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
- Create a Beast
- Create a Steed
- Create a Centauroid
- Create a Small Monster
- Create a Large Monster
- Create a Swarm
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.
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