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Pig Jousting

Design a Unit - Units

by Avian

From each category (Light infantry, Heavy Infantry, etc.) you can design any number of units with a Rarity of 0 for your army, as long as they belong to the same race as you. You can also design one unit with a Rarity of 1 or more from each category, again as long as it belong to the same race as you.

You can design units from a different race and take them as Dogs of War. If they have a Rarity of 0 they are unlimited Rare for your army. If they have a Rarity of 1 or more you must pay an additional +1 pt/model for each point of Rarity and the unit will be 0-1 Rare.

In case of contradictions the unit entries are overruled by the special abilities section, which is in turn overruled by the races section.

If you have any problems study the examples at the end of this section and hopefully it will be more clear.

Chaos armies
Mortal and Beast units in armies led by a Daemonic general have an additional +1 Rarity and vice-versa. Note that units created using this system does not follow the system where all Mortal/Beast/Daemonic units are Core if your general is Mortal/Daemonic.
The number of Bestigor units may not be greater than the number of Gor units.

Orcs & Goblins
Only one unit in the army may be Big 'Uns (Elite + Strongmen) and as usual you must have at least the same number of "Regular 'Uns" as Big 'Uns (see Orcs & Goblins army book page 6).

 

Contents

Unit types that can be designed:

 

Design a Medium Infantry unit

Initial Rarity: 0
Unit size: 10+

Who can be a medium infantry unit?
Beastman Gors - 6 pts
Dwarves (non-chaotic only) - 7 pts
Elves - 7 pts
Common Goblins - 2 pts
Halflings - 2 pts
Hobgoblins - 3 pts
Humans - 4 pts
Common Orcs - 5 pts
Sauri* - 10 pts
Skaven - 4 pts
Skeletons - 8 pts

Equipment: Hand weapon and light armour
*does not come with light armour

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +1 pt
Halberds: +2 pts
Morning stars: +1 pt
Spears: +2 pts

Optional missile weapons (up to one):
Throwing axes: +4 pts with BS3, +5 pts with BS4

Optional armour (up to one):
Shields: +1 pt
Sea Dragon cloaks: +2 pts

Optional special abilities:
Conscripts: -1 pt
Drunken: Free
Elite: +1 pt
Hatred (specific): +1 pt
Immune to Panic: +1 pt
Masters of Spear: +1 pt
Rending weapons: +1 pt/weapon
Strongmen: +1 pt
Undisciplined: -1 pt

Command group:
Champion: +10 pts (+1A)
Standard bearer: +10 pts
Musician: +5 pts

 

Design a Light Infantry unit

Initial Rarity: 0
Unit size: 10+

Who can be a light infantry unit?
Beastman Gors - 5 pts
Beastman Ungors - 2 pts
Elves - 6 pts
Gnoblars - 1 pt
Goblins - 1 pt
Halflings - 1 pt
Hobgoblins - 2 pts
Humans - 3 pts
Skaven - 3 pts
Skeletons - 7 pts
Skinks - 2 pt

Equipment: Hand weapon

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Cathayan Longswords: +3 pts
Ironfists: +3 pts
Morning stars: +1 pt
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Spears: +2 pts

Optional missile weapons (up to one):
Short bows: +2 pts with BS3, +3 pts with BS4
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Slings: +4 pts with BS3, +5 pts with BS4
Throwing knives/stars: +2 pts with BS3, +3 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Sharp stuff: +1 pt with BS3, +2 pts with BS4

Optional armour (up to one):
Light armour: +1 pt
Shields: +1 pt
Cloaks: +1 pt
Sea Dragon cloaks: +2 pts

Optional miscellanious equipment:
Nets: +2 pts (WS3 or less) / +3 pts (WS4+)*
*up to a quarter of the unit may carry nets

Optional special abilities:
Conscripts: -1 pt
Drunken: Free
Elite: +1 pt
Marksmen: +1 pt/missile weapon
Poisoned weapons: +1 pt/weapon
Quick footed: +1 pt
Raiders: +1 pt
Rending weapons: +1 pt/weapon
Skirmish: +1 pt
Scouts: +1 pt
Undisciplined: -1 pt

Command group:
Champion: +5 pts (if armed with a missile weapon and no extra close combat weapons, +1BS) or +10 pts (otherwise, +1A)
Standard bearer: +10 pts
Musician: +5 pts

 

Design a Heavy Infantry unit

Initial Rarity: 0
Unit size: 10+

Who can be a heavy infantry unit?
Beastman Bestigors - 8 pts
Chaos Warriors - 13 pts
Dwarves - 7 pts
Elves (High and Dark only) - 7 pts
Humans - 4 pts
Common Orcs - 5 pts
Black Orcs - 9 pts
Sauri* - 11 pts
Skaven - 4 pts
Skeletons - 8 pts
Wights - 11 pts

Equipment: Hand weapon and light armour
*does not come with light armour

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Cathayan Longswords: +3 pts
Flails: +1 pt
Great weapons: +2 pts
Halberds: +2 pts
Spears: +2 pts
Pikes: +6 pts

Optional armour (up to two):
Upgrade Light armour to Heavy armour: +1
Upgrade Light armour to Superheavy armour: +3
Shields: +1 pt
Heavy cloaks: +1 pt
Sea Dragon cloaks: +3 pts

Optional special abilities:
Anointed weapons: +2 pts
Best of the Best: +1 pt
Blessed: +2 pts
Disciplined: +1 pt
Elite: +1 pt
Hatred (general): +2 pts
Hatred (specific): +1 pt
Immune to Fear: +1 pt
Immune to Panic: +1 pt
Immune to Psychology: +3 pts
Killing Blow: +1 pt
Legendary fighters: +4 pts
Rending weapons: +1 pt
Strongmen: +1 pt
Stubborn: +1 pt

Command group:
Champion: +10 pts (+1A)
Standard bearer: +10 pts
Musician: +5 pts
One unit of heavy infantry with a Rarity of 1 or more may carry a magic banner worth up to 50 pts.

 

Design a Missile Infantry unit

Initial Rarity: 0
Unit size: 10+

Who can be a missile infantry unit?
Dwarves - 6 pts
Elves - 6 pts
Goblins - 1 pt
Halflings - 1 pt
Hobgoblins - 2 pts
Humans - 3 pts
Common Orcs - 4 pts
Savage Orcs - 6 pts
Skaven - 3 pts
Skeletons - 7 pts
Skinks - 2 pts

Equipment: Hand weapon

Optional missile weapons (must choose one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Crossbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Handguns: +5 pts with BS3, +6 pts with BS4
Blunderbusses: +4 pts
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)
Blowpipes: +4 pts with BS3, +5 pts with BS4

Optional armour:
Light armour: +1 pt
Shield: +1 pt

Optional miscellanious equipment:
Braziers: +5 pts/unit
Defensive stakes: Free

Optional special abilities:
Conscripts: -1 pt
Drunken: Free
Marksmen: +1 pt
Poisoned weapons: +1 pt
Rending weapons: +1 pt/weapon
Skirmish: +1 pt
Scouts: +1 pt
Undisciplined: -1 pt

Command group:
Champion: +5 pts (+1BS)
Standard bearer: +10 pts
Musician: +5 pts

 

Design a Heavy Missile Infantry unit

Initial Rarity: 0
Unit size: 10+

Who can be a heavy missile infantry unit?
Dwarves - 7 pts
Elves (High and Dark only) - 7 pts
Humans - 4 pts
Common Orcs - 5 pts
Skeletons (Sylvania only) - 8 pts

Equipment: Hand weapon and light armour

Optional missile weapons (must choose one):
Longbows: +5 pts with BS3, +6 pts with BS4
Crossbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Handguns: +5 pts with BS3, +6 pts with BS4
Blunderbusses: +4 pts

Optional armour (up to two):
Upgrade Light armour to Heavy armour: +1 pt
Pavise: +2 pts
Sea Dragon cloaks: +3 pts

Optional miscellanious equipment:
Braziers: +5 pts/unit
Defensive stakes: Free

Optional special abilities:
Disciplined: +1 pt
Elite: +1 pt
Immune to Panic: +1 pt
Marksmen: +1 pt
Rending weapons: +1 pt/weapon

Command group:
Champion: +5 pts (+1BS)
Standard bearer: +10 pts
Musician: +5 pts

 

Design a unit of Raving Mad Nutters

Initial Rarity: 0
Unit size: 10+

Who can be a unit of raving mad nutters?
Beastmen (Gors) - 5 pts
Dwarves - 6 pts
Elves (Dark and Wood) - 6 pts
Forest Goblins - 1 pt
Humans - 3 pts
Savage Orcs - 4 pts
Skaven - 3 pts

Equipment: Hand weapon

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +1 pt
Great weapons: +2 pts
Morning stars: +1 pt
Brace of pistols: +5 pts with BS3, +6 pts with BS4

Optional missile weapons (up to one):
Throwing axes: +4 pts with BS3, +5 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Brace of pistols: +5 pts with BS3, +6 pts with BS4

Optional armour:
Shield: +1 pt
Heavy cloaks: +1 pt
Warpaint: +1 pt

Optional special abilities (must choose at least one):
Anointed weapons: +2 pts
Blessed: +2 pts
Conscripts: -1 pt
Drunken: Free
Elite: +1 pt
Frenzy: +2 pts
Hatred (general): +2 pts
Hatred (specific): +1 pt
Immune to Fear: +1 pt
Immune to Panic: +1
Immune to Psychology: +3 pts
Poisoned weapons: +1 pt/weapon
Raiders: +1 pt
Rending weapons: +1 pt/weapon
Resilient: +1 pt
Skirmish: +1 pt
Strongmen: +1 pt
Stubborn: +1 pt
Unbreakable: +3 pts
Undisciplined: -1 pt

Command group:
Champion: +10 pts (+1A)
Standard bearer: +10 pts
Musician: +5 pts

 

Design a Fast Cavalry unit

Initial Rarity: 0
Unit size: 5+

Who can be a unit of fast cavalry?
Elves on Elven Steeds - 15 pts
Elves (High and Wood) on Unicorns - 26 pts
Gnoblars on Wolves - 10 pts
Common Goblins on Wolves - 10 pts
Hobgoblins on Wolves - 11 pts
Humans on Warhorses - 11 pts
Skeletons on Skeletal Steeds - 13 pts
Skinks on Horned Ones - 18 pts

Equipment: Hand weapon
Special rules: Fast cavalry

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts
Flails: +2 pts
Morning stars: +2 pts
Spears: +1 pt
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)

Optional missile weapons (up to one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Throwing axes: +4 pts with BS3, +5 pts with BS4
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)

Optional armour (up to one):
Light armour: +2 pts
Shields: +2 pts
Sea Dragon cloaks: +3 pts
Warpaint: +3 pts

Optional special abilities:
Drunken: Free
Elite: +1 pt
Expert riders: +1 pt
Impetous: -2 pts
Marksmen: +1 pt
Move through woods: +1 pt
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Undisciplined: -1 pt

Command group:
Champion: +14 pts (+1BS if armed with a missile weapon and no extra close combat weapons, otherwise +1A)
Standard bearer: +14 pts
Musician: +7 pts

 

Design a Medium Cavalry unit

Initial Rarity: 1
Unit size: 5+

Who can be a unit of medium cavalry?
Bestigors on Tuskgors - 22 pts
Chaos Warriors on Chaos Steeds - 25 pts
Elves on Elven Steeds - 16 pts
High Elves on Unicorns - 27 pts
Dark Elves on Cold Ones - 23 pts
Wood Elves on Warhawks - 20 pts
Elves (High and Wood) on Great Eagles - 48 pts
Common Goblins on Wolves - 11 pts
Forest Goblins* on Giant Spiders - 10 pts
Hobgoblins on Wolves - 12 pts
Humans on Warhorses - 12 pts
Arabian Humans on Camels - 16 pts
Orcs (Common and Savage*) on Boars - 15 pts
Sauri* on Cold Ones - 30 pts
Skeletons on Skeletal Steeds - 14 pts
Skinks on Horned Ones - 19 pts
Skinks on Terradons - 30 pts
Wights on Skeletal Steeds - 18 pts

Equipment: Hand weapon and light armour
*does not include light armour

Optional close combat weapons (must choose one):
Additional hand weapons: +2 pts
Flails: +2 pts
Morning stars: +2 pts
Spears: +1 pt
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)

Optional missile weapons (up to one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Throwing axes: +4 pts with BS3, +5 pts with BS4
Pistols: +4 pts with BS3, +5 pts with BS4 (+1 pt for a brace)

Optional armour (up to two):
Upgrade Light armour to Heavy armour: +1 pt
Shields: +2 pts
Sea Dragon cloaks: +3 pts

Optional special abilities:
Disciplined: +1 pt
Drunken: Free
Elite: +1 pt
Expert riders: +1 pt
Frenzy: +2
Impetous: -2 pts
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Undisciplined: -1 pt

Command group:
Champion: +14 pts (+1A)
Standard bearer: +14 pts
Musician: +7 pts

 

Design a Heavy Cavalry unit

Initial Rarity: 0
Unit size: 5+

Who can be a unit of heavy cavalry?
Chaos Warriors on Chaos Steeds - 26 pts
Dark Elves on Cold Ones - 24
Elves (High and Dark) on Elven Steeds - 17 pts
Elves (High and Dark) on Pegasi - 49 pts
Elves (High) on Great Eagles - 49 pts
High Elves on Unicorns - 28 pts
Humans on Warhorses - 13 pts
Humans (Bretonnians only) on Pegasi - 46 pts
Black Orcs on Boars - 22 pts
Wights on Skeletal Steeds - 19 pts

Equipment: Hand weapon and heavy armour

Optional close combat weapons (must choose one):
Flails: +2 pts
Great weapons: +2
Lances: +2 pts
Cavalry hammers: +6 pts

Optional armour:
Upgrade Heavy armour to Superheavy armour: +2 pts
Shields: +2 pts
Sea Dragon cloaks: +3 pts
Barding for steeds: +2 pts

Optional special abilities:
Anointed weapons: +2 pts
Best of the Best: +1 pt
Blessed: +2 pts
Disciplined: +1 pt
Elite: +1 pt
Frenzy: +2 pts
Hatred (general): +2 pts
Hatred (specific): +1 pt
Immune to Fear: +1 pt
Immune to Panic: +1 pt
Immune to Psychology: +3 pts
Impetous: -2 pts
Legendary fighters: +10 pts
Strongmen: +3 pts

Command group:
Champion: +18 pts (+1A)
Standard bearer: +18 pts
Musician: +9 pts
One unit of heavy cavalry with a Rarity of 1 or more may carry a magic banner worth up to 50 pts.

 

Examples

Example 1 - Dark Elf House Guard (Medium infantry)...............10 pts/model (Core)

House Guard are private soldiers hired by wealthy Dark Elves to protect their houses and towers from their rivals. They are sometimes brought along to battle by their masters where they wield wickedly sharp halberds.

  M WS BS S T W I A Ld
House Guard 5 4 4 3 3 1 5 1 8
Guard Captain 5 4 4 3 3 1 5 2 8

Unit size: 10+
Equipment: Rending Halberds and Light armour
Special rules: The House Guard's Halberds are Armour piercing.

Options:

Choices taken: Elves with Light armour (7) + Halberds (2) + Redinding weapons (1) = 10 pts
Rarity: 0
Notes: The House Guard do not get a rarity increase for taking Rending weapons because they are Dark Elves.

 

Example 2 - Tilean Assassins (Light infantry)...............13 pts/model (Rare)

For the right ammount of coin a general with contacts in the Tilean underworld can secure the services of the Guild of Assassins. These masters of infiltration will sneak behind the enemy line, attacking unguarded war machines and falling upon enemy leaders and wizards when they think themselves safe.

  M WS BS S T W I A Ld
Assassin 4 4 3 3 3 1 4 1 7
Assassin Master 4 4 3 3 3 1 4 2 7

Unit size: 5-15
Equipment:
Two poisoned hand weapons and poisoned throwing knives
Special rules: Assassins are Skirmishers and Scouts

Options:

Choices taken: Humans (3) + Additional hand weapons (2) + Throwing knives (2) + Elite (1) + Poison for hand weapons (2) + Poison for throwing knives (1) + Skirmish (1) + Scouts (1) = 13 pts
Rarity: Originally 0 + 1 (Poison) + 1 (Scouts) = 2
Notes: Their unit size was originally 10+, but since they are Scouts it's altered to 5-15. Note also that although the assassins pay three times for Poison they only get +1 to their Rarity.

 

Example 3 - Sigmarite Chaos Hunters (Heavy infantry)...............15 pts/model (0-1 Rare)

The daemonhunting templars of Sigmar are grim faced and dour men, sworn to root out Chaos wherever it may be found. Clad in the finest armour and wielding mighty double handed warhammers blessed by the Grand Theogonist himself.

  M WS BS S T W I A Ld
Chaos Hunter 4 4 3 3 3 1 3 1 8
Justicar 4 4 3 3 3 1 3 2 8

Unit size: 10+
Equipment: Blessed Great Hammers and Full plate armour.
Special rules: The Chaos Hunters Hate all models in a Chaos army and are Immune to Fear. Their Great Hammers count as magical weapons.

Options:

Choices taken: Humans with light armour (4) + Great weapons (2) + Superheavy armour upgrade (3) + Anointed weapons (2) + Disciplined (1) + Elite (1) + Hatred (specific) (1) + Immune to Fear (1)
Rarity: 0 + 1 (Anointed weapons) + 1 (Disciplined) + 1 (Immune to Fear)
Notes: I could have given them I4 for free, but decided to let them stay at I3 because it felt more appropriate for a unit with Great weapons.

 

Example 4 - Knights of Holy Wrath (Heavy cavalry)...............23 pts/model (Special)

The stronghold of the Knights of Holy Wrath is situated in the dark region of Sylvania. Caught in a hopeless struggle against the seemingly endless numbers of undead that infest that land the knights have become bitter and twisted as the land itself. Showing no mercy towards those who oppose them they are now only barely held in check by the willpower of their Grand Master.

  M WS BS S T W I A Ld
Knight 4 4 3 3 3 1 3 1 8
First Knight 4 4 3 3 3 1 3 2 8
Warhorse 8 3 - 3 3 1 3 1 5

Unit size: 5+
Equipment: Flails and Full plate armour. Ride barded warhorses
Special rules: The Knights of Holy Wrath are subject to Frenzy

Options:

Choices taken: Humans on warhorses with heavy armour (13) + Flails (2) + Superheavy armour upgrade (2) + Barding (2) + Disciplined (1) + Elite (1) + Frenzy (2) = 23
Rarity: 0 + 1 (Disciplined)
Notes: I could have given them I4 for free, but human knight are generally all I3, so I left it. The Inner Circle option is the Strongmen ability, which adds +1 to their Rarity, making them 0-1 Special. It is worth noting that if joined by their Grand Master the knights' Frenzy will be nullified, as his presence makes them Immune to Psychology.

 

Design a unit of Weapon Teams

Weapons team are rather unique things consisting of a team of two operators manning a single large missile weapon, much like a small war machine.

Initial Rarity: 1
Unit size: 3-10

Who can be a unit of weapon teams?
Two Dwarves (all kinds) - 11 pts
Two Elves (all kinds) - 12 pts
Two Goblins (all kinds) - 7 pts
Two Halflings - 7 pts
Two Hobgoblins - 8 pts
Two Humans - 9 pts
Two Skaven - 9 pts

Equipment: Hand weapon
Special rules: Skirmish (except for dwarves)

The crew count as a single model with the profile of one, with two exceptions: It has two attacks and adds +1 to its save, in much the same manner as a cavalry model. The crew should be mounted on a single cavalry base along with their weapon. The unit has a Unit Strength of 2 per team, but the teams otherwise count as roughly man-sized.

Optional missile weapons (must choose one):
Short bows: +2 pts with BS3, +3 pts with BS4
Bows: +4 pts with BS3, +5 pts with BS4
Longbows: +5 pts with BS3, +6 pts with BS4
Crossbows: +5 pts with BS3, +6 pts with BS4
Repeater crossbows: +5 pts with BS3, +6 pts with BS4
Handguns: +5 pts with BS3, +6 pts with BS4
Throwing knives/stars: +2 pts with BS3, +3 pts with BS4
Throwing spears/ javelins: +3 pts with BS3, +4 pts with BS4
Throwing axes: +4 pts with BS3, +5 pts with BS4

Weapon upgrade (must choose one):
Heavy (+2 Strength, +6" Range, Move-or-fire): +4 pts
Long range (+1 Strength, +12" Range)*: +3 pts
* weapons with a normal range of 20" or less only

Model-wise the weapon does not have to be the same type as the one it is based on, a long range axe thrower might be a rock thrower, for example. Feel free to model it as you like, just tell your opponent what it represents.

Optional armour (up to one):
Light armour: +1 pt/team
Pavise (5+ save vs normal and magical missiles): +2 pts/team (all races may have pavises for no increase in Rarity)

Instead of forming units of their own a single weapon team may be attached to a Core infantry unit of the same race when an army list is written. The team will operate as a unit of its own but is deployed together with and within 3" of the parent unit and can use the parent unit's Leadership for all tests as long as it stays within 3" of the parent unit. A weapon team can not be singled out by shooting as long as it is within 3" of a friendly unit of 5 or more models. Weapon teams operating on their own like this may not have pavises.
If taken in this manner the team does not take up a Special / Rare choice, but it's points cost is added to that of the parent unit. The team does not add to the unit size of the unit and count as dead from the moment it is deployed.
A unit may only have one attached weapon team.

 

Design Artillery

Initial Rarity: 1
Unit size: 1

What types of war machines can be artillery?
Cannons - 60 pts
Stone throwers - 60 pts
Bolt throwers - 20 pts (1-2 machines may be taken as a single unit choice)
Mortars - 55 pts

Who can crew which types of artillery?
Three Dwarves (non-chaotic) (all): +25 pts
Two Chaos Dwarves (cannons, stone throwers and mortars): +15 pts (may have one additional crewman for +10 pts)
Two Elves (all kinds) (bolt throwers): +15 pts
Three Common Goblins (stone or bolt throwers): +15 pts
Three Halflings (stone throwers): +25 pts
Two Hobgoblins (bolt throwers): +10 pts
Three Humans (all): +20 pts
Four Human Conscripts (stone throwers): +15 pts (one crewman may be upgraded to simply being Undisciplined for +10 pts)
Three Khemri Skeletons (stone throwers and bolt throwers): +10 pts
Three Sylvanis Skeletons (cannons and mortars): +10 pts

Equipment: Hand weapons. The Dwarves and Elves also have light armour and the Chaos Dwarves also have heavy armour.

Artillery rules
Cannons: Guess 0-48"; Strength 10; D3 Wounds; No save; Bounce; Grapeshot.
Stone thrower (indirect hit/direct hit): Guess 0-48"; Strength 4/8; D6 Wounds; No save; Scatter
Bolt thrower: Range 48"; Strength 6-1 per rank; D3 Wounds; No save; Roll to hit
Mortar (indirect hit/direct hit): Guess 12-48"; Strength 3/6; 1/D3 Wounds; -1 Sv/No save; Scatter
All machines have a Toughness of 7 and 3 Wounds

Cannon options
Heavy (Guess 0-60", D6 Wounds): +20 pts
Master Forged (May re-roll result on Misfire table): +25 pts

Stone thrower options
Heavy (Guess 12-60"; Strength 5/10; Machine may not move): +25 pts (+1 Rarity increase)
Horrifying (Units taking one or more Wounds in damage must take a Panic test): +20 pts (+1 Rarity increase)
Grotesque (-1 Ld test for any Panic tests caused by the shot): +20 pts
Rockets (Use Cannon misfire table on a roll of Misfire + Arrow, on a roll of Misfire + Hit shot scatters 4D6" in direction indicated by the little arrow on the Hit symbol): +5 pts (+1 Rarity increase if combined with any other option)

Bolt thrower options
Heavy (+1 Strength; Machine may not move): +25 pts (+1 Rarity increase)
Repeating (may fire a Volley of six S4 Armour piercing shots that do not penetrate ranks instead of firing normally): +65 pts (+1 Rarity increase)
Flaming (Fire damage): +5 pts
Targeting mechanism (hits on 2+ for a single shot): +25 pts

Mortar options
Heavy (Strength 4/8; Machine may not move): +25 pts (+1 Rarity increase)

Generic machine options
Boobytrapped (May be detonated at any time, place 5" template over machine, all models hit take a S4 hit): +30 pts
Camouflage (May not be charged, shot at or seen until the machine moves, shoots or enemies move within 3"): +30 pts
Mantlets (when randomising missile hits 1-5 hits machine while 6 hits crew): +40 pts

Crew options
Top drilled (Weapon may fire each turn as long as it has any remaining crew): +30 pts (+1 Rarity increase)
Valiant (Unbreakable unless the machine is destroyed): +25 pts (+1 Rarity increase)
Stalwart (+1 Combat Resolution as long as any crew remain): +20 pts (+1 Rarity increase)

 

Design some Light Artillery

Initial Rarity: 1 (2 for cannons)
Unit size: 1 (1-2 light artillery pieces may be bought as a single choice)

What types of war machines can be light artillery?
Light cannons - 50 pts
Light stone throwers - 25 pts
Light bolt throwers - 10 pts

Who can crew which types of light artillery?
Three Dwarves (non-chaotic) (all): +25 pts
Two Elves (all kinds) (bolt throwers): +15 pts
Three Common Goblins (stone or bolt throwers): +15 pts
Three Halflings (stone throwers): +25 pts
Two Hobgoblins (bolt throwers): +10 pts
Three Humans (all): +20 pts

Equipment: Hand weapons. The Dwarves and Elves also have light armour.

Light artillery rules
Light cannons: Guess 0-24"; Strength 7; D3 Wounds; No save; Bounce as normal cannons; Grapeshot.
Light stone thrower (indirect hit/direct hit): Guess 0-30"; Strength 3/6; 1/D3 Wounds; No save; Scatter as normal.
Light bolt thrower: Range 30"; Strength 5-1 per rank; D3 Wounds; No save; Roll to hit as normal

All weapons are Move-or-fire, but may be mounted on carts (or towed, should the weapon have wheels) for the price listed below, allowing them greater freedom of movement.
The cart can be drawn at the speed of the animal drawing it and may make march moves. The machine, crew and animal all flee 2D6" or 3D6" depending on the speed of the animal (it is assumed that the crew jump onto the cart or carriage and hitch a lift). Should the crew get charged the animal does not fight, as it is tied into the harness. Should all the crew be killed the cart and animal is removed.

Carts with animals
Dwarves: cart drawn by pony (M6) - 15 pts
Elves (Dark or High): cart drawn by elven steed - 30 pts
Goblins: cart drawn by a boar - 20 pts or wolf (bolt thrower only) - 30 pts
Halflings: cart drawn by pony (M6) -15 pts
Hobgoblins: cart drawn by wolf - 30 pts
Humans: cart drawn by a warhorse - 25 pts

Wood Elves do not use carts and instead they mount their light bolt throwers in Treemen. Up to one bolt thrower may be mounted in each Treeman, bought as a separate Rare choice. The bolt thrower may be fired as a normal missile weapon, so it may fire if the Treeman moves with a -1 to-hit penalty, but may not be fired if he has marched or charged, etc. When shooting at the model hits are randomised as for shooting at a ridden monster, ie. 1-4: hits Treeman, 5-6: hits the Elves. In combat the model fights as a ridden monster, so both Elves and Treeman fights and attackers can choose whether to attack the Elves or the Treeman. Note that as normal the Treeman only has to take a Break test if it is hurt. The bolt thrower is considered to be part of the Treeman and so may not be attacked separately, but is considered to be destroyed if the Treeman is killed.

 

Design a Chariot

Initial Rarity: 1 (may be lowered to 0 at a cost of +20 pts/chariot)
Unit size: 1 (1-2 light or medium chariots of the same type may be bought as a single choice)

Choose a chassie:
Light (S5, T4, W3, 5+ armour save, D6 impact hits) - 20 pts
Medium (S5, T4, W4, 5+ armour save, D6 impact hits) -30 pts
Heavy (S5, T5, W4, 5+ armour save, D6 impact hits) - 35 pts

Special rules: Chariots
Note that chariots built over a light chassie do not follow the same rules as Khemri light chariots.

Who can drive a chariot (two to three models)?
Beastmen Bestigors (medium): +7 pts/crew (1)
Beastmen Gors (medium): +5 pts/crew
Beastmen Ungors (medium): +2 pts/crew
Chaos Warriors (medium or heavy): +13 pts/crew
Elves (Dark or High) (medium or heavy): +6 pts/model
Common Goblins (light): +1 pt/crew (2)
Hobgoblins (light): +2 pts/crew
Humans (Cathay or Norse) (medium): +3 pts/crew
Common Orcs (heavy): +5 pts/crew
Black Orcs (heavy): +9 pts/crew
Savage Orcs (heavy): +6 pts/crew
Skaven (medium): +3 pts/crew
Skeletons (light or medium): +7 pts/crew
(1) A chariot that has one or more Bestigor crew may not have more than two crew.
(2) A chariot crew solely by Common Goblins may have a minimum of three and a maximum of four crew.

A chariot may have a mix of different crew members, though all count as having the WS and Ld of the crew with the highest. Any crew member that has a lower WS and/or Ld must pay +1 pt for each point they increase either stat by.
Example: An Orc & Goblin chariot is driven by one orc and two goblins and counts as having a WS of 3 and a Ld of 7, because that is what the orc has. Each goblin must pay +2 pts to increase their WS and Ld by 1 point each, meaning that the goblins are +3 pts/crew, rather than +1 pt/crew.

Equipment: Hand weapon (Chaos Warriors and Black Orcs also have light armour)

Animals (two to four):
Beastmen: Tuskgors: +13 pts/animal (1)
Chaos Warriors: Chaos Steeds: +8 pts/animal
Undivided Chaos Warriors (heavy only): Daemonic Mounts: +50 pts for the first, +30 pts for the second (2)
Khorne Chaos Warriors (medium only): Flesh Hounds: +16 pts/animal
Khorne Chaos Warriors (heavy only): Juggernaut: +55 pts for the first, +20 pts for the second (3)
Nurgle Chaos Warriors (heavy only): Plague-beasts: +50 pts for the first, +30 pts for the second (2)
Slaanesh Chaos Warriors (medium only): Slaanesh Daemon Mounts: +12 pts/animal
Elves: Elven Steeds (medium only): +8 pts/animal
Dark Elves: Cold Ones (heavy only): +15 pts/animal (1)
Goblins: Wolves: +8 pts/animal
Hobgoblins: Wolves: +8 pts/animal
Humans: Warhorses: +7 pts/animal
Orcs: Boars: +9 pts/animal (1)
Skaven: Rat Ogres: +42 pts for the first, +20 pts for the second (4)
Skeletons: Skeletal Steeds: +6 pts/animal
(1) Adds +1 armour save to the chariot.
(2) Each counts as 2 animals towards the limits. Adds +1 Wound to the chariot, +1 Unit Strength and makes the chariot a Large target.
(3) Each counts as 2 animals towards the limits. Adds +2 to the armour save of the chariot, +1 Wound, +1 Unit Strength and makes the chariot a Large target.
(4) Each counts as 2 animals towards the limits. Adds +1 Wound to the chariot, +1 Unit Strength and makes the chariot a Large target.
Note that any bonuses are not per animal but for having that type of animal. Chariot bases should be increased 25 mm in width for each animal over 2.

Chariot options:
Scythes (+1 impact hits): +15 pts (all races may have scythes)
Warpaint (the chariot has a 6+ Ward save): +15 pts

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts/crew
Flails: +2 pts/crew
Great weapons: +2 pts/crew
Halberds: +2 pts/crew
Spears: +1 pt/crew
Note that the crew may have a mixture of different weapons if you wish.

Optional missile weapons (up to one):
Short bows: +2 pts/crew with BS3, +3 pts/crew with BS4
Bows: +4 pts/crew with BS3, +5 pts/crew with BS4
Longbows: +5 pts/crew with BS3, +6 pts/crew with BS4
Repeater crossbows: +5 pts/crew with BS3, +6 pts/crew with BS4
Throwing spears/javelins: +3 pts/crew with BS3, +4 pts/crew with BS4
Note that the crew may have a mixture of different weapons if you wish.

Optional armour:
Upgrade Light armour to Heavy armour (+1 armour save to the chariot): +1 pt/crew (1)
Barding for steeds (-1 Move, +1 armour save to the chariot): +2 pts/animal (2)
(1) Only crew who start with light armour may upgrade it.
(2) Animals drawing a heavy chariot must buy barding if allowed to.

Optional special abilities:
Anointed weapons: +2 pts/crew
Blessed: +15 pts/chariot
Elite: +1 pt/crew
Expert riders: +1 pt/crew
Frenzy: +2 pts/crew
Hatred (general): +2 pts/crew
Hatred (specific): +1 pt/crew
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon
Strongmen: +3 pts/crew

A note on War Wagons

To create a War Wagon for your Empire or Kislev army use a heavy chassie drawn by two barded warhorses. Then add the fighting platform described in the Steam Tank rules at the cost listed there. The platform adds +1 Wound and Unit Strength to the wagon and makes it a Large target.
Use the rules listed in the Steam Tank's description, but disregard the parts about fighting or shooting at the crew and the part about them being Unbreakable while the Steam Tank is operative.
+1 Rarity increase.

 

Design a Light Chariot unit

Initial Rarity: 1
Unit size: 3-12

Chassie:
Superlight (S4, T4, W3, 5+ armour save, D3 impact hits) - 12 pts

Special rules: Light chariots - as chariots with the exceptions noted below.
-May form units
-Move as Fast cavalry
-Unit Strength 3
-Add +1 to the armour save of characters riding them, rather than +2

Who can drive a light chariot (two models)?
Elves (Dark or High): +6 pts/model
Common Goblins: +1 pt/crew
Hobgoblins: +2 pts/crew
Araby Humans: +3 pts/crew
Khemri Skeletons: +7 pts/crew

Equipment: Hand weapon

Animals (two to four):
Elves: Elven Steeds: +8 pts/animal
Goblins: Wolves: +8 pts/animal
Hobgoblins: Wolves: +8 pts/animal
Humans: Warhorses: +7 pts/animal
Skeletons: Skeletal Steeds: +6 pts/animal

Chariot options:
Scythes (+1 impact hits): +10 pts (all races may have scythes)
Warpaint (the chariot has a 6+ Ward save): +15 pts

Optional close combat weapons (up to one):
Additional hand weapons: +2 pts/crew
Halberds: +2 pts/crew
Spears: +1 pt/crew
Note that the crew may have a mixture of different weapons if you wish.

Optional missile weapons (up to one):
Short bows: +2 pts/crew with BS3, +3 pts/crew with BS4
Bows: +4 pts/crew with BS3, +5 pts/crew with BS4
Longbows: +5 pts/crew with BS3, +6 pts/crew with BS4
Repeater crossbows: +5 pts/crew with BS3, +6 pts/crew with BS4
Throwing spears/javelins: +3 pts/crew with BS3, +4 pts/crew with BS4
Note that the crew may have a mixture of different weapons if you wish.

Optional special abilities:
Anointed weapons: +2 pts/crew
Blessed: +15 pts/chariot
Elite: +1 pt/crew
Expert riders: +1 pt/crew
Frenzy: +2 pts/crew
Hatred (general): +2 pts/crew
Hatred (specific): +1 pt/crew
Poisoned weapons: +1 pt/weapon
Rending weapons: +1 pt/weapon

 

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