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:
- Medium Infantry unit
- Light Infantry unit
- Heavy Infantry unit
- Missile Infantry unit
- Heavy Missile Infantry unit
- Raving Mad Nutters unit
- Fast Cavalry unit
- Medium Cavalry unit
- Heavy Cavalry unit
- Examples
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:
- Any unit may be equipped with shields for +1 pt/model
- Any unit may upgrade one House Guard to a Musician for +5 pts.
- Any unit may upgrade one House Guard to a Standard Bearer for +10 pts.
- Any unit may upgrade one House Guard to a Guard Captain for +10 pts.
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:
- Any unit may upgrade one Assassin to an Assassin Master for +10 pts.
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:
- Any unit may upgrade one Chaos Hunter to a Musician for +5 pts.
- Any unit may upgrade one Chaos Hunter to a Standard Bearer for +10 pts.
- The unit may carry a magic banner worth up to 50 pts.
- Any unit may upgrade one Chaos Hunter to a Justicar for +10 pts.
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:
- One unit of Knights of Holy Wrath may be upgraded to the Inner Circle for +3 pts/model. The Inner Circle Knights and First Knights are all S4.
- Any unit may upgrade one Knight to a Musician for +9 pts.
- Any unit may upgrade one Knight to a Standard Bearer for +18 pts.
- One unit may carry a magic banner worth up to 50 points.
- Any unit may upgrade one Knight to First Knight for +18 pts.
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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