Categories

News page
Tactics page
Orcs & Goblins Tactics page
Ogre Kingdoms Tactics page
Calculations page
Combat Calculations page
Rules page
Orcs & Goblins Rules page
Ogre Kingdoms Rules page
Gaming page
Scenario page
Campaign page
Gallery page
Fiction page
Mini-Games page
Construction page
Other stuff page

 

Random page

Tendrils of Tzeentch

Design a Creature

by Avian

This is for those who want to create a creature entirely of your own devise. Note that these rules are open to a lot more abuse than the basic 'create a unit' rules, so ask your opponent nicely.

 

Contents

Creature types

 

Create a Humanoid

Humanoid creatures are the most common creatures in the game, walking on two legs and capable of wielding weapons.

Stats

Choose stats for your creature

Move Three: 0 Four: +1 pt Five: +2 pts Six: +3 pts  
Weapon skill Two: 0 Three: +1 pt Four: +2 pts Five: +3 pts  
Ballistic skill Zero: 0 Two: 0 Three: 0 Four: 0  
Strength Two: -1 pt Three: 0 Four: +1 pt    
Toughness Two: -1 pt Three: 0 Four: +1 pt (a)    
Wounds One: 0        
Initiative One: -1 pt (b) Two: 0 Three: 0 (c) Four: 0 (d) Five: 0 (e)
Attacks One: 0 Two: +4 pts      
Leadership Five: -1 pt Six: 0 Seven: +1 pt Eight: +2 pts Nine: +3 pts (f)

(a) +2 for creatures with Move 5; +4 for creatures with Move 6.
(b) 0 for creatures with access to Great Weapons.
(c) +1 for creatures with Toughness 4 or more
(d) +1 for creatures with Move 4 or less; +1 for creatures with Toughness 4 or more (cummulative)
(e) +2 for creatures with Move 4 or less; +1 for creatures with Toughness 4 or more (cummulative)
(f) +4 for creatures with Weapon Skill 2.

Note that Ballistic skill is free, because it is paid for when you buy a missile weapon (BS2 pay one point less than BS3).

Humanoids with Toughness 4 should be mounted on 25 mm square bases while Humanoids with Toughness 3 and below should be mounted on 20 mm square bases.
Humanoids have a Unit Strength of 1 per model.

 

Should you at this point have created a creature costing less than one point its cost is now raised to 1 point.

 

Nature

Choose a nature for your creature.

Warm-blooded: Free
This is the norm. Warm-blooded creatures have no additional special rules.

Cold blooded: +2 pts
Cold-blooded creatures roll an additional D6 for Leadership tests and discard the highest one.

Daemonic: +4 pts
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)
May not wear armour

Undead (commonly): +6 pts
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by
-3 Leadership

Undead (models costing 5 or more points so far): +2 pts
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by
+1 Rarity

 

Habitat

A creature may have up to one trait, depending on it's native habitat. Any rules not explained here can be found in the main listing of special abilities or in the rulebook.

Inhabit plains: Free
No change.

Inhabit rocky terrain: +1 pt
The creatures are Rock climbers.

Inhabit woods: +1 pt
The creatures have the Move through woods ability.

Inhabit water: +1 pt
The creatures are Aquatic. They suffers no penalties for moving through water and other
'wet' terrain and count as being in soft cover when occupying such features.

Inhabit the air: +10 pts
The creatures can Fly.
Creatures with Toughness 4 may not have this trait.

Inhabit fiery terrain: +1 pt
The creatures are Fire resistant.
Cold-blooded creatures may not inhabit this terrain.

 

Additional optional abilities

Braindead: -1 pt
Unit always strikes at Initiative 0 and go last even when charging.
Does not pay (or get a discount) for Initiative in Stats above.
Creatures taking at least 3 pts worth of equipment receive an additonal 1 pt cost reduction.

Cause Fear: +3 pts
The creature causes Fear.
Cavalry costs +6 pts.

Scaly Skin (6+): +1 pt
The creature has a 6+ armour save.
The creature counts as already being equipped with light armour, and so does not get
light armour where this would normally be part of the starting equipment.
An option to upgrade light armour to heavy armour becomes an option to buy light armour
giving the model the same effective saving throw (the price remain the same).
The same applies to an option to buy superheavy armour.

Stupid: -1 pt (living creatures only, 0 for models costing 1 point)
The model suffers from Stupidity.

 

Limitations on unit types

Medium infantry
All kinds of creatures can be medium infantry.

Light infantry
Creatures with Strength and/or Toughness 4 may not be light infantry.

Heavy infantry
Creatures with Weapon Skill and/or Strength and/or Toughness 2 may not be heavy infantry.

Missile infantry
Creatures with Strength 4 may not be missile infantry.
Creatures with Ballistic Skill 0 may not be missile infantry.

Raving mad nutters
Creatures with Strength and/or Toughness 2 may not be raving mad nutters.

Fast cavalry
Creatures with Strength and/or Toughness 4 may not be fast cavalry. Armies that cannot get heavy cavalry can have fast cavalry at -1 Rarity.

Medium cavalry
All kinds of creatures can be medium cavalry.

Heavy cavalry
Creatures with Weapon Skill and/or Strength and/or Toughness 2 may not be heavy cavalry.

 

Limitations of equipment

These are the limitations on what kind of equipment your creations can use. Note that some of the released armies can have equipment not allowed to them by this list.
Equipment marked as 'Restricted' can never be common.
Equipment marked as 'Not allowed' can not be taken by designed creatures.

Additional hand weapons: Any
Flails: S3+
Great weapons: WS4+
Halberds: WS3+
Morning stars: Any
Pikes: M3+, WS3+ S3+, T3+, Restricted
Pistols: Any
Spears: Any
Lances: WS4+
Cavalry hammers: WS4+ S3+, Restricted

Short bows: Any
Bows: Any
Long bows: BS3+
Crossbows: BS3+
Repeater crossbows: BS4+, Restricted
Handguns: BS3+
Blunderbusses: Not allowed
Slings: Any
Throwing stars/knives: BS3+
Throwing spears/javlins: BS3+
Throwing axes: S3+

Light armour: Any
Heavy armour: S3+, T3+
Superheavy armour: S3+, T3+, Restricted
Shields: Any
Warpaint: Any
Sea Dragon cloaks: Not allowed

 

Level of technology

Depending on a race's level of technology some equipment may be more common than others, and some may not be used at all having yet to be invented.
A creature take all equipment available at its level of technology as Common.
Equipment more that is more advanced may not be used.
A creature may use equipment that is not available on its level but can be found one level below, but that equipment will be Rare.

Level 4 - Advanced (Late medieval / renaissance)
Additional hand weapons, Flails, Great weapons, Halberds, Morning stars, Pikes, Pistols, Spears (infantry only), Lances, Cavalry hammers.
Bow, Longbow, Crossbow, Handgun, Pistols, Throwing stars/knives.
Light armour, Heavy armour, Superheavy armour, Shields.

Level 3 - Typical (Early medieval)
Additional hand weapons, Flails, Great weapons, Halberds, Morning stars, Spears, Lances, Cavalry hammers.
Short bow, Bow, Longbow, Crossbows, Throwing stars/knives.
Light armour, Heavy armour, Shields.

Level 2 - Primitive (Iron age)
Additional hand weapons, Flails, Great weapons, Spears
Short bow, Bow, Slings, Throwing spears/javlins, Throwing axes.
Light armour, Shields.

Level 1 - Very primitive (Stone age)
Additional hand weapons, Great weapons, Spears
Short bow, Bow, Slings, Throwing spears/javlins, Throwing axes.
Shields, Warpaint.

 

Create a Beast

Beasts generally move on four legs and have little intelligence to speak of.

Stats

Choose stats for your beast

Move Three: -1 pt Four: 0 Five: +1 pts Six: +2 pts Seven: +3 pts Eight: +4 pts Nine: +5 pts
Weapon skill Two: -1 pt Three: 0 Four: +1 pts Five: +2 pts      
Ballistic skill Zero: 0            
Strength Two: -1 pt Three: 0 Four: +1 pt (a) Five: +3 pts (b)      
Toughness Two: -1 pt Three: 0 Four: +1 pt (c)        
Wounds One: 0            
Initiative One: -1 pt Two: 0 Three: +1 pt Four: +2 pts Five: +3 pts    
Attacks One: 0 Two: +4 pts          
Leadership Two: -1 pt Three: 0 Four: 0 Five: +1 pt Six: +2 pts    

(a) +2 for beasts with Move 8; +3 for beasts with Move 9 or Fly.
(b) Beasts with Move 6 or less only.
(c) +2 for beasts with Move 5, +3 for beasts with Move 6; +4 for beasts with Move 7 or more.

Beasts with Move 7 or more count as cavalry, must be mounted on cavalry bases and have Unit Strength of 2 per model.
Other Beasts with Toughness 4 should be mounted on 25 mm square bases while Beasts with Toughness 3 and below should be mounted on 20 mm square bases. They have a Unit Strength of 1 per model.
Beast units may not have command groups.

 

Should you at this point have created a beast costing less than three points its cost is now raised to 3 points.

 

Nature

Choose a nature for your Beast.
Note that if your Beasts have a Beast Master they must all have the same nature.

Warm-blooded: Free
This is the norm. Warm-blooded beasts have no additional special rules.

Cold blooded: +2 pts
Cold-blooded beasts roll an additional D6 for Leadership tests and discard the highest one.

Daemonic: +3 pts
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)
+2 Leadership

Undead: +1 pt
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by

 

Habitat

A Beast may have up to one trait, depending on it's native habitat. Any rules not explained here can be found in the main listing of special abilities or in the rulebook.
Note that if your Beasts have a Beast Master they must all have the same trait, or none at all.

Inhabit plains: Free
No change.

Inhabit rocky terrain: +1 pt
The beasts are Rock climbers.

Inhabit woods: +1 pt
The beasts are Woodsmen.

Inhabit water: +1 pt
The beasts are Aquatic

Inhabit the air: +6 pts
The beasts can Fly.
Creatures with Toughness 4 may not have this trait.
Flying Beasts may not be joined by Beast Masters.

Inhabit fiery terrain: +1 pt
The beasts are Fire resistant.
Cold-blooded beasts may not inhabit this terrain.

 

Additional optional abilities

Cause Fear: +3 pts
The Beasts causes Fear.
Living Beasts only.

Fast cavalry: +1 pt
The Beasts are Fast cavalry.
Beasts with Move 7 or more only.

Frenzy: +2 pts
The Beasts are Frenzied.

Horns/tusks: +1 pt
The Beasts gains +1 Strength when charging.
Beasts with a Move of 6 or more only

Scaly Skin (6+): +1 pt
The Beasts have a 6+ armour save.

Skirmish: +1 pt
The Beasts always operate in Skirmish formation.
If the Beasts are in a Herd and Skirmish then any Beast Masters in the Herd must also buy this ability for +1 pt/model.
If the Beast Masters may not Skirmish then the Beasts cannot buy this ability.
Beasts with Move 6 or less only.

Stupid: -1 pt
The Beasts suffer from Stupidity.
Living Beasts only.

Unruly Beasts: -1 pt
The Beasts may not form Beast Herds and may not be joined or led by characters.
They cannot use the General's Leadership value even if he is within 12".

 

Beast units

Beasts can operate in one of three ways. They can be either a Beast Unit, a Beast Herd or be fielded as a character's favourite pets.

Beast Units
A Beast Unit consists of 5 or more Beasts if they have Move 7 or more, or 10 or more Beasts if they have Move 6 or less.
Beast Units do not count towards the minimum number of Core units in your army but are not otherwise subject to any special rules.
Beast Units a Rarity of 0

Beast Herds
A Beast Herd must be led by one or more appropriate Beast Masters. A Beast Master is bought together with a number of Beasts and a several of these may then be grouped together into a Herd. The ratio of Beasts to Beast Masters is 6 to 1 for Beasts costing 5 points or less, 5 to 1 for Beasts costing 6 to 10 points, and 4 to 1 for Beasts costing 11 points or more.
The Herd moves at the speed of the slowest model.
Shooting hits at the Herd are randomised in the following manner: 1-5: hits a Beast, 6: hits a Beast Master.
The Beast Herd may use the Leadership of the Beast Masters as long as there are some Beast Masters left.
If all Beast Masters are slain the Herd must charge the nearest enemy unit it is able to charge. If the Herd cannot charge it must move at full speed towards the closest enemy unit.
If the Herd is joined by any characters they are always placed in the rear rank. If a character passes a "Look out, Sir!" roll one of the Beasts will take the hit, if possible. Otherwise a Beast Master is hit.
Beast Herds do not count towards the minimum number of Core units in your army.
Beast Herds have a Rarity of 0.

Beast Masters
All Beast Masters in a unit must carry the same equipment and have the same special abilities..
Beast Masters may be mounted on an appropriate steed if the Beasts have Move 7 or more.
Beast Masters are always placed in the rear rank of the Herd.
For purposes of unit psychology a Beast Master counts as a character who has joined the unit. He is otherwise counted as a rank and file member of the unit (ie, he does not get a "Look out, Sir!" roll and may not accept or issue challenges).
Any Beast Master may be armed with a Whip for +3 pts. When in base contact with an enemy model the Whip counts as an additional hand weapon. It also gives the Beast Master one (and only one) attack when not in base contact with an enemy model. A model with a Whip may attack through one rank of friendly models if they have US2 or more, or any number of ranks if they have US1. A model armed with a Whip may not be attacked back by enemies not in base contact with him.
Apart from a Whip a Beast Master may only be armed with hand weapons (including additional ones). He may be equipped with light armour if normally allowed this. His steed may not have barding. He may take any special abilities available to Medium infantry units if on foot, or any special abilities available to Medium cavalry units if mounted. Any Rarity increase affects the whole Herd.

Favourite Pets
A character may have 1-4 Beasts of the same type as favourite pets brought to the battlefield. The character and the beasts must have the same Nature and the same Habitat.
The character and the beasts count as a skirmishing unit (the character gets the Skirmish ability for free, the beasts have to pay for it in the normal manner), but may still join other units. If the character only has a single pet they are counted as single characters for the purpose of working out who can shoot at them, otherwise they may be target like any other unit. When in a unit the beasts must be placed in base contact with the character. In a challenge the beasts will fight alongside the character like a mount does, and the beasts may otherwise be targeted by enemies in close combat like any other model.
If the character is slain the beasts become subject to Frenzy and Hatred towards all enemy models.

 

Limitations of equipment

Beasts may not have equipment.

 

Create a Steed

Stats

Choose stats for your steed

Move Six: -1 Seven: 0 Eight: +1 Nine: +2  
Weapon skill Two: 0 Three: +1 Four: +2 Five: +4  
Ballistic skill Zero: 0        
Strength Three: +1 Four: +2 pt (a)      
Toughness Three: +1 Four: +2 pt (b)      
Wounds One: 0        
Initiative Two: -1 Three: 0 Four: 0 Five: +1 Six: +1
Attacks Zero: 0 One: +2 Two: +4    
Leadership Three: +1 Four: +1 Five: +1 Six: +2  

(a) Movement may not be greater than 8.
(b) Movement may not be greater than 7.

Should you at this point have create a steed costing less than five points its cost is now raised to 5 points.

 

Optional abilities

Cause Fear: +9 pts
The rider and steed causes Fear.

Fly: +6 pts
The steed can Fly.
-5 Move (ground only). This can be raised back to what it was at a cost of +1 pt per point of Move.
Steeds with a Strength and Toughness of 3 only.
Riders limited to a maximum Strength and Toughness of 3 and a maximum armour save of 5+. (Heavier riders have to ride monsters.)
Medium and Fast* cavalry only. (* does not gain the Fast cavalry ability, but options remain the same).

Horns/tusks: +1 pt
The steed gains +1 Strength when charging.
Creatures with a Strength of 4 pay double for this ability.

Great horns/tusks: +2 pt
The steed gains +2 Strength when charging.
Creatures with a Toughness of 4 only.
Creatures with a Strength of 4 pay double for this ability.

Thick-skinned: +1 pt
The rider gains +2 to his armour save, instead of the normal +1.
Steeds with a Toughness of 4 only.
Thick-skinned steeds may not be barded.

Stupidity: -3 pts
The steed suffers from Stupidity.

 

Who can ride what?

Not all steeds are able to carry all masters and likewise not all riders are able to master all steeds. An orc would surely break the back of a wolf if he tried to ride it and a weedy goblin would never be able to control a fierce chaos steed.

Weapon skill
The steed cannot have a Weapon Skill of more than one point greater than the rider.

Strength
Riders with Strength 4 can not ride steeds with a Move of greater than 8.
The steed cannot have a Strength of more than one point greater than the rider.

Toughness
Riders with Toughness 4 can not ride steeds with a Move of greater than 8.
Riders with Toughness 4 can only ride steeds with a Strength and/or Toughness of 4.

Initiative
The steed can not have more than 1 point more Initiative than the rider.

Leadership
The rider must have a Leadership at least 2 points greater than that of the steed (does not apply to undead).

 

Limitations on cavalry options

Fast cavalry
Steeds with a Move of less than 8 may not be Fast cavalry.

Barding
Steeds with a Toughness of 4 may not be barded.

 

A note on how cavalry is costed

It is worth noting that mounted models pay +1 pt for shields and +1 pt for all types of armour. Models with any type of natural armour (Scaly skin) also pay this.
Fast cavalry costs +1 pt but limits the model to an armour save of 5+ or worse, except in very special cases. Do not come up with any more very special cases.
Models with a Strength of 4 pay an extra 2 points for being cavalry. Models with a Strength of 5 pay an extra 4 points for being cavalry.
Otherwise cavalry is the price of the rider plus the price of the steed.

 

Create a Centauroid

Centauroids have the lower body of a four-legged creature and the upper body of a biped.

Stats

Choose stats for your centauroid

Move Six: +2 pts Seven: +3 pts Eight: +4 pts Nine: +5 pts
Weapon skill Two: -1 pt Three: 0 Four: +1 pts Five: +2 pts  
Ballistic skill Two: 0 Three: 0 Four: 0    
Strength Two: 0 Three: +1 pt Four: +4 pt Five: +7 pts  
Toughness Two: 0 Three: +1 pts Four: +2 ps    
Wounds One: 0        
Initiative One: -1 pt Two: 0 Three: +1 pt Four: +2 pts Five: +3 pts
Attacks One (Two): 0 Two (Three): +4 pts      
Leadership Five: +1 pt Six: +2 pts Seven: +3 pts Eight: +4 pts Nine: +5 pts

Centauroids should be mounted on cavalry bases and have a Unit Strength of 2 each.
They do not get the normal +1 save for being mounted.

All centauroids have this special rule
Trample: One of the centauroids attacks is worked out without any bonus from weapons, representing the thrashing hooves or claws of the lower half. This is why attacks are listed as One (Two) or Two (Three).

 

Nature

Choose a nature for your creature.

Warm-blooded: Free
This is the norm. Warm-blooded creatures have no additional special rules.

Cold blooded: +2 pts
Cold-blooded creatures roll an additional D6 for Leadership tests and discard the highest one.

Daemonic: +3 pts
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)
+2 Leadership

Undead: +1 pt
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by

 

Habitat

A Centauroid may have up to one trait, depending on it's native habitat. Any rules not explained here can be found in the main listing of special abilities or in the rulebook.

Inhabit plains: Free
No change.

Inhabit rocky terrain: +1 pt
The creatures are Rock climbers.

Inhabit woods: +1 pt
The creatures have the Move through woods ability

Inhabit fiery terrain: +1 pt
The creatures are Fire resistant.
Cold-blooded beasts may not inhabit this terrain.

 

Additional optional abilities

Cause Fear: +3 pts
The creatures cause Fear.
Living Beasts only.

Drunken: Free
The creatures are Drunken.

Fast cavalry: +1 pt
The creatures are Fast cavalry.
Creatures with Move 7 or more only.

Frenzy: +2 pts
The creatures are Frenzied.

Scaly Skin (6+): +2 pt
The creatures have a 6+ armour save.

Stupid: -1 pt
The creatures suffer from Stupidity.
Living Beasts only.

 

Limitations of equipment

These are the limitations on what kind of equipment your creations can use. Note that some of the released armies can have equipment not allowed to them by this list.
Equipment marked as 'Restricted' can never be common.
Equipment marked as 'Not allowed' can not be taken by designed centauroids.

Centauroids use weapons as if they were infantry, except spears and weapons that are for mounted models only, where they follow the rules for cavalry.
Centauroids may buy light armour for +1 pt. All other armour is bought at the cost cavalry pays for it (ie. everything costs 1 pt more than it does for infantry).

Additional hand weapons: Any
Flails: S3+
Great weapons: WS4+
Halberds: WS3+
Morning stars: Any
Pikes: Not allowed
Pistols: Any
Spears: Any
Lances: WS4+
Cavalry hammers: WS4+ S3+, Restricted

Short bows: Any
Bows: Any
Long bows: BS3+
Crossbows: BS3+
Repeater crossbows: BS4+, Restricted
Handguns: BS3+
Blunderbusses: Not allowed
Slings: Any
Throwing stars/knives: BS3+
Throwing spears/javlins: BS3+
Throwing axes: S3+

Light armour: Any
Heavy armour: S3+, T3+
Superheavy armour: S3+, T3+, Restricted
Shields: Any
Warpaint: Any
Sea Dragon cloaks: Not allowed

 

Level of technology

Depending on a race's level of technology some equipment may be more common than others, and some may not be used at all having yet to be invented.
A creature take all equipment available at its level of technology as Common.
Equipment more that is more advanced may not be used.
A creature may use equipment that is not available on its level but can be found one level below, but that equipment will be Rare.

Level 4 - Advanced (Late medieval / renaissance)
Additional hand weapons, Flails, Great weapons, Halberds, Morning stars, Pistols, Lances, Cavalry hammers.
Bow, Longbow, Crossbow, Handgun, Pistols, Throwing stars/knives.
Light armour, Heavy armour, Superheavy armour, Shields.

Level 3 - Typical (Early medieval)
Additional hand weapons, Flails, Great weapons, Halberds, Morning stars, Spears, Lances, Cavalry hammers.
Short bow, Bow, Longbow, Crossbows, Throwing stars/knives.
Light armour, Heavy armour, Shields.

Level 2 - Primitive (Iron age)
Additional hand weapons, Flails, Great weapons, Spears
Short bow, Bow, Slings, Throwing spears/javlins, Throwing axes.
Light armour, Shields.

Level 1 - Very primitive (Stone age)
Additional hand weapons, Great weapons, Spears
Short bow, Bow, Slings, Throwing spears/javlins, Throwing axes.
Shields, Warpaint.

 

Create a Small Monster

This category covers all types of creatures that come on small monster bases (apart from swarms) and includes everything from Fell Bats to Dragon Ogres.
In the game small monsters come in one of two types, either as a unit of three or more small monsters, or as single small monsters, and this category lets you create either type.

Stats

Choose stats for your creature.

Move Five: -5 Six: 0 Seven: +10 pts Eight: +15 pts Nine: +20 pts Ten: + 25 pts  
Weapon skill Three: 0 Four: +3 pts Five: +6 pts        
Ballistic skill Zero: 0            
Strength Three: -3 pts Four: 0 Five: +3 pts Six: +6 pts      
Toughness Three: -10 pts Four: 0 Five: +10 pts        
Wounds Two: +5 pts Three: +15 pts Four: +25 pts        
Initiative One: -1 pt Two: 0 Three: +1 pt Four: +2 pts Five: +3 pts    
Attacks One: -10 pts Two: -5 pts Three: 0 Four: +5 pts      
Leadership Four: -2 pts Five: +1 pt Six: +4 pts Seven: +7 pts Eight: +10 pts Nine: +13 pts Ten: +16 pts

Creatures with Movement 6 may elect to move 2D6 inches instead, rolled randomly each turn. Creatures with Movement 9 may move 3D6 inches. Single small monsters only.
Creatures with 3 attacks may elect to have D6 Attacks instead, rolled randomly each turn. Creatures with 4 attacks may have D6+1 Attacks, and so on.

Small monsters should be mounted on square 40 mm bases and have a Unit Strength of 3 each.
Units of small monsters have a unit size of 3+ models. Single small monsters have a unit size of 1 but up to 2 creatures may be taken per Special / Rare choice.
Single small monsters may also be taken as mounts by appropriate types of Heroes and Lords. Tunneling and Unbreakable creatures may not be ridden.
Small monsters have an initial Rarity of 1.

 

Nature

Choose a nature for your creature.

Warm-blooded: Free
This is the norm. Warm-blooded creatures have no additional special rules.

Cold blooded: +6 pts
Cold-blooded creatures roll an additional D6 for Leadership tests and discard the highest one.

Undead: +17 pts
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by

Daemonic: Free
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)

 

Additional optional abilities

Aquatic: +3 pts
The creatures are Aquatic.

Aura: +9 pts
Each model in base contact with one or more creatures are at -1 to hit in close combat, even if not actually attacking the creatures.
May not be joined by characters.

Bloodgreed: -6 pts
The creatures may never Overrun (not even if otherwise forced to by abilities such as Frenzy or Hatred), but pursue 3D6 inches.

Bloodscent: Free
The creature always starts the battle off-table. At the start of the second own turn roll a D6; the creature shows up on a 4+.
If the creature does not show up, roll again next turn, adding +1 for each failed attempt (a roll of 1 always fails).
When the creature shows up it may enter the battlefield from any table edge, counting as returning after having purused a fleeing enemy.
+1 Rarity increase

Braindead: -6 pts
The creatures always strike last, even when charging.
Do not pay for Initiative, but automatically have Initiative 0.

Bull charge: +3 pts
Units of 3+ creatures charging more than their basic movement distance cause 1 impact hit each, at the basic Strength of the creatures. 
This Strength is increased by +1 for each creature in the ranks immediately behind.

Cause Fear: +10 pts
The creatures cause Fear.
Living creatures only.

Construct: +6 pts
The creatures take one less wound from losing a combat.
Undead creatures only.

Drunken: Free
The creatures are Drunken.
May not be combined with Frenzy, Stupid or Unbreakable.

Float: +20 pts
The creatures can Fly, but only 15" instead of the normal 20".
Units of Flyers have a Unit Strength of 1 and a maximum unit size of 10.
Instead of paying normally for Movement use the table below:
Movement 1-2: -5 pts
Movement 3-4: 0
Movement 5-6: +5 pts
Movement 7-8: +10 pts
Movement 9-10: +15 pts

+1 Rarity increase for single small monsters

Fly: +10 pts (2 Wounds) / +20 pts (3 Wounds)
The creatures can Fly.
Units of Flyers have a Unit Strength of 1 and a maximum unit size of 10.
Creatures with Strength 4 or less, Toughness 4 or less, 3 Wounds or less and no armour save only.
Instead of paying normally for Movement use the table below:
Movement 1-2: -5 pts
Movement 3-4: 0
Movement 5-6: +5 pts
Movement 7-8: +10 pts
Movement 9-10: +15 pts

+1 Rarity increase for single small monsters

Foul Stench (or similar): +15 pts
Enemy models suffer a -1 to hit penalty when attempting to strike the creatures in close combat.

Frenzy: +6 pts
The creatures are Frenzied.
May not be combined with Drunken, Immune to Psycholgy, Stupid or Unbreakable.

Great Horns / Tusks: +5 pts
The creatures receive a +1 Strength bonus on the turn they charge.
The creatures may not take any weapon options.

Immune to Psychology: +12 pts
The creatures are Immune to Psychology.
May not be combined with Frenzy.
+1 Rarity increase

Killing Blow: +9 pts
The creature has the Killing Blow ability.
Single small monsters become 1 per Special / Rare choice, instead of 1-2.

Magic Resistance: +3 pts for MR(1) / +6 pts for MR(2)
The creatures have a Magic Resistance.
Single small monsters with MR(2) have a +1 Rarity increase.

Magical attacks: +3 pts
The creature's attacks count as magical.

Poison: +15 pts
The creature has Poisoned attacks.

Ravenous: -6 pts
The creature must always end it's Movement phase closer to the enemy than at the start.
It must charge whenever possible.
It must always pursue, but can never Overrun.

Regenerate: +35 pts
The creatures can Regenerate.
The creatures may not take any armour options.
+1 Rarity increase

Scale Terrain: +6 pts
The creatures count all difficult and impassable terrain as open.
The creatures may not have Standard bearers or musicians.
+1 Rarity increase

Scaly Skin: +3 pt (6+ save) / +6 pts (5+ save) / +9 pts (4+ save)
The creatures have a scaly skin armour save.

Slashing Attacks: +16 pts
When not charging or fleeing the creatures can make slashing attacks on one enemy unit they fly over.
Each creature in the unit inflicts one automatic S3 hit on the unit, distributed as shooting attacks.
Flyers and Floaters only.
+1 Rarity increase

Stubborn: +15 pts
The creatures are Stubborn.
+1 Rarity increase

Stupid: -15 pts
The creatures suffer from Stupidity.
Living creatures only.
The creatures may not take any equipment options.
May not be combined with Drunken, Frenzy or Unbreakable.

Tunneling: +9 pts
The creature may tunnel it's way onto the battlefield - see the rules in the Skaven or Tomb Kings army book.
Single small monsters only.

Unbreakable: +20 pts
The creatures are Unbreakable.
Single small monsters only.
The creatures do not pay for Leadership, but automatically have Ld 10.
May not be combined with Drunken, Frenzy or Stupid.
+1 Rarity increase

Vile Excretions (or similar): +10 pts (2 Attacks) / +5 pts (3+ Attacks)
Instead of making all their normal attacks the creatures may elect to instead make a single attack that hits automatically and ignores armour saves.

 

Ranged attacks

Small monsters may have a single form of ranged attack chosen from the list below.

Breath Weapon: +15 pts
The creature has a S3 Breath weapon

Coruscating Flames: +6 pts
Counts as a missile weapon (monster counts as BS4).
Thrown weapon, range 8".
If it hits the flames cause D6 S3 hits.
Fire damage.

Leadbelcher cannon: +17 pts
Counts as a missile weapon with a 12" range, S4 and armour piercing.
Fires a number of shots equal to the roll of an Artillery dice.
No to-hit penalty for long range, moving or Multiple shots.
On a Misfire the weapon inflicts D6 hits on the firing unit.
After firing the cannon must be reloaded. This takes an entire turn, during which the unit may do nothing (a turn spent rallying counts).
+1 Rarity increase

Spout Flames: +15 pts
Counts as a missile weapon with 15" range.
Hits automatically and causes an artillery dice number of hits which are Strength 3 and Armour piercing.
If a Misfire is rolled D3 handlers are slain.
Fire damage.
Single small monsters with handlers only.
+1 Rarity increase.

 

Small monsters that at this point cost less than 20 pts now have their cost increased to 20 pts.

 

Limitations of equipment

These are the limitations on what kind of equipment your creations can use. Note that some of the released armies can have equipment not allowed to them by this list.

Single small monsters and flyers may not have any equipment options. Units of small monsters may select from the following equipment options:

Weapons (creatures with S5 or less only)
Additional hand weapons: +4 pts/model
Cathayan Longswords: +6 pts/model
Flails: +3 pts/model
Great weapons: +6 pts/model
Halberds: +6 pts/model
Ironfists: +5 pts/model

Armour (creatures may not have better than a 4+ save in total, including Scaly Skin)
Light armour: +3 pts/model
Heavy armour: +6 pts/model
Shields: +3 pts/model

 

Handlers

Single small monsters may have 2-3 appropriate infantry models as handlers. Creature with the Float, Fly, Tunneling or Unbreakable abilities may not have handlers. The handlers must have the same nature as the creature.
The creature and it's handlers form into a skirmishing unit (the handlers have to pay for the skirmish ability, the creature gets it for free). If more than one handler team is bought as a single Special / Rare choice they all form into a single unit.
Missile fire is randomised between the models as follows: 1-4: hits creature, 5-6: hits handlers. If all handlers are slain the monster(s) must take a Leadership test. If the test is passed all is fine but if it is failed the monster(s) must roll on the Monster reaction table (see page 105 of the rulebook).

Monstrous companion
In some cases a character may have a might monstrous companion. This is a special case of a monster having handlers and all the Handler rules apply unless otherwise mentioned.
The character and the monster count as a skirmishing unit, though they may still join units where they must be placed in base contact. The character does not pay for the Skirmish ability.
In a challenge the monster fights alongside the character, just like a mount, and otherwise the monster may be targeted by enemies just like any other model.

 

Create a Large Monster

This is all kinds of large monster, such as a Griffon or a Dragon. They are either fielded as a mount for a character, as a unit on their own or as a monstrous character.

Stats

Choose stats for your creature.

Move Four: 0 Five: +5 pts Six: +10 pts Seven: +25 pts Eight: +40    
Weapon skill (1) Three: +10 pts Four: +20 pts Five: +30 pts Six. +40 pts Seven: +50 pts Eight: +60 pts Nine: +80 pts
Ballistic skill Zero: 0            
Strength Five: +10 pts Six: +20 pts Seven: +40 pts        
Toughness Five: +10 pts Six: +25 pts          
Wounds Four: +15 pts Five: +30 pts Six: +45 pts Seven: +70 pts Eight: 85 pts Nine: +100 pts Ten: +125 pts
Initiative As WS: Free            
Attacks (1) Two: +20 pts Three: +30 pts Four: +40 Five: +50 Six: +60    
Leadership (2) Five: +10 pts Six: +15 pts Seven: +20 Eight:+25 Nine: +30 pts    

(1) A Large monster may not have a higher Weapon Skill than its Leadership.
(2) A Large monster may not have more Attacks than it has Wounds.

Large monsters with 4 Wounds should be mounted on square 40 mm bases, while Large monsters with 5 or more Wounds should be mounted on 50 mm square bases.

Large monsters with 5 or more Wounds cause Terror, are Large targets and have a Unit Strength equal to their starting number of wounds.
Large monsters with 4 Wounds cause Terror and must choose between being a Large target and having a US equal to their starting number of Wounds, or being a normal target and having US3.

Large monsters chosen as a mount count as a Hero on their own if they have 6 or more Wounds.
Large monsters with 5 or more Wounds may only be ridden by Lords.
Large monsters with 4 Wounds may be ridden by Heroes, but if Heroes can ride them they will count as a Hero on their own (including when ridden by a Lord).

Large monsters fielded on their own with WS 5 or less count as a Rare choice.
Large monstes fielded on their own with WS 6 or more count as a Special + Rare choice.

Monstrous characters with 4 Wounds count as a Lord and a Hero choice.
Monstrous characters with 5 or more Wounds count as a Lord, Hero and Rare unit choice.

 

Nature

Choose a nature for your creature.

Warm-blooded: Free
This is the norm. Warm-blooded creatures have no additional special rules.

Cold blooded: +10 pts
Cold-blooded creatures roll an additional D6 for Leadership tests and discard the highest one.

Undead: Free
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by.
Does not take a Monster reaction test if the rider is slain.
-1 Initiative.

Daemonic: +50 pts
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)

 

Additional optional abilities

Aquatic: +10 pts
The creature is Aquatic.

Blood Frenzy: +10 pts
After it has infliced a Wound or caused a casualty in close combat the creature becomes subject to Frenzy for the duration of the battle and may not lose its Frenzy.
May not be combined with Frenzy.

Braindead: -15 pts
The creature always strikes last, even when charging.
The creature automatically has Initiative 0.

Cloaking Fumes (or similar): +50 pts
Enemy models have a -1 to hit penalty against the creature and its rider (if any) with missile weapons.

Construct: +10 pts
The creatures take one less wound from losing a combat.
Undead creatures only.

Fly: +65
The creature can Fly.
The creature must have at least as high Strength as Wounds to be able to fly.
Instead of paying normally for Movement use the table below:
Movement 3-4: +5 pts
Movement 5-6: +10 pts
Movement 7-8: +15 pts

May not be combined with Impact Hits.

Foul Stench (or similar): +40 pts
Enemy models suffer a -1 to hit penalty when attempting to strike the creature or its rider (if any) in close combat.

Frenzy: +20 pts
The creatures are Frenzied, even if otherwise Immune to Psychology.
May not be combined with Blood Frenzy.

Great Horns / Tusks: +5 pts (Strength 5) / +10 pts (Strength 6) / +20 pts (Strength 7)
The creature receives a +1 Strength bonus on the turn it charges.

Immune to Panic: +15 pts
The creature is Immune to Panic.

Immune to Psychology: +25 pts
The creature is Immune to Psychology.

Impact hits: +25 pts
When it charges the creature causes D6+1 Impact hits, just like a chariot.
Creatures with Movement 6 or below only.
May not be combined with Fly.

Killing Blow: +25 pts
The creature has the Killing Blow ability.

Magic Resistance: +20 pts for MR(1) / +40 pts for MR(2)
The creature and its rider (if any) have a Magic Resistance.

Poison: +25 pts
The creature has Poisoned attacks.

Quick: +10 pts
The creature has +1 Initiative.
Note that this ability may be taken multiple times.

Regenerate: +50 pts
The creature can Regenerate.

Scaly Skin: +8 pt (5+ save and -1 In) / +12 pts (4+ save and -2 In) / +16 pts (3+ save and -3 In)
The creatures have a scaly skin armour save.
Only creatures with 6 Wounds may have a 3+ armour save.

Stubborn: +20 pts
The creature is Stubborn.
Creatures with Leadership 5 (7 if Cold-blooded) only.

Stupid: -20 pts
The creatures suffer from Stupidity even if otherwise Immune to Psychology.
Living creatures only.

Tunneling: +20 pts
The creature may tunnel it's way onto the battlefield - see the rules in the Skaven or Tomb Kings army book.

Wizard: +40 pts per level
The creature is a Wizard and has access to one appropriate spell lore.
Creatures with Leadership 6 may be level 1 Wizards, creatures with Leadership 7 may be level 1 or 2 Wizards, and so on (Cold-blooded creatures count as having two points more Leadership than they actually have for this purpose).

 

Ranged attacks

Large monsters may have a single form of ranged attack chosen from the list below.

S2 -3 Sv Breath Weapon: +30 pts
The creature has a Strength 2 Breath weapon with a -3 save modifier.

S3 Breath Weapon: +15 pts
The creature has a Strength 3 Breath weapon.

S3 -2 Sv Breath Weapon: +30 pts
The creature has a Strength 3 Breath weapon with a -2 save modifier.

S4 Breath Weapon: +30 pts
The creature has a Strength 4 Breath weapon.

 

Large monsters that at this point cost less than 150 pts now have their cost increased to 150 pts.

 

Limitations of equipment

Large monsters may not have equipment.

 

Handlers

Single small monsters may have 2-3 appropriate infantry models as handlers. Creature with the Float, Fly, Tunneling or Unbreakable abilities may not have handlers. The handlers must have the same nature as the creature.
The creature and it's handlers form into a skirmishing unit (the handlers have to pay for the skirmish ability, the creature gets it for free). If more than one handler team is bought as a single Special / Rare choice they all form into a single unit.
Missile fire is randomised between the models as follows: 1-4: hits creature, 5-6: hits handlers. If all handlers are slain the monster(s) must take a Leadership test. If the test is passed all is fine but if it is failed the monster(s) must roll on the Monster reaction table (see page 105 of the rulebook).

Monstrous companion
In some cases a character may have a might monstrous companion. This is a special case of a monster having handlers and all the Handler rules apply unless otherwise mentioned.
The character and the monster count as a skirmishing unit, though they may still join units where they must be placed in base contact. The character does not pay for the Skirmish ability.
In a challenge the monster fights alongside the character, just like a mount, and otherwise the monster may be targeted by enemies just like any other model.

 

Create a Swarm

Swarms are hordes of tiny creatures represented by a single model. The number of creatures is not important, but it should look like a swarm.

Stats

Choose stats for your creature.

Move Three: -5 pts Four: 0 Five: +5 pts Six: +10 pts
Weapon skill Two: 0 Three: +10 pts Four: +20 pts  
Ballistic skill Zero: 0      
Strength Two: 0 Three: +5 pts +5 pts +5 pts
Toughness Two: 0 Three: +5 pts +5 pts  
Wounds Three: -5 pts Four: 0 Five: +5 pts  
Initiative One: 0 Two: +5 pts Three: +10 pts  
Attacks As Wounds: 0      
Leadership See below +5 pts +5 pts +5 pts

Creatures with 3 Attacks may elect to have D6 Attacks instead, rolled randomly each turn. Creatures with 4 Attacks may have D6+1 Attacks, and so on.

Swarms should be mounted on square 40 mm bases and have a Unit Strength of 3 each.
Swarms have a unit size of 1-5 bases.
Swarms have an initial Rarity of 1
Swarms may not be joined by characters and do not cause panic tests when they are destroyed.

 

Nature

Choose a nature for your creature.

Living: +20 pts
Unbreakable
Leadership 10

Daemonic: Free
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)
Leadership 8

Undead: Free
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point combat is lost by.
Leadership 10

 

Additional optional abilities

Aquatic: +3 pts
The creatures are Aquatic.

Cause Fear: +10 pts
The creatures cause Fear.
Living creatures only.

Coruscating Flames: +6 pts
Counts as a missile weapon (BS4).
Thrown weapon, range 8".
If it hits the flames cause D6 S3 hits.
Flaming attack.
+1 Rarity increase.

Ethereal: +45 pts
May only be harmed by magical attacks.
Undead creatures only.
The creatures have Leadership 6
+1 Rarity increase

Fly: +15 pts
The creatures can Fly, though only 10" instead of the normal 20".
Flying swarms have a Unit Strength of 1.
Instead of paying normally for Movement the creatures automatically have a ground move of 1.

Foul Stench (or similar): +15 pts
Enemy models suffer a -1 to hit penalty when attempting to strike the creatures in close combat.

Poison: +20 pts
The creatures have Poisoned attacks.

Regenerate: +35 pts
The creatures can Regenerate.
+1 Rarity increase

Skirmish: +5 pts
The creatures have the Skirmish ability.

Small: -5 pts
The creatures do not block Line of Sight.

Tunneling: + 10 pts
The creature may tunnel it's way onto the battlefield - see the rules in the Skaven or Tomb Kings army book.

Vile Excretions (or similar): +25 pts (3 Attacks) / +15 pts (4 Attacks) / +5 pts (5 Attacks)
Instead of making all their normal attacks the creatures may elect to instead make a single attack that hits automatically and ignores armour saves.

 

Swarms that at this point cost less than 25 pts now have their cost increased to 25 pts.

 

Limitations of equipment

Swarms may not have equipment.

 

Back to the Rules page Back to the Main page