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Winds of Magic

Design a Unit - General

by Avian

Hi and welcome to Avian's 'Design a Unit' page. The system that lets YOU create your own units. This general page contains the basic rules for races, weapons, mounts and abilities and is used together with the other pages when you design a unit or character or whatever.

 

Contents

Design a Unit fundamentals

Races

Equipment

Mounts

Special abilities

 

Design a Unit fundamentals

To begin with, I thought I should explain some of the reasoning that went behind this page and introduce the crucial concept of Rarity.

 

Concept idea

What is the point of this page? There are several reasons, the first and greatest is to provide gamers with a system that lets them use their own creations in games and an opportunity to field models that no longer have rules in this edition. The second is to be an aid to those wanting to write their own army books (Good on ya!), thirdly to show people how the designers come up with prices for units ("So that's why Black Guard are so expensive.") and fourthly because I can and wanted to.

I want some T4 elves. Is it okay if I tweak the rules a bit? While of course there is nothing stopping you from breaking the rules listed here and making the most outlandish unit possible, to get the Avian Seal of Approval™ you have to follow the system as it is listed here by me.

Is this official? Noooo, of course it isn't, and some boring people might say that gamers should not have this degree of freedom. However, I feel reasonably sure that whatever you create with this system it will be rather more balanced than most home-brewed rules you will find. Once I get the bugs sorted out, anyway. Nearly all the units you design here will be at least as expensive here and at least as limited when it comes to how many you can take as anything you can find in the army books. In some very rare cases these units will turn out cheaper, most likely because the army book writers altered the prices slightly to take into account army-wide special rules.

So how does it work then? It's all very simple, really. At the beginning there's a bit (okay, quite a bit) of general rules, explanations and so forth and then there's a list of different units you can build. Each unit template starts with a selection of races to choose from and then there's an awful lot of combinations of weapons, armour and abilities to choose from. Worked into all this is a system that tells you what category the unit should be - whether it is Core, Special or Rare - and all choices have a price. Generally the more unique, powerful and interesting something is the more rare and expensive it will be.

This is all good, but what about Fishmen? That would be the 'create a creature' section. It's a lot more free than this one, so ask your opponent nicely

Surely this is not the end; what about the future? Firstly the Creature rules needs to be completed. Then at some point there will be a Battle Honours system where units can gain abilities, intended for short Campaigns and Tournaments.

But we really want to know: what does it take to produce something like this? Several late nights and plenty of whisky.

Good luck!
Avian

 

Rarity

The rarity of a unit describes how common or uncommon it is. Usually when using this system a unit starts off with a Rarity of 0, which means that it is unlimited Core. Depending on the options chosen it can then go up in Rarity. Here's how this works: When your Rarity increases by 1 you go to Special if you were Core, and to Rare if you were Special. So it it increases by 2 you go from Core to Rare. Instead of doing this you can stay the same category, but become a 0-1 unit. Obviously, if you are already a 0-1 unit and your Rarity increases you have to go up a category and you stay 0-1.

Example:

Rarity Category
0 Core
1 Special or 0-1 Core
2 Rare or 0-1 Special
3 0-1 Rare
4+ Not allowed

You are not allowed to created units which would have a Rarity greater than 3.
Sometimes a unit starts with a rarity of greater than 0, but this still follows the same system.

Rarity and weapon options: The system is really meant to create units with genuine options and it is hoped that gamers will be allowed to use this system for friendly play. When it comes to weapon options each unit with a Rarity of 0 can have up to three close combat and/or missile weapon options and up to two armour options, while units with a Rarity of 1 or higher can only have one close combat or missile weapon option and up to one armour option.

Sounds simple?

 

Races

Listed below is an example of how a race's entry might look like. Not all races have listings for all the different categories (most have not) and the line is then dropped.

 

Race (sub-race) «--- The name of the race, further defined by a sub-race if neccessary

[Standard profile listed]

Base cost: «--- The cost of the race with no equipment other than hand weapons. In case you were interested.
Special rules: «--- Special rules and abilites shared by all members of this race. Most special rules will not be listed here
Common units: «--- Units of this type start at a Rarity of 0 rather than 1.
Rare units: «--- Units of this type have an additional +1 Rarity increase
Common abilities: «--- Units of this race can take these abilites without getting a Rarity increase.
Rare abilities: «--- Taking these abilities confer an additional +1 Rarity increase
Disallowed abilities: «--- Special abilities that the race can never have
Common equipment: «--- Equipment the race can buy without a Rarity increase
Discount equipment: «--- Units of this race get this equipment at half price (rounded up)
Disallowed equipment: «--- Equipment the race can never buy.
Equipment not listed as Common or Disallowed is Rare and confers a +1 Rarity increase if bought (though not if it comes as standard)

 

Beastmen (Bestigors)

M WS BS S T W I A Ld
5 4 3 4 4 1 3 1 7

Base cost: 7 pts
Special rules: None
Common units: Chariots
Disallowed abilities: Conscripts, Disciplined, Raiders, Scouts, Skirmishers or Strongmen.
Common equipment: Additional Hand Weapons, Flails, Great Weapons, Halberds and Heavy armour.
Disallowed equipment: Spears, Lances, Pikes, any kind of missile weapons or Superheavy armour.

 

Beastmen (Gors)

M WS BS S T W I A Ld
5 4 3 3 4 1 3 1 6

Base cost: 5 pts
Special rules: Unruly, Ambush (only if Raiders)
Unit Champions cost twice as many points as normal, but always have S4, A2 and Ld7. This is not further increased by Strongmen or Disciplined.
Units may contain 5+ Ungors as well (if the unit template allows Ungors), though they must always contain at least 5 Gors.
Common abilities: Raiders.
Disallowed abilities: Conscripts.
Common equipment: Additional Hand Weapons, Flails, Great Weapons, Halberds, Shields.
Discount equipment: Additional Hand Weapons
Disallowed equipment: Spears, Lances, Pikes, any kind of missile weapons, Superheavy armour.

 

Beastmen (Ungors)

M WS BS S T W I A Ld
5 3 3 3 3 1 3 1 6

Base cost: 2 pts
Special rules: Unruly, Ambush (only if Raiders)
Common abilities: Raiders.
Disallowed abilities: Conscripts, Disciplined, Elite, Strongmen, Unbreakable.
Common equipment: Additional Hand Weapons, Spears, Shields.
Discount equipment: Spears
Disallowed equipment: Flails, Great weapons, Halberds, Pistols, Lances, any kind of missile weapon apart from Throwing spears and Throwing axes, any kind of body armour.

 

Chaos Warriors

M WS BS S T W I A Ld
4 5 3 4 4 1 5 1 8

Base cost: 12 pts
Special rules: Mark of Chaos Undivided
Units with Light armour must always upgrade to Heavy armour at a cost of +1 pt/model.
Disallowed abilities: Conscripts, Disciplined, Elite, Raiders, Scouts, Skirmishers, Unbreakable.
Common abilities: Strongmen (if mounted)
Common equipment: Additional Hand Weapons, Flails, Great Weapons, Halberds, Heavy armour, Superheavy armour (only if the unit has the Legendary Fighters ability), Shields.
Disallowed equipment: Spears, Lances, Pikes, any kind of missile weapons, Warpaint.

 

Dwarves (non-Chaotic)

M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9

Base cost: 6 pts
Special rules: Resolute, Relentless, Ancestral grudge
Units must buy Light armour if given the option to do so.
Units with Handgunsmust pay an additional +2 pts to upgrade to Dwarven Handguns. These are not Move-or-fire and have a +1 to-hit modifier at short range.
Units do not have to take the Skirmishers ability to buy the Scouts ability
Disallowed abilities: Disciplined, Poisoned weapons, Raiders, Skirmishers.
Common equipment: Additional Hand Weapons, Great Weapons, Pistols, Crossbows, Handguns, Throwing axes, Light armour, Heavy armour, Superheavy (Gromril) armour, Shields.
Disallowed equipment: Flails, Halberds, Pikes, Short bows, Bows, Longbows, Repeater crossbows, Slings, Throwing knives/stars, Throwing spears/javelins, Blowpipes.

 

Dwarves (Chaos)

M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9

Base cost: 6 pts
Special rules: Resolute, Relentless, Ignore Greenskin Panic
Units must always buy Light armour at a cost of +1 pt/model if not initially equipped with it, regardless of available template options.
Units may always upgrade their Light armour to Heavy armour for +1 pt/model, regardless of available template options.
Common abilities: Anointed (Cursed) weapons.
Disallowed abilities: Disciplined, Poisoned weapons, Raiders, Scouts, Skirmishers, Unbreakable.
Common equipment: Additional Hand Weapons, Great Weapons, Blunderbusses, Light armour, Heavy armour, Shields.
Disallowed equipment: Spears, Pikes, Short bows, Bows, Longbows, Repeater crossbows, Slings, Throwing knives/stars, Throwing spears/javelins, Blowpipes, Warpaint.

 

Elves (Dark)

M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8

Base cost: 6 pts
Special rules: Hate High Elves
Rare units: Heavy cavalry
Common abilities: Rending weapons.
Rare abilities: Strongmen.
Disallowed abilities: Resilient
Common equipment: Additional hand weapons, Great weapons, Halberds, Spears, Lances, Repeater crossbows, Light armour, Heavy armour, Shields, Sea Dragon Cloaks.
Disallowed equipment: Flails, Morning stars, Pistols, Cavalry hammers, Handguns, Slings, Throwing axes, Superheavy armour.

 

Elves (High)

M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8

Base cost: 6 pts
Special rules: Stoic
Cavalry units and chariots may always choose to upgrade their normal barding to Ithilmar barding for +1 pt. This has a +1 Rarity increase.
Units may always choose to upgrade their heavy armour to Dragon armour at +1 pt.
Rare units: Fast cavalry
Common abilities: Masters of Spear.
Rare abilities: Strongmen.
Disallowed abilities: Frenzy and Poisoned weapons, Raiders, Resilient.
Common equipment: Great weapons, Halberds, Spears, Lances, Bows, Longbows, Light armour, Heavy armour, Shields, Heavy cloaks.
Disallowed equipment: Flails, Morning stars, Pistols, Cavalry hammers, Handguns, Slings, Throwing knives/stars, Throwing axes, Blowpipes, Superheavy armour, Warpaint.

 

Elves (Wood)

M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8

Base cost: 6 pts
Special rules: Move through woods
Units with any kind of bows must pay an additional +1 pt to upgrade to Wood Elf bows. These are Armour piercing at short range and do not suffer the -1 to-hit penalty for shooting at long range.
Units of Light infantry and Missile infantry have unit sizes of 5+ instead of 10+.
Units of Fast cavalry may have both Light armour and Shields when mounted and still remain Fast cavalry.
Common units: Medium cavalry
Common abilities:
Move through woods.
Rare abilities: Strongmen.
Disallowed abilities: Poisoned weapons, Resilient.
Common equipment: Additonal hand weapons, Spears, Bows, Longbows, Light armour and Shields.
Disallowed equipment: Flails, Morning stars, Pikes, Pistols, Cavalry hammers, Handguns, Slings, Throwing knives/stars, Throwing axes, Blowpipes, Heavy armour, Superheavy armour.

 

Gnoblars

M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5

Base cost: 1 pt
Special rules: Largely insignificant, Bicker
Units have the minimum unit size doubled for all infantry units.
Units may not have Standard bearers or Musicians. The cost for Champions is equal to the value of the stat that is boosted (ie. a Champion with Attacks boosted to 2 would cost +2 pts).
Rare units: Fast cavalry
Rare abilities:  Scouts, Skirmish (in both cases no additional Rarity, though the points cost is doubled)
Disallowed abilities: Conscripts, Poisoned weapons, Undisciplined.
Common equipment: Additional Hand Weapons, Spears, Sharp stuff, Short bows, Shields, Nets.
Discount equipment: Spears, Shields.
Disallowed equipment: Flails, Great weapons, Halberds, Pikes, Lances, Bows, Longbows, Crossbows, Repeater crossbows, Throwing axes, Heavy armour, Superheavy armour.

 

Goblins (Common)

M WS BS S T W I A Ld
4 2 3 3 3 1 2 1 6

Base cost: 1 pt
Special rules: Fear Elves, Animosity
Units have the minimum unit size doubled for all infantry units.
Units pay 1 pt less for musicians and 2 pts less for Champions and Standard bearers.
Units taking Pistols or Handguns automatically get the Reliable ability for free.
Rare abilities: Skirmish.
Disallowed abilities: Conscripts, Poisoned weapons, Undisciplined.
Common equipment: Additional Hand Weapons, Spears, Short bows, Light armour, Shields.
Discount equipment: Spears, Light armour, Shields.
Disallowed equipment: Flails, Pikes, Lances, Bows, Longbows, Crossbows, Repeater crossbows, Throwing axes, Heavy armour, Superheavy armour.

 

Goblins (Forest)

M WS BS S T W I A Ld
4 2 3 3 3 1 2 1 6

Base cost: 1 pt
Special rules: Fear Elves, Animosity
Units have the minimum unit size doubled for all infantry units (inc. Raving Mad Nutters).
Units pay 1 pt less for musicians and 2 pts less for Champions and Standard bearers.
Common abilities: Poisoned weapons
Rare abilities: Skirmish.
Disallowed abilities: Conscripts, Undisciplined.
Common equipment: Additional Hand Weapons, Spears, Short bows, Shields, Warpaint.
Discount equipment: Spears, Shields.
Disallowed equipment: Flails, Halberds, Morning stars, Pikes, Pistols, Lances, Bows, Longbows, Crossbows, Repeater crossbows, Handguns, Throwing knives/stars, Throwing axes, any kind of body armour.

 

Goblins (Night)

M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5

Base cost: 1 pt
Special rules: Fear Elves, Hate Dwarfs, Animosity
Units have the minimum unit size doubled for all infantry units.
Units pay 1 pt less for musicians and 2 pts less for Champions and Standard bearers.
Units taking Pistols or Handguns automatically get the Reliable ability for free.
Any non-skirmishing unit may be joined by Fanatics and/or be equipped with Nets (see Orcs & Goblins army book)
Rare abilities: Skirmish.
Disallowed abilities: Conscripts, Poisoned weapons, Undisciplined.
Common equipment: Additional Hand Weapons, Spears, Short bows, Shields, Nets.
Discount equipment: Spears
Disallowed equipment: Flails, Pikes, Lances, Bows, Longbows, Crossbows, Repeater crossbows, Throwing axes, Blowpipes, Light armour, Heavy armour, Superheavy armour, Warpaint.

 

Halflings

M WS BS S T W I A Ld
4 2 4 2 1 1 5 1 8

Base cost: 1 pt
Special rules: Move through woods
Units taking Pistols or Handguns automatically get the Reliable ability for free.
Disallowed abilities: Conscripts, Poisoned weapons or Raiders.
Common equipment: Spears, Short bows, Bows, Light armour, Shields.
Discount equipment: Spears
Disallowed equipment: Flails, Great weapons, Halberds, Pikes, Lances, Longbows, Repeater crossbows, Handguns, Throwing spears/javelins, Throwing axes, Blowpipes, Heavy armour, Superheavy armour, Warpaint.

 

Hobgoblins

M WS BS S T W I A Ld
4 3 3 3 3 1 2 1 6

Base cost: 2 pts
Special rules: Animosity
Units taking Pistols or Handguns automatically get the Reliable ability for free.
Common abilities: Poisoned weapons.
Disallowed abilities: Conscripts.
Common equipment: Additional Hand Weapons, Short bows, Bows, Light armour, Shields.
Discount equipment: Light armour, Shields
Disallowed equipment: Flails, Pikes, Lances, Longbows, Crossbows, Repeater crossbows, Slings, Throwing spears/javelins, Blowpipes, Heavy armour, Superheavy armour.

 

Humans (Araby)

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

Base cost: 3 pts
Special rules:None
Common units: Medium cavalry
Common equipment: Additional hand weapons, Great weapons, Halberds, Spears, Lances, Bows, Throwing spears/javelins, Shields, Cloaks.
Discount equipment: Spears
Disallowed equipment: Flails, Pikes, Pistols, Cavalry hammers, Repeater crossbows, Blowpipes, Heavy armour (on units other than heavy cavalry), Superheavy armour, Warpaint, Heavy cloaks.

 

Humans (Bretonnia)

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

Base cost: 3 pts
Special rules: Peasant's Vow (all units apart from Heavy infantry and Heavy Cavalry)
Units of Heavy infantry and Heavy cavalry must buy the Knight's Vow for +3 pts per model unless they buy the special ability Immune to Psychology.
Units of Heavy infantry and Heavy cavalry must take a Champion for free.
Units of Heavy cavalry may use the Lance formation and get no movement penalties from barding.
Rare units: Any unit with the Peasant's Vow that do not have the Conscripts special ability
Common abilities: Disciplined (Heavy infantry and Heavy cavalry only)
Disallowed abilities: Poisoned weapons, Raiders.
Common equipment: Additional Hand Weapons, Great weapons, Halberds, Morning stars, Spears, Lances, Bows, Longbows, Light armour, Heavy armour, Shields, Defensive stakes.
Discount equipment: Longbows (Conscripts only; cost reduced by 1 pt)
Disallowed equipment: Pikes, Pistols, Repeater crossbows, Handguns, Slings, Throwing knives/stars, Throwing spears/javelins, Throwing axes, Blowpipes, Superheavy armour, Warpaint.

 

Humans (Cathay)

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

Base cost: 3 pts
Special rules: None
Common abilities: Rending weapons.
Disallowed abilities: Raiders.
Common equipment: Additional Hand Weapons, Cathayan Longswords, Flails, Great weapons, Halberds, Spears, Bows, Longbows, Repeater crossbows, Handguns, Throwing knives/stars, Light armour, Heavy armour, and Shields.
Disallowed equipment: Morning stars, Pikes, Pistols, Cavalry hammers, Crossbows, Throwing axes, Superheavy armour or Warpaint.

 

Humans (Empire)

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

Base cost: 3 pts
Special rules: None
Units of Medium infantry may be used as Parent units or Detatchments.
Units of Light infantry may be used as Detatchments.
Units of Heavy infantry may be used as Parent units.
Common abilities: Disciplined (cavalry units with no special abilities other than Elite and Disciplined)
Disallowed abilities: Poisoned weapons, Raiders.
Common equipment: Additional Hand Weapons, Flails, Great weapons, Halberds, Morning stars, Pistols, Spears (infantry only), Lances, Bows (infantry only), Longbows (infantry only), Crossbows, Handguns, Throwing knives/stars, Light armour, Heavy armour, Superheavy (Full plate) armour and Shields.
Disallowed equipment: Spears (cavalry), Repeater crossbows, Slings, Throwing spears/javelins, Throwing axes, Blowpipes and Warpaint.

 

Humans (Norse)

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

Base cost: 3 pts
Special rules: None
Disallowed abilities: Poisoned weapons.
Common equipment: Additional Hand Weapons, Flails, Great weapons, Morning stars, Spears, Bows, Throwing axes, Light armour and Shields.
Disallowed equipment: Halberds, Pikes, Pistols, Lances, Longbows, Crossbows, Repeater crossbows, Handguns, Throwing knives/stars, Blowpipes or Superheavy armour.

 

Humans (Tilea)

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

Base cost: 3 pts
Special rules: None
Common abilities: Disciplined (cavalry units with no special abilities other than Elite and Disciplined)
Disallowed abilities: Raiders.
Common equipment: Additional Hand Weapons, Flails, Great weapons, Halberds, Morning stars, Pikes, Pistols, Spears, Lances, Crossbows, Handguns, Throwing knives/stars, Light armour, Heavy armour, and Shields.
Disallowed equipment: Repeater crossbows, Throwing axes, Blowpipes, Superheavy armour and Warpaint.

 

Orcs (Common)

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

Base cost: 4 pts
Special rules: Choppa, Ignore Goblin panic, Animosity
Unit Champions cost 3 points more than normal, but always have WS4, S4 and A2. This is not further increased by Elite or Strongmen.
Disallowed abilities: Marksmen, Poisoned weapons, Scouts, Skirmishers.
Common equipment: Additional Hand Weapons, Great weapons, Spears, Bows, Light armour, Shields.
Discount equipment: Bows (1 pt reduction instead of half price)
Disallowed equipment: Pistols, Lances, Longbows, Repeater crossbows, Slings, Handguns, Throwing knives/stars, Throwing spears/javelins, Blowpipes, Superheavy armour.

 

Orcs (Black)

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

Base cost: 8 pts
Special rules: Choppa, Ignore Greenskin panic, Quell Animosity
Units of cavalry with the special ability Strongmen may take no extra close combat weapons.
Unit Champions cost 3 points more than normal, but always have WS5, S5 and A2. This is not further increased by Elite or Strongmen.
Rare units: Units of all kinds have a +2 Rarity Increase.
Disallowed abilities: Conscripts, Marksmen, Poisoned weapons, Raiders, Scouts, Skirmishers.
Common equipment: Additional Hand Weapons, Great weapons, Heavy armour and Shields.
Disallowed equipment: Lances, any kinds of missile weapons or Superheavy armour.

 

Orcs (Savage)

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

Base cost: 6 pts
Special rules: Choppa, Ignore Goblin panic, Animosity, Frenzy
Unit Champions cost 3 points more than normal, but always have WS4, S4 and A2. This is not further increased by Elite or Strongmen.
Disallowed abilities: Marksmen, Poisoned weapons, Scouts.
Common equipment: Additional Hand Weapons, Great weapons, Spears, Bows, Shields and Warpaint.
Discount equipment: Bows (1 pt reduction instead of half price)
Disallowed equipment: Halberds, Morning stars, Pikes, Pistols, Lances, Longbows, Crossbows, Repeater crossbows, Slings, Handguns, Throwing knives/stars, Throwing spears/javelins, Blowpipes, Light armour, Heavy armour or Superheavy armour.

 

Sauri

M WS BS S T W I A Ld
4 3 0 4 4 1 1 2 7

Base cost: 11 pts
Special rules: Cold-blooded, Scaly skin (6+), Predatory Fighters
Units count as being equipped with light armour, so an option to upgrade light armour to heavy armour becomes an option to buy light armour (or having a better scaly skin save, if you prefer that), giving the model the same effective saving throw. The cost remains the same.
Rare abilities: Strongmen.
Disallowed abilities: Conscripts, Poisoned weapons, Raiders.
Common equipment: Great weapons, Halberds, Spears, Light armour, Shields.
Disallowed equipment: Flails, Morning stars, Pikes, Lances, any kinds of missile weapons, Heavy armour, Superheavy armour.

 

Skaven

M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 5

Base cost: 3 pts
Special rules: Strength in numbers, Life is cheap, He who runs away lives to fight another day, Lead from the rear.
Units taking Pistols or Handguns automatically get the Reliable ability for free.
Units of Conscripts (Slaves) get an additional -1 to their Leadership.
Rare units: Heavy infantry
Common abilities: Anointed (Warpstone) weapons, Poisoned weapons (units may combine the two abilities)
Common equipment: Additional hand weapons, Flails, Great weapons, Halberds, Spears, Slings, Throwing knives/stars, Light armour, Heavy armour, Shields.
Discount equipment: Spears
Disallowed equipment: Pikes, Lances, Short bows, Bows, Longbows, Crossbows, Repeater crossbows, Throwing spears/javelins, Throwing axes, Superheavy armour, Warpaint.

 

Skeletons (Khemri)

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

Base cost: 7 pts
Special rules: Undead, Asp arrows
Cavalry units have Leadership 5.
Fast cavalry units may not have any kind of armour.
Disallowed abilities: Conscripts, Expert riders, Impetous, Marksmen, Poisoned weapons, Resilient, Raiders, Scouts, Skirmish, Strongmen.
Common equipment: Spears, Bows, Light armour, Shields.
Discount equipment: Spears, missile weapons (cost 3 pts less than for BS3 models, down to 1 pt, may not have a missile weapon and a shield), Light armour, Shields.
Disallowed equipment: Flails, Pistols, Cavalry hammers, Short bows, Longbows, Crossbows, Repeater crossbows, Handguns, Slings, Throwing stars/knives, Throwing axes, Blowpipes, Heavy armour, Superheavy armour, Warpaint, Barding.

 

Skeletons (Sylvania)

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

Base cost: 7 pts
Special rules: Undead
Cavalry units have Leadership 5.
Fast cavalry units may not have any kind of armour.
Disallowed abilities: Conscripts, Expert riders, Impetous, Marksmen, Poisoned weapons, Resilient, Raiders, Scouts, Skirmish, Strongmen.
Common equipment: Halberds, Spears, Bows, Crossbows, Light armour, Shields.
Discount equipment: Halberds, Spears, missile weapons (cost 3 pts less than for BS3 models, down to 1 pt, may not have a missile weapon and a shield), Light armour, Shields
Disallowed equipment: Pistols, Cavalry hammers, Short bows, Longbows, Repeater crossbows, Handguns, Slings, Throwing stars/knives, Throwing spears/javelins), Blowpipes, Superheavy armour, Warpaint.

 

Skinks

M WS BS S T W I A Ld
6 2 3 3 2 1 4 1 5

Base cost: 2 pts
Special rules: Cold-blooded, Aquatic
Units with the option to Skirmish will automatically have it for free, and must pay +2 pts if they wish to not have Skirmish.
Common abilities: Poisoned weapons (units may take this ability for their missile weapons for free), Scouts.
Disallowed abilities: Conscripts, Strongmen.
Common equipment: Additional hand weapons, Spears, Short bows, Throwing spears/javelins, Blowpipes, Shields.
Discount equipment: Spears
Disallowed equipment: Flails, Great weapons, Halberds, Morning stars, Pikes, Pistols, Lances, Bows, Longbows, Crossbows, Repeater crossbows, Handguns, Throwing axes, Heavy armour, Superheavy armour.

 

Wights

M WS BS S T W I A Ld
4 3 3 4 4 1 3 1 8

Base cost: 10 pts
Special rules: Undead, Wight blades (counts as magical, Killing Blow)
Rare units: Units of all kinds have a +1 Rarity Increase.
Disallowed abilities: Conscripts, Expert riders, Impetous, Poisoned weapons, Resilient, Raiders, Scouts, Skirmish, Strongmen.
Common equipment: Great weapons, Halberds, Lances, Light armour, Heavy armour (Sylvania only), Shields.
Disallowed equipment: Spears, Cavalry hammers, any kind of missile weapons, Warpaint.

 

Equipment

 

Close Combat Weapons

Additional hand weapons: +1A; Two hands
Cathayan Longsword: +1 WS and I; Armour-piercing
Flails: +2 S bonus first round; Two hands
Great weapons: +2 S bonus; Strikes last; Two hands
Halberds: +1 S bonus; Two hands
Ironfists: In combat may be used as either an additional hand weapon or a shield. Choose which at the start of each combat.
Morning stars: +1 S bonus first round
Pikes: Fight in four ranks; Two hands; +1 S bonus and strikes first vs. charging cavalry, chariots and monsters
Pistols: Fire in combat
Spears (infantry): Fight in two ranks
Spears (mounted): +1 S when charging
Lances (mounted): +2 S when charging
Cavalry hammers (mounted): +2 S when charging, +1 S otherwise; Two hands

 

Missile weapons

  Strength Range Notes
Short bow 3 16"  
Bow 3 24"  
Longbow 3 30"  
Crossbow 4 30" Move-or-fire
Repeater crossbow 3 24" 2x Multiple shots
Handgun 4 24" Move-or-fire; Armour piercing
Blunderbuss 3 - 5 12" Chaos Dwarfs only
Pistol 4 8" "Thrown weapon"; Armour piercing
Sling 3 18" 2x Multiple shots if within 9"
Throwing star/knife as user 6" Thrown weapons
Throwing spear/javelin as user 8" Thrown weapons
Throwing axe as user +1 6" Thrown weapons
Blowpipe 3 12" 2x Multiple shot
Sharp stuff 2 8" 2x Multiple shot; Thrown weapon

 

Armour

Light armour: 6+ save
Heavy armour: 5+ save
Superheavy armour: 4+ save
Warpaint: 6+ ward save
Shield: 6+ save
Pavise: 5+ save vs. missiles
Cloak: 6+ save in close combat. Bearer may not have a weapon that requires two hands (apart from additional hand weapons) and may not carry a shield.
Heavy cloak: 5+ save vs. missiles
Sea Dragon cloak: 6+ save, 5+ vs. missiles (Dark Elves only)
A model can only have one set of body armour (light, heavy or superheavy), one shield (normal or pavise) and one cloak. For this purpose warpaint counts as body armour.

Miscellaneous

Miscellanious
Braziers: Arrows count as flaming. Non-skirmishers with short bows, bows or longbows only.
Defensive stakes: Units charging lose all advantages from charging. Stakes lost if unit moves in any way. May not be used by Skirmishers.
Note that defensive stakes, although free, are rarely common equipment and therefore give a rarity increase of +1.
Nets: At the start of the combat phase, before any blows are struck, a model with a net may attempt to net an opponent in base contact. Roll to hit as normal, if the attack hits the enemy model loses 1 Attack. If a model has more than one type of attack the owner chooses which is lost. Special attacks, such as those made by a giant, are not affected). A net may only be thrown once and a model may not have more than one net. Command group models may not carry nets.

A note on pistols: Pistols are listed as both close combat weapons and as missile weapons. This means that if you take pistols you count as having taken both a close combat weapon and a missile weapon and you may therefore not take any further weapons.

 

Mounts

Base costs listed for mounts is on the format: Troops / Heroes / Lords. You will notice that in nearly all cases the price for Heroes is the price for Troops minus two and doubled, while the price for Lords is the price for Troops minus two and tripled.

Flying cavalry: Unit of Flyers with the following exceptions: Unit Strength 2, adds +1 to the rider's armoour save

 

Boars

M WS BS S T W I A Ld
7 3 - 3 4 1 3 1 3

Base cost: 9 / 16 / 24 pts
Special rules: Thick skinned (+2 to the rider's save rather than +1), Tusker charge (+2 S when charging)
May be Fast cavalry? No
May be given barding? No
I assume the cost is 9 rather than 10 due to Animosity - Avian

 

Camels

M WS BS S T W I A Ld
7 3 - 3 4 1 3 1 4

Base cost: 11 / 18 / 27 pts
Special rules: Thick skinned (+2 to the rider's save rather than +1), Cause Fear in other cavalry and chariots
May be Fast cavalry? No
May be given barding? No
My own little creation based on the Warmaster Araby list - Avian

 

Chaos Steeds

M WS BS S T W I A Ld
8 3 - 4 3 1 3 1 5

Base cost: 8 / 12 / 18 pts
Special rules: None
May be Fast cavalry? No
May be given barding? Yes

 

Cold Ones

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

Base cost: 15 / 26 / 39 pts
Special rules: Stupidity, Cause Fear, Thick skinned (+2 to the rider's save rather than +1)
May be Fast cavalry? No
May be given barding? No

 

Daemon Mounts of Slaanesh

M WS BS S T W I A Ld
10 3 - 3 3 1 5 1 9

Base cost: 14 / 24 / 36 pts [Avian makes an educated estimate]
Special rules: Tongue attack (Poison and Strikes first)
May be Fast cavalry? Yes
May be given barding? No
Rarity increase: +1

 

Daemonic Mounts

M WS BS S T W I A Ld
8 4 - 5 5 3 3 2 8

Base cost: 50 pts
Special rules: Cause Fear
May be Fast cavalry? No
May be given barding? No
Rarity increase: +1

 

Elven (Dark) Steeds

M WS BS S T W I A Ld
9 4 - 3 3 1 4 1 5

Base cost: 8 / 12 / 18 pts
Special rules: None
May be Fast cavalry? Yes
May be given barding? Yes

 

Flesh Hounds of Khorne

M WS BS S T W I A Ld
7 5 - 4 3 1 4 1 8

Base cost: 16 / 28 / 42 pts [Avian makes an educated estimate]
Special rules: Cause Fear, Frenzy
May be Fast cavalry? Yes
May be given barding? No
Rarity increase: +1

 

Giant Spiders

M WS BS S T W I A Ld
7 3 - 3 3 1 3 1 3

Base cost: 9 / 16 / 24 pts
Special rules: Poison; Ignores all obstacles and other "dry" terrain
May be Fast cavalry? No
May be given barding? No

 

Great Eagles

M WS BS S T W I A Ld
2 5 - 4 * * 4 2 8

*adds 1 to the rider's stat
Base cost: 40 pts
Special rules: Flyng cavalry
May be Fast cavalry? No
May be given barding? No
Rarity increase: +2

 

Horned Ones

M WS BS S T W I A Ld
8 3 - 4 4 1 3 1 3

Base cost: 15 / 21 / ?? pts
Special rules: Cause Fear
May be Fast cavalry? Yes
May be given barding? No
Rarity increase: +1

 

Juggernauts of Khorne

M WS BS S T W I A Ld
7 5 - 5 5 3 2 2 8

Base cost: 55 pts
Special rules: Cause Fear
May be Fast cavalry? No
May be given barding? No
Rarity increase: +1

 

Pegasi

M WS BS S T W I A Ld
8 3 - 4 * * 4 2 6

*adds 1 to the rider's stat
Base cost: 40 pts
Special rules: Flyng cavalry
Dark Elves must pay +5 pts to upgrade their Pegasi to Dark Pegasi, giving them +1 Strength on the charge.
May be Fast cavalry? No
May be given barding? No
Rarity increase: +2

 

Plague-beast of Nurgle

M WS BS S T W I A Ld
6 3 - 4 5 3 2 D6+1 9

Base cost: 50 pts
Special rules: Cause Fear
May be Fast cavalry? No
May be given barding? No
Rarity increase: +1

 

Rat Ogres

M WS BS S T W I A Ld
6 3 - 5 4 3 3 3 5

Base cost: 42 pts
Special rules: Cause Fear
May be Fast cavalry? No
May be given barding? No
Rarity increase: +1

 

Skeletal Steeds (Nightmares)

M WS BS S T W I A Ld
8 2 - 3 3 1 2 1 5

Base cost: 6 / 8 / 12 pts
Special rules: Undead
May be Fast cavalry? Yes
May be given barding? Yes

 

Terradons

M WS BS S T W I A Ld
2 3 - 4 * * 4 2 5

*adds 1 to the rider's stat
Base cost: 28 pts [Avian makes an educated estimate]
Special rules: Flyng cavalry; Hit-and-Run Attack
May be Fast cavalry? No
May be given barding? No

 

Tuskgors

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

Base cost: 13 / 22 / 33 pts [Avian makes an educated estimate]
Special rules: Thick skinned (+2 to the rider's save rather than +1), Tusker charge (+2 S when charging)
May be Fast cavalry? No
May be given barding? No

 

Unicorns

M WS BS S T W I A Ld
10 5 - 4 3 1 5 1 8

Base cost: 19 pts [Avian makes an educated estimate]
Special rules: +2 Strength on the charge; Magic Resistance 2
May be Fast cavalry? Yes
May be given barding? No
Rarity increase: +2

 

Warhawks

M WS BS S T W I A Ld
1 4 - 3 3 1 6 1 5

Base cost: 12 pts
Special rules: Unit of Flyers
May be Fast cavalry? No
May be given barding? No
Rarity increase: +2

 

Warhorses

M WS BS S T W I A Ld
8 3 - 3 3 1 3 1 5

Base cost: 7 / 10 / 15 pts
Special rules: None
May be Fast cavalry? Yes
May be given barding? Yes

 

Wolves

M WS BS S T W I A Ld
9 3 - 3 3 1 3 1 3

Base cost: 8 / 12 / 18 pts
Special rules: None
May be Fast cavalry? Yes
May be given barding? No

 

Special abilities

Sometimes a unit can buy skills (such as Killing blow, Skirmish, etc.) and Traits (Frenzy, stat increases and similar).
Where this is the case it will be clearly listed along with the price.
Some special abilities also have a Rarity Increase listed (see above).
Note that unless specifically mentioned each ability can only be taken once by each unit.

Anointed weapons
Anointed weapons counts as magical for all intents and purposes.
If the unit has more than one weapon this must be paid for for each
weapon separately (Additional hand weapons count as two weapons).
Only close combat weapons (including pistols) may be Anointed.
May not be combined with Poisoned weapons.
Rarity Increase: +1

Best of the Best
The unit gains a further +1 WS
Only Elite units may take the Best of the Best ability.
An army may only contain ONE unit with the Best of the Best ability (ie. only one unit type may have the ability and that unit is always 0-1).
Rarity increase: +1

Blessed
The unit has Magic Resistance (1).
Rarity Increase: +1

Conscripts
The unit has -1 WS and -2 Ld.
The unit may buy close combat weapons and armour options at half price (rounded up).
The unit does not cause Panic is friendly units (apart from other Conscripts) when it flees or is destroyed.
May not be combined with other abilities than Blessed, Drunken, Frenzy, Hatred, Resilient, Skirmish, Stubborn or Unbreakable

Disciplined
The unit gains +1 Leadership.
Only Elite units may take the Disciplined ability.
May not be combined with Drunken or Frenzy.
Rarity Increase: +1

Drunken
Roll a dice for the unit at the start of each own turn.
On a 1 the unit must test for Stupidity this turn.
On a 6 the unit is Frenzied until the start of the next own turn or until defeated in combat.
May not be combined with Disciplined

Elite
The unit gains +1 Weapon Skill and +1 Initiative.
If a Core unit buys no other special abilities it pays double the normal ammount for Elite.

Expert riders
The unit may use two hand weapons and/or pistols in combat when mounted.
Rarity Increase: +1

Frenzy
The unit has the Frenzy ability.
May not be combined with Disciplined, Stubborn or Unbreakable.

Hatred (general)
The unit Hates all enemies.
Rarity Increase: +1

Hatred (specific)
The unit Hates one specific army (ex: Skaven) or a specific part of a specific army (ex: Clan Skryre Skaven).
Note that this trait may be taken several times, letting a unit Hate more than one specific enemy. Each must of course be paid for.

Immune to Fear
The unit is Immune to Fear and treats Terror as if it was Fear.
Rarity Increase: +1

Immune to Panic
The unit is Immune to Panic
Rarity increase: +1

Immune to Psychology
The unit is Immune to Psychology
Rarity increase: +1

Impetous
The unit is Immune to Psychology for the first round of combat when charging.
If the unit does not declare a charge reaction but is within charge range it must
charge the nearest enemy unit unless they pass a Ld test.
Rarity increase: +1 if combined with any other special abilities

Killing Blow
The unit has the Killing Blow ability.
Only units armed exclusively with Great weapons may have the Killing Blow ability.
Rarity increase: +1

Legendary fighters
The unit gains +1 Attack
Rarity increase: +1

Marksmen
The unit gains +1 Ballistic Skill.
May not be combined with Reliable.
Rarity increase: +1

Masters of Spear
The unit fights in three ranks with spears, instead of two.
Only Elves may take the Masters of Spear ability.
Rarity increase: +1

Move through woods
The unit suffers no penalties when moving through woods.
Rarity Increase: +1

Poisoned weapons
The unit has poisoned weapons.
If the unit has more than one weapon this must be paid for for each weapon
separately (Additional hand weapons count as two weapons).
The following weapons may be poisoned: Hand weapons (including Additional ones),
Short bows, Throwing knives/stars, Throwing spears/javelins.
May not be combined with Anointed weapons.
Rarity increase: +1

Quick footed
The unit gains +1 Movement.
Only Skaven may take the Quick footed ability.

Raiders
Unit counts as skirmishers except as noted below.
Unit may gain rank bonus up to +2.
Unit may only charge if at least a quarter of the models are within range.
Unit always forms up at least four model wide when charging or charged.
May not be combined with Disciplined, Raiders or Unbreakable.
Rarity increase: +1

Reliable
When rolling a 1 to hit with missile weapons, roll a further D6. on a 2-6 the
shot misses and nothing further happens. On a 1 work out the shot as if it had hit the firing unit.
May not be combined with Marksmen.

Rending weapons
Rending weapons are Armour Piercing.
If the unit has more than one weapon this must be paid for for each
weapon separately (Additional hand weapons count as two weapons).
The following weapons may be rending: Hand weapons (including Additional ones),
Halberds, Spears, Repeater crossbows.
Rarity Increase: +1

Resilient
The unit gains +1 Toughness
Rarity increase: +2

Scouts
The unit has the Scout ability.
Only Skirmishers may take the Scout ability
Units armes with gunpowder weapons may not take the Scout ability.
Scout units can not take Standard bearers or Musicians.
The unit size for Scouts is 5 - 15.
Rarity Increase: +1

Skirmish
The unit has the Skirmish ability.
The unit can not carry spears.
Skirmishing units can not take Standard bearers.
Skirmishing units have a maximum unit size of 20, unless they are Scouts.
May not be combined with Unbreakable.

Strongmen
The unit gains +1 Strength
Units who have their Strength increased to 5 when taking Strongmen may take no extra close combat weapons.
Rarity Increase: +1

Stubborn
The unit is Stubborn
Units with Ld 9 or more (7 or more if Cold-blooded) pay double the normal ammount for this ability.
May not be combined with Frenzy.
Rarity Increase: +1

Unbreakable
The unit has Ld 10 and is Unbreakable.
Units wearing any kind of armour (including shields, but not warpaint) may not be unbreakable.
Unbreakable units have a maximum unit size of 30.
May not be combined with Frenzy, Raiders, Skirmish or Undisciplined.
Rarity increase: +1

Undisciplined
The unit has -1 Ld.
May not be combined with Conscripts, Disciplined or Unbreakable.

 

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