WAB FORUM ARMIES BOOK VII: FANTASY CONTENT
PAGE
Old World VII/1 Dark Elves VII/2 Wood Elves VII/3 High Elves VII/4 The Empire VII/5 Bretonia VII/6 Chaos VII/7 Skaven VII/8 Orcs & Goblins VII/9 Dwarfs VII/10 Slann VII/11 Undead VII/12 Chaos Ally Contingent Contingen t VII/13 Dwarf Ally Contingent VII/14 Dark Elf Ally Contingent Contin gent VII/15 High Elf Ally Contingent Contin gent VII/16 Wood Elf Ally Contingent Contingen t VII/17 Fimir Ally Contingent VII/18 Old Worlder Ally Contingent Contingen t VII/19 Orc & Goblin Ally Contingent Contingen t VII/20 Pygmy Ally Contingent Contingen t VII/21 Skaven Ally Contingent Contin gent VII/22 Undead Ally Contingent Contin gent VII/23 Halfling Ally Contingent Continge nt VII/24 Zoat Ally Contingent Continge nt VII/25 Dwarf Mercenaries Mercenari es VII/26 Giant Mercenaries VII/27 Ogre Mercenaries Mercenari es VII/28 Half Orc Mercenaries Mercenari es VII/29 Hobgoblin Mercenaries VII/30 Nippon Mercenaries Mercenari es VII/31 Orc Mercenaries Mercenari es VII/32 Norse Mercenaries Mercenari es VII/33 Old Worlder Mercenaries Mercenari es
3 4 6 7 8 9 10 11 13 14 16 17 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28
Middle Earth (mid 3rd age) VII/34 Angmar VII/35 Arnor - Arthedain VII/36 Arnor - Breeland Breelan d VII/37 Arnor - The Shire VII/38 Arnor - Cardolan VII/39 Arnor - Cantons of Feotar VII/40 Arnor - Arnor - Saralainn Saralai nn VII/41 Arnor - Realm of the Warlord VII/42 Dol Guldur VII/43 Druedain VII/44 Dunland VII/45 Fangorn VII/46 Gondor – Anfalas & Tharagrond VII/47 Gondor – Belfalas VII/48 Gondor – Calenardhon VII/49 Gondor – Harondor & Harithilien Harithil ien VII/50 Gondor – Ithilien VII/51 Gondor – Lebennin VII/52 Gundabad VII/53 Ironhills VII/54 Lindon VII/55 Lorien VII/56 Lossoth VII/57 Mirkwood – Woodland Realm VII/58 Mirkwood - Woodmen VII/59 Mordor (late 3rd age) VII/60 Moria (Khazad-dum) VII/61 Nan-i-Naugrim VII/62 Northmen VII/63 Rhovanion VII/64 Rhudaur VII/65 Rivendell VII/66 Rohan (late 3rd age) VII/67 Thal&Esgaroth VII/68 Umbar
29 30 31 31 32 32 33 33 34 35 35 36 37 38 39 40 41 41 42 42 43 43 44 44 45 45 46 46 47 47 48 48 49 49 50
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WAB FORUM ARMIES BOOK VII: FANTASY SPECIAL RULES
MAGIC
BREATH ATTACK
Each army only can have one wizard, which can be of magic level 1-4. There is a list of spells that can be cast from any wizard, regardless of list they come from. While spells 1-5 are equal for all wizards, but the level 6 summoned creature differs and can be found seperately within each list. No spell can be cast twice per round. Each spell is successfully cast with 4-6 on a D6, cannot be dispelled and it’s effect is immedately in the magic phase.
Organ Gun fire-template, S3
FEARSOME Cause fear in models with Ld7 or less. For the Fear-test the Ld of a character can be used
FIELD GUN (75pts) (See rulesbook page 130) Each machine has a four man crew (humans in the example).
M 4 -
Crew Cannon
WS 3 -
BS 3 -
S 3 -
T 3 7
W 3 3
I 3 -
A 1 -
Ld 7 -
Only the level 6 spell needs to be cast more carefully and take one full round to be cast successfully. During that time the caster isn’t allowed to loose the concentration, which simply is the case as soon as a successful hit took place in melee or by a missle at him/ his unit or he moves. Once the sixth spell was cast successfully it cannot be cast again.
Pts 75
A wizard of magic level 1 can cast one power level 1-3 spell each round. A wizard of magic level 2 can cast two power level 1-3 spells each round. A wizard of magic level 3 can cast one power level 1-6 spell each round. A wizard of magic level 4 can cast two power level 1-6 spells each round.
Equipment: Hand weapon. The crew may have light armour (+6). Range 48”, S7, no save, D6 wounds per hit Special Rules: Cannon
SPELLS
FLYING Up to 20” flying movement. movement.
1- a friendly unit within 12” of the caster get a +1 to hit bonus this round or an enemy unit -1 2 - a friendly unit within 12” of the caster get a +1 to wound bonus this round or an enemy unit -1 3 - a friendly unit within 12” of the c aster get a +1 to it’s armour save this round or an enemy unit -1 4 - a friendly unit within 12” of the c aster is immune to fear and panic until next magic phase of the caster 5 - a friendly unit within 12” of the c aster get a free move at half of it’s profile movement rate immedately or an enemy unit movement rate is halfed next turn. The free move can be used to charge an enemy unit. 6 – a c reature may arrive within 12” of the wizard after the spell was cast successfully or the effect occurs. Roll another D6: 1 = Caster cannot cast spells for the remaining battle, 2= creature/effect creature/effect don’t a rrive, concentration is lost, 3= creature/effect don’t arrive, c oncentration remains, 4= creature/effect creature/effect arrives and stay d6 d6 turns, 5= creature/effect creature/effect arrives and stay D6+3 turns, turns, 6= creature/effect creature/effect arrives and stay for the remaining battle
GRENADOES - one use only - for each grenadoe place the 3” template within 8” (90° arc of sight) - roll artillery and scatter dice, S4 hits - in case of misfire place the template with the center above the thrower
LIGHT BOLT THROWER (36pts) (See rulesbook page 180) Each machine has a two man crew (humans in the example.
M 4 -
Crew Thrower
WS 3 -
BS 3 -
S 3 -
T 3 6
W 1 2
I 3 -
A 1 -
Ld 7 -
Pts 36
Equipment: Hand weapon. The crew may have light armour (+4). Range 36”, S4/-1 per rank, no save, D3 wounds per hit Special Rules: Bolt Thrower
POISON Poisoned attacks wound automatically on a to-hit- roll of 6.
STUPIDITY Ld-test, if failed half profile movement straight forward forward and no use of missle weapons possible.
UNDEAD - cause Fear - instead of fleeing unit loose as many models as the result is negative
BASE SIZES Human sized Infantry – 20x20mm Bigger than human but smaller than ogres Infantry – 25x25mm Ogre sized Infantry, Ghosts and Swarms – 40x40mm Large Targets – 50x50mm Cavalry – 25x50mm Light Chariots – 40x80mm Heavy Chariots – 60x80mm
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WAB FORUM ARMIES BOOK VII: FANTASY SPECIAL RULES
MAGIC
BREATH ATTACK
Each army only can have one wizard, which can be of magic level 1-4. There is a list of spells that can be cast from any wizard, regardless of list they come from. While spells 1-5 are equal for all wizards, but the level 6 summoned creature differs and can be found seperately within each list. No spell can be cast twice per round. Each spell is successfully cast with 4-6 on a D6, cannot be dispelled and it’s effect is immedately in the magic phase.
Organ Gun fire-template, S3
FEARSOME Cause fear in models with Ld7 or less. For the Fear-test the Ld of a character can be used
FIELD GUN (75pts) (See rulesbook page 130) Each machine has a four man crew (humans in the example).
M 4 -
Crew Cannon
WS 3 -
BS 3 -
S 3 -
T 3 7
W 3 3
I 3 -
A 1 -
Ld 7 -
Only the level 6 spell needs to be cast more carefully and take one full round to be cast successfully. During that time the caster isn’t allowed to loose the concentration, which simply is the case as soon as a successful hit took place in melee or by a missle at him/ his unit or he moves. Once the sixth spell was cast successfully it cannot be cast again.
Pts 75
A wizard of magic level 1 can cast one power level 1-3 spell each round. A wizard of magic level 2 can cast two power level 1-3 spells each round. A wizard of magic level 3 can cast one power level 1-6 spell each round. A wizard of magic level 4 can cast two power level 1-6 spells each round.
Equipment: Hand weapon. The crew may have light armour (+6). Range 48”, S7, no save, D6 wounds per hit Special Rules: Cannon
SPELLS
FLYING Up to 20” flying movement. movement.
1- a friendly unit within 12” of the caster get a +1 to hit bonus this round or an enemy unit -1 2 - a friendly unit within 12” of the caster get a +1 to wound bonus this round or an enemy unit -1 3 - a friendly unit within 12” of the c aster get a +1 to it’s armour save this round or an enemy unit -1 4 - a friendly unit within 12” of the c aster is immune to fear and panic until next magic phase of the caster 5 - a friendly unit within 12” of the c aster get a free move at half of it’s profile movement rate immedately or an enemy unit movement rate is halfed next turn. The free move can be used to charge an enemy unit. 6 – a c reature may arrive within 12” of the wizard after the spell was cast successfully or the effect occurs. Roll another D6: 1 = Caster cannot cast spells for the remaining battle, 2= creature/effect creature/effect don’t a rrive, concentration is lost, 3= creature/effect don’t arrive, c oncentration remains, 4= creature/effect creature/effect arrives and stay d6 d6 turns, 5= creature/effect creature/effect arrives and stay D6+3 turns, turns, 6= creature/effect creature/effect arrives and stay for the remaining battle
GRENADOES - one use only - for each grenadoe place the 3” template within 8” (90° arc of sight) - roll artillery and scatter dice, S4 hits - in case of misfire place the template with the center above the thrower
LIGHT BOLT THROWER (36pts) (See rulesbook page 180) Each machine has a two man crew (humans in the example.
M 4 -
Crew Thrower
WS 3 -
BS 3 -
S 3 -
T 3 6
W 1 2
I 3 -
A 1 -
Ld 7 -
Pts 36
Equipment: Hand weapon. The crew may have light armour (+4). Range 36”, S4/-1 per rank, no save, D3 wounds per hit Special Rules: Bolt Thrower
POISON Poisoned attacks wound automatically on a to-hit- roll of 6.
STUPIDITY Ld-test, if failed half profile movement straight forward forward and no use of missle weapons possible.
UNDEAD - cause Fear - instead of fleeing unit loose as many models as the result is negative
BASE SIZES Human sized Infantry – 20x20mm Bigger than human but smaller than ogres Infantry – 25x25mm Ogre sized Infantry, Ghosts and Swarms – 40x40mm Large Targets – 50x50mm Cavalry – 25x50mm Light Chariots – 40x80mm Heavy Chariots – 60x80mm
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WAB FORUM ARMIES BOOK VII: FANTASY 1. DARK ELVES (OLD WORLD)
INFANTRY
CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%
0-2 SHADOWS M Scout 4
M 4 4
WS 5 5
BS 5 5
S 4 4
T 3 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
CROSSBOWMEN M WS Dark Elf 4 4
WARRIORS Dark Elf
CAVALRY S 3 4
T 4
S 3 4
T 4
W 1 -
I 5 1
A 1 1
Ld 8 -
Pts 37 -
M 4
WITCH ELVES M Dark Elf 4
A 1
Ld 8
Pts 13
BS 4
S 3
T 3
W 1
I 3
A 1
Ld 8
Pts 13
WS 4
BS 4
S 3
T 3
W 1
I 3
A 1
Ld 8
Pts 11
W 1 -
I 4 1
A 1 1
Ld 8 -
WS 4
BS 4
S 3
T 3
W 1
I 3
A 1
Ld 8
Pts 10
Equipment: Hand weapon, light armour May have additional hand weapon (+1) and poisoned attacks (+3) 0-1 unit may have c rossbow (+3) Special Rules: Frenzy
WHELP MASTERS M Dark Elf 4 Chaoshound 6 Warhound 6
Pts 35 -
Equipment: Hand weapon, light armour, shield May have crossbow (+6) and lance (+4). 0-1 unit may have repeating crossbows (+8). Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity
DOOMSTEEDS M Elite Warhorse 8
I 3
May have thrusting spear (+2) 0-1 unit may have double-handed weapon (+2), halberd (+2)
May have crossbow (+6) and lance (+4). May be Veterans (+2) 0-1 unit may have repeating crossbows (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity
BS 4 -
W 1
Equipment: Hand weapon, light armour, shield
Equipment: Hand weapon, light armour, shield
DOOMDRAKES M WS Elite 4 Cold One 8 3
T 3
Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+2) 0-1 unit may have repeating crossbow instead of crossbow (+1) Special Rules: Light Infantry Infantry
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 4 -
S 3
May have crossbow (+3), repeating crossbow (+4), shield (+1) and light armour (+2) Special Rules: Skirmishers
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
0-1 HELLDRAKES M WS Elite 4 Cold One 8 3
BS 4
Equipment: Hand weapon
CHARACTERS General Sub-Gen.
WS 4
WS 4 4 3
BS 4 -
S 3 4 3
T 3 4 3
W 1 2 1
I 3 4 3
A 1 2 1
Ld 8 6 6
Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may either lead 1-3 chaoshounds or warhounds.
WS 4 3
BS 4 -
S 3 3
T 3 -
W 1 -
I 4 1
A 1 1
Ld 8 -
Special Rules: Warband, Skirmishers
Pts 33 -
0-4 LIGHT BOLT THROWERS
Equipment: Hand weapon, light armour, shield, lance May have crossbow (+6). 0-1 unit may have repeating crossbow (+8), horse barding (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus
DARK RIDERS M Dark Elf 8
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
ALLIES & MERCENARIES Allies: Chaos, Fimir, Skaven Skaven or Undead Mercenaries: Nippon, Hobgoblins or Ogres
Pts 22
SUMMONING CREATURE
Equipment: Hand weapon, light armour, shield, horse DRAGON
May have crossbow (+6) and lance (+4). 0-1 unit may have repeating crossbow (+8), horse barding (+8)
Dragon
M 8
WS 6
BS -
S 6
T 6
W 6
I 6
A 6
Ld 8
Special Rules: Fly, Breath Attack, Cause Terror, Large Target
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Pts -
Pts 13 23 4
WAB FORUM ARMIES BOOK VII: FANTASY LORD’S BOWMEN M WS Elf 4 4
2. WOOD ELVES (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%
M 4 4
WS 5 5
BS 5 5
S 4 4
BOWMEN
T 3 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Elf
Pts 150 85
T 3 -
W 1 -
I 4 1
A 1 1
Ld 8 -
T 3
Pts 31 -
W 1
I 4
A 1
Ld 8
Pts 22
BS 3
S 3
T 4
W 2
I 3
A 2
Ld 8
Pts 75
WS 4
BEAST MASTERS M Elf 5 Bear 4 Warhound 6 Boar 7 Wildcat 8
INFANTRY
Elf
T 3
W 1
I 4
A 1
Ld 8
Pts 11
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 11
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 16
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 9
May have light armour (+2) and thrusting spear (+2) 0-1 unit may have a dditional hand weapon (+2), double-handed double-handed weapon (+2)
and a driver May have shield (+8), long bow (+8) and javelins (+4). One crewman may be Falconer (+6) (+6) Hawk: 24”, S2, move&shoot Special Rules: Heavy Chariots
WS 4
S 3
Equipment: Hand weapon, shield
Equipment: Four crewmen armed with hand weapon and light armour
M 4
BS 4
WARRIOR KINBANDS M WS BS Elf 4 4 4
May have javelins (+1) and longbow (+4)
0-1 GUARDS
Pts 15
Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush
Special Rules: Light Cavalry WS 3
WS 4
GLADE RUNNERS M WS Elf 4 4
Equipment: Hand weapon, thrusting spear, shield, horse
WAIN LORDS M Chariot 6
Ld 8
May have shield (+1), light armour (+2) double-handed weapon (+2), additional hand weapon (+2), throwing spear (+2) Choose one of the following dance in melee, not the same next turn: 1- Up to six attacks may be concentrate on one enemy model 2- All hits are armour piercing, -1 to armour save 3- Against opponents with less WS, automatic draw without fighting 4- normal attacks Special Rules: Light Infantry Infantry
0-1 unit may may have horse barding (+8) Charge and may have a +1 rank bonus
S 3
A 1
Equipment: Hand weapon
Special Rules: Ferocious
BS 4
M 4
WARDANCERS M Elf 4
Equipment: Hand weapon, light armour, shield, lance
WOOD RIDERS M WS Elf 8 4
I 4
Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2)
CAVALRY&CHARIOTS S 3 3
W 1
May have shield (+1), light armour (+2)
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 4 -
T 3
Infantry Special Rules: Light Infantry
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
ELVEN LORDS M WS Elf 4 Warhorse 8 3
S 3
Equipment: Hand weapon, longbow
CHARACTERS General Sub-Gen.
BS 4
BS 4
S 3
T 3
WS 4 3 3 3 4
BS 4 -
S 3 4 3 3 4
T 3 4 3 3 3
W 3 2 1 1 1
I 4 3 3 3 4
A 1 2 1 1 2
Ld 8 6 6 4 4
Equipment: Hand weapon W 1
I 4
A 1
Ld 8
The animal handler may have shield (+1) and light armour (+2)
Pts 15
Handler may either lead 2-6 boar, wildcats, warhounds or 1-3 bears.
Special Rules: Warband, Skirmishers, Bears cause Fear, Boars are Stubborn
Equipment: Hand weapon, light armour, longbow
FALCONERS M Elf 4 Hawk -
May have shield (+1), double-handed weapon (+2) or thrusting spear (+2) May be Veterans (+2)
WS 4 4
BS 4 4
S 3 2
T 3 -
W 1 -
I 4 -
A 1 1
Ld 8 -
Pts 11 -
Equipment: Hand weapon, hawk May have shield (+1), light armour (+2), double-handed weapons (+2) Hawk: 24”, S2, move&shoot Special Rules: Skirmishers Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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Pts 13 20 4 6 21
WAB FORUM ARMIES BOOK VII: FANTASY 0-8 SHAPECHANGERS SHAPECHANGERS M WS Elf 4 4 Bear 4 3 Giant Wolf 8 4 Boar 7 3
BS 4 -
S 3 4 3 3
T 3 4 3 3
W 3 2 1 1
I 4 3 3 3
A 1 3 2 2
Ld 8 6 3 3
Pts 28 -
Equipment: Hand weapon May have thrusting spear (+2) and double-handed weapon (+2) Shapechanger: Up to 3 shapechanger shapechanger can be hidden within each woodelf rank and file unit as normal trooper and change shape whenever they want. They are not allowed to leave the unit. Special Rules: Shapechanger
ALLIES & MERCENARIES Allies: High Elves, Halflings, Halflings, Zoats
SUMMONING CREATURE TREEMEN Treeman
M 6
WS 4
BS -
S 6
T 6
W 6
I 4
A 4
Ld 9
Pts -
Special Rules: Cause Terror, Large Target
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WAB FORUM ARMIES BOOK VII: FANTASY 0-1 GUARD
3. HIGH ELVES (OLD WORLD)
Elf
CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%
M 4 4
WS 5 5
BS 5 5
S 4 4
KITH
T 3 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Elf
Pts 150 85
T 3 -
W 1 -
I 5 1
A 1 1
Ld 8 -
S 3
T 3
W 1
I 4
A 1
BS 3
S 3
T 4
W 2
I 3
A 2
WS 4
BS 4
S 3
S 3
WARRIOR KINDREDS M WS BS Elf 4 4 4
Pts 31 -
A 1
Ld 8
Pts 11
S 3
Pts 22
Ld 8
Pts 75
W 1
I 4
A 1
Ld 8
Pts 11
T 3
W 1
I 4
A 1
Ld 8
Pts 11
T 3
W 1
I 4
A 1
Ld 8
Pts 11
May have shield (+1), thrusting spear (+2), halberd (+1), double-handed weapon (+2) and heavy armour (+2)
0-1 SEA ELF WARDANCERS M WS BS S Elf 4 4 4 3
Ld 8
T 3
Equipment: Hand weapon, light armour
T 3
W 1
I 4
A 1
Ld 8
Pts 11
Equipment: Hand weapon May have shield (+1), light armour (+2) double-handed weapon (+2), additional hand weapon (+2), throwing spear (+2) Choose one of the following dance in melee, not the same next turn: 1- Up to six attacks may be concentrate on one enemy model 2- All hits are armour piercing, -1 to armour save 3- Against opponents with less WS, automatic draw without fighting 4- normal attacks Special Rules: Light Infantry
May have javelins (+1), light armour (+2) and bow (+2) Special Rules: Light Cavalry
WS 3
I 4
May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have longbow (+3) placed in the rear ranks Special Rules: Combined Formation
Equipment: Hand weapon, thrusting spear, shield, horse
WAIN LORDS M Chariot 6
W 1
Equipment: Hand weapon, light armour
0-1 unit may have horse barding (+8) and heavy armour (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
BS 4
M 4
MERCHANT COMPANIES M WS BS Elf 4 4 4
Equipment: Hand weapon, light armour, shield, lance
SHORE RIDERS M WS Elf 8 4
T 3
May have thrusting spear (+2), light armour (+2),longbow (+2), javelins (+1)
CAVALRY&CHARIOTS S 3 3
S 3
Equipment: Hand weapon, shield
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 4 -
BS 4
0-1 unit may have shield (+1), heavy armour (+2), halberd instead of spear (free)
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
SILVER HELMS M WS Elf 4 Warhorse 8 3
WS 4
Equipment: Hand weapon, thrusting spear, light armour
CHARACTERS General Sub-Gen.
M 4
SEEKERS
Equipment: Four crewmen armed with hand weapon, light armour and a
Elf
driver May have shield (+8), long bow (+8) and javelins (+4) and light armour (+8) Special Rules: Heavy Chariots
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 16
Equipment: Hand weapon, longbow May have shield (+1), javelins 8+1), light armour (+2) Special Rules: Skirmishers, Ambush
INFANTRY ARCHERS Elf
0-4 LIGHT BOLT THROWERS M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 14
ALLIES & MERCENARIES
Equipment: Hand weapon, light armour, longbow SHIP’S COMPANIES M WS Elf 4 4
BS 4
S 3
T 3
W 1
Allies: Wood Elves
I 4
A 1
Ld 8
Pts 13
SUMMONING CREATURE DRAGON
Equipment: Hand weapon, longbow, light armour
Dragon
May have shield (+1), double-handed weapon (+2) Special Rules: Light Infantry
M 8
WS 6
BS -
S 6
T 6
W 6
I 6
A 6
Ld 8
Special Rules: Fly, Breath Attack, Cause Terror, Large Target Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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Pts -
WAB FORUM ARMIES BOOK VII: FANTASY ARMBRUSTSCHUTZEN M WS BS Human 4 3 3
4. THE EMPIRE (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%
M 4 4
WS 5 5
BS 5 5
S 4 4
0-1 HAKBUTSCHUTZEN M WS BS Human 4 3 3
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
ERSATZSOLDER M WS Human 4 3
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
T 3 -
LANDESTURM M Human 4
S 3
T 3
S 3
W 1
I 3
A 1
Ld 7
Pts 10
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 6
WS 2
BS 2
S 3
T 3
W 1
W 1 -
I 4 1
A 1 1
Ld 8 -
Pts 33 -
0-1 BERGJAGER M WS Human 4 3
W 1
I 4
A 1
Ld 7
BS 3
Pts 4
W 1
I 3
A 1
Ld 7
Pts 10
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 9
I 3
A 1
Ld 7
Pts 9
Equipment: Hand weapon, bow May have shield (+1) Rules: Skirmishers, Ambush
Pts 28
W 1
I 7
A 1
Ld 7
WS 3
BS 3
May have shield (+1) and throwing spear (+1) Rules: Light Infantry
Pts 24
FLEGLERS
M 4
WS 3
Equipment: Hand weapon, heavy armour, shield, lance, horse
Human
May have barding (+3) Special Rules: Ferocious Charge and may have a +1 rank bonus
Equipment: Hand weapon
KRIEGSRITTER M WS Human 8 3
Ld 6
T 3
Equipment: Hand weapon, bow, light armour
T 3
A 1
S 3
May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
S 3
I 3
May have thrusting spear (+1), shield (+1), light armour (+2) Rules: Levies
Equipment: Hand weapon, heavy armour, shield, lance, barding, horse
BS 3
Pts 12
T 3
FORSTJAGER M Human 4
STADTSKNECHTES M WS Human 8 3
Ld 7
Equipment: Hand weapon
May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
BS 3
A 1
May have halberd (+1), thrusting spear (+1), pike (+2), shield (+1), light armour (+2)
Equipment: Hand weapon, heavy armour, shield, lance, barding
HOHENSKNECHTES M WS Elite 8 4
I 3
Equipment: Hand weapon
CAVALRY S 3 3
W 1
Equipment: Hand weapon, handgun Rules: Light Infantry
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
TEMPLE RITTERBRUDEN M WS BS Elite 4 3 Warhorse 8 3 -
T 3
Equipment: Hand weapon, crossbow, light armour Rules: Light Infantry
CHARACTERS General Sub-Gen.
S 3
BS 3
S 3
T 3
W 1
May have additional hand weapon (+2) and double-handed weapon (+2) Rules: Frenzy, Hate all Chaotics
BS 3
S 3
T 3
W 1
I 7
A 1
Ld 7
Pts 22
0-3 FIELD GUNS
Equipment: Hand weapon, light armour, crossbow May have shield (+2) and thrusting spear (+2)
ALLIES & MERCENARIES INFANTRY 0-1 REIKSGARD M WS Elite 4 4
BS 3
S 3
T 3
Allies: Wood Elves, Halflings, Old Worlders Mercenaries: Dwarfs, Norse, Old Worlders, Ogres
W 1
I 4
A 1
Ld 7
Pts 12
Equipment: Hand weapon, heavy armour, shield 0-1 unit may have double-handed weapon (+2), halberd (+2)
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WAB FORUM ARMIES BOOK VII: FANTASY 5. BRETONNIA (OLD WORLD)
INFANTRY
CHARACTERS: Up to 25% CAVALRY: At least 25% INFANTRY: Up to 50%% ALLIES & MERCENARIES: Up to 25%
VILLAINS Human
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 9
I 3
A 1
Ld 7
Pts 12
A 1
Ld 7
Pts 7
Equipment: Hand weapon, light armour, halberd May have shield (+1)
CHARACTERS General Sub-Gen.
M 4 4
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
ARBLASTIERS M Human 4
Pts 150 85
BRIGANDS Human
Human A 1 1
Ld 8 -
Pts 36 -
S 3
T 3
W 1
I 3
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Human
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 5
M 4
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 4
Equipment: Hand weapon S 3
T 3
W 1
I 4
A 1
Ld 7
Pts 28
May have thrusting spear (+1), shield (+1) Rules: Levies
Equipment: Hand weapon, heavy armour, lance, horse
0-4 FIELD GUNS
May have barding (+3) and shield (+2). Special Rules: Ferocious Charge and may have a +1 rank bonus
S 3
T 3
W 1
I 7
A 1
Ld 7
ALLIES & MERCENARIES
Pts 24
Allies: Wood Elves, Halflings, Old Worlders Mercenaries: Dwarfs, Norse, Old Worlders, Ogres, Half Orcs
Equipment: Hand weapon, heavy armour, lance, horse May have barding (+3) and shield (+2). Special Rules: Ferocious Charge and may have a +1 rank bonus
CHASSEURS DE LA MORT M WS BS Human 8 3 3
S 3
T 3
W 1
I 7
A 1
Ld 7
Pts 22
Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and crossbow (+3)
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Pts 5
May have shield (+1) Rules: Levies
May have barding (+3) and shield (+2). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
BS 3
BS 3
Equipment: Hand weapon, bow
Pts 33 -
RASCALS
NOBLESSE D’EPEE M WS Human 8 3
M 4
RAPSCALLIONS M WS Human 4 2
Equipment: Hand weapon, heavy armour, lance
CHEVALIERS RAMPANTS M WS BS Elite 8 4 3
WS 3
May have halberd (+1), thrusting spear (+1), shield (+1) and doublehanded-weapon (+2)
May have barding (+3) and shield (+2). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
Ld 7 -
M 4
Equipment: Hand weapon
Equipment: Hand weapon, heavy armour, lance
CHEVALIERS DE NOTRE DAME DE BATAILLE M WS BS S T W I A Elite 4 3 3 3 1 4 1 Warhorse 8 3 3 - 1 1
W 1
May have halberd (+1), thrusting spear (+1), crossbow (+3), shield (+1), handgun (+3) and double-handed-weapon (+2)
RIBALDS
I 4 1
T 3
Equipment: Hand weapon, light armour
CAVALRY W 1 -
S 3
May have shield (+1) Rules: Light Infantry
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
T 3 -
BS 3
Equipment: Hand weapon, crossbow, light armour
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
CHEVALIERS D’HONNEUR M WS BS S Elite 4 3 4 Warhorse 8 3 3
WS 3
8
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WAB FORUM ARMIES BOOK VII: FANTASY MARAUDERS M Elite 4-
6. CHAOS (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
THUGS W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Thug
BEASTMEN Beastman
W 1 -
I 4 1 1
A 2 1 2
Ld 9 -
W 1 -
I 4 1
A 2 1
Ld 8 -
Pts 50 -
S 3
T 3
Ld 8
Pts 20
W 1
WS 3
BS 3
S 3
T 3
W 1
I 7
A 1
Ld 7
Pts 8
M 4
WS 3
BS 3
S 3
T 4
W 1
I 3
A 1
Ld 7
Pts 7
WS 3 4 4
BS 3 -
S 3 4 D6
T 4 4 4
W 1 2 2
I 3 4 1
A 1 2 D6
Ld 7 6 6
Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may either lead 1-3 chaoshounds or chaos spawn. Special Rules: Warband, Skirmishers
MINOTAURS
Pts 40 -
Minotaur
M 6
WS 3
BS 3
S 4
T 4
W 3
I 3
A 2
Ld 8
Pts 40
Equipment: Hand weapon May have additional hand weapon (+3), double-handed weapon (+2) and light armour (+2)
May have lance (+5) and barding (+3). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
BS 3
M 4
BEASTMASTERS M Handler 4 Chaoshound 6 Chaosspawn D6+2
Equipment: Hand weapon, heavy armour, shield
WS 3
A 2
May have shield (+1) and light armour (+2) 0-1 may have additional hand weapon (+3), double-handed weapon (+2), halberd (+2), throwing spear (+2) Rules: Light Infantry, Warband
May have lance (+5) and barding (+3). May ride a chaos steed (+20) May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome
THUG HORSE M Thug 8
I 4
Equipment: Hand weapon
Equipment: Hand weapon, heavy armour, shield
T 3 -
W 1
May have shield (+1), heavy armour (+3) 0-1 may have additional hand weapon (+3), double-handed weapon (+2), halberd (+2), bow (+2) or bow (+1), thrusting spear (+2) and pistols (+3)
CAVALRY
CHAOS MARAUDER HORSE M WS BS S Elite 4 4 3 Warhorse 8 3 3
T 3
Equipment: Hand weapon, light armour
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
T 3 -
S 3
May have additional hand weapon (+4), double-handed weapon (+3), halberd (+3), bow (+3) or crossbow (+5) May be Veterans (+2), Drilled (+2) and Stubborn (+2)
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
0-1 CHAOS WARRIOR HORSE M WS BS S Elite 4 3 4 Warhorse 8 3 3 Chaossteed 8 4 4
BS 4
Equipment: Hand weapon, heavy armour, shield
CHARACTERS M 4 4
WS 4
I 7
A 1
Ld 7
TROLLS Troll
Pts 20
M 6
WS 3
BS 3
S 5
T 4
W 3
I 3
A 3
Ld 4
Pts 60
Equipment: Hand weapon Special Rules: Stupidity, Regeneration
Equipment: Hand weapon, light armour May have shield (+2) and heavy armour (+2) 0-1 unit may have lance (+3), thrusting spear (+2) and pistols (+3)
ALLIES & MERCENARIES INFANTRY 0-1 CHAOS WARRIOR M WS BS Elite 4 4 3
S 4
T 3
Allies: Chaos Allies, Skaven, Undead, Dark Elves, Orcs&Goblins Mercenaries: Giants, Hobgoblins, Ogres, Orcs, Half Orcs
W 1
I 4
A 2
Ld 9
Pts 24
SUMMONING CREATURE
Equipment: Hand weapon, heavy armour, shield
GREATER DEMON M WS Demon 8 6
May have additional hand weapon (+4), double-handed weapon (+3) and halberd (+3) May be Veterans (+2), Drilled (+2) and Stubborn (+2) Special Rules: Fearsome
BS -
S 6
T 6
W 6
I 6
A 6
Ld 9
Special Rules: Fly, Cause Terror, Large Target
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Pts -
Pts 13 23 25
WAB FORUM ARMIES BOOK VII: FANTASY 0-6 PLAGUE SENSER BEARERS M WS BS S Skaven 4 3 3 3
7. SKAVEN (OLD WORLD) CHARACTERS: Up to 25% INFANTRY: At least 50% ALLIES & MERCENARIES: Up to 25%
M 4 4
WS 5 5
BS 5 5
S 4 4
W 1
I 4
A 1
Ld 6
Pts 40
Equipment: Plague senser. May have light armour (+2) Plague senser bearers may be hidden in any skaven unit. Plague Senser: As soon as an enemy unit is within 8” of the unit the censer bearers reveals themselves and move (artillery dice for distance) to the enemy unit. Place the 3” template with the center exactly over the point the bearer moved, S3 hits. In case of misfire put the center of the template above the bearer while he is part of the skaven unit. Rules: Plague Senser
CHARACTERS General Sub-Gen.
T 3
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
0-1 PLAGUE MONKS M WS Skaven 4 3
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 5
Pts 8
A 1 2 1 1 2
Ld 6 6 4 3 5
Equipment: Hand weapon. May have light armour (+2) Rules: Warband (rule 5 only), Frenzy
Equipment: Hand weapon, light armour
CLAN MOULDER BEASTMASTERS M WS BS S Handler 4 3 3 3 Chaoshound 6 4 4 Giant Rats 6 2 3 Giant Wolf 8 4 3 Rat Ogre 6 3 4
May have double-handed weapon (+2) and shield (+1) Rules: Warband (rule 5 only)
Equipment: Hand weapon
0-1 BLACK SKAVEN CLANRATS M WS BS S T Elite 4 3 3 3 3
The animal handler may have shield (+1) and light armour (+2) Handler may either lead 2-6 chaoshounds, giant rats, giant wolves or rat ogres Special Rules: Warband, Skirmishers
INFANTRY 0-1 CLANRAT STORMVERMIN M WS BS S Elite 4 4 3 3
T 3
W 1
W 1
I 4
I 4
A 1
A 1
Ld 6
Ld 6
Pts 10
Pts 8
0-1 POISONED WIND GLOBADIERS M WS BS S T Skaven 4 3 3 3 3
Equipment: Hand weapon, light armour May have halberd (+1) and shield (+1) Rules: Warband (rule 5 only)
CLANRAT WARRIORS M WS BS Skaven 4 3 3
S 3
T 3
W 1
I 4
A 1
Ld 5
I 4
I 4 4 3 3 3
A 1
Ld 6
0-6 WARPFIRE-THROWER TEAMS M WS BS S T Skaven 4 3 3 3 3
W 1
I 4
A 1
Ld 6
Pts 80
Equipment: Hand weapon, warpfire-thrower, light armour BS 2
S 3
T 3
W 1
I 4
A 1
Ld 3
Only one team per skaven unit allowed. Warpfire-Thrower: organ gun fire-template, artillery dice (2-12”), S5, on a misfire the thrower is destroyed (3”template) Rules: Warpfire-Thrower
Pts 3
Equipment: Hand weapon
0-1 JEZZAILACHIS M WS Skaven 4 3
May have thrusting spear (+1) , sling (+1) and shield (+1) Rules: Warband (rule 5 only), Levy
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 6
Pts 7
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 6
Equipment: Hand weapon, warplock-jezzail Jezzail: 36”, S6, on a 1 to hit the jezzail is destroyed Rules: Skirmishers, Warplock-Jezzail
Equipment: Hand weapon May have additional hand weapon (+2), shield (+1) and light armour (+2) Rules: Skirmishers
0-1 GUTTER RUNNERS M WS BS Skaven 4 3 3
S 3
T 3
W 1
I 4
A 1
Ld 6
ALLIES & MERCENARIES Allies: Chaos Allies, Orks&Goblins, Dark Elves
Pts 7
Equipment: Hand weapon May have shield (+1) and light armour (+2) 0-1 unit may have additional hand weapon (+2), throwing stars (+2), sling (+1) Rules: Skirmishers, Ambush Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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Pts 20
May have light armour (+2) Special Rules: Skirmishers
May have thrusting spear (+1) 0-1 unit may have double-handed weapon (+2) Rules: Warband (rule 5 only)
0-1 NIGHT RUNNERS M WS Skaven 4 4
W 1
W 1 2 1 1 3
Equipment: Hand weapon, poisoned wind globe (count as grenadoe)
Pts 7
Equipment: Hand weapon, light armour, shield
SKAVENSLAVES M WS Skaven 4 2
T 3 4 3 3 5
10
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Pts 39
Pts 10 23 2 8 38
WAB FORUM ARMIES BOOK VII: FANTASY 0-2 SNOTLING PUMP WAGONS M WS BS S Pumpwagon 2d6 2 2 3
8. ORCS&GOBLINS (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 50% ALLIES & MERCENARIES: Up to 25%
M 4 4
WS 5 5
BS 5 5
S 4 4
W 1
I 3
A 3
Ld 4
Pts 30
Equipment: Snotling crew armed with hand weapon and a driver Special Rules: Heavy Chariots INFANTRY
CHARACTERS General Sub-Gen.
T 3
T 4 4
W 3 2
I 2 2
A 2 2
Ld 9 8
BIGUNS
Pts 150 85
Elite
M 4
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Pts 13
Equipment: Hand weapon, light armour, shield
Equipment: Hand weapon, shield, light armour Special Rules: General (Orc) is Army General and may be upgraded to
May have double-handed weapon (+2), additional hand weapon (+3) and thrusting spear (+3) Special Rules: Warband
Black Orc with Ld10 (+50). One sub-commander (Orc or Goblin) can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BOYZ Orc
M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Pts 11
Equipment: Hand weapon, light armour, shield May have halberd (+2) , additional hand weapon (+3) and thrusting spear (+2) 0-1 unit may have double-handed weapon (+2) Special Rules: Warband
CAVALRY&CHARIOTS 0-1 SNORTAS M Elite Warboar 6
WS 4 3
BS 3 -
S 3 3
T 4 -
W 1 -
I 2 3
A 1 1
Ld 7 -
Pts 25 -
ARRER BOYZ M Orc 4
Equipment: Hand weapon, light armour, shield May have thrusting spear (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
M 6
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Pts 18
STICKAS Goblin
May have thrusting spear (+2), bow (+2), shield (+2) and light armour (+2)
W 1
I 2
A 1
Ld 7
Pts 9
M 4
WS 2
BS 2
S 3
T 3
W 1
I 2
A 1
Ld 5
Pts 4
W 1
I 2
A 1
Ld 5
Pts 3
May have shield (+1) and light armour (+2)
S 3
T 4
W 1
I 3
A 2
Ld 7
Pts 60
GOBBOS Goblin
driver Crew may have shield (+5) and bow (+5). Special Rules: Heavy Chariots
BS 2
T 4
Equipment: Hand weapon, bow
Equipment: Two crewmen armed with hand weapon, light armour and a
GOBBO WULFBOYZ M WS Goblin 8 2
S 3
May have shield (+1) and light armour (+2) 0-1 unit may crossbow instead of bow (+3) Special Rules: Warband
Equipment: Hand weapon, boar
ORC BATTLE CHARIOTS M WS BS Chariot 6 3 3
BS 3
Equipment: Hand weapon, bow
GRUNTAS Orc
WS 3
S 3
T 3
BS 2
S 3
T 3
May have shield (+1), thrusting spear (+1) and light armour (+2) 0-1 unit may have halberd (+1) and double-handed weapons (+2)
W 1
I 2
A 1
Ld 5
Pts 14
0-3 GOBLIN FANATICS PER GOBLIN UNIT (30pts each) In case an enemy unit is 8” within the goblin unit: 3”-template within 8”, scatter dice, S3, on a misfire the fanatic is destroyed, fanatic is removed right after that and the enemy unit continues to move or charge
May have thrusting spear (+2), bow (+2), shield (+2) and light armour (+2)
T 3
WS 2
Equipment: Hand weapon, javelins
Equipment: Hand weapon, wolf
GOBLIN BATTLE CHARIOTS M WS BS S Chariot 8 2 2 3
M 4
W 1
I 3
A 2
Ld 5
SAVAGE BOYZ M Orc 4
Pts 30
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Equipment: Hand weapon
Equipment: Two crewmen armed with hand weapon, light armour and a
May have shield (+1) 0-1 unit may have additional hand weapon (+3) have double-handed weapon (+2) Special Rules: Frenzy, Warband
driver Crew may have shield (+5) and bow (+5). Special Rules: Light Chariots
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Pts 10
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WAB FORUM ARMIES BOOK VII: FANTASY 0-1 SAVAGE ARRERS M WS Orc 4 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Pts 11
I 2
A 1
Ld 8
Pts 16
Equipment: Hand weapon, bow May have shield (+1) 0-1 unit may have additional hand weapon (+3) Special Rules: Frenzy, Warband
BLACK ORCS M Blackorc 4
WS 4
BS 3
S 4
T 4
W 1
Equipment: Hand weapon, light armour May have double-handed weapon (+2), additional hand weapon (+3) and shield (+1) 0-1 unit may have halberd (+1)
0-1 SCABBIES M Halforc 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 5
Equipment: Hand weapon May haveshield (+1) and light armour (+2) 0-1 unit may have additional hand weapon (+3), double-handed weapon (+2), bow (+1) and thrusting spear (+2)
TROLLS
M 6
Troll
WS 3
BS 3
S 5
T 4
W 3
I 3
A 3
Ld 4
Pts 60
Equipment: Hand weapon Special Rules: Stupidity, Regeneration 0-2 ORGAN GUNS (Goblin Crew) 0-4 BOLT THROWERS (Orc Crew) 0-4 LIGHT BOLT THROWERS (Goblin Crew) ALLIES & MERCENARIES Allies: Chaos Allies, Skaven, Fimir Mercenaries: Giants, Half Orcs, Hobgoblins, Ogres, Orcs
SUMMONING CREATURE WYVERN Wyvern
M 6
WS 4
BS -
S 5
T 6
W 4
I 4
A 3
Ld 5
Pts -
Special Rules: Fly, Cause Terror, Large Target
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v 0.1
WAB FORUM ARMIES BOOK VII: FANTASY DWARF WARRIORS M WS Dwarf 4 3
9. DWARF (OLD WORLD) CHARACTERS: Up to 25% INFANTRY: At least 50% ALLIES & MERCENARIES: Up to 25%
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 4
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 11
Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have pike (+2) and crossbow (+3)
CHARACTERS M 4 4
BS 3
W 3 2
I 2 2
A 2 2
Ld 9 9
TROLL SLAYERS M WS Dwarf 4 3
Pts 150 100
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 11
Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3) and light armour (+2) 0-1 unit may be upgraded to Giant Slayers with WS4 (+2) Special Rules: Frenzy, Immune to Fear
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
0-1 THUNDERERS M WS Dwarf 4 3
BS 3
S 4
T 4
W 1
I 2
A 1
Ld 9
Pts 20
0-1 SAPPERS Dwarf
shield May be Drilled (+2), Veterans (+2) and Stubborn (+2)
BS 3
S 3
T 4
W 1
I 2
M 4
WS 3
W 1
I 2
Ld 9
Pts 15
A 1
Ld 9
Pts 16
May have double-handed-weapon (+3) May be Drilled (+2), Veterans (+2) and Stubborn (+2)
Equipment: Hand weapon
BS 3
S 3
T 4
W 1
I 2
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 15
May have heavy armour(+2) Special Rules: Ambush
Equipment: Hand weapon, heavy armour, shield
BS 3
S 3
T 2
W 1
I 3
A 1
Ld 9
Pts 16
Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) May be Veterans (+2)
Equipment: Hand weapon, fire-thrower, light armour
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 8
A 1
Ld 9
T 4
W 1
I 2
A 1
Ld 9
Pts 14
0-4 BOLT THROWER
May have double-handed-weapon (+3) and heavy armour (+2)
0-2 FIELD GUNS S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 15
0-1 ORGAN GUN
Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+3) and heavy armour (+2) Special Rules: Light Infantry
ALLIES & MERCENARIES Allies: Halflings, Old Worlder Mercenaries: Old World, Norse, Ogres
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Pts 80
Fire-Thrower: organ gun fire-template, artillery dice (2-12”), S5, on a misfire the thrower is destroyed (3”template) Rules: Fire-Thrower
Equipment: Hand weapon, light armour, shield DWARF CROSSBOWMEN M WS BS Dwarf 4 3 3
Pts 6
May have shield (+1), double-handed weapon (+2), thrusting spear (+2), light armour (+2) and heavy armour (+3)
0-3 FIRE-THROWER TEAMS M WS BS S Dwarf 4 3 3 3
DWARF CLANSMEN M WS Elite 4 4
A 1
Equipment: Hand weapon, light armour, double-handed weapon
GNOME WARRIORS M WS Gnome 4 3
0-1 LONGBEARDS M WS Elite 4 4
T 4
May have double-handed-weapon (+3) Special Rules: Light Infantry
Equipment: Hand weapon, heavy armour, double-handed weapon,
0-1 IRON BREAKERS M WS Elite 4 4
S 3
Equipment: Hand weapon, light armour, handgun
INFANTRY 0-1 HAMMERERS M WS Elite 4 4
BS 3
13
v 0.1
WAB FORUM ARMIES BOOK VII: FANTASY BULL SLANN
10. SLANN (OLD WORLD)
Elite
CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%
M 4 4
WS 5 5
0-1 VENOM TRIBES M WS Elite 4 3
BS 5 5
S 4 4
T 4 4
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
S 3
T 4
W 1
I 3
A 1
Ld 8
Pts 12
0-1 SCOUTS Slann
M 4
SPAWN BANDS M Slann 4
I 3
A 1
Ld 8
Pts 12
WS 3
BS 2
S 3
T 4
W 1
A 1
Ld 8
Pts 12
I 3
WS 3
BS 2
S 3
T 4
W 1
I 3
A 1
Ld 8
Pts 12
I 2
A 1
Ld 7
Pts 5
Equipment: Hand weapon, light armour S 3 4
T 4 -
W 1 -
I 4 1
A 1 1
Ld 8 -
May have shield (+1) and double-handed weapon (+2)
Pts 37 -
SLANN LEVY M Slann 4
S 4
T 4
W 1
I 4
A 1
Ld 8
HUMAN SLAVES M WS Slave 4 2
Pts 13
W 1
I 3
0-1 TROGLODYTES M WS Troglodyte 4 3 A 1
Ld 8
LIZARDMEN Lizardman
W 1
W 1
I 3
A 1
Ld 8
Pts 14
I 3
A 1
Ld 8
Pts 12
BS 2
S 3
T 3
W 1
I 2
A 1
Ld 5
Pts 4
BS 3
S 4
T 4
W 2
I 1
A 2
Ld 9
Pts 36
A 2
Ld 9
Pts 20
May have shield (+2) and double-handed weapon (+4) Special Rules: Fearsome, Stupidity
May have double-handed weapon (+3) and darts (+1) May be Veterans (+2) and Stubborn (+2)
T 4
T 4
Equipment: Hand weapon
Pts 14
Equipment: Hand weapon, light armour, shield
S 3
S 3
Equipment: Hand weapon, shield Special Rules: Levies
May have shield (+1) May be Drilled (+2), Veterans (+2) and Stubborn (+2) Special Rules: Frenzy
T 4
BS 2
May have shield (+1) 0-1 unit may have blowpipe (+1) and darts (+1) Special Rules: Levies
Equipment: Hand weapon
S 4
WS 2
Equipment: Hand weapon
INFANTRY
BS 2
W 1
May have darts (+1), shield (+1) blowpipe (+1) and Poison (+2) Special Rules: Skirmishers, Ambush
May have shield (+2), light armour (+2) and darts (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity
BS 2
T 4
Equipment: Hand weapon
Equipment: Hand weapon, thrusting spear
0-1 WARRIOR PRIESTS M WS BS Elite 4 4 2
S 3
May have darts (+1), shield (+1) and light armour (+2) Special Rules: Skirmishers, Poison
CAVALRY BULL SLANN RIDERS M WS BS Elite 4 2 Cold One 8 3 -
BS 3
Equipment: Hand weapon, blowpipe
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a cold one (+16, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
JAGUAR WARRIORS M WS Elite 4 4
BS 2
May have darts (+1)
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
EAGLE WARRIORS M WS Elite 4 4
WS 3
Equipment: Hand weapon, light armour, shield
CHARACTERS General Sub-Gen.
M 4
M 4
WS 3
BS 3
S 3
T 4
W 2
I 1
Equipment: Hand weapon May have shield (+2), thrusting spear (+2) and double-handed weapon (+4) Special Rules: Fearsome
Equipment: Hand weapon, light armour, shield May have javelins (+1) and darts (+1)
ALLIGATOR WARRIORS M WS BS Elite 4 3 2
S 3
T 4
W 1
Equipment: Hand weapon, heavy armour May additional hand weapon (+3), shield (+1) and double-handed weapon (+3) Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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14
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WAB FORUM ARMIES BOOK VII: FANTASY SLANN ANIMAL HANDLERS M WS BS Handler 4 3 2 CWarhound 6 3 Giant Scorp 5 3 Giant Spide 5 3 Sabre Tooth 6 4 -
S 3 3 5 5 5
T 4 3 4 4 4
W 1 1 4 4 2
I 3 2 1 1 4
A 1 2 2 2 3
Ld 8 2 8 8 4
Pts 12 8 45 45 38
Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may either lead 2-6 Cold One Warhounds, Giant Scorpions, Giant Spiders or Sabre Tooth Tigers. Giant Scorpion and Spider: Poison, Fearsome Special Rules: Warband, Skirmishers
ALLIES & MERCENARIES Allies: Pygmies
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15
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WAB FORUM ARMIES BOOK VII: FANTASY SKELETON CROSSBOWS M WS BS Skeleton 4 2 2
11. UNDEAD (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
GRIM REAPERS M WS Skeleton 4 2
Pts 150 85
T 3
W 1
I 2
A 1
Ld 5
S 3
0-1 MUMMIES M Mummy 3
Pts 22
T 3
W 1
I 2
A 2
Ld 5
ZOMBIES Zombie
W 1
I 2
A 2
Ld 5
I 2
A 1
Ld 5
Pts 12
S 3
T 3
W 1
I 2
A 1
Ld 5
Pts 12
WS 3
BS -
S 4
T 5
W 4
I 3
A 2
Ld 9
Pts 80
M 4
WS 2
BS -
S 3
T 3
W 1
I 1
A 1
Ld 5
Pts 5
M 4
WS 2
BS -
S 3
T 4
W 1
I 3
A 2
Ld 2
Pts 100
ALLIES & MERCENARIES
Crew may have shield (+5) and bow (+5). Special Rules: Light Chariots, Undead, Cause Terror
Allies: Chaos Allies, Dark Elves
SUMMONING CREATURE
INFANTRY S 3
T 3
W 1
I 2
A 1
Ld 5
Casualties can be raised again: D6 Death Riders 2D6 Infantry Skeletons
Pts 10
Spell can be cast more than once, but one round for concentration is needed for any try to cast. No need to roll another D6 if successfully cast.
Equipment: Hand weapon May have shield (+1) and light armour (+2) 0-1 unit may have thrusting spear (+1) Rules: Undead
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Pts 8
Equipment: Hand weapon Rules: Undead
Equipment: An unarmed driver
SKELETON WARRIORS M WS BS Skeleton 4 2 2
W 1
May have shield (+1), light armour (+2) and double-handed weapon (+2) Rules: Undead
Ghoul
T 3
T 3
Equipment: Hand weapon
Pts 40
GHOULS
S 3
S 3
Equipment: Hand weapon Rules: Undead
driver Crew may have shield (+5) and bow (+5). Special Rules: Light Chariots, Undead
BS 2
Pts 13
0-1 unit may have light armour (+2) Rules: Undead
Equipment: Two crewmen armed with hand weapon, light armour and a
0-1 PLAGUE CART M WS Chariot 6 2
Ld 5
Equipment: Hand weapon, bow
May have light armour (+2) 0-1 unit may have lance (+3), thrusting spear (+2) and bow (+2) Rules: Undead
BS 2
BS 2
SKELETON ARCHERS M WS BS Skeleton 4 2 2
Equipment: Hand weapon, shield
UNDEAD CHARIOTS M WS Chariot 8 2
A 1
May have shield (+1) and light armour (+2) Rules: Undead
CAVALRY S 3
I 2
Equipment: Hand weapon, double-handed weapon
to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 2
W 1
May have light armour (+2) 0-1 unit may have handgun instead of crossbow (free) Rules: Undead
Equipment: Hand weapon, shield, light armour Special Rules: Undead, General is Army General and may be upgraded
DEATH RIDERS M WS Undead 8 2
T 3
Equipment: Hand weapon, crossbow
CHARACTERS M 4 4
S 3
16
v 0.1
WAB FORUM ARMIES BOOK VII: FANTASY 0-1 CHAOS DWARF BERSERKERS M WS BS S T Chaosdwarf 4 3 3 3 4
12. CHAOS ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50%
Ally-Gen.
WS 5
A 1
Ld 9
Pts 13
May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3) and light armour (+2) Special Rules: Frenzy
BS 5
S 4
T 3
W 3
I 5
A 2
Ld 9
CHAOS DWARFS M WS Chaosdwarf 4 3
Pts 140
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army
S 4
T 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 11
May have double-handed-weapon (+3), shield (+1) and heavy armour (+2)
0-3 CHAOS DWARF BAZUKA M WS BS S Chaosdwarf 4 3 3 3
T 4
W 1
I 2
A 1
Ld 9
Pts 70
Equipment: Hand weapon, light armour, bazuka (count as grenadoe)
CAVALRY BS 4
BS 3
Equipment: Hand weapon, light armour
General but only for units from his contingent. May ride a horse (+8, M8). The Ally-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
CHAOS CENTAURS M WS Centaur 8 3
I 2
Equipment: Hand weapon CHARACTERS
M 4
W 1
W 2
I 3
A 2
Ld 7
May have heavy armour (+2) Bazuka: 3”-template within 36”, scatter dice, S3, on a misfire the bazukais destroyed (3”template)
Pts 32
0-3 CHAOS DWARF WAR MACHINES M WS BS S T W Machine 7 3 3 3 4 2
Equipment: Hand weapon May have shield (+2), light armour (+2), lance (+3), double-handed weapon (+3), halberd (+2), additional hand weapon (+3), bow (+4).
I 2
A 2
Ld 9
Pts 75
Equipment: A boar centaur armed with hand weapon,heavy armour and barding
Special Rules: Heavy Chariots
INFANTRY 0-1 CHAOS WARRIOR M WS BS Elite 4 4 3
S 4
T 3
W 1
I 4
A 2
Ld 9
0-2 CHAOS DWARF MORTARS (100pts, counts as stone thrower)
Pts 24
Equipment: Hand weapon, heavy armour, shield May have additional hand weapon (+4), double-handed weapon (+3) and halberd (+3) May be Veterans (+2), Drilled (+2) and Stubborn (+2) Special Rules: Fearsome
MINOTAURS Minotaur
M 6
WS 3
BS 3
S 4
T 4
W 3
I 3
A 2
Ld 8
Pts 40
Equipment: Hand weapon May have additional hand weapon (+3), double-handed weapon (+2) and light armour (+2)
CHAOS BEASTMEN M WS Beastman 4 3
BS 3
S 3
T 4
W 1
I 3
A 1
Ld 7
Pts 7
Equipment: Hand weapon May have shield (+1), crossbow (+3) and light armour (+2) 0-1 may have additional hand weapon (+3), double-handed weapon (+2), halberd (+2), throwing spear (+2) Rules: Light Infantry
CHAOS GOBLINS M WS Goblin 4 2
BS 2
S 3
T 3
W 1
I 2
A 1
Ld 5
Pts 3
Equipment: Hand weapon May have shield (+1), thrusting spear (+1), bow (+1) and light armour (+2)
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WAB FORUM ARMIES BOOK VII: FANTASY 13. DWARF ALLY CONTINGENT (OLD WORLD)
14. DARK ELF ALLY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50% CHARACTERS
Ally-Gen.
M 4
WS 5
BS 5
S 4
T 4
CHARACTERS W 3
I 2
A 2
Ld 10
Pts 100
Ally-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
S 3
T 4
W 1
I 2
A 1
Ld 9
0-1 DOOMDRAKES M WS Elite 4 Cold One 8 3
May have double-handed-weapon (+3) May be Drilled (+2), Veterans (+2) and Stubborn (+2)
S 3
T 4
W 1
I 2
A 1
Ld 9
W 2
I 5
A 2
Ld 9
BS 4 -
S 3 4
T 4
W 1 -
I 4 1
A 1 1
Ld 8 -
Pts 35 -
May have crossbow (+6) and lance (+4). 0-1 unit may have repeating crossbows (+8). Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity
Pts 15
May have shield (+1) 0-1 unit may have double-handed weapon (+3) and heavy armour (+2) Special Rules: Light Infantry
BS 3
T 3
Equipment: Hand weapon, light armour, shield
Equipment: Hand weapon, light armour, crossbow
DWARF WARRIORS M WS Dwarf 4 3
S 4
CAVALRY
Pts 16
Equipment: Hand weapon, heavy armour, shield
DWARF CROSSBOWMEN M WS BS Dwarf 4 3 3
BS 5
S 3
T 4
W 1
I 2
A 1
Ld 9
0-1 DOOMSTEEDS M WS Elite 4 Warhorse 8 3
Pts 11
BS 4 -
S 3 3
T 3 -
W 1 -
I 4 1
A 1 1
Ld 8 -
Pts 33 -
Equipment: Hand weapon, light armour, shield, lance May have crossbow (+6). 0-1 unit may have repeating crossbow (+8), horse barding (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus
Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have pike (+2) and crossbow (+3)
INFANTRY WARRIORS Dark Elf
M 4
WS 4
BS 4
S 3
T 3
W 1
I 3
A 1
Ld 8
Pts 11
Ld 8
Pts 10
Equipment: Hand weapon, light armour, shield May have thrusting spear (+2) 0-1 unit may have double-handed weapon (+2), halberd (+2)
WITCH ELVES M Dark Elf 4
WS 4
BS 4
S 3
T 3
W 1
I 3
A 1
Equipment: Hand weapon, light armour May have additional hand weapon (+1) and poisoned attacks (+3) 0-1 unit may have c rossbow (+3) Special Rules: Frenzy
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Pts 85
from his contingent. May ride a horse (+8, M8). May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
INFANTRY BS 3
WS 5
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
from his contingent.
0-1 IRON BREAKERS M WS Elite 4 4
M 4
18
v 0.1
WAB FORUM ARMIES BOOK VII: FANTASY 15. HIGH ELF ALLY CONTINGENT (OLD WORLD)
16. WOOD ELF ALLY CONTINGENT (OLD WORLD)
CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
CHARACTERS M 4
Ally-Gen.
WS 5
BS 5
S 4
T 3
W 2
I 5
A 2
Ld 9
Pts 85
Ally-Gen.
M 4
WS 5
T 3 -
W 1 -
I 5 1
A 1 1
Ld 8 -
0-1 LORD’S BOWMEN M WS Elf 4 4
Pts 31 -
A 2
Ld 9
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 15
T 3
W 1
I 4
A 1
Ld 8
Pts 11
May have shield (+1), light armour (+2) Special Rules: Light Infantry
0-1 unit may have horse barding (+8) and heavy armour (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
ARCHERS Elf
INFANTRY
Elf
I 5
Equipment: Hand weapon, longbow
Equipment: Hand weapon, light armour, shield, lance
ARCHERS
W 2
INFANTRY
CAVALRY S 3 3
T 3
M 4
WS 4
BS 4
S 3
Equipment: Hand weapon, longbow M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2)
Pts 14
0-1 WARDANCERS M WS Elf 4 4
Equipment: Hand weapon, light armour, longbow WARRIOR KINDREDS M WS BS Elf 4 4 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 11
W 1
I 4
A 1
Ld 8
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 11
0-1 GLADE RUNNERS M WS Elf 4 4
Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have longbow (+3) placed in the rear ranks Special Rules: Combined Formation
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush
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Pts 11
May have shield (+1), light armour (+2) double-handed weapon (+2), additional hand weapon (+2), throwing spear (+2) Choose one of the following dance in melee, not the same next turn: 1- Up to six attacks may be concentrate on one enemy model 2- All hits are armour piercing, -1 to armour save 3- Against opponents with less WS, automatic draw without fighting 4- normal attacks Special Rules: Light Infantry
May have shield (+1), thrusting spear (+2), halberd (+1), double-handed weapon (+2) and heavy armour (+2)
T 3
BS 4
Equipment: Hand weapon
Equipment: Hand weapon, light armour
0-1 MERCHANT COMPANIES M WS BS S Elf 4 4 4 3
Pts 85
from his contingent. May ride a horse (+8, M8). May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
from his contingent. May ride a horse (+8, M8). May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 4 -
S 4
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
SILVER HELMS M WS Elf 4 Warhorse 8 3
BS 5
19
v 0.1
Pts 16
WAB FORUM ARMIES BOOK VII: FANTASY 17. FIMIR ALLY CONTINGENT (OLD WORLD)
18. OLD WORLDER ALLY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 CAVALRY: Up to 50% INFANTRY: At least 25% CHARACTERS
Ally-Gen.
M 4
WS 5
BS 4
S 5
T 5
CHARACTERS W 4
I 5
A 3
Ld 8
Pts 185
Ally-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
M 4
WS 5
BS 3
S 5
T 5
W 2
I 4
A 2
Ld 6
0-1 IMPERIAL TEMPLARS M WS BS Elite 4 3 Warhorse 8 3 -
Pts 42
I 5
A 2
Ld 8
S 3 3
T 3 -
W 1 -
I 4 1
A 1 1
Ld 7 -
Pts 39 -
Equipment: Hand weapon, heavy armour, shield, lance, barding
May have heavy armour (+4)
BS 3
W 3
CAVALRY
Equipment: Hand weapon, light armour FIMM WARRIORS M WS Fimir 4 3
T 3
May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
S 4
T 5
W 2
I 3
A 2
Ld 6
Pts 32
BRETONIAN CHEVALIERS ERRANTS M WS BS S T W Elite 8 4 3 3 3 1
Equipment: Hand weapon May have shield (+4). 0-1 unit may have light armour (+4)
I 4
A 1
Ld 7
Pts 28
Equipment: Hand weapon, heavy armour, lance, horse May have shield (+2) and barding (+3) May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
BORDER HORSE M WS Human 8 3
BS 3
S 3
T 3
W 1
I 7
A 1
Ld 7
Pts 20
Equipment: Hand weapon, light armour May have shield (+2), bow (+2) and thrusting spear (+2)
INFANTRY IMPERIAL INFANTRY M WS BS Human 4 3 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 9
I 3
A 1
Ld 7
Pts 9
Equipment: Hand weapon, halberd, light armour KISLEVITES Human
M 4
WS 3
BS 3
S 3
T 3
W 1
Equipment: Hand weapon, double-handed weapon May be Stubborn (+2)
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Pts 140
General but only for units from his contingent. May ride a horse (+8, M8).
INFANTRY WS 4
S 4
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army
from his contingent. May be designate as Wizard (free, WS/BS/S/I 4 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
FIANNA FIMM M Elite 4
BS 5
20
v 0.1
WAB FORUM ARMIES BOOK VII: FANTASY 19. ORCS&GOBLINS ALLY CONTINGENT (OLD WORLD)
20. PYGMY ALLY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
M 4
Ally-Gen.
WS 5
BS 5
S 4
T 4
CHARACTERS W 3
I 2
A 2
Ld 8
Pts 85
Ally-Gen.
M 4
WS 5
BS 4
S 3
T 3
W 3
I 4
A 2
Ld 8
Pts 85
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (Orc) acts as Army General but only for
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
units from his contingent. May be designate as Wizard (free, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
from his contingent. May be designate as Wizard (free, A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
INFANTRY
INFANTRY 0-1 BIGUNS Elite
M 4
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
0-1 PYGMY IMPIS M WS Elite 4 4
Pts 13
M 4
WS 3
BS 3
S 3
T 4
W 1
T 2
W 1
I 4
A 1
Ld 8
Pts 6
S 2
T 2
W 1
I 3
A 1
Ld 7
Pts 4
S 2
T 2
W 1
I 3
A 1
Ld 7
Pts 4
T 2
W 1
I 3
A 1
Ld 7
Pts 4
May have shield (+1), javelins (+1)
May have double-handed weapon (+2), additional hand weapon (+3) and thrusting spear (+3)
Orc
S 2
Equipment: Hand weapon
Equipment: Hand weapon, light armour, shield
BOYZ
BS 3
I 2
A 1
Ld 7
PYGMY WARRIORS M WS Pygmy 4 3
Pts 11
BS 3
Equipment: Hand weapon, shield May have javelins (+1)
Equipment: Hand weapon, light armour, shield May have halberd (+2) , additional hand weapon (+3) and thrusting spear (+2) 0-1 unit may have double-handed weapon (+2)
PYGMY BRAVES M WS Pygmy 4 3
ARRER BOYZ M Orc 4
Equipment: Hand weapon, blowpipe
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Pts 9
May have Poison (+2) Special Rules: Skirmishers
Equipment: Hand weapon, bow
0-1 PYGMY SCOUTS M WS Pygmy 4 3
May have shield (+1) and light armour (+2)
GOBBOS Goblin
M 4
WS 2
BS 2
S 3
T 3
W 1
I 2
A 1
Ld 5
BS 3
Pts 3
BS 3
S 2
Equipment: Hand weapon, blowpipe May have Poison (+2), shield (+1), javelins (+1) Special Rules: Skirmishers, Ambush
Equipment: Hand weapon, javelins May have shield (+1), thrusting spear (+1) and light armour (+2)
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WAB FORUM ARMIES BOOK VII: FANTASY 21. SKAVEN ALLY CONTINGENT (OLD WORLD)
22. UNDEAD ALLY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50% CHARACTERS
Ally-Gen.
M 4
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
A 2
Ld 8
Pts 85
Ally-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
M 4
WS 3
T 3
W 1
I 4
A 1
Ld 5
Pts 7
DEATH RIDERS M WS Undead 8 2
T 3
W 1
I 4
A 1
Ld 6
Pts 7
S 3
T 3
GRIM REAPERS M WS Skeleton 4 2
W 1
I 4
A 1
Ld 5
Pts 85
W 1
BS 2
S 3
T 3
W 1
I 2
A 1
Ld 5
Pts 22
I 4
A 1
BS 2
T 3
W 1
I 2
A 1
Ld 5
Pts 12
A 1
Ld 5
Pts 10
May have shield (+1) and light armour (+2) Rules: Undead
SKELETON WARRIORS M WS BS Skeleton 4 2 2 Ld 6
S 3
Equipment: Hand weapon, double-handed weapon
Pts 8
Equipment: Hand weapon. May have light armour (+2) Rules: Warband (rule 5 only), Frenzy 0-4 WARPFIRE-THROWER TEAMS M WS BS S T Skaven 4 3 3 3 3
Ld 8
INFANTRY
May have shield (+1) and light armour (+2) 0-1 unit may have additional hand weapon (+2), throwing stars (+2) Rules: Skirmishers, Ambush
BS 3
A 2
May have light armour (+2) 0-1 unit may have lance (+3), thrusting spear (+2) and bow (+2) Rules: Undead
Equipment: Hand weapon
0-1 PLAGUE MONKS M WS Skaven 4 3
I 3
Equipment: Hand weapon, shield
May have thrusting spear (+1) 0-1 unit may have double-handed weapon (+2) Rules: Warband (rule 5 only)
S 3
W 3
CAVALRY
Equipment: Hand weapon, light armour, shield
0-1 GUTTER RUNNERS M WS BS Skaven 4 3 3
T 3
for units from his contingent. May ride a horse (+8, M8). Must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
INFANTRY S 3
S 3
Equipment: Hand weapon, shield, light armour Special Rules: Undead, The Ally-General acts as Army General but only
from his contingent. May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
CLANRAT WARRIORS M WS BS Skaven 4 3 3
BS 3
Pts 80
S 3
T 3
W 1
I 2
Equipment: Hand weapon May have shield (+1), thrusting spear (+1) and light armour (+2) 0-1 unit may have bow (+1) Rules: Undead
Equipment: Hand weapon, warpfire-thrower, light armour Only one team per skaven unit allowed. Warpfire-Thrower: flame-template, artillery dice (2-12”), S5, on a misfire the thrower is destroyed (3”template) Rules: Warpfire-Thrower
ZOMBIES Zombie
M 4
WS 2
BS -
S 3
T 3
W 1
I 1
A 1
Ld 5
Pts 5
Equipment: Hand weapon May have shield (+1), light armour (+2) and double-handed weapon (+2) Rules: Undead
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WAB FORUM ARMIES BOOK VII: FANTASY 23. HALFLING ALLY CONTINGENT (OLD WORLD)
24. ZOAT ALLY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
Ally-Gen.
M 4
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
A 2
Ld 8
Pts 140
Ally-Gen.
M 7
WS 5
BS 3
S 5
T 5
W 4
I 5
A 2
Ld 10
Pts 200
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army
Equipment: Hand weapon Special Rules: The Ally-General acts as Army General but only for units
General but only for units from his contingent. May ride a horse (+8, M8).
from his contingent. Must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
INFANTRY
INFANTRY
HALFLING MILITIA M WS Human 4 2
BS 4
S 2
T 2
W 1
I 4
A 1
Ld 6
ZOAT WARRIORS M WS Fimir 7 4
Pts 4
BS 3
S 4
Equipment: Hand weapon
Equipment: Hand weapon
May have shield (+1), light armour (+2), thrusting spear (+1), bow (+4) and sling (+2)
May have double-handed weapon (+8)
HALFLING SCOUTS M WS Human 4 2
BS 4
S 2
T 2
W 1
I 4
A 1
Ld 6
T 5
W 3
I 4
A 2
Ld 10
Pts 8
Equipment: Hand weapon, bow Special Rules: Skirmishers
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Pts 50
WAB FORUM ARMIES BOOK VII: FANTASY 25. DWARF MERCENARY CONTINGENT (OLD WORLD)
26. GIANT MERCENARIES (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
0-6 GIANTS M Giant 6 CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 4
BS 3
S 6
T 6
W 6
I 3
A special
Ld 10
W 3
I 2
A 2
Ld 10
Pts 100
Roll a D6 before at the start of each combat round: 1 – D6 S6 attacks 2 – 2D6 S3 attacks 3 – one S8 attack, D6 wounds 4 – combat ends immediately as draw 5 – giant pick up one human sized model and stuff it into bag (Ld-test of the victim to avoid it), not possible against taller opponents (roll again) 6 – giant falls and is not able to attack this round, opponent attack normal
General but only
for units from his contingent.
INFANTRY W 1
I 2
A 1
Ld 9
Pts 11
Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have and crossbow (+3)
0-1 SAPPERS Dwarf
M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 15
Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour(+2) Special Rules: Ambush
0-4 FIELD GUNS
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Pts 250
Special Rules: Cause Terror, Large Target
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
DWARF MERCENARY WARRIORS M WS BS S T Dwarf 4 3 3 3 4
WS 3
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WAB FORUM ARMIES BOOK VII: FANTASY 27. OGRE MERCENARY CONTINGENT (OLD WORLD)
28. HALF ORC MERCENARY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
Merc-Gen.
M 6
WS 5
BS 5
S 5
T 5
CHARACTERS W 4
I 4
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
A 3
Ld 9
Pts 150
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 4
W 3
I 2
A 2
Ld 8
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only
General but only
for units from his contingent.
for units from his contingent. May be designate as Wizard (free, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
INFANTRY OGRE MERCENARIES M WS BS Ogre 6 3 2
INFANTRY S 4
T 4
W 3
I 3
A 2
Ld 7
Pts 38
0-1 HENCHMEN M Elite 4
Equipment: Hand weapon May have double-handed-weapon (+8), shield (+4), thrusting spear (+4), additional hand weapon (+4), halberd (+4), light armour (+4), heavy armour (+8)
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 9
Ld 7
Pts 6
Equipment: Hand weapon, light armour shield May have double-handed weapon (+2), thrusting spear (+2) 0-1 may have heavy armour (+2)
BUSHWACKERS M WS Halforc 4 3
BS 3
S 3
T 3
W 1
I 3
A 1
Equipment: Hand weapon, bow May have light armour (+2), shield (+1) and crossbow instead of bow (+3) Special Rules: Light Infantry
WARRIORS Halforc
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 6
Equipment: Hand weapon, shield May have light armour (+2), halberd (+1), double-handed weapon (+2) and thrusting spear (+2)
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Pts 85
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WAB FORUM ARMIES BOOK VII: FANTASY 29. HOBGOBLIN MERCENARY CONTINGENT (OLD WORLD)
30. NIPPON MERCENARY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
CHARACTERS
T 4
W 3
I 2
A 2
Ld 8
Pts 85
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
W 3
I 5
A 2
Ld 8
Pts 140
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary General acts as Army General but only for
for units from his contingent. May be designate as Wizard (free, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
units from his contingent. May ride a horse (+8, M8).
INFANTRY INFANTRY HOBYARS Elite
M 4
WS 3
BS 3
S 3
T 4
SAMURAI W 1
I 3
A 1
Ld 7
Elite
Pts 10
T 4
W 1
ASHIGARU I 3
A 1
Ld 7
Pts 7
Human
T 4 3
T 3
W 1
I 3
A 1
Ld 7
W 1 1
I 3 3
A 1 2
Ld 7 8
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
May have spear (+1) and light armour (+2) 0-1 unit may have longbow (+3), handgun (+5)
May have light armour (+2), shield (+1), bow (+1), thrusting spear (+2)
S 3 3
S 3
Equipment: Hand weapon
Equipment: Hand weapon 0-6 HOBHOUND HANDLERS M WS BS Handler 4 3 2 Hobhound 6 4 -
BS 3
Pts 10 10
Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may lead 2-6 Hobhounds, Special Rules: Warband, Skirmishers
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Pts 8
May have double-handed weapon (+3), longbow (+3) and heavy armour (+3)
May have double-handed weapon (+2), bow (+1)
S 3
WS 4
Equipment: Hand weapon, light armour
Equipment: Hand weapon, light armour shield MOURNGUL RENEGADES M WS BS Hobgoblin 4 3 3
M 4
26
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Pts 5
WAB FORUM ARMIES BOOK VII: FANTASY 31. ORC MERCENARY CONTINGENT (OLD WORLD)
32. NORSE MERCENARY CONTINGENT (OLD WORLD)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
CHARACTERS Merc-Gen.
M 4
WS 5
BS 5
S 4
T 4
W 3
I 2
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
A 2
Ld 8
Pts 85
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
W 3
I 5
A 2
Ld 8
Pts 140
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army General but only
General but only for units from his contingent.
for units from his contingent.
INFANTRY INFANTRY ORC RENEGADES M WS Orc 4 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
NORSE WARRIORS M WS Human 4 3
Pts 7
W 1
I 2
A 1
Ld 7
T 3
W 1
I 3
A 1
Ld 7
Pts 6
May have double-handed weapon (+2), thrusting spear (+1) and light armour (+2) 0-1 unit may have throwing axes (+1), throwing spear (+1) and bow (+1)
May have halberd (+2) , additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2)
T 4
S 3
Equipment: Hand weapon, shield
Equipment: Hand weapon
ORC RENEGADE ARRER BOYZ M WS BS S Orc 4 3 3 3
BS 3
BERSERKERS M Human 4
Pts 9
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 10
Equipment: Hand weapon
Equipment: Hand weapon, bow
May have double-handed weapon (+2), shield (+1) and additional hand weapon (+2) Special Rules: Frenzy
May have shield (+1), light armour (+2) and crossbow instead of bow (+2)
0-1 ULFWERENAR M WS Human 4 3 Wolfman 4 4
BS 3 -
S 3 4
T 3 4
W 1 1
I 3 4
A 1 1
Ld 7 8
Equipment: Hand weapon May have additional had weapon (+2), shield (+1) and double-handed weapon (+2).Weapons and shield c annot be used as Wolfman Special Rules: Shapechanger
NORSE DWARFS M WS Dwarf 4 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 10
Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2)
0-1 NORSE DWARF BERSERKERS M WS BS S T Dwarf 4 3 3 3 4
W 1
I 2
A 1
Ld 9
Pts 11
Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3), throwing axes (+1) Special Rules: Frenzy
0-1 NORSE DWARF TROLL SLAYERS M WS BS S T W Dwarf 4 3 3 3 4 1
I 2
A 1
Ld 9
Pts 13
Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3) and light armour (+2) Special Rules: Frenzy, Immune to Fear Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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Pts 15 -
WAB FORUM ARMIES BOOK VII: FANTASY 0-1 BRETONNIAN MERCENARY BRIGANDS M WS BS S T W I Human 4 3 3 3 3 1 3
33. OLD WORLDER MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25%
M 4
WS 5
Ld 7
May have thrusting spear (+1), shield (+1), handgun (+4), crossbows (+3), halberd (+2) and double-handed weapons (+2)
NULNER LANDSKNECHTS M WS BS Human 4 3 3
BS 5
S 4
T 3
W 3
I 5
A 2
Ld 8
Pts 85
T 3
W 1
I 3
A 1
Ld 7
0-1 FREIFORSTJAGER M WS BS Human 4 3 3
CAVALRY
S 3
T 3
W 1
I 3
A 1
Ld 7
Equipment: Hand weapon, bow S 3
T 3
W 1
I 7
A 1
Ld 7
May have shield (+1) and light armour (+2) Rules: Light Infantry
Pts 26
Equipment: Hand weapon, heavy armour, lance, horse May have shield (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
ESTALIAN CABALLEROS M WS BS Human 8 4 3
S 3
T 3
W 1
I 7
A 1
Ld 7
Pts 26
Equipment: Hand weapon, light armour, lance, horse May have shield (+2) and heavy armour (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus
KISLEVITE DRUZHINA M WS BS Human 8 3 3
S 3
T 3
W 1
I 7
A 1
Ld 7
Pts 22
Equipment: Hand weapon, light armour, thrusting spear, horse May have shield (+2) and heavy armour (+2)
INFANTRY TILEAN CROSSBOWMEN M WS BS Elite 4 3 4
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 12
W 1
I 3
A 1
Ld 7
Pts 10
0-1 ESTALIAN BANDOLLEROS GRINGOS M WS BS S T W I Elite 4 3 4 3 3 1 3
A 1
Ld 7
Pts 16
Equipment: Hand weapon, crossbow May have shield (+1) and light armour (+2) Rules: Light Infantry
ESTALIAN HOMBRES VILLANOS M WS BS S T Elite 4 4 3 3 3
Pts 9
May have heavy armour (+2), halberd or double-handed weapon instead of pike (free)
General but only for units from his contingent. May ride a horse (+8, M8).
TILEAN CONDOTTIERI M WS BS Human 8 3 3
S 3
Equipment: Hand weapon, light armour, pike
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
Equipment: Hand weapon, light armour, shield
Equipment: Hand weapon, handgun, light armour Rules: Light Infantry
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Pts 7
Equipment: Hand weapon, light armour
CHARACTERS Merc-Gen.
A 1
28
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Pts 12
WAB FORUM ARMIES BOOK VII: FANTASY TROLLS
34. ANGMAR (MIDDLE EARTH)
Troll
CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25% CHARACTERS M 4 4
WS 5 5
BS 5 5
S 4 4
T 4 3
Warhound W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
M 6
Human
BS 3
S 3
T 3
W 1
I 7
A 1
Ld 7
I 3
A 3
Ld 4
Pts 60
INFANTRY T 3
BS -
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 4
BS -
S -
T 4
W 4
I -
A -
Ld -
Pts 20
A -
Ld -
SUMMONING CREATURE GHOSTS
S 3
W 3
Allies: Realm of the Warlord Mercenaries: Gundabad
Pts 22
May have shield (+2) and heavy armour (+2)
BS 3
T 4
ALLIES&MERCENARIES
Equipment: Hand weapon, light armour, thrusting spear, horse
ORC WARRIORS M WS Orc 4 3
S 5
Equipment: Bats Special Rules: Bat Swarm, Skirmishers
CAVALRY WS 3
WS 3
0-3 BAT SWARMS M WS Swarm 6 -
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). The General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
M 8
BS 3
Equipment: Teeth Special Rules: Warband, Skirmishers
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
CAVALRY
WS 3
Equipment: Hand weapon Special Rules: Stupidity, Regeneration WOLVES
General Sub-Gen.
M 6
Ghost W 1
I 2
A 1
Ld 6
M 6
WS -
BS -
S -
T -
W -
I -
Special Rules: Fly, Cause Terror
Pts 5
Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband
ORC ARCHER M Orc 4
WS 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
Pts 6
Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband
HUMAN WARRIORS M WS Human 4 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 6
Equipment: Hand weapon May have light armour (+2), halberd or double-handed weapon (+2) Rules: Unreliable
HUMAN ARCHERS M WS Human 4 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 12
Equipment: Hand weapon, bow May have shield (+1) and light armour (+2) Rules: Light Infantry, Unreliable
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Pts -
WAB FORUM ARMIES BOOK VII: FANTASY PIKEMEN
35. ARTHEDAIN (MIDDLE EARTH)
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 8
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 7
CROSSBOWMEN AND SLINGERS M WS BS S T Dunedain 4 2 3 3 3
W 1
I 3
A 1
Ld 7
Pts 10
Dunedain
CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%
WS 5 5
BS 3
May have light armour (+2)
CHARACTERS M 4 4
WS 3
Equipment: Hand weapon, pike ARCHERS
General Sub-Gen.
M 4
BS 5 5
S 4 4
Dunedain
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
M 4
WS 2
BS 3
Equipment: Hand weapon, bow
Pts 150 85
May have light armour (+2). Special Rules: Light Infantry
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers
CAVALRY ALLIES ROYAL CAVALRY M WS Guard 8 4
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 33
Allies: Lindon, The Shire, Breeland
Equipment: Hand weapon, heavy armour, shield, lance, warhorse May have barding (+3). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus if mounted
FEUDAL CAVALRY M WS Dunedain 8 4
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 7
Pts 26
Equipment: Hand weapon, light armour, shield, thrusting spear May have heavy armour (+2) and lance (+2)
CAVALRY Dunedain
M 8
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 22
Ld 8
Pts 16
Equipment: Hand weapon, light armour, thrusting spear May have shield (+2)
INFANTRY ROYAL RANGER M WS Ranger 4 4
BS 4
S 3
T 3
W 1
I 4
A 1
Equipment: Hand weapon, light armour, bow May have double-handed weapon (+3) and additional hand weapon (+2) May be Veterans (+2) Special Rules: Skirmishers
ROYAL PIKEMEN M WS Dunedain 4 4
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 7
Pts 13
Equipment: Hand weapon, heavy armour, pike May be Stubborn (+2)
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WAB FORUM ARMIES BOOK VII: FANTASY 36. BREELAND (MIDDLE EARTH)
37. THE SHIRE (MIDDLE EARTH)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
A 2
Ld 8
Pts 85
Ally-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
M 4
WS 4
Human
S 3
T 3
W 2
I 5
A 2
Ld 8
INFANTRY
PIKEMEN BS 3
T 3
from his contingent. May ride a pony (+6, M6).
INFANTRY WS 3
S 3
W 1
I 3
A 1
Ld 6
HOBBIT MILITIA M WS Hobbit 4 2
Pts 7
BS 4
S 2
T 2
W 1
I 4
A 1
Ld 7
Pts 5
Equipment: Hand weapon, pike
Equipment: Hand weapon
May have light armour (+2)
May have shield (+1), light armour (+2), thrusting spear (+1), bow (+4) and sling (+2)
ARCHERS Human
M 4
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 5
HOBBIT SCOUTS M WS Hobbit 4 2
Equipment: Hand weapon, bow
BS 4
S 2
T 2
W 1
I 4
A 1
Ld 7
Equipment: Hand weapon, bow Special Rules: Skirmishers
May have light armour (+2). Special Rules: Light Infantry
CROSSBOWMEN AND SLINGERS M WS BS S T Human 4 2 2 3 3
W 1
I 3
A 1
Ld 6
Pts 7
Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers
HOBBITS Hobbit
M 4
WS 2
BS 3
S 2
T 2
W 1
I 3
A 1
Ld 7
Pts 5
Equipment: Hand weapon May have shield (+1), light armour (+2), thrusting spear (+1), bow (+1) and sling (+2)
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Pts 85
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
General but only for units from his contingent. May ride a horse (+8, M8).
M 4
BS 5
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Pts 9
WAB FORUM ARMIES BOOK VII: FANTASY 38. CARDOLAN (MIDDLE EARTH)
39. CANTONS OF FEOTAR (MIDDLE EARTH)
CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
CHARACTERS Merc-Gen. M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
M WS BS S Northmen 4 4 3 3 Equipment: Hand weapon, shield
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 22
S 3
T 3
W 1
I 4
A 1
Ld 7
Pts 11
Equipment: Hand weapon, light armour, shield May have double-handed weapon (+2), thrusting spear (+2) 0-1 may have heavy armour (+2)
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 8
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 7
CROSSBOWMEN AND SLINGERS M WS BS S T Dunedain 4 2 3 3 3
W 1
I 3
A 1
Ld 7
Pts 10
Equipment: Hand weapon, pike May have light armour (+2)
ARCHERS Dunedain
M 4
WS 2
BS 3
I 5
A 2
T 3
W 1
I 3
Ld 7
Pts 10
I 3
A 1
Ld 5
Pts 8
JAVELINMEN M WS BS S T W I Northman 4 3 3 3 3 1 3 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers
A 1
Ld 7
Pts 6
MILITIA ARCHERS M WS BS S Northman 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
I 3
A 1
Ld 6
Pts 5
MILITIA LEVIES M WS BS S T W I Northman 4 2 2 3 3 1 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies
A 1
Ld 5
Pts 3
T 3
T 3
W 1
W 1
May have light armour (+2). Special Rules: Light Infantry
Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers
ALLIES&MERCENARIES Mercenaries: Sarlainn, Cantons of Feotar
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Pts 140
General but only
Equipment: Hand weapon, bow
WAB Forum
Ld 8
A 1
0-1 NORTHMEN BERSERKS M WS BS S Beserk 5 3 3 3 Equipment: Hand weapon Special Rules: Warband, Frenzy
INFANTRY
WS 3
W 3
May have light armour (+2) and throwing spear (+2)
May have shield (+2)
M 4
T 3
NORTHMEN
Equipment: Hand weapon, light armour, thrusting spear
Dunedain
S 4
INFANTRY
CAVALRY
PIKEMEN
BS 5
for units from his contingent.
designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
HOUSEHOLD WARRIORS M WS BS Dunedain 4 4 3
WS 5
Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be
MERCENARY CAVALRY M WS BS Dunedain 8 3 3
M 4
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WAB FORUM ARMIES BOOK VII: FANTASY 40. SARALAINN (MIDDLE EARTH)
41. REALM OF THE WARLORD (MIDDLE EARTH)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
A 2
Ld 8
Pts 140
Merc-Gen.
M 4
WS 5
S 4
T 3
W 3
I 5
A 2
Ld 8
General but only for units from his contingent.
INFANTRY
INFANTRY
WARRIORS
TROLLS M 4
WS 3
BS 3
Dunlander Equipment: Hand weapon, shield
S 3
T 3
W 1
I 3
A 1
Ld 5
Pts 6
Troll
WS 2
BS 2
Dunlander Equipment: Hand weapon, bow Special Rules: Light Infantry LEVIES
S 3
T 3
W 1
I 3
M WS BS S T W I Dunlander 4 2 2 3 3 1 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies
M 6
WS 3
BS 3
S 5
T 4
W 3
I 3
A 3
Ld 4
Pts 60
T 4
W 1
I 3
A 2
Ld 6
Pts 16
T 3
W 1
I 3
A 1
Ld 5
Pts 3
Equipment: Hand weapon Special Rules: Stupidity, Regeneration
May have light armour (+2) and throwing spear (+2) Special Rules: Warband
M 4
A 1
Ld 5
WARG WOLFS M Warg 8
Pts 4
WS 3
BS 3
S 4
Equipment: Hand weapon Special Rules: Warband, Skirmishers A 1
Ld 5
Pts 3
SLAVES
M WS BS Human 4 2 2 Equipment: Hand weapon. Special Rules: Levies
S 3
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Pts 140
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army
General but only
for units from his contingent.
ARCHERS
BS 5
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WAB FORUM ARMIES BOOK VII: FANTASY 42. DOL GULDUR (MIDDLE EARTH)
SUMMONING CREATURE
CHARACTERS: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25%
GHOST Ghost
M 6
WS -
BS -
S -
T -
W -
I -
A -
Ld -
Special Rules: Fly, Cause Terror, Can be cast more than once CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). The General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
INFANTRY ORC WARRIORS M WS Orc 4 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
Pts 5
Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband
ORC ARCHER M Orc 4
WS 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
Pts 6
Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband
TROLLS
M 6
Troll
WS 3
BS 3
S 5
T 4
W 3
I 3
A 3
Ld 4
Pts 60
Equipment: Hand weapon Special Rules: Stupidity, Regeneration WOLVES Warhound
M 6
WS 3
BS -
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 4
Equipment: Teeth Special Rules: Warband, Skirmishers GIANT SPIDER Spider
M 5
WS 3
BS -
S 5
T 4
W 4
I 1
A 2
Ld 8
Pts 45
Equipment: Teeth Special Rules: Warband, Skirmishers, Poison, Fearsome ALLIES&MERCENARIES Allies: Realm of the Warlord, Angmar
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Pts -
WAB FORUM ARMIES BOOK VII: FANTASY 43. DRÚEDAIN (MIDDLE EARTH)
44. DUNLAND (MIDDLE EARTH)
CHARACTERS: Up to 25% INFANTRY: At least 75%
CHARACTERS: Up to 25% INFANTRY: At least 50%
CHARACTERS M 4 4
General Sub-Gen.
WS 4 4
BS 4 4
S 3 3
T 3 3
CHARACTERS W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
General Sub-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be
M 4 4
WS 5 5
T 2
T 4 3
W 1
I 4
A 1
Ld 7
0-1 GUARD
Pts 6
Guard
M 4
WS 4
BS 3
S 3
T 3
Equipment: Hand weapon, throwing spear
May have shield (+1), javelins (+1)
May have shield (+1) and light armour (+2) Special Rules: Warband
S 2
T 2
W 1
I 3
A 1
Ld 6
Pts 4
0-1 NOBILITY M Noble 4
Equipment: Hand weapon, shield
BS 3
S 2
T 2
W 1
I 3
A 1
Ld 6
Pts 4
S 3
M WS BS S Dunlander 4 3 3 3 Equipment: Hand weapon, shield
S 2
T 2
W 1
I 3
A 1
Ld 6
Pts 4
ARCHERS
M WS BS S Dunlander 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
Equipment: Hand weapon, blowpipe May have Poison (+2), shield (+1), javelins (+1) Special Rules: Skirmishers, Ambush
SKIRMISHERS M Skirmisher 4
SUMMONING CREATURE
Pukelman
BS 3
T 3
W 1
I 3
A 1
Ld 6
Pts 10
W 1
I 3
A 1
Ld 7
Pts 6
T 3
W 1
I 3
A 1
Ld 5
Pts 6
May have light armour (+2) and throwing spear (+2) Special Rules: Warband
0-1 DRUEDAIN SCOUTS M WS BS Druedain 4 2 3
WS 3
WS 3
WARRIORS
May have Poison (+2) Special Rules: Skirmishers
M 3
BS -
S 6
T -
W -
I 3
A 3
Ld -
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 5
Pts 4
T 3
W 1
I 3
A 1
Ld 5
Pts 3
T 3
W 1
I 3
A 1
Ld 5
Pts 3
Equipment: Hand weapon, sling.
Pts -
May have bow instead of sling (+1) Special Rules: Skirmishers
Special Rules: Stone, Cause Terror, Large Target
LEVIES Levy
M 5
WS 2
BS 2
S 3
Equipment: Hand weapon Special Rules: Levies ALLIES
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Ld 9 8
May have shield (+1) and light armour (+2). Special Rules: Light Infantry
Equipment: Hand weapon, blowpipe
PUKELMAN
A 2 2
Equipment: Hand weapon, throwing spear
May have javelins (+1)
DRUEDAIN BRAVES M WS Druedain 4 2
I 5 5
INFANTRY
Equipment: Hand weapon DRUEDAIN WARRIORS M WS BS Druedain 4 2 3
W 3 2
Pts 150 85
designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The Ally-General acts as Army General but only for units from his allied contingent.
INFANTRY S 2
S 4 4
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be
designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 sub-general may be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
0-1 DRUEDAIN GUARD M WS BS Elite 4 3 3
BS 5 5
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WAB FORUM ARMIES BOOK VII: FANTASY 45. FANGORN (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS M 6
Ally-Gen.
WS 4
BS -
S 6
T 6
W 6
I 4
A 4
Ld 9
Pts 400
Special Rules: Cause Terror, Large Target. The Ally-General acts as Army General but only for units from his contingent. INFANTRY TREEMEN Treeman
M 6
WS 4
BS -
S 5
T 5
W 5
I 3
A 3
Ld 8
Pts 250
I 2
A 2
Ld 4
Pts 50
Special Rules: Cause Terror, Large Target HUORN Huorn
M 4
WS 3
BS -
S 4
T 5
W 2
Special Rules: Stupidity, Large Target, 2-5 Huorns per unit
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WAB FORUM ARMIES BOOK VII: FANTASY DRUEDAIN WARRIORS M WS BS Druedain 4 2 3
46. ANFALAS & THARAGROND (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%
M 4 4
WS 5 5
T 2
W 1
I 3
A 1
Ld 6
Pts 4
S 2
T 2
W 1
I 3
A 1
Ld 6
Pts 4
Equipment: Hand weapon, shield May have javelins (+1)
DRUEDAIN BRAVES M WS Druedain 4 2
CHARACTERS
General Sub-Gen.
S 2
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
BS 3
Equipment: Hand weapon, blowpipe
Pts 150 85
May have Poison (+2) Special Rules: Skirmishers
ALLIES Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
Allies: Belfalas, Calenardhon, Harondor & Harithilien, Ithilien, Lebennin
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
CAVALRY CAVALRY Dunedain
M 8
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 22
Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)
INFANTRY PIKEMEN
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 8
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 7
CROSSBOWMEN AND SLINGERS M WS BS S T Dunedain 4 2 3 3 3
W 1
I 3
A 1
Ld 7
Pts 10
Dunedain
M 4
WS 3
BS 3
Equipment: Hand weapon, pike May have light armour (+2)
ARCHERS Dunedain
M 4
WS 2
BS 3
Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry
Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers
WARRIORS
M WS BS S Dunlander 4 3 3 3 Equipment: Hand weapon, shield
T 3
W 1
I 3
A 1
Ld 5
Pts 6
A 1
Ld 5
Pts 4
May have light armour (+2) and throwing spear (+2) Special Rules: Warband
ARCHERS
M WS BS S Dunlander 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
T 3
W 1
I 3
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WAB FORUM ARMIES BOOK VII: FANTASY 47. CALENARDHON (MIDDLE EARTH)
ALLIES
CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%
Allies: Anfalas&Tharagrond, Belfalas, Harondor & Harithilien, Ithilien, Lebennin
CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
CAVALRY CAVALRY Dunedain
M 8
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 22
Ld 7
Pts 8
Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)
INFANTRY PIKEMEN Dunedain
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Equipment: Hand weapon, pike. May have light armour (+2) ARCHERS
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 7
M WS BS S Dunlander 4 3 3 3 Equipment: Hand weapon, shield
T 3
W 1
I 3
A 1
Ld 5
Pts 6
Dunedain
M 4
WS 2
BS 3
Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry
WARRIORS
May have light armour (+2) and throwing spear (+2) Special Rules: Warband
ARCHERS
M WS BS S Dunlander 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry SKIRMISHERS M Dunlander 4
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 5
Pts 4
T 3
W 1
I 3
A 1
Ld 5
Pts 3
Equipment: Hand weapon, sling. May have bow instead of sling (+1) Special Rules: Skirmishers
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WAB FORUM ARMIES BOOK VII: FANTASY NAVAL TROOPER M WS Dunedain 4 3
48. BELFALAS (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%
M 4 4
WS 5 5
S 3
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
MILITIA SPEARMEN M WS BS S T W Dunedain 4 2 2 3 3 1 Equipment: Hand weapon, thrusting spear
Pts 150 85
Dunedain
M 4
WS 2
BS 2
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
Equipment: Hand weapon, bow
CAVALRY
0-1 HARBOUR GUARD M WS BS Elf 4 4 4
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 33
Pts 8
S 3
T 3
A 1
Ld 7
Pts 5
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 5
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 9
A 1
Ld 5
Pts 6
A 1
Ld 5
Pts 4
WARRIORS
M WS BS S Dunlander 4 3 3 3 Equipment: Hand weapon, shield
T 3
W 1
I 3
May have light armour (+2) and throwing spear (+2) Special Rules: Warband
ARCHERS BS 3
I 3
May have light armour (+2) and thrusting spear (+2)
INFANTRY
Dunedain
Ld 7
Equipment: Hand weapon, shield
May have barding (+3). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus if mounted
WS 3
A 1
May have light armour (+2)
Equipment: Hand weapon, heavy armour, shield, lance, warhorse
M 4
I 4
May have light armour (+2) and shield (+1)
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
PIKEMEN
W 1
May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation
ARCHERS
HEAVY CAVALRY M WS Guard 8 4
T 3
Equipment: Hand weapon, light armour
CHARACTERS
General Sub-Gen.
BS 3
W 1
I 3
A 1
Ld 7
M WS BS S Dunlander 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
Pts 8
Equipment: Hand weapon, pike
T 3
W 1
I 3
May have light armour (+2)
ARCHERS
ALLIES T 3
W 1
I 3
A 1
Ld 7
Pts 7
CROSSBOWMEN AND SLINGERS M WS BS S T Dunedain 4 2 3 3 3
W 1
I 3
A 1
Ld 7
Pts 10
Dunedain
M 4
WS 2
BS 3
S 3
Allies: Anfalas&Tharagrond, Calenardhon, Harondor & Harithilien, Ithilien, Lebennin
Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry
Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers
FEUDAL NAVAL TROOPER M WS BS Dunedain 4 4 4
S 3
T 3
W 1
I 4
A 1
Ld 7
Pts 11
Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation
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WAB FORUM ARMIES BOOK VII: FANTASY SOUTHLAND TRIBESMEN M WS BS Tribal 5 3 3
49. HARONDOR & HARITHILIEN (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%
S 3
T 3
W 1
I 3
A 1
Ld 5
Pts 6
Equipment: Hand weapon, thrusting spear May have shield (+1) Special Rules: Warband
CHARACTERS ALLIES M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Allies: Anfalas&Tharagrond, Calenardhon, Belfalas, Ithilien, Lebennin
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
CAVALRY GONDOR CAVALRY M WS Dunedain 8 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 22
Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)
SOUTHLAND CAVALRY M WS BS Horseman 8 3 3
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 18
Equipment: Hand weapon, bow May have light armour (+2) and buckler (+1) Special Rules: Skirmishers, Feigned Flight
INFANTRY PIKEMEN Dunedain
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 8
Equipment: Hand weapon, pike. May have light armour (+2) ARCHERS Dunedain
M 4
WS 2
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 7
Equipment: Hand weapon, bow. May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS M WS BS S T Dunedain 4 2 3 3 3
W 1
I 3
A 1
Ld 7
Pts 10
Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers
SOUTHLAND WARRIORS M WS BS Warrior 4 3 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 6
Equipment: Hand weapon, javelins, buckler Special Rules: Light Infantry Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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WAB FORUM ARMIES BOOK VII: FANTASY 50. ITHILIEN (MIDDLE EARTH)
51. LEBENNIN (MIDDLE EARTH)
CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%
CHARACTERS: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%
CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
CHARACTERS
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
General Sub-Gen.
M 4 4
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
CAVALRY CAVALRY Dunedain
M 8
WS 3
BS 3
S 3
T 3
INFANTRY W 1
I 3
A 1
Ld 7
Pts 22
PIKEMEN Dunedain
Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)
Dunedain
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Dunedain
Pts 8
Dunedain
M 4
WS 2
BS 3
S 3
T 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 8
W 1
I 3
A 1
Ld 7
WS 2
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 7
S 3
T 3
W 1
I 4
A 1
Ld 7
Pts 8
Ld 7
Pts 6
May have light armour (+2). Special Rules: Light Infantry
NAVAL TROOPER M WS Dunedain 4 3
Pts 7
Equipment: Hand weapon, bow
BS 3
Equipment: Hand weapon, light armour
May have light armour (+2). Special Rules: Light Infantry
MILITIA SPEARMEN M WS BS S T W Dunedain 4 2 2 3 3 1 Equipment: Hand weapon, thrusting spear
M 4
Equipment: Hand weapon, bow
Equipment: Hand weapon, pike. May have light armour (+2) ARCHERS
BS 3
May have light armour (+2)
ARCHERS M 4
WS 3
Equipment: Hand weapon, pike
INFANTRY PIKEMEN
M 4
May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation
I 3
A 1
Ld 7
Pts 5
NAVAL MILITIA M WS Dunedain 4 2
May have light armour (+2) and shield (+1)
BS 2
S 3
T 3
W 1
I 4
A 1
Equipment: Hand weapon, light armour ALLIES
May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation
Allies: Anfalas&Tharagrond, Belfalas, Harondor & Harithilien, Calenardhon, Lebennin
ALLIES Allies: Anfalas&Tharagrond, Calenardhon, Harondor & Harithilien, Ithilien, Belfalas
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WAB FORUM ARMIES BOOK VII: FANTASY 52. GUNDABAD (MIDDLE EARTH)
53. IRONHILLS (MIDDLE EARTH)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
A 2
Ld 8
Pts 140
Merc-Gen.
M 4
WS 5
BS 5
T 4
W 3
I 2
Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army
General but only
for units from his contingent.
A 2
Ld 10
INFANTRY
URUK-HAI
GUARDS M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 7
Pts 8
Elite
M 4
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 16
Equipment: Hand weapon
Equipment: Hand weapon, heavy armour
May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1), bow (+1) and light armour (+2) Rules: Unreliable
May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2). May be Veterans (+2)
ORC WARRIORS M WS Orc 4 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
DWARF WARRIORS M WS Dwarf 4 3
Pts 5
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have a nd crossbow (+3)
May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband
0-1 SAPPERS
ORC ARCHER M Orc 4
Equipment: Hand weapon, light armour, double-handed weapon
WS 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
Dwarf
Pts 6
M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
May have heavy armour (+2) Special Rules: Ambush
Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband
TROLLS Troll
M 6
WS 3
BS 3
S 5
T 4
W 3
I 3
A 3
Ld 4
Pts 60
T 4
W 1
I 3
A 2
Ld 6
Pts 16
Equipment: Hand weapon Special Rules: Stupidity, Regeneration WARG WOLFS M Warg 8
WS 3
BS 3
S 4
Special Rules: Warband, Skirmishers
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Pts 11
Equipment: Hand weapon, light armour
Equipment: Hand weapon
42
Pts 100
General but only
for units from his contingent.
INFANTRY
Uruk
S 4
v 0.1
Pts 15
WAB FORUM ARMIES BOOK VII: FANTASY 54. LINDON (MIDDLE EARTH)
55. LORIEN (MIDDLE EARTH)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25% CHARACTERS
M 4
Ally-Gen.
WS 5
BS 5
S 4
T 3
CHARACTERS W 2
I 5
A 2
Ld 9
Pts 85
General Sub-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
M 4 4
WS 5 5
BS 5 5
S 4 4
T 3 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
from his contingent. May ride a horse (+8, M8). Must be a Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
INFANTRY
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
ARCHERS Elf
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 11
INFANTRY
Equipment: Hand weapon, longbow
0-1 KEEPER
May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2)
0-1 SCOUTS Elf
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Elf
Pts 16
S 3
BOWMEN Elf T 3
W 1
I 4
A 1
Ld 8
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 13
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 11
Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2)
Equipment: Hand weapon, longbow, light armour May have shield (+1), double-handed weapon (+2) Special Rules: Light Infantry
SCOUTS
0-4 LIGHT BOLT THROWERS
Equipment: Hand weapon, longbow
Elf
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 16
T 3
W 1
I 4
A 1
Ld 8
Pts 9
May have shield (+1) Special Rules: Skirmishers, Ambush
ALLIES & MERCENARIES
WARRIOR KINBANDS M WS BS Elf 4 4 4
Allies: Lorien, Rivendell, Mirkwood - Woodland Realm
SUMMONING EFFECT
S 3
Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) 0-1 unit may have a dditional hand weapon (+2), double-handed weapon (+2)
FAITH Special Rules: All friendly elf units get Ld+1 for the remaining Battle
ALLIES & MERCENARIES Allies: Lindon, Rivendell, Mirkwood - Woodland Realm
SUMMONING EFFECT DESPAIR Special Rules: All enemy units get Ld-1 for the remaining Battle
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Pts 15
May have shield (+1), double-handed weapon (+2) or thrusting spear (+2) May be Veterans (+2)
May have shield (+1) Special Rules: Skirmishers, Ambush
BS 4
WS 4
Equipment: Hand weapon, light armour, longbow
Equipment: Hand weapon, longbow
SHIP’S COMPANIES M WS Elf 4 4
M 4
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WAB FORUM ARMIES BOOK VII: FANTASY 56. LOSSOTH (MIDDLE EARTH)
57. MIRKWOOD – WOODLAND REALM (MIDDLE EARTH)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25% CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army
A 2
Ld 8
Pts 140
General Sub-Gen.
WS 5 5
T 3 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 6
CAVALRY
Equipment: Hand weapon, bow Special Rules: Light Infantry LOSSOTH WARRIORS M WS BS Lossoth 4 3 3
S 3
T 3
W 1
I 3
A 1
Ld 7
WOOD RIDERS M WS Elf 8 4
Pts 6
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 26
Equipment: Hand weapon, thrusting spear, shield, horse May have javelins (+1) and longbow (+4) Special Rules: Light Cavalry
Equipment: Hand weapon, javelins, buckler Special Rules: Light Infantry
Umli
S 4 4
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 INFANTRY
UMLI
BS 5 5
General but only
for units from his contingent.
LOSSOTH ARCHERS M WS Lossoth 4 2
M 4 4
INFANTRY M 4
WS 3
BS 3
S 3
T 4
W 1
I 3
A 1
Ld 8
Pts 11
0-1 GUARDS Elf
Equipment: Hand weapon, thrusting spear May have shield (+1)
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 15
Equipment: Hand weapon, light armour, longbow May have shield (+1), double-handed weapon (+2) or thrusting spear (+2) May be Veterans (+2), Drilled (+2) and Stubborn (+2)
BOWMEN Elf
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 13
T 3
W 1
I 4
A 1
Ld 8
Pts 11
Equipment: Hand weapon, longbow May have shield (+1), light armour (+2) Special Rules: Light Infantry
RANGER Elf
M 4
WS 4
BS 4
S 3
Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) Special Rules: Skirmishers
WARRIOR KINBANDS M WS BS Elf 4 4 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Pts 9
Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) 0-1 unit may have a dditional hand weapon (+2), double-handed weapon (+2)
ALLIES Allies: Lorien, Rivendell, Lindon Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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44
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WAB FORUM ARMIES BOOK VII: FANTASY 59. MORDOR (MIDDLE EARTH, LATE 3 RD AGE)
58. MIRKWOOD - WOODMEN (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25% CHARACTERS
M 4
Ally-Gen.
WS 5
BS 5
S 4
T 3
CHARACTERS W 3
I 5
A 2
Ld 8
Pts 140
General Sub-Gen.
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
WARRIOR M WS BS S Northmen 4 3 3 3 Equipment: Hand weapon, shield
T 3
W 1
I 3
A 1
Ld 7
Pts 7
CAVALRY WARG RIDERS M Orc 4 Warg 8
May have light armour (+2) and throwing spear (+2) Special Rules: Light Infantry
JAVELINMEN M WS BS S T W I Northman 4 3 3 3 3 1 3 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers M WS BS S Northman 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
A 1
Ld 7
Pts 6
WS 3 3
BS 3 -
S 2 4
T 3 -
W 1 1
I 3 -
A 1 1
Ld 6 -
Equipment: Hand weapon. May have light weapon (+2) Special Rules: Warband, Skirmishers INFANTRY
T 3
W 1
I 3
A 1
Ld 6
Pts 5
ORC WARRIORS M WS Orc 4 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
Pts 5
Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband
ORC ARCHER M Orc 4
WS 3
BS 3
S 3
T 3
W 1
I 2
A 1
Ld 6
Pts 6
Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband
TROLLS Troll
M 6
WS 3
BS 3
S 5
T 4
W 3
I 3
A 3
Ld 4
Pts 60
Equipment: Hand weapon Special Rules: Stupidity, Regeneration ALLIES&MERCENARIES Mercenaries: Umbar
SUMMONING CREATURE NAZGUL Nazgul
M 8
WS 6
BS -
S 6
T 6
W 6
I 6
A 6
Ld 9
Special Rules: Fly, Cause Terror, Large Target Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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Pts 150 85
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 INFANTRY
ARCHERS
M 4 4
45
v 0.1
Pts -
Pts 21 -
WAB FORUM ARMIES BOOK VII: FANTASY 60. KHAZAD-DUM (MIDDLE EARTH)
61. NAN-I-NAUGRIMM (MIDDLE EARTH)
CHARACTERS: Up to 25% INFANTRY: At least 50% ALLIES: Up to 25%
CHARACTERS: 1 INFANTRY: At least 75% CHARACTERS
CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 4
W 3 2
I 2 2
A 2 2
Ld 9 9
Pts 150 100
Ally-Gen.
M 4
WS 5
BS 5
DWARF WARRIORS M WS Dwarf 4 3 W 1
I 2
A 1
Ld 9
S 3
T 4
W 1
I 2
A 1
Ld 9
BS 3
S 3
T 4
W 1
DWARF CROSSBOWMEN M WS BS Dwarf 4 3 3
S 3
T 4
W 1
Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) and thrusting spear (+2) Special Rules: Shieldwall
0-1 SAPPERS Dwarf
S 3
T 4
W 1
I 2
A 1
Ld 9
I 2
A 1
Ld 9
Pts 15
I 2
A 1
Ld 9
Pts 15
M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 15
Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour (+2) Special Rules: Ambush
Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+3) and heavy armour (+2) Special Rules: Light Infantry
0-1 SAPPERS Dwarf
M 4
WS 3
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Pts 15
Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour (+2) Special Rules: Ambush
ALLIES & MERCENARIES Allies: Nan-I-Naugrimm, Ironhills
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Pts 12
Equipment: Hand weapon, light armour, crossbow
Pts 14
May have shield (+1) 0-1 unit may have double-handed weapon (+3) Special Rules: Light Infantry
DWARF CROSSBOWMEN M WS BS Dwarf 4 3 3
Ld 9
May have heavy armour (+2) May have double-handed-weapon (+3) and thrusting spear (+2) Special Rules: Shieldwall
May have double-handed-weapon (+3) and plate armour (+3) May be Drilled (+2), Veterans (+2) and Stubborn (+2) Special Rules: Shieldwall
BS 3
A 2
Equipment: Hand weapon, light armour, shield
Pts 16
Equipment: Hand weapon, heavy armour, shield
DWARF WARRIORS M WS Dwarf 4 3
I 2
INFANTRY
INFANTRY T 4
W 2
from his contingent.
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.
S 3
T 4
Pts 140
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
0-1 HOUSEHOLD GUARDS M WS BS Elite 4 4 3
S 4
46
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WAB FORUM ARMIES BOOK VII: FANTASY 62. NORTHMEN FROM ANDUIN VALLEYS (MIDDLE EARTH)
63. RHOVANION (MIDDLE EARTH)
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25% CHARACTERS
Merc-Gen.
M 4
WS 5
BS 5
S 4
T 3
W 3
I 5
Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army
A 2
Ld 8
CHARACTERS
Pts 140 General Sub-Gen.
General but only
for units from his contingent.
BS 3 -
S 3 4
T 3 4
W 1 2
I 3 3
A 1 3
Ld 7 6
Pts 15 -
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
CAVALRY 0-1 GUARD
May have additional had weapon (+2), shield (+1) and double-handed weapon (+2).Weapons and shield cannot be used as Bear Special Rules: Shapechanger
Eothraim
M 8
WS 4
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 8
T 3
W 1
I 3
JAVELINMEN M WS BS S T W I Northman 4 3 3 3 3 1 3 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers
A 1
Ld 7
May have barding (+3). Special Rules: Ferocious Charge, may count rank bonus up to +1
Pts 10
CAVALRY Eothraim
A 1
Ld 7
M 8
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
Pts 22
A 1
Ld 6
Pts 6
Equipment: Hand weapon, light armour, thrusting spear
Pts 6
May have shield (+2) Special Rules: Light Cavalry
INFANTRY T 3
W 1
I 3
MILITIA LEVIES M WS BS S T W I Northman 4 2 2 3 3 1 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies
A 1
A 1
Ld 6
Ld 5
Pts 5
WARRIORS
M WS BS S Gramuz 4 3 3 3 Equipment: Hand weapon, shield
T 3
W 1
I 3
May have light armour (+2) and throwing spear (+2) Special Rules: Light Infantry
Pts 3
ARCHERS
M WS BS S Gramuz 4 2 3 3 Equipment: Hand weapon, bow Special Rules: Light Infantry SKIRMISHERS M Gramuz 4
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 6
T 3
W 1
I 3
A 1
Ld 5
Pts 3
Equipment: Hand weapon, sling. May have bow instead of sling (+1) Special Rules: Skirmishers
ALLIES Allies: Thal & Esgaroth, Northmen,
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Pts 28
Equipment: Hand weapon, thrusting spear, heavy armour, warhorse
May have light armour (+2) and throwing spear (+2)
MILITIA ARCHERS M WS BS S Northman 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
BS 5 5
Pts 150 85
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
Equipment: Hand weapon
GUARD OF MAETHELBURG M WS BS S Northmen 4 4 3 3 Equipment: Hand weapon, shield
WS 5 5
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
INFANTRY 0-1 BEORNINGIANS M WS Human 4 3 Bear 4 3
M 4 4
47
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WAB FORUM ARMIES BOOK VII: FANTASY 64. RHUDAUR (MIDDLE EARTH)
65. RIVENDELL (MIDDLE EARTH)
CHARACTERS: Up to 25% INFANTRY: At least 50%
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
CHARACTERS W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Ally-Gen.
M 4
WS 5
ARCHERS Elf W 1
I 3
A 1
Ld 6
Pts 6
0-1 SCOUTS W 1
I 3
A 1
Ld 5
Elf
Pts 6
SKIRMISHERS M Skirmisher 4
WS 2
BS 2
S 3
T 3
W 1
I 3
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
M 4
WS 4
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
A 1
Ld 5
M 5
WS 2
FAITH Special Rules: All friendly units are Immune to Fear for the remaining Battle
T 3
W 1
I 3
A 1
Ld 5
Pts 3
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 5
Pts 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 6
Equipment: Hand weapon Special Rules: Levies EASTERLINGS M Easterling 4
WS 3
Equipment: Hand weapon, throwing spear May have shield (+1) Special Rules: Light Infantry
ALLIES Allies: Angmar
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Pts 16
SUMMONING EFFECT
Pts 4
May have bow instead of sling (+1) Special Rules: Skirmishers
Levy
Pts 11
May have shield (+1) Special Rules: Skirmishers, Ambush
Equipment: Hand weapon, sling.
LEVIES
Ld 9
Equipment: Hand weapon, longbow
May have light armour (+2) and throwing spear (+2) Special Rules: Warband
DUNLAND ARCHERS M WS BS S Dunlander 4 2 2 3 Equipment: Hand weapon, bow Special Rules: Light Infantry
A 2
May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2)
May have shield (+1)
T 3
I 5
Equipment: Hand weapon, longbow
Equipment: Hand weapon, thrusting spear DUNLAND WARRIORS M WS BS S Dunlander 4 3 3 3 Equipment: Hand weapon, shield
W 2
INFANTRY
INFANTRY T 3
T 3
Pts 85
from his contingent. May ride a horse (+8, M8). Must be a Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)
designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.
S 3
S 4
Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be
HILLMEN WARRIORS M WS BS Hillman 4 3 3
BS 5
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WAB FORUM ARMIES BOOK VII: FANTASY 66. ROHAN, LATE 3 rd AGE (MIDDLE EARTH)
67. THAL & ESGAROTH (MIDDLE EARTH)
CHARACTERS: Up to 25% CAVALRY: At least 50% INFANTRY: Up to 25%
CHARACTERS: 1 INFANTRY: At least 75%
CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
CHARACTERS
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Merc-Gen.
WS 4
BS 3
S 3
T 3
W 1
I 4
A 1
Ld 8
CITY GUARD M Northmen 4
Rohirrim
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
JAVELINMEN M Northman 4
Rohirrim
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 6
M 4
WS 2
BS 3
S 3
T 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 7
BS 3
S 3
T 3
W 1
Pts 9
I 3
A 1
Ld 7
Pts 6
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 5
W 1
I 3
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 5
Pts 3
A 1
Ld 6
Pts 6
Equipment: Hand weapon, bow Special Rules: Light Infantry
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Ld 8
49
Pts 140
General but only
Equipment: Hand weapon. May have shield (+1). Special Rules: Levies
May have light armour (+2) and thrusting spear (+2)
Rohirrim
WS 3
MILITIA LEVIES M WS Northman 4 2
Equipment: Hand weapon, shield ARCHERS
A 2
Equipment: Hand weapon, thrusting spear Special Rules: Light Infantry
INFANTRY WS 3
WS 4
MILITIA SPEARMEN M WS Northman 4 2
May have shield (+2) and bow (+2) Special Rules: Light Cavalry
M 4
I 5
Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers
Pts 22
Equipment: Hand weapon, light armour, thrusting spear
WARRIORS
W 3
May have light armour (+2), bow (+1) and thrusting spear (+2)
May have barding (+3). May be Veterans (+2 Special Rules: Ferocious Charge, may count rank bonus up to +1
M 8
T 3
Equipment: Hand weapon, shield
Pts 30
Equipment: Hand weapon, thrusting spear, heavy armour, warhorse
CAVALRY
S 4
INFANTRY
CAVALRY M 8
BS 5
for units from his contingent.
(+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
Rohirrim
WS 5
Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10
GUARD
M 4
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WAB FORUM ARMIES BOOK VII: FANTASY 68. UMBAR (MIDDLE EARTH)
ALLIES
CHARACTERS: Up to 25% INFANTRY: At least 75% ALLIES: Up to 25%
Allies: Mordor
CHARACTERS M 4 4
General Sub-Gen.
WS 5 5
BS 5 5
S 4 4
T 4 3
W 3 2
I 5 5
A 2 2
Ld 9 8
Pts 150 85
Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).
INFANTRY BLACK NUMENORIAN WARRIORS M WS BS S T Numerorian 4 4 3 3 3
W 1
I 3
A 1
Ld 7
Pts 12
Equipment: Hand weapon, shield, light armour May have heavy armour (+2), bow (+1) and thrusting spear (+2)
BLACK NUMENORIAN NAVAL TROOPER M WS BS S T W I Numenorian 4 3 3 3 3 1 4
A 1
Ld 7
Pts 8
Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+1) placed in the rear ranks Special Rules: Combined Formation
CORSAIRS Corsair
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 6
W 1
I 3
A 1
Ld 6
Pts 6
Equipment: Hand weapon, shield May have bow (+1) and light armour (+2) Special Rules: Light Infantry
CORSAIR NAVAL TROOPER M WS BS S Corsair 4 3 3 3
T 3
Equipment: Hand weapon, shield May have light armour (+2), thrusting spear (+2), halberd (+1) Up to half must have bow (+1) placed in the rear ranks Special Rules: Combined Formation
HARADRIM SPEARMEN M WS BS Haradrim 4 2 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Pts 6
W 1
I 3
A 1
Ld 5
Pts 3
Equipment: Hand weapon, thrusting spear Special Rules: Light Infantry LEVIES Levy
M 4
WS 2
BS 2
S 3
T 3
Equipment: Hand weapon. May have shield (+1). Special Rules: Levies Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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