) Any shooting or hand to hand casualties inflicted on the body to which the Mage is joined are also inflicted on the body causing them. These casualties do NOT count as being caused by either body for hand to hand and only count for total CPF on the receiving body.

Rune of Speed. * (2) Joined body may double its tac move distance in approaches, counters or retirements.

Runeshield. * (2) Joined body cannot be affected by shooting.

Runesong. (2) Mage makes Sonic Attack [6/240p]. RuneWall. (1) Creates a straight, three element long obstacle (W6.71, W9.6) some part of which must be within 120p of the Mage. Please note that obstacles do NOT block line of sight.

WHITE MAGIC [S]

Blessing. * (1) Makes a body eager, even if tired.

Courage. * (2) Body passes next waver test it is required to take this bound.

Discipline. (1) Body ignores first cause of disorder this bound.

Endurance. (1) Body does not count as tired (including for shooting).

Inspiration. * (2) Body is +2 tactical factor in hand to hand combat.

Heal. (1) * Body recovers 2d5-3 normal (NOT shooting) FP.

Augury.* (2) Mages player may add +1 to any one FRIENDLY die once until the end of the bound (as long as the Mage is alive at the time of the roll).

Repulse. * (1) Undead troops may not:

Approach within 120p of the target of this spell.

Approach nearer to the target of this spell if they are already within 120p.

Charge the target of this spell.

Sanctuary. (3) Body is instantly moved to a place on the table entirely outside of 480p of any enemy and entirely within 240p of friendly base table edge. Cannot be cast on a body in contact. A body that has sanctuary cast on it cannot approach or march that bound.

Banish. (2) Target body of summoned Spirit Troops is removed. A target body of other Spirit Troops takes d5-1 FP.

GREY MAGIC [S]

Hex. *(2) Body is 2 in shooting and hand-to-hand. Sleep. * (1) Body counts as tired (unless exhausted). This spell has no effect on Tireless troops.

Summon Spirit Host. (S) * (2) A 1EU of Irr E LHI 2HCW, Sh is placed within 120p of caster and 120p from any enemy. Spirit Hosts are Fearsome and Spirit Troops. Vanishes at end of bound. This spell may be cast successfully only once per game per Mage. This spell being cast and counterspelled does not count against the once per game limit.

Charm. * (3) The casting player may make an enemy body's approach move for it. Enemy body must be capable of making an approach. This approach move may not include a maneuver. Even if no actual move is made at all, the body is counted as having made an approach move. Note that W6.81 makes it clear you cannot approach off-table. Morph. * (3) Mages element is replaced with 1EU Irr B LCr (with no additional special abilities) until all End Phase activities are completed. If the 1EU is destroyed or broken, the Mage is destroyed. If an unbroken Mage is still in contact with enemy in the End Phase, place it joined to the nearest unbroken friendly body. Morph cannot be cast by the same mage in two consecutive turns. Morphed Mages are NOT spirit troops. A Mage may not cast Morph while joined to a unit. The replacement of a morphed Mage with the LCr cannot result in any part of the LCr being any closer to an enemy body than the center point of the Mages base was at the time of replacement.

Scry. * (2) Mages player may reroll any one FRIENDLY die once until the end of the bound (as long as the Mage is alive at the time of the reroll).

Heal. (1) Target body recovers 2d5-3 normal (not shooting) FP.

Vines. (3) Target body may not move this turn, except combat results moves.

Tree Gate. (3) Target body entirely within a woods or orchard terrain feature may be moved into another woods or orchard feature on the table. The target body may not be placed within 240p of an enemy body. This does not count as a move, and the target body retains its original facing. The target body may be friendly or enemy, and need only be KNOWN to the caster, not visible.

Summon Animals. (S) (2) An expendable element of stampeding cattle (16.2) is placed within 120p of caster and 80p from any enemy. Vanishes at end of bound. This spell may be cast successfully only once per game. This spell being cast and counterspelled does not count against the once per game limit. Summoned animals are real, not spirit troops or phantasms.

BLACK MAGIC [S]

Curse. * (1) Target body is uneasy, unless A class.

Pain. * (2) Body is 2 tactical factor in shooting and hand-to-hand.

Doom. * (2) The target is an enemy body. Bodies friendly to the casting Mage fighting or shooting at the target are +2 tactical factor.

Possess. * (3) Enemy body must charge nearest body friendly to it if it has one in charge reach and treats that body as enemy (and vice versa) until the bound is complete

Omen. *(2) Mages player may subtract 1 from any one ENEMY die once until the end of the bound (as long as the Mage is alive at the time of the roll).

Rage. * (1) Body is Irr A for all purposes.

Drain. (3) Target body has 2d5-3 normal FP added to it.

Wither. (1) Target body loses one morale class (from A to B, B to C, etc. unless currently E or U) until the end of the bound. Multiple Withers cast on the same target are cumulative, but cannot reduce morale below E class.

Paralysis. (3) Enemy body may not move this turn, except combat results moves.

Gate (S). (5) A Demon (1EU of Irr B LCr) is placed within 120p of caster and 120p from any enemy. Demons are Spirit Troops. This is a generic demon with no other special abilities. Vanishes at end of bound. This spell may be cast successfully only once per game per Mage. This spell being cast and counterspelled does not count against the once per game limit.

NECROMANCY [S]

Same as Black Magic except replace Gate, Paralysis and Drain with:

Animate Dead. (S) * (2) Caster places a 1EU of Reg D LHI 2HCW, Sh within 120p of caster and 120p from any enemy. Unit is Undead. Vanishes at end of bound. May be cast every turn.

Invigorate Dead. * (1) Makes Slow Undead body normal. Makes normal Undead body Fast.

Undead Reinforcements. * (1) Target Undead body recovers 1d5 normal (not shooting) FP.

Remove * from Curse, Possess and Rage.

6.0 MAGIC ARTIFACTS

7.0 FLYERS AND AERIAL COMBAT (TBD)

8.0 FANTASY TERRAIN

Holy Ground

Temple

Stone Circle

Mine Entrance

Cemetery

Ruin

Old Battlefield

Mountain Wall

9.0 SPECIAL RULES

Fantasy Warrior Special Abilities

Numbers in brackets are cost for [figure/LCr/Be]

ABILITY KEYWORD

GAME EFFECTS IN FANTASY WARRIOR

AmphibiousMoves in Major Water Features, Minor Water Features and Marsh as though Rough Area. May ambush from a Marsh as LI would [+0/5/10].

AntimagicSpells cannot be cast on a body containing a troop, leader or item with this ability [+2/20/30].

Antimagic 120pSpells cannot be cast with a target or effect within 120p of a body containing a troop, leader or item with this ability [+3/30/45].

ArborealCount Woods and Orchards as Open Terrain for movement and cohesion [+0].

Armored

Any troop with H in its name and Cr, LCr, Be [+0].

Armor Plated

Enemy gets -1 weapon factor when shooting at this body. [+1/10/15]

AquaticMoves in Major Water Features, Minor Water Features and Marsh as though Open Terrain. Treats actual Open Terrain as Rough Area and is treated as close order for the movement and cohesion effects of (non-Marsh) Very Rough Areas and Obstacles. May ambush from a Marsh as LI would [+0].

Bite. This is a figure having an SA attack in addition to their other weapon that does not require a second hand to use. Bite can only have effect from a front rank in contact. ONLY shooting CPF, tired and shaken tactical factors apply to Bite attacks. [+1/10/15]

BlindfightBody containing troops with Blindfight do not take a minus tactical factor for low visibility [+0].

Breath Weapon [Type]LCr and Be breath weapons use the Fantasy Creature Shooting rules. The number in parentheses is the number of figure equivalents for that type of shooting.

Fire: as incendiaries, (6) +30pts, (8) + 45pts.

Frost: target receives d5-2 FP. The amount of FP is reduced by shaken/exhausted 2, tired 2, disordered 2, Undead target 1. +30 points. Be version: d5-1, +45pts

Lightning (Air): as artillery, +1 weapon factor against Armored troops, -1 vs non-Armored troops, (6) +30points, (8) +45pts.

Poison Gas (Sea): as artillery, ignores cover and skirmish tactical factors, +1 versus Armored troops, (6) +30 points, (8) +45pts.

Acid (Earth): as incendiaries, -1 vs Armored troops, +1 versus non-Armored troops. (6) +30points, (8) +45pts.

Charm

see spell: Charm [+2/20/30]

Concealment A body with Concealment is 1 Tactical Factor from Shooting including artillery and breath weapons. A body with Concealment that did not move in any way in the previous bound is not visible beyond 40p. A body with Concealment may deploy anywhere on the table 240 or more paces from any enemy body (after all enemy bodies are deployed) and is considered in ambush (14.42) even if in open terrain. (As with any special ability, if any element in a unit is taken as having Concealment, all elements in the unit must) [+2/+20/+30]Eager

Ignore first cause of Fear, [+0]EarthmoveTreat Rocky Ground and Steep Slope as Open for movement and cohesion. Limited to 40p in watery terrain, [+0]Elemental Attack [Type]Individual figures, Cr and LCr with this ability produce additional effects in hand to hand combat.

Fire: all casualties caused by a troop with this ability count as from incendiaries, [+1/10].

Frost: target receives an additional FP in hand to hand combat and must deduct any variable move amount in combat results moves, [+1/10]

Lightning (Air): +2 weapon factor against Armored troops, -1 vs non-Armored troops, [+1/10].

Poison Gas (Sea): ignores tactical factors from target P, LTS, higher, defending obstacle, [+1/10].

Acid (Earth): as incendiaries, -1 vs Armored troops, +1 versus non-Armored troops, [+1/10].

EtherealOpponents receive 1 tac factor in hth or shooting unless using magic weapons. Immune to: Poison, Paralysis. Treats all terrain as Open. [+2/20/30]

Fast

+40p, +1 march segment, [+2/20/30]

FearsomeFearsome troops are a cause of Fear to any troops in contact with them. Fearsome troops are immune to the effects of other Fearsome troops, [+0].

Feral+3 to prompts, -1 to counters [+0]HateMay reroll one hand to hand random factor die when in contact with enemy it hates, [+0].

Immune [Type] [+1/10/15]

Poison

Does not suffer the effects of Poison Attack or Gas.

Elemental Attack

Cannot be harmed by Breath Weapon or Elemental Attack.

Power Magic

Cannot be the target of a Power Magic Spell.

Spirit Magic

Cannot be the target of a Spirit Magic Spell.

ImplacableImplacable bodies that fail a waver test while unshaken receive 2 FP instead of becoming shaken. Implacable bodies that fail a waver test while shaken or would become broken through any other game result instead gain an additional 6 FP. Implacable bodies are destroyed at 10 fatigue (unless Art which are also destroyed by more HTH and 1CPF). If an enemy unit loses a combat but destroys all opponents this way, that unit is treated as having won the combat.

Implacable bodies with 7FP accumulated are Shaken. Implacable bodies are never Uneasy. [+1/10/15].InfiltrateUp to one 2E unit of this (or any other Infiltrating) troop type may deploy anywhere out of enemy LOS after all enemy have deployed [+1/10/20].

Marksmanship

Reroll one shooting random factor die [+0].

MonstrousAre a cause of Fear to enemy troops within 240p. Ignore Fearsome and Terrifying effects. [included in Be]

Morph

see spell: Morph [+3/30/45]

Mysteries RevealedOnce per bound the player owning an on-table, unbroken body with this ability may choose any friendly die and roll two of the same kind instead, choosing which result to accept. [+3/+30/+45]Poison Attack+1FP (NOT CPF) added to any combat result against enemy caused by this body [+1/10/15].

Power Attack

+1 to hand to hand tactical factor [+1/+10/+15]

Regenerate

Recover 1 FP in End Phase unless hit with Fire this turn. [+2/+20/+30]

Relentless Relentless bodies never take waver tests. If a Relentless body receives at least 2 CPF from preparatory shooting, it does not suffer the 11.1 combat results. It gains FP from prep shooting CPF and is disordered by 3 or more CPF normally. If a Relentless body suffers any game result that would cause it to be broken, it instead gains an ADDITIONAL 6FP. If a Relentless body receives a disordering combat result while already disordered, it gains an additional 2 FP. Relentless bodies with 7 accumulated FP are counted as Shaken for victory purposes only. Light troops can never be Relentless. Relentless bodies may never make up more than X% of an armys points. [+3/30/45].

Resistance [Type] [+0]

Poison

-1 tac factor against Poison Attack or Gas.

Elemental Attack

-1 tac factor (or 1FP for frost) vs Breath Weapon or Elemental Attack.

Power Magic

1 SP of counterspell vs each Power Magic Spell targeted on the body.

Spirit Magic

1 SP of counterspell vs each Spirit Magic Spell targeted on the body.

Simple

+3 to prompts, -1 to counters, [+0]

SlowMarch one less segment (minimum 1), no countercharge, always deduct in variable moves, [-1/-10/-15]

SkeletalOpponent gets 1 tac factor in shooting unless: S or SS, [+0].

Sonic AttackShooting attack. 80p max and effective range, same number of figure equivalents as are in the body. 2 weapon factor against all targets. No target based tac factors. Affects all targets within range (360 arc). No troop counts shielded to a Sonic Attack. Sonic Attacks that are not based on the number of figures in the body will have the figure equivalent in brackets [ ]. Directional Sonic Attacks will also have the max/effective range in brackets and can only affect one target. [+1/10/15]

SpiderclimbTreats all non-watery Rough terrain as Open for movement and cohesion and all non-watery Very Rough terrain and Obstacles as Rough for movement and cohesion. Enemy never count higher and never get the benefit of an Obstacle or Hazard in combat. [+1/10/15]

Spirit Attack

Charm, Sleep.

Spirit TroopsAny that are Undead, Demon, Devil, Spirit Host/Lord, Greater Spirit. May be Banished.

Starlight Vision

Treats moonlight and moonless night as clear for visibility, [+0].

SwarmRelentless. Same base size as a model. 5 figure equivalents for CPF, fighting. Are Irreg D LMI SA for all rules, unless otherwise noted. Base cost: 20.

TerrifyingAre a cause of Fear to enemy troops within 120p. Ignore Fearsome effects. [included in LCr]

Three WishesThree times during a game in which this troop is not broken, destroyed or off-table, the player may choose to make any FRIENDLY die roll a 3. Can only be given to an LCr or Be [+50]Tireless Only take fatigue from COMBAT (which includes all shooting), FORCED and FLANK MARCHING, failed waver tests (if Implacable) and losing the CINC (Undead). Tireless troops with missile weapons DO take shooting fatigue as well. Immune to Sleep spells and effects. [+1/10/15].

TrampleMay declare impetuous charge if all the conditions are met. [+1/10/15]

TunnelingCan be placed in ambush in Rocky Ground, Mountain Wall or on a Steep Slope and while in such an ambush cannot be seen by enemy troops beyond 40p. Treat Mountain Wall as a Very Rough Area. [+1/10/15]

Vulnerable to [Type]

Take +1FP when subject to the listed attack, [+0]

UndeadImplacable. Tireless. Immune to: Spirit Attack, Poison, Paralysis, Energy Drain, Sonic Attack. Fearsome. If CINC is destroyed or routs off table, each Undead body receives one FP in the End Phase of each bound, including the one in which the CINC became destroyed or routed off table. May be Repulsed [+3/30/45].UnyieldingNever recoil and can never be broken through. No enemy body gets the following up bonus vs. Unyielding troops [+1/10/15].ZealousBody only ever takes a waver test for seeing the CINC rout or the loss of an S standard. They are considered to have passed any other waver test they choose to or are required to take. Zealous bodies may declare an impetuous charge if all other conditions are met. Zealous bodies may not be generals bodyguard. [+1/10/15]

Special Abilities on hold as of 7/22/03

Allure

[demon-hold]

Chaser

[demon-hold]

Death Wish

[demon-hold]

Demonic Aura

[demon-hold]

Demonic Corruption

[demon-hold]

Disease

[hold]

Dispel Magic

Elemental Aura

[hold]

Elemental Creature

[hold]

Energy Drain

[hold]

Erratic

[hold]

Extra Limbs

[demon-hold]

Flying

[hold]

Invisible

[hold]

Multiplying

[demon-hold]

Paralysis

see spell: Paralysis

10.0 FAST FANTASY WARRIOR

Play using W18.0

Fast Fantasy Warrior armies are constructed according to the following rules:

750 points. The army must contain:

One CINC integrated into a unit (i.e. not an SL and not a lone staff element).

One separate leader Mage.

No other leaders, separate or otherwise.

8 elements of minimums met.

FANTASY WARRIOR PLAYTEST ARMY LISTS

Rules common to all lists:

Leaders

1. Any CINC, SG or AG may be taken as a separate leader instead of as a fighting figure @ 100/50/75 points respectively. Any separate leader general counts against the armys separate leader limit.

2. All lists have the lines:

Separate leader element before upgrades @ 0

0-1/1000pts

Extra to upgrade general/separate leader to a Mage @ +100

0-1/1000pts

Extra to upgrade general/separate leader to a Hero @ +50

0-1/1000pts

3. Separate leaders must be a general or upgraded to hero or mage or some combination.

4. X/1000pts means that many maximum per 1000pts or fraction thereof. You can, for example, have two mages in a 1600pt. list, but only one in a 1000 point list.

Separate Leader elements initially come without any other characteristics essentially an empty stand. You may take one or more (up to the limit of separate leaders allowed) of the generals available in your army list and purchase them as upgrades to separate leader stands the rest MUST be fighting figures as described in W4.11.

Separate Leader elements, whether upgraded to a general or not, can then be upgraded to Mages, Heroes or both. Generals taken as normal fighting figures may also be upgraded to a Mage, a Hero or both. The total number of upgrades, whether to fighting figures or separate leader elements, cannot exceed the total for the entire list.

Example: Leaders.

Mike is building a 1600 point army from a list that has 1xCINC and 0-3xSubgenerals allowed. At 1600 points, he has a maximum of 2 separate leader elements, 2 Mage upgrades and 2 Hero upgrades available. He must buy a CINC and chooses to buy 2 Subgenerals as well. He takes the CINC as a fighting figure on a separate staff element and one Subgeneral on a staff element integral to a unit (W2.513). The base cost of these is shown in the army list. He also takes one Subgeneral as an upgrade to one of his available Separate Leader elements at 0+50 = 50 points.

He then takes the following additional upgrades:

The remaining separate leader element as a Mage: 0+100 = 100 points.

Upgrade the fighting figure subgeneral to a Hero = staff elements base cost+50 points.

Upgrade the CINC to a Mage = staff elements base cost+100 points.

He chooses not to take the other available Hero upgrade.

Mikes leaders when he is finished are:

CINC/Mage as fighting figure.

Subgeneral/Hero as fighting figure.

Subgeneral as separate leader.

Mage as separate leader.

Command Factors

1. Regular command factor = 10pts; Irregular Command factor = 25pts.

2. Expendables and bodies that contain a general do not pay command factor costs, all other units must. 1EU (2.12) pay command factor costs.

3. The cost of a body includes the cost of its elements and the cost of an appropriate command factor if a multi-element unit.

Allies

1. Allied troops cannot be used in a competition game unless both sides agree or the tournament director allows it. Allied commands in campaigns may only be employed according to the rules for that campaign.

2. Allies are a single command with one general the CINC from the allied list. That general is treated as an ally general and his base cost (before upgrades) is reduced to 75 points + bodyguard figs.

3. The allied command can only contain allies and no allies may be in another command in the army.

4. There can be no troops in the allied command that do not have a minimum number of elements to be purchased unless all minimums have been met.

5. The points cost of the allied command cannot exceed 25% of the total points of the army list.

6. All armies have an alignment: good, neutral or evil. Good and evil armies may have allies of like alignment or neutral allies. Neutral armies may have neutral allies and either good or evil (but not both) allies.

7. See 5.2 for rules on allies and magic.

8. The limitations on separate leaders, heroes and mages apply to the entire army list, including the allied command, as a whole.

Generals in Units

A generals element may be in a unit of the same training class and troop type or that permitted by his army list. For example, an Irregular HK general may be in a unit with any other Irregular HK troops on his list.

FANTASY WARRIOR PLAYTEST LISTS as of 12/11/03

Only a few of the 60 planned lists are in this draft.

Popular Fantasy

Beastmen

City States

Dark Elves

Dark Warriors

Dwarves

High Elves

Lizardmen

Orcs

Undead (Graveyard and Necropolis)

Wood Elves

Faelon

Coronna

Falkaar

Haradel

Traazor

Thormenal

Mythological

Mythic Arab

Mythic AztecBEASTMEN [Evil/Cold/Grey Magic]

Elements

CINC as BeastKing

Irr A 4HCh, UA+JLS @ 107

or HI 2HCW and 3 Irr A HI 2HCW @ 118

or LHI 2HCW and 2 Irr A LHI 2HCW @ 112

1

Extra to give CINC PA Std @ 15

0-1

SG as BeastLord

Irr A 4HCh, UA+JLS @ 57

or HI 2 HCW and 3 Irr A HI, 2HCW @ 68

or LHI 2HCW and 2 Irr A LHI 2HCW @ 62

0-3

Extra to give SG P Std @ 5

Any

Greater Beastmen

Irr A HI, 2HCW @ 24 or LHI 2HCW @ 18

0-8

Beastmen Warriors

Irr C LHI, 2HCW @ 12

12-48

Beastmen Skirmishers

Irr C LI, JLS, Sh @ 6

0-12

Beastmen Chariots

Irr C 4HCh, UA+JLS @ 19

0-6

[Scythe upgrade]

Beastmen Bear Riders

Irr C MC L, Sh, Bear @ 24

0-4

Mastadons

Irr C EL, UA+JLS @ 30

0-4

War Hounds

Expendable (W16.2) @ 45

0-4

Minotaurs, Ogres

Irr C Cr @ 40

0-6

Trolls

Irr C Cr @ 48

0-6

Large Creature

[Giant Mammal, Minotaur Lord]

0-1/1000

Behemoth

[Huge Beast]

0-1/2000

Beastmen List Rules

-Beastmen Warriors and Greater Beastmen fight 1.5 ranks when charging, counter-charging or pursuing.

Possibly have Cr generals?

CITY STATES [Neutral/Cold/Wizardry or White Magic]

Elements

CINC as City Governor

EHK L, Sh and 2 Reg A EHK L Sh @ 136 Or

SHK L, Sh and 2 Reg A SHK L Sh @ 142

1

Extra to give A Standard to CINC @ 20

0-1

Sub-General as Garrison Commander

EHK L, Sh and 2 Reg B EHK L Sh @ 84

0-1

Ally General as Allied City Governor

EHK L, Sh and 2 Reg B EHK L Sh @ 109

0-2

Garrison Heavy Horse

Reg B HK L, Sh @ 39

4-16

Extra to Upgrade Garrison Heavy Horse to EHK @ 51

0-1/2

Extra to Upgrade EHK (not Citadel Knights) to SHK @ 9

0-2

Replace EHK L with 1HCW as Citadel Knights @ 0

0-2

Garrison Pistoliers

Reg B LC HG @ 14

0-8

Garrison Infantry

Reg C MI JLS or LTS, Sh @ 16

4-16

Extra to Upgrade Garrison Infantry to HI @ 24

any

Extra to Upgrade Garrison Infantry to Reg B@ 28

0-1/2

Replace Garrison Infantry JLS with P @ 0

0-1/2

Garrison Bowmen

Reg C LMI or MI B, Sh @ 16

4-16

Handgunners

Reg C MI or LMI HG @12

0-8

Extra to give MI Handgunners Pa or LMI Sh @ 4

0-1/2

Marines

Reg C LMI 1HCW or JLS, Sh @ 16

0-8

Engineers

Reg C LI SA @ 6

0-1 per

Arty element

Citizen Levy CrossbowmenReg D LMI CB, Pa @ 12or LI CB @6

0-36

Citizen Levy Halberdiers

Reg D HI 2HCT@ 20

0-8

Estates Infantry

Irr C MI LTS @ 8

0-12

Extra to give Estates Infantry Sh @12

0-1/2

Replace Estates Infantry LTS with 2HCW @ 0

any

Peasants

Irr D or E LMI up to each unit 2HCW,

up to each unit B, remainder IPW @ 3 if Irr D

@ 1.5 if Irr E

0-48

Religious Fanatics

Irreg A LMI 2HCW @ 12

0-6

Stone Thrower

Reg C Art 3 Crew @ 24

0-4

Mortar

Reg C Art 3 Crew @ 24 or 4 crew @ 34

0-2

Organ Gun

Reg C Art 3 Crew @ 24

0-2

Bombard

Reg C Art 4 Crew @ 34

0-4

Large Creature

[Battle Engine]

0-1/1000War Altar

Reg C Tr with S standard @ 97

0-1

War Wagon

Irr C 4horse HCh 2 with 2HCT, 4 with HG @ 460-1

Replace War Wagon crew with 4 with LB @ - 12

any

Replace War Wagon crew with Flame Cannon and 2 crew @ +6

any

City States List Rules

-Mortars never double crew figures (have no effective range), cannot hit a target within 160p and have a maximum range of 960p. Mortars can fire over any troops, and have nearest in arc removed from their priority list and replaced with any.-Engineers may mix in units of artillery and may only be taken in such a mixed unit. There must be as many elements of engineers as artillery elements in a mixed unit. An artillery unit with engineers may reroll random factor dice for any shooting.-Marines are Amphibious.

-Religious Fanatics always count shielded if steady. They fight 1.5 ranks if steady and charging, countercharging or pursuing.

-War Wagon and War Altar may be 1EUs.

-War Wagon Flame Cannon is the equivalent of Breath Weapon [Fire, (6), 240p]. The crew fight in hth with SA.

-Citadel Knights 1HCW counts as other mounted with a +1 tactical factor and 1.5 ranks when charging, countercharging or pursuing.DARK WARRIORS [Evil/Cold/Grey or Black Magic]

Elements

CINC as Dark LordSHK, L, Sh and 2 Reg A SHK, L, Sh @ 142

1

Extra to give CinC PA Std @ 30

0-1

SG as Dark KnightSHK, L, Sh and 2 Reg A SHK, L, Sh @ 92

or HI, 2HCW and 3 Reg A HI 2HCW @ 71

0-2

Extra to give DK SubGen P Std @ 10

Any

SG as Raider

HC, JLS, B, Sh and 2 Irr B HC, JLS, B, Sh @ 70

0-1

Extra to give Raider SubGen P Std @ 5

0-1

Dark Knights

Reg A SHK, L, Sh @ 63

0-6

Dark Warriors

Reg A EHI, 2HCW @ 36 or 2HCT @ 40

0-12

Upgrade DWs with Sh @ 4

0-1/2

Raider Nobles

Irr B HC, JLS, B, Sh @ 30

*0-1

Mounted Raiders

Irr B MC, JLS, B, Sh @ 24

0-12

Raider Skirmishers Irr C LC, JLS, B, Sh @ 14

0-12

Raider Chariots

Irr C 2LCh, UA+JLS @ 15

0-6

Raiders

Irr C MI, HTW, Sh @ 12 or LMI, HTW, Sh @ 9

**12-96

Raider Hunters

Irr C LI JLS, B @ 6

0-14

Raider Thralls

Irr E IPW @ 1.5

0-12

Beastmen Warriors Irr C LHI, 2HCW @ 12

0-6

War Hounds

Expendable (16.2) @ 45

0-4

Minotaurs Irr C Cr @ 40

0-6

Trolls

Irr C Cr @ 48

0-6

Large Creature

[Hydra, Dragon, Demon Lord, Minotaur Lord]

0-1/1000

Behemoth

[Ancient Hydra, Ancient Dragon, Greater Demon]

0-1/2000

Dark Warrior List Rules

-A Raider SG can command only raider troops. A Dark Knight SG can always command raider LI or LC and can command other raider troops if there is no raider SG.

-Dark Warriors do not gain FP for being foot in heavy armor (W5.31).

*Raider Nobles may only be taken as a second element in a Raider SGs unit.

**Raiders armed with HTW may alternatively be armed with LTS, JLS, SA or 2HCW. All elements of a Raider unit must be armed in the same manner.

-Beastmen fight 1.5 ranks when charging, counter-charging or pursuing.

-Dark Warrior mages may use either Grey or Black Magic, but all DW mages in an army must use the same spell list. In a campaign, the DW player must choose which magic his mages will use for the duration of the campaign.

-Trolls Regenerate.

DARK ELVES [Evil/Cold/Black Magic]

CostElements

CINCas Blood King/Queen+ 2Reg A HK L, Sh, RCB OR

@ 140

+ Reg A 2HCh UA, LTS, RCB

@ 1361

P std for CINC

@ 10 0-1

Upgrade P std to PA

@ 20 0-1

SubGen as Blood Prince/PrincessReg A HK L, Sh, RCB OR

@ 88

Reg A LHI or HI, 2HCW or P, Sh

Or 2HCT

@ 710-3

P std for SubGen

@ 100-1

Altar of Blood

Irr B Tr UA Crew, S Std

@ 850-1

Chariots

Reg A 2HCh, 1w/LTS, 1w/RCB

@ 360-3

Shadow Knights

Reg A HK L, Sh

@ 422-6

Extra to upgrade Shadow Knights to EHK

@ 12any

Raptor Knights

Irr B HK L, Sh, Raptor

@ 392-4

Extra to give HK RCB

@ 60-1/2

Nightmare Riders

Shadow Guard

Reg B HI or LHI P, Sh or 2HCT

@ 280-4

Warriors

Reg C LHI or HI LTS or 1HCW, Sh@ 244-16

Crossbowmen

Reg C LHI or HI RCB, Sh

@ 284-16

Snake Archers

Reg B LHI LB

@ 280-4

Sword Masters

Reg B, LHI or HI, 2HCW, Sh

@ 280-4

Blood Dancers

Irr A LMI 3SA

@ 300-6

Witch Riders

Irr A MC 2SA

@ 300-4

Night Riders

Reg C LC JLS, RCB, Sh

@ 200-12

Night Walkers

Reg C LI RCB, Sh

@ 100-12

Nightsingers

Reg A LI Sonic Attack

@ 200-6

Slaves

Irr E LMI IPW

@ 1.50-12

Repeater Bolt Throwers

Reg C Art 2 Crew

@ 300-4

Blood Golems

Irr C Cr 2HCW

@ 400-4

Harpies

Irr C FCr Sonic Attack

TBDTBD

Large Creature

[Hydra, Manticore]

@ 501/1000

Behemoth

[Ancient Hydra]

@1001/2000

DE list rules

-Altar of Blood Restores 1 FP in the magic phase to Blood Dancer and Blood Golem units within 240 paces. If the altar is broken or destroyed, all Blood Dancer and Blood Golem units within 240 paces take d5 fatigue points. The Altar is manned by religious non-combatants (blood priestesses) and is a foot troop. The Altar of Blood is always a 1 Element Unit and never pays command factor costs.

-Raptors and Nightmares are Fighting Mounts (2.5).

-Repeating Crossbows (RCB) may shoot twice in a preparatory shooting phase for 1 shooting fatigue. One shot may be combined w/other shooting. The second shot may ONLY be combined with shooting from other RCBs. Combined means adding casualties together to produce one CPF result.

RCB Range

EffectiveMax

Foot

80

200

Mounted

80

160

-Warriors and Crossbowmen may be organized into mixed units.

-Sword masters fight 1.5 ranks deep when charging, countercharging or pursuing.

-Slaves may only be taken in a single unit. If they become Irr A due to magic, roll a d6. On a roll of 1 the spell goes wrong and the slaves become Shaken.

-Snake Archers have Poison Attack.-Blood Dancers

1. Always count shielded to shooting and on the first bound of hth.

2. Are Relentless. They cost +3 pts per figure (in addition to 2d and 3d SA)

3. Maneuver and counter as though Regular.

4. May enter and use skirmish formation if within 240p of an enemy body.

-Repeater Bolt Throwers may shoot twice in a shooting phase for 1 shooting FP.

One shoot may be combined w/other shooting. The second shot may only be combined

with the second shot of other DE bolt shooter. Combined means adding casualties

together to produce one CPF result. DE Repeater Bolt Throwers cost +10 points.

-Dark Elf Infantry, Cavalry, Chariots and Knights Hate High Elves Infantry, Cavalry, Chariots and Knights.

-Assassin. A Dark Elf Regular Foot unit may contain an assassin. The assassin costs +20 points and conveys a +1 tactical factor to hand-to-hand results. Limit 1 per 2000 points. The figure does not have to be revealed until the tactical factor is used. An assassin figure (based as, but not the same as a separate leader) must be placed in contact with the unit once revealed.

DWARFS [Good/Cold/Rune Magic]

Elements

CINC as King

SHI 2HCW, Sh and 3 Reg A SHI 2HCW or LTS, Sh @ 1361

Extra to give CinC PA Std @ 30

0-1

SG as Dwarf LordSHI 2HCW and 3 Reg A SHI 2HCW or LTS, Sh @ 860-3

Extra to SubGeneral P Std @ 10

Any

Household Guard

Reg A SHI 2HCW or LTS, Sh @ 48

0-4

Remove shields from SHI @ -4

any

Nobles

Reg A EHI 2HCW, Sh @ 40

0-4

Warriors

Reg C EHI 2HCW or LTS or 1HCW or HTW, Sh @ 328-72

Extra to upgrade Warriors to Reg B as Veteran Warriors @ +4

0-8

Wardens

Reg B EHI 2HCT @ 36

0-8

Guard CrossbowmenReg B EHI CB @ 32

0-4

Crossbowmen

Reg C HI or LHI CB @ 20

4-12

Archers

Reg C HI or LHI B @ 20

0-4

Miners

Reg C LHI 2HCW @ 20

0-4

Trackers

Reg C LI CB or B @ 6

0-6

Beserkers

Irr A LHI 2HCW, Sh or 2SA or 2HCT @ 21

0-6

Handgunners

Reg C EHI HG @ 28

0-4

Bombers

Reg C LI Naptha @ 16

0-6

Observers

Reg C LI SA @ 6

0-6

Pony Riders

Reg C HC 1HCW, Sh @ 16

0-4

Bear or Ram RidersReg C HC L, Sh, Bear/Ram @ 36

0-4

Hill Giants

Irr C Cr @ 40

0-6

Bolt Shooter

Reg C Art 2 Crew @ 20 or 3 crew @ 30

0-4

Mortar

Reg C Art 3 Crew @ 30 or 4 crew @ 40

0-2

Organ Gun

Reg C Art 3 Crew @ 30

0-2

Bombard

Reg C Art 4 Crew @ 40

0-4

War Flyers

TBD

Large Creature

[Rock Giant, Battle Engine]

0-1/1000

Behemoth

[Battle Machine]

0-1/2000

Dwarf List Rules

-Dwarf Foot Troops (including Cr, LCr, Be and artillery) Earthmove.

-Dwarf Foot Troops (including Cr, and artillery) are Eager. This eagerness is cancelled by the situations listed in W5.11 Note that LCr are already eager and Be are never uneasy.

-Dwarf Beserkers fight 1.5 ranks when charging, countercharging or pursuing.

-Dwarf SHI/EHI:

1. May use Orb.

2. Do not gain FP for being foot in heavy armor (W5.31).

3. Scatter opposing LI. LI must immediately recall if Dwarf SHI/EHI move within 40p. LI does not prevent moving up to full tactical move distance. Dwarf SHI/EHI may march within 40p of enemy LI (but not within 240p of other known enemy bodies).

4. Dwarf SHI = 10 points base cost.

-Dwarf Bombers = +5 points per figure, shoot incendiaries 80p.

-Dwarf Mortars never double crew figures (have no effective range), cannot hit a target within 160p and have a maximum range of 960p. Dwarf mortars can shoot at an enemy they cannot see if a unit of Dwarf Observers has line of sight to both the mortar and the target. Multiple Dwarf Observer units may form a chain of LOS for this purpose. Dwarf Mortars can fire over any troops, and have nearest in arc removed from their priority list and replaced with any.-A Dwarf player may choose Mountain Wall as a terrain feature. It has the same dimensions and is placed in the same manner as a Major Water Feature. It is impassable to all troops unless specifically excepted.

-Dwarf Miners have Tunneling.

-All Dwarf Troops Hate Goblins and Deep Orcs.

-Non-veteran Warriors may mix with Crossbowmen and Veteran Warriors may mix with Guard Crossbowmen

-Pony Riders 1HCW counts as other mounted with a +1 tactical factor and 1.5 ranks when charging, countercharging or pursuing.GOBLINS [Evil/Cold/Witchcraft]

Elements

UNDER CONSTRUCTIONGoblin Chariot

Irr C LCh __________

0-6

Goblin Warriors Each unit Irr C MI JLS, Sh, @ 12, Irr D @ 8 or

Each unit Irr C LMI JLS, Sh, @ 9, Irr D @ 6

0-96

Goblin Skirmishers Each unit Irr C LI JLS, Sh @ 6, Irr D @ 4

0-24

Goblin Wolf RidersIrr C LC JLS, Sh, Wolf @16

0-30

Goblin Spider RidersIrr C MC JLS, Sh, Spider @ 27

0-8

Goblin Spider SkirmishersIrr C LC B, Spider @ 14

0-8

Goblin Bolt ShooterIrr E Art w/ 2 crew @ 19

0-4

Goblin Goblin ShooterIrr E Art w/ 3 crew @ 24

0-2

Goblin Spider Riders

Are the same as the equivalent cavalry type for all rules, except:

1. The mounts count as Fighting Mounts.

2. They cost an additional 3 points per figure.

3. No land terrain counts as difficult to spider-mounted troops.

4. Spiders are mounted one rider and spider to a cavalry base, but are treated as 2 or 3 figures based on troop type.

HIGH ELVES [Good/Warm/Wizardry]

ElementsCINC as King

SHK, L, Sh and 2 Reg A SHK L, Sh @ 142

1

Extra to give CINC PA Std @ 30

0-1

SG as Prince

HK, L, Sh and 2 Reg A HK, L, Sh @ 78

0-3

Extra to give SubGen P Std @ 10

Any

Retinue

Reg A SHK L, Sh @ 63

0-2

Knights

Reg B HK L, Sh @ 39

0-6

Heavy Cavalry

Reg B HC L, B, Sh @ 39

0-10

Light Cavalry

Reg B LC JLS, B, Sh @ 22

0-12

Guardsmen

Reg A LHI or HI 2HCT @ 32

0-4

Pikemen

Reg B LHI or HI, P, Sh @ 28

0-8

Marines

Reg B LHI B, 2HCT @ 32 JLS @ 28

0-8

Spearmen

Reg B LHI or HI, LTS, Sh @ 28

0-16

Swordsmen

Reg B LHI or HI 2HCW or 1HCW, Sh @ 28

0-16

Scouts

Reg C LI, JLS, Sh @ 8

0-12

Ghost Elves

Reg B LI LB, Sh @ 10

0-6

Archers

Reg B LHI or HI, B @ 24

0-64

Light Archers

Reg C LI, B @ 6

0-12

Wind Riders

Reg B FCr @ TBD

0-6

Unicorn Riders

Reg A LC B @ 26

0-6

Bolt Shooters

Reg C Art 2 Crew @ 30

0-4

Centaur Warriors Reg B HK L @ 39

0-4

Extra to give Centaur Warriors Sh @ 6

any

Centaur Skirmishers Reg B LC B @ 16

0-8

Large Creature

[Dragon, Griffon]

0-1/1000

Behemoth

[Ancient Dragon]

0-1/2000

High Elf List Rules

-A High Elf army must have at least 12 elements of Spearmen, Swordsmen or Archers.

-Archers may be mixed in units with Pikemen, Spearmen or Swordsmen of the same order.

-High Elf Pikemen may be LHI. HE LHI P figures fight in multiple ranks in the same circumstances as close order pikemen.

-High Elf Swordsmen with 2HCW fight 1.5 ranks deep when charging, countercharging or pursuing.

-Unicorns are fighting mounts (2.5). Unicorns are Antimagic 120p. Only ONE unit of Unicorns may be taken.

-Centaurs are Fast. -Bolt Shooters may shoot twice in a shooting phase for 1 shooting FP. One shot may be combined w/other shooting. Second shot can only be combined with the second shot of other HE bolt shooters. Combined means adding casualties together to produce one CPF result. HE Bolt Shooters cost +10 points.

LIZARDMEN (Neutral/Tropical/Grey Magic)

Cost

ElementsCINC as:

1

Lizardman Raptor Rider

+2 Irr B HK, L, Sh

@ 126

Lizard Tyrant

Irr B Cr

@ 133Lizard Lord

Irr B LCr

@ 150

Lizardman Guard

+3 Reg A HI 2HCT, Sh

@ 127

Lord on Palanquin

Irr B Tr @ 120

1

Extra to give P std to CINC @ +5

0 or 1

Extra to upgrade P std to PA @ +10

0 or 1

Extra to upgrade PA std on Palanquin to PAS @ +85

0 or 1

Subgeneral as:

0-3

Lizardman Raptor Rider

+2 Irr B HK, L, Sh

@ 76

Lizard Tyrant

Irr B Cr

@ 83Lizardman Guard

+3 Reg A HI 2HCT, Sh

@ 77

Lizardman Raptor Riders

Irr B HK L, Sh, Raptor

@ 39

0-8

Lizardman Guard

Reg B HI 2HCT, Sh

@ 32

0-4

Extra to upgrade Lizardman Guard to EHI

@ +8 (+6 if gen)any

Extra to upgrade Lizardman Guard to Reg A

@ +4 (+3 if gen)any

Lizardman Warriors

Irr B LHI 1HCW, SA* Sh

@ 21

0-24

Lizardman Spear Warriors

Irr B LHI LTS, Sh

@ 18

0-24

Extra to upgrade Lizardman Warriors to Reg

@ +10

any

Extra to upgrade Lizardman Spear Warriors to Reg

@ +9

any

Extra to upgrade Lizardman Warriors/Spear Warriors to LEHI@ +6 if Irregany

@ +8 if Regany

Lizardman Archers

Irr B LHI B

@ 15

0-12

Extra to upgrade Lizardman Archers to Reg

@ +9

any

Newt Raptor Riders

Irr C LC JLS, Sh, Raptor

@ 16

0-6

Newt Warriors

Irr C LMI JLS, Sh

@ 9

0-24

Newt Bowmen

Irr C LMI B

@ 6

0-24

Newt Archers

Irr C LI B

@ 4

0-36

Newt Scouts

Irr C LI JLS, Sh

@ 6

0-12

Extra to give Newt Scouts Infiltrate

@ +2

any

Newt Blowgunners

Irr C LI D

@ 4

0-6

Extra to give Blowgunners Sh

@ +2

any

Extra to give Blowgunners Concealment

@ +4

0-1 unit

Extra to give any Newt Poison Attack

@ +2 for LI/LCany

@ +3 for LMIany

Lizard Tyrants

Irr A Cr

@ 48

0-6

Spitting Lizard

Irr C Cr, 2 Newt Crew with JLS@ 70

0-2

Wild Peraks

Irr C FCr

@ TBD

Lizard Lord or Giant DinosaurIrr B LCr

@ 50

1/1000

May be Fast +20 points OR Armor-plated. +10 points.

If not Fast, may have Newt crew with JLS

@ +6 each0-4 crew/LCr

If not Fast, may have Light Bolt Shooter with 2 crew

@ +42

0-1/LCr

Huge Dinosaur

Irr B Be, Trample

@100

1/2000

May be Fast +30 points OR Armor-plated. +15 points.

If not Fast, may have Newt crew with JLS

@ +6 each0-4 crew/Be

Lizard, Snake or Frog SwarmsSwarm

@20

0-4

A Lizardmen army must contain 12 elements of Lizardman Warriors/Spear Warriors, Lizardman Archers, Newt Warriors, Newt Bowmen and/or Newt Archers in any combination.

List Rules:

1. Natural Armor: LEHI are LHI for all purposes except opponents use the EHI column when determining weapon factor for attacks against them. Lizardman EHI/LEHI do not suffer fatigue for moving in heavy armor.

2. Lizardman Warriors have an additional Bite attack.

3. Raptors are Fighting Mounts and Simple4. Spitting Lizard has Breath Weapon [Acid], 4 figure equivalents shooting per element. Crew fights and counts for CPF as with El crew figure.

5. Lizard Tyrants and Newts on foot are Amphibious.

6. Newt Scouts and Newt Archers may be taken in mixed units with the same number of each type of element in a unit.

7. Newt LI, LC counter as regulars.

8. Lizards Tyrants do not become disordered when interpenetrating Newt LI, and vice versa.

9. Palanquin of the Great Saurian: A PAS standard on a Lizard CINC Palanquin allows the player to reroll one friendly hand to hand random factor die in any or all combats involving friendly units within 240p.

ORCS [Evil/Cold/Grey Magic]

Elements

CINC as one of

Wolf Knight

and 2 Irr B HC, L, Sh, Wolf @ 122

Foot Warrior

and 2 Irr B LHI 2HCW or LTS, Sh @ 112

or and 3 Irr B HI 2HCW or LTS, Sh @ 118

Noble Warrior

and 3 Reg A HI 2HCT, Sh @ 127

Chariot

Irr B 4 Wolf HCh 2 with JLS or B @ 120

Palanquin

Irr B Tr @ 120

1

Extra to give P std to CINC @ 5

0 or 1

Extra to upgrade P std to PA @ +10

0 or 1

Extra to upgrade PA std on Palanquin to PAS @ +85

0 or 1

SG as one of

Wolf Knight

Irr B HC L, Sh, Wolf @ 72

Foot Warrior

Irr B LHI or HI 2HCW or LTS, Sh @ 62

Chariot

Irr B 4 Wolf HCh 2 with JLS or B @ 70

0-2

Extra to give P std to Subgeneral @ 5

0-1 per subgeneral

Goblin Ally GeneralTBD

0-1

Great Orc Wolf KnightsIrr B HC L, Sh, Wolf @ 33

0-4

Orc Wolf Riders

Irr C MC JLS, Sh, Wolf @ 24

0-12

Orc Bear Riders

Irr C MC SA, Sh, Bear @ 24

0-4

Orc Wolf SkirmishersIrr C LC B, Wolf @ 12

0-10

Orc Chariot

Irr C 4 Wolf HCh 2 with JLS or B @ 32

0-4

Great Orc Guard

Reg A HI 2HCT, Sh @ 36 or 2HCW Sh @ 320-4

Great Orc ArchersReg B LHI B @ 24

0-6

Extra to give GO Archers Sh @ 4

0-1/2

Great Orc WarriorsIrr B HI or LHI LTS, Sh or 2SA or 2HCT @ 24

if HI, @ 18 if LHI

0-12

Orc Warriors

Irr C LMI 2HCW, Sh @ 9

6-72

Feral Orc WarriorsIrr A LMI LTS or 2HCW or JLS, Sh @ 15

or 2SA, Sh @ 18

0-6

Orc Spearmen

Irr C MI LTS or JLS, Sh @ 12

0-12

Orc Bowmen

Irr C LMI B or CB @ 6

6-18

Extra to give Orc Bowmen Sh @ 3

0-1/2

Orc Skirmishers

Irr C LI B @ 4

0-12

Orc Bear Pack

Expendable (W16.2) @ 45

0-2

Orc Stone ThrowerIrr C Art w/ 3 crew @ 50

0-2

Orc Bolt Shooter

Irr C Art w/ 2 crew @ 40

0-2

Goblin Warriors

Each unit Irr C MI JLS, Sh, @ 12, Irr D @ 8 or

Each unit Irr C LMI JLS, Sh, @ 9, Irr D @ 60-18

Goblin Skirmishers Each unit Irr C LI JLS, Sh @ 6, Irr D @ 40-12

Goblin Wolf RidersIrr C LC JLS, Sh, Wolf @16

0-12

Slaves

Irr E LMI IPW @ 3

0-6

Trolls

Irr C Cr @ 48

0-6

Ogres

Irr C Cr @ 40

0-8

Large Creatures

[Stone Giant, Wyvern]

0-1/1000

Behemoths

[Ancient Wyvern]

0-1/2000

Orc List Rules

Goblin Ally General may only command Goblin troops. Orc SGs may command any troops.

Great Orcs, Orcs, Cr, LCr and Be do not take waver tests from seeing Goblins in their own army routing.

Trolls Regenerate.

Palanquin of the Great Goblin

A PAS standard on an Orc CINC Palanquin allows the player to reroll one friendly hand to hand random factor die in any or all combats involving friendly units within 240p.

RATMEN (Evil/Warm/Sorcery)

Cost

Elements

UNDER CONSTRUCTIONCINC as:

1

Rat King

+2 Irr B HI or LHI

Rat Lord

+2 Irr B

@

Rat Tyrant

Irr C Cr

@ 144

Rat Giant

Irr B LCr

@ 150

Subgeneral as:

0-3

Rat Chieftain

+2 Irr C LHI

@

Rat Guard

Irr B MI or LMI

2HCT

Rat Warriors

Irr D MI or LMI ,

LTS or JLS or SA, Sh

@

0-72

Rat Veterans

Irr C MI or LMI

2HCW, or 2HCT or JLS

0-

Extra to upgrade

any

Extra to upgrade

@

any

Rat Slaves

Irr E LMI JLS or S, Sh

@

0-72

Rat Fanatics

Irr A

Rat Slinger

Irr D LMI or LI S, Sh

Tunnel Rat

Irr C LMI or LI 2SA

Disease Spreaders

Irr LI

@

0-24

Poison Spreaders

Rat Musketeers

Art?

@

any

Rat Infiltrators

Irr LI St* or S or 2SA

@

any

Shield?

Lightning Chariot

Art/HCh??

War Rats

Expendable (war dogs)

Rat Tyrants

Irr C Cr

Rat Giants

Irr B LCr

Power attack? What else?

Rat Titan

Irr B Be

Rat Swarms

Swarm

@20

0-8

A Ratmen army must contain 12 elements of Rat Warriors and/or Rat Slaves in any combination.

Sorcery List

Mass Morale rule.

UNDEAD [Evil/Cold or Dry/Black Magic or Necromancy]

Elements

Skeletal Knights

Reg B HK, L, Sh @ 48

0-10

Skeletal Scouts

Reg D LC JLS or B, Sh @ 20

0-6

Skeleton Warriors Reg D HI or LHI, JLS or LTS or SA, Sh @ 28

8-96

Skeletal Archers

Reg D LHI, B@ 24

4-20

Skull Catapults or

Death Cannon Reg D Art, 3Crew @ 36

0-4

Skeletal Beast

Irr D EL with 2x B @ 54

0-2

Minor Devil

Irr B Cr @ 44 Fearsome.

0-2

If a Necropolis Army [Dry]

CINC as Crypt Lord or Liche King

as Reg B 2 horse HCh UA+JLS+B @ 132

1

Extra to add 2 horses @ +6

0-1

Extra to give CinC PA Std @ 30

0-1

SG as Crypt Warrior or Necromancer or Liche

Reg B 2 horse HCh UA+JLS+B @ 82

0-2

Extra to add 2 horses @ +6

0-2

Extra to SubGeneral P Std @ 10

Any

Chariots

Reg B 4HCh UA+JLS+B @ 38

Or 2LCh UA+JLS or B @ 25

0-12

Tomb Guard

Reg B HI 1HCW or 2HCW, Sh @ 36

0-4

Extra to replace Tomb Guard 1HCW or 2HCW with 2HCT @ +4

any

Extra to upgrade Tomb Guard to EHI @ +8

any

Tomb Cultists

Irr A HC L, B, Sh @ 33

0-4

Mummies

Irr C HI 1HCW or 2HCW @ 24

0-4

Extra to upgrade complete units of Skeletal Archers with B to Poison Attack @+4any

Tomb Golems

Irr B Cr@ 56

0-4

Sand Swarm

Irr D LMI SA Poison Attack @ 25

0-4

Well of Souls

TBD

Carrion

TBD

Large Creature

[Giant Scorpion, Death Giant]

0-1/1000

Behemoth

[Sphinx]

0-1/2000

If a Graveyard Army [Cold]

CINC as Death Lord or Vampire King

SHK, L, Sh and 2 Reg B SHK, L, Sh @ 146

Extra to give CinC PA Std @ 30

0-1

SG as Death Knight or Vampire Prince

SHK, L, Sh and 2 Reg B SHK, L, Sh @ 96

0-2

SG as Wraithlord

Or as Reg B HI, 2HCW or SA and 3 Reg B HI 2HCW or SA @ 77

0-1

Extra to SubGeneral P Std @ 10

Any

Death Knights

Reg B SHK, L, Sh @ 69

0-4

Extra to replace Skeleton Warrior LTS or JLS or SA with 2HCT @ +4

any

Extra to replace Skeleton Archer B with CB @ 0

any

Wraiths

Reg B HI 2HCW or SA @ 44

0-4

Ghouls

Irr E LMI, IPW @ 1.5

0-20

Zombies

Irr E LMI, IPW @ 10.5

0-20

Phantoms

Reg D LI 2HCW or SA @ 12

0-12

Banshees

Reg D LI SA, Sonic Attack @ 18

0-2

Specters

Irr D LMI SA @ 12

0-6

Werebeasts

Irr B LHI 3SA @ 21, Irr C LHI, 3SA @ 18

0-12

Dire Wolves

Irr B HC 3SA @ 36

0-12

Ghosts

Irr D LMI SA @ 35 Swarm.

0-4

Bat Swarm

Irr D LMI SA @ 20 Swarm.

0-4

Giant Bats

TBD

Large Creature

[Skeletal Dragon , Devil Lord, Death Giant, Manticore]0-1/1000

Behemoth

[Ancient Skeletal Dragon, Greater Devil]

0-1/2000

Undead List Rules

-Werebeasts that take 2CPF from prep shooting charge unprompted or waver. Steady Werebeasts count shielded for hand-to-hand at first contact.

-Death Knights, Skeletal Knights, Warriors, Scouts, Beast and Archers are Skeletal.

-Skeletal Warriors, Beast, Archers, Tomb Guard, Mummies and Zombies are Slow.

-Bat Swarms, Ghosts and Tomb Swarms are Swarms. Bats tac move is 160p and it has 4 march segments.

-Phantoms, Wraiths, Specters and Ghosts are Ethereal.

-Banshees are Ethereal and may be in 1EU.

-Mummies, in addition to being Slow and Undead, are Relentless (replaces Implacable), Simple, Vulnerable to Fire.

-Reg E Skeleton Archers use normal overhead shooting rules.

Undead Troops

Generals, Death Knights

Skeletal Knights, Warriors, Scouts, Beast and Archers

Chariots, Tomb Guard, Mummies, Tomb Golems

Zombies, Dire Wolves

Phantoms, Specters, Wraiths, Ghosts and Banshees

Skull Catapults/Death Cannon

This means the following are NOT undead: Ghouls, Tomb Cultists, Bat Swarms, Werebeasts, Sphinx, Manticore, Giant Scorpion, Devil Lord, Minor Devil, Greater Devil

WOOD ELVES [Good/Warm/Grey Magic]

Elements

CINC as King

HK L, Sh and 2 Reg A HK L, Sh @128

1

Extra to give CinC PA Std @ 30

0-1

SG as Prince

HK L, Sh and 2 Reg A HK L, Sh

Or HC L, LB, Sh and 2 Reg A HC L, LB or JLS, Sh @78

0-3

Extra to SubGeneral P Std @ 10

Any

Guard Cavalry Reg A HK L, Sh @42

0-4

Nobles

Reg A HC L, LB or JLS, Sh @42

0-4

Cavalry

Reg B HC L, LB or JLS, Sh @39

0-8

Mounted Scouts Reg C LC JLS, LB, Sh @20

0-12

Foot Warriors Reg C LMI JLS, Sh @16

4-16

Archers

Reg C LMI LB, Sh @16

8-96

Rangers

Reg B LMI JLS, LB, Sh @28

0-4

Foot Scouts

Reg C LI LB @ 6 OR

Reg C LI JLS Sh @ 8

0-12

Unicorn Riders Reg A LC B @ 26

0-6

Centaur Warriors Reg B HK L @ 39

0-4

Extra to give Centaur Warriors Sh @ 6

any

Centaur Skirmishers Reg B LC B @ 16

0-8

Wilders

Irr A LMI 3SA @ 30

0-6

Tree Men

Irr C Cr @ 40

0-6

Large Creature [Tree Giant, Forest Dragon]

0-1/1000

Behemoth

[Tree Colossus, Ancient Forest Dragon]

0-1/2000

Wood Elf List Rules

-Wood Elf Foot Troops (including Tree Men, Tree Giants and Tree Colossi) are Arboreal.

Wood Elf Rangers have Marksmanship.

-Wood Elf LB counts as B for shooting eligibility and overhead shooting.

-Wood Elf regular troops counter as one class higher.

-Both kinds of foot scouts may be taken and may be in mixed units with the same number of each type of element in a unit.

-Unicorns are fighting mounts. Unicorns are Antimagic 120p. An army may only have one unit of Unicorns.

-Centaurs are Fast.

-A Wood Elf Player may add +2 to a W 14.31 terrain positioning die roll for any Woods feature. This may be combined with the bonus for being in a home climate.

Wood Elf Wilders

1. Always count shielded to shooting and on the first bound of hth.

2. Are Relentless. They cost +3 pts per figure (in addition to 2d and 3d SA)

3. Maneuver and counter as though Regular.

4. May enter and use skirmish formation if within 240p of an enemy body.

CORONNA [Neutral/Warm/Grey Magic]

Elements

CinC as Caliph

HC L, B, Sh with PA standard

and 2 Reg A HC L, B, Sh @ 158 pts

Or as EHC L, B, Sh with PA standard and 2 Reg A EHC L, B, Sh @ 162 pts1

SG as Thearch

HC L, B, Sh with P standard

and 2 Reg A HC L, B, Sh @ 88 pts

Or as EHC L, B, Sh with P standard and 2 Reg A EHC L, B, Sh @ 92 pts0-3

Moon Priests

Reg C Tr with S standard and 2 U/A figures @ 131 pts0-1

Guard Cavalry

Reg A HC L, B, Sh @ 42 pts

0-2/general

Extra to upgrade Guard Cavalry to EHC @ 6 pts

any

Cataphracts

Reg B SHC L, Sh @ 68 pts

0-6

Lancers

Reg C HC L, Sh @ 30 pts

2-20

Extra to upgrade Lancers to EHC @ 6 pts

0-8

Horse Archers

Reg C LC B, Sh @ 16 pts

4-20

Extra to upgrade Lancers or Horse Archers to Reg B @ 3 pts if HC,

@ 2 pts if LC

0-3/4

Extra to upgrade Cataphracts or Reg B Lancers to Reg A @ 4 pts if SHC,

@ 3 pts if EHC/HC

any

Extra to give Reg A/B Lancers B @ 6 pts

any

Reduction to downgrade Reg C Lancers or Horse Archers to Reg D

@ -3 pts if HC, @ -2 pts if LC

any

Reduction to downgrade Reg D Lancers to MC @ -6 pts

1/2-all

Reduction to delete Sh from Horse Archers @ - 4 pts

any

Auxiliary Cavalry Irr C HC L, Sh @ 24 pts, or Irr C LC JLS, Sh @ 1 pts

0-8

Extra to upgrade Auxiliary HC to Irr B L, B, Sh as el-Sarj @ 6 pts

0-4

Extra to upgrade el-Sarj to EHC @ 6 pts

0-2

Mercenary Cavalry Irr C LC B @ 8 pts

0-6

Extra to give Mercenary Cavalry JLS @ 2 pts, or Sh @ 4 pts

any

Faeler Guard

Irr B HI or LHI 1/2 2HCW, Sh,

1/2 2HCW or JLS, Sh @ 24 pts if HI, @ 18 pts if LHI0-6

Extra to give 2HCW-armed FG JLS @ 4 pts if HI, @ 3 pts if LHI

any

Extra to upgrade HI Faeler Guard to Reg A @ 8 pts

0-4

Extra to give horses to Reg A Faeler Guard @ 8 pts

any

Extra to upgrade Reg Faeler Guard to EHI @ 8 pts

anyLine Infantry

Reg C MI 2/3 LTS, Sh, 1/3 B, Sh @ 16 pts

6-48

Extra to upgrade LTS-armed Line Infantry to HI @ 8 pts

0-1/2

Extra to upgrade HI Line Infantry to EHI @ 8 pts

0-1/2

Extra to give LTS-armed Line Infantry D @ 4 pts

any

Extra to give LTS-armed Line Infantry JLS @ 4 pts

all/none

Extra to mount Line Infantry on horses or mules as mounted infantry @ 8 ptsany

Extra to upgrade Line Infantry to Reg B as Veterans @ 4 pts

0-1/3

Reduction to downgrade Line Infantry to Reg D @ - 4 pts

0-1/2

Marines

Reg D LMI or LI, up to 1/2 S, rest JLS or B, Sh @ 12 pts

if LMI, @ 6 pts if LI

0-12

Velites

Reg D LI JLS or S or B, Sh @ 6 pts

0-24

Extra to upgrade Marines or Velites to Reg C @ 4 pts if LMI, @ 2 pts if LIany

Reduction to delete Sh from B-armed Marines or Velites

@ 4 pts if LMI, @ 2 pts if LI

any

Island Slingers

Irr D LI 1/2 S, 1/2 SS or S @ 2 pts

0-16

Bronze Mtn. SpearmenIrr C LMI or MI LTS, JLS, Sh @ 12 for LMI

or 16 pts for MI

0-12

Extra to Bronze Mtn Spearmen to HI @ 8 pts

any

Bronze Mtn. ArchersIrr C MI or LMI or LI B @ 8 if MI

Or 6 pts if LMI, or 4 pts if LI

0-8

Extra to upgrade Bronze Mtn. Spearmen or Archers to Irr B @ 4 pts

0-1/2

Extra to give Bronze Mtn. Archers Sh @ 4 pts if MI, @ 2 pts if LI

any

Extra to mount close order Bronze Mtn. Spearmen or Archers on horses @ 8 ptsany

Gladiators

Irr B LHI 2SA or LTS or JLS or 2HCW, Sh @ 18

0-4

Light Bolt Shooter Reg C Art with crew of 2 @ 20 pts

0-4

Extra to mount Light Bolt Shooter on cart @ 10 pts

any

Heavy Bolt ShooterReg C Art with crew of 3 and oxen @ 30 pts

0-2

Fire Syphoneers

Reg C MI or LMI, fire projector, Sh @ 56 pts

0-2

Extra to upgrade Fire Syphoneers to HI or LHI @ 8 pts, or to EHI @ 16 ptsany

Heavy Stone Thrower Reg C Art with crew of 5 and oxen @ 50 pts

0-2

Large Creature

[Spirit Lord]

1/1000

Behemoths

[Greater Spirit]

1/2000

Coronna List Rules

-Coronnan Guard Cavalry, Cataphracts, lancers, Horse Archers, Line Infantry, Marines and Velites (all native Coronnan troops) Hate native Traazorites.

-Gladiators with 2SA or 2HCW fight 1.5 ranks when charging, countercharging or pursuing.

FALKAAR [Good/Warm/Wizardry]

Elements

CINC as King

EHK L, Sh and 2 Reg A EHK L, Sh

@ 1361 ORCINC as Duke

HK L, Sh and 2 Reg A HK L, Sh

@ 1281

P Std for CINC

@ 100-1

Upgrade CINCs P std to PA

@ +200-1

SG as Duke

HK L, Sh and 2 Reg A HK L, Sh @ 78

0-2

SG as Archbaron

LHI 1HCW, Sh and 3 Reg A LHI 1HCW, Sh @ 74

Or Reg A FLC @TBD

0-1

P Std for SG @ 10

0-1 per SG

Royal Horse

Reg A EHK L, Sh @ 54

0-2

Royal Foot

Reg A EHI 2HCT, Sh @ 44

0-2

Ducal Horse

Reg B HK L, Sh@ 39

0-12

Extra to upgrade to EHK

@ +120-2

Extra to upgrade any Ducal Horse to Reg A as Church Knights @ +3

0-4

Ducal Foot

Reg C MI P

@ 128-48

Extra to upgrade Ducal Foot to HI

@ +80-1/2

Extra to give Sh to Ducal Foot

@ +4any

Ducal Marines

Reg B LMI JLS, B or CB, Sh

@ 240-8

Falthar Marines

Reg A LMI JLS, B, Sh @ 28

0-4

Jendal SwordsmenReg A LHI 2HCW, Sh @ 32

0-8

Tlhar Swordsmen

Reg A LHI 1HCW, Sh @ 32

0-4

Karadal Border HorseReg B LC JLS, B, Sh @ 22

0-16

Delan Lancers

Reg B HC L, Sh

@0-4

Talor Bladesmen

Reg A LHI HTW, Sh @ 32

0-4

Sheriffs Levy

Reg C LMI B

@ 124-16

Extra to replace Sheriffs Levy B with LB

@ +0all/none

Extra to give Sheriffs Levy Sh

@ +40-1/2

Extra to give Sheriffs Levy stakes

Extra to give Sheriffs Levy 2HCW

@ +40-1/2

Extra to mount Sheriffs Levy on horses

Foresters

Reg B LMI 1HCW, LB, Sh

@ 240-4

Shadowcats

Perrakir

Reg A FLC JLS, B, Sh

@ 480-4

Large Creatures

[Dragon, Griffon]

1/1000*

Behemoths

[Ancient Dragon]

1/2000*

Falkaaran List Rules

-Jendal Sword = always fight 1.5 ranks. Never count shieldless if steady.

-Jendal, Tlhar and Talor foot do not have their charge cancelled by being charged by impetuous or mounted troops and may countercharge such troops. This is an exception to Warrior 6.163.

-Perrakir = flyer (special rule)

-Delan Lancers may choose evade as a charge response

* Falkaar did not have any such creatures fighting with its army, but they are included to allow the player to field LCr and Be.

-A Falkaaran army may not contain more than 2 elements of Sheriffs Levy for each element of Ducal Foot.

-Falkaaran Foresters are Arboreal and have Marksmanship.

-Shadowcats are Arboreal and Feral.

HARADEL [Good/Warm/White Magic]

Elements

CINC as King or MarshalSHK L, Sh and 2 Reg A SHK L, Sh@ 142

1 ORCINC as Marquis

SHK L, Sh and 2 Irr B SHK L, Sh @ 136

1

P Std for CINC @ 10 if King or Marshall, @ 5 if Marquis

0-1

Upgrade CINCs P std to PA @ +20 if King or Marshall,

@ +10 if Marquis

0-1

Upgrade PA standard to PAS as the Hand of Vidunar @ +120 if

Regular or +85 if Irregular

0-1

SG as Marquis

SHK L, Sh and 2 Irr B SHK L, Sh@ 86

0-3

P Std for SubGeneral @ 5

0-1 per SG

Kings Own

Reg A SHK L, Sh@ 63

0-2

Nobility

Irr B SHK L, Sh

@ 54

0-4

Extra to upgrade nobility to Irr A

@ 3

0-1/2

Brothers of the HandReg A SHK L, Sh@ 66

0-2

Men at Arms

Irr B EHK L, Sh

@ 45

2-16

Extra to upgrade Men at Arms to SHK @@ 9

any

Squires

Irr C HC L, Sh

@ 24

up to 1 per element of K

Patrollers

Irr C HC L, Sh

@ 24

0-12

Extra to upgrade Patrollers to Reg C @ 6

0-6

Marines

Reg B LMI CB

@ 16

0-4

Militia Infantry

Reg D MI LTS, Pa@ 12

2-16

Replace LTS with 2HCT

@ 4

any

Extra to upgrade Militia Infantry to HI@ 8

any

Militia CrossbowmenReg D CB LMI or MI @ 8

2-16

Extra to upgrade Crossbowmen to HI or LHI @ 8

any

Extra to give MI/HI Crossbowmen Pa if not in mixed unit @ 4

0-1/2

The Muster of HaradelIrr D MI LTS or JLS or IPW @ 4 and/or

Irr D LMI LTS or JLS or IPW @ 3 and/or

Irr D LMI B @ 3

6-48

Extra to upgrade Muster to Irr C @ 4 if MI, @ 3 if LMI

0-1/2

Extra to give Sh to Muster w/LTS or JLS@ 4 if MI, @ 3 if LMIany

Extra to give Pa to MI Muster without Sh or IPW @ 4

0-1/2

Extra to replace MI Muster LTS with 2HCT @ 4

any

Extra to mount Marines or Militia on Horses

@ 8

any

Stone Thrower

Reg C Art with crew of 4 @ 40

0-2

[may substitute bombard in non-historical games]

Mountain Ogres

Irr C Cr @ 40

0-2

Large Creatures

[Dragon, Griffon]

1/1000*

Behemoths

[Ancient Dragon]

1/2000*

Haradel List Rules

-All elements of Militia Infantry in a unit must be armed the same way.

-Militia Infantry and close order Militia Crossbowmen may be in mixed units.

-Bodies containing Haradelan K do not take a waver test for seeing Muster units rout.

-Haradelan K may interpenetrate any loose order foot troops during a charge or countercharge. Both bodies are disordered by this. The foot troops cannot be charging and are moved clear to the rear of the K if necessary once the K are in contact with their charge target.

-Brothers of the Hand are Zealous.

-Patrollers count 2 scouting points per element.

-Squires may be in a mixed unit with Nobles, Men at Arms and/or Generals.

* Haradel did not have any such creatures fighting with its army, but they are included to allow the player to field LCr and Be.

THORMENAL [Neutral/Warm/Wizardry]

Elements

CINC as Archon

EHK L, Sh and Reg A EHK L Sh @ 1361

Extra to give CINC PA Standard @ 30

SG as Governor

EHK L, Sh and 2 Reg B EHK L, Sh @ 840-3

Extra to give SG P Standard @ 10

any

Archons Escort

Reg A EHK L, Sh @ 54

0-2

Governors Escort

Reg B EHK L, Sh @ 51

0-4

Counciliar Knights

Reg B EHK L, Sh @ 51

4-16

Knights of the Sun

Reg A SHK L, Sh @ 66

0-2

Citizen Militia Infantry

Reg D MI LTS, Sh @ 12

8-64

Replace Cit. Mil. LTS with P @ 0

0-1/2

Citizen Militia Crossbow

Reg D LMI or MI CB @ 8 OR

LI CB @ 4

0-12

Citizen Halberdiers

Reg D HI 2HCT @ 20

0-4

Citizen Cavalry

Reg C HC CB @24

0-8

Estates Infantry

Irr C MI 2HCW or LTS @ 8

0-8

Extra to give Estates Infantry Sh @ 4

0-1/2

Estates Cavalry

Irr C HC L, Sh @ 24

0-4

Marines

Reg C LMI JLS, Sh @ 16

0-8

Bounders

Reg C LC CB or B @ 12

0-8

Peasants

Irr D LMI up to each unit 2HCW,

up to each unit B, remainder IPW @ 30-24

Agars Horde (M)

Reg B LC J