Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Regiments of Renown
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Based on PDF Version 1.3, Last Modified: 2023 February 22 @ 22:20

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Regiments of Renown

Based on PDF Version 1.3, Last Modified: 2023 February 22 @ 22:20

Army Special Rules

All named models in a Regiment of Renown (except Standard Bearers and Musicians) follow the rules for Special Characters in the game, but they cannot leave their units unless specified, nor may they ever be the army's General. In addition, the Captain of each regiment also follows the "Follow Me!" rules for unit Champions. If the characters have different equipment than the rest of the rank and file, this is clearly listed in the Equipment list.

Every time a unit with this special rule fails a Break test, roll on the Mercenary Loyalty table below and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.

D6

Result

1-3

Wavering Loyalty. The mercenaries aren't sure if the job is worth their suffering!

The unit flees as normal, and all models in the unit suffer a -1 modifier to their Leadership for the rest of the battle.

4-5

Soldier On. The mercenaries flee, but remain loyal for the moment.

The unit flees as normal.

6

Stand Fast! Remembering the promise of gold from their employer, the mercenaries stand their ground.

The unit counts as having passed its Break test.

Most models belong to a certain race as detailed in their Troop Type. This includes Human, Dwarf, Elf, Halfling, Ogre, Orc and Hobgoblin. Characters may only join units belonging to the same race.

Infantry Units

The Alcatani Fellowship. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Roderigo444442428
Pikeman433331317

Unit Size: Roderigo Delmonte and 19 Pikemen, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Pike and medium armour. Roderigo is equipped with two hand weapons and medium armour.

  • Additional Pikemen may be added at a cost of 7 pts per model

Mercenaries

Pirazzo's Lost Legion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Pirazzo455442538
Legionnaire433331317

Unit Size: Fernando Pirazzo and 9 Legionnaries, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Pike and light armour. Pirazzo is equipped with two hand weapons and medium armour.

  • Additional Legionnaires may be added at a cost of 6 pts per model

  • Any number of Legionnaires may replace their pikes with crossbows for +3 pts per model

Mercenaries, Mixed Formation

Any crossbow-armed models in the unit must be placed as far forward in the unit as possible. During the game, remove casualties from the back as normal. It is assumed that the pike-armed models step forward and discard their pikes to pick up the crossbows of the fallen first and second rankers. Only when all Pikemen have been killed can casualties be taken from the Crossbowmen.

Leopold's Leopard Company. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Leopold455442548
Companion433331317

Unit Size: Leopold di Lucci and 19 Companions, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Pike and medium armour. Leopold is equipped with hand weapon, pistol and medium armour.

  • Additional Companions may be added at a cost of 8 pts per model

Immunity (Psychology), Mercenaries

Ricco's Republican Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts

MWSBSSTWIALd
Ricco455442538
Republican Guard443331317

Unit Size: 'Ragged' Ricco and 19 Republican Guards, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Pike and heavy armour. Ricco is equipped with two hand weapons and heavy armour.

  • Additional Republican Guards may be added at a cost of 9 pts per model

Mercenaries

Marksmen of Miragliano. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Maximilian455442538
Marksman434331317

Unit Size: Maximilian Damark and 9 Marksmen, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Hand weapon, crossbow and light armour.

  • Additional Marksmen may be added at a cost of 10 pts per model

Marksman (Maximilian only), Mercenaries

Maximilian can re-roll failed rolls to Hit with his crossbow.

Braganza's Besiegers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Braganza455442538
Besieger433331317

Unit Size: Luka Braganza and 9 Besiegers, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Hand weapon, crossbow, heavy armour and Pavise. Luca Braganza is equipped with a hand weapon, pistol, crossbow and heavy armour.

A Pavise has the following armour profile:

CombatMissileSpecial Rules
-+3/4+*-

*Only applies to missile attacks in the front arc.

  • Additional Besiegers may be added at a cost of 12 pts per model

Mercenaries

Vespero's Vendetta. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Vespero465442638
Duellist443331417

Unit Size: Vespero and 4 Duellists

Troop Type: Infantry (Human)

Two hand weapons, throwing knives and cloaks.

  • Additional Duellists may be added at a cost of 7 pts per model

Magic Items / Abilities: Grimacing Death Mask

All enemy models in base contact with Vespero lose one attack in the first round of Close Combat. This has no effect on models with Immunity (Psychology) special rule.

Cloak & Dagger, Killing Blow (Vespero only), Mercenaries, Skirmishers

Vespero and the Duellists may re-roll failed Parry saves.

Captain Edvard Van Der Kraal & Manann's Blades. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Van Der Kraal455442538
Manann's Blade443331317

Unit Size: Captain Edvard Van Der Kraal and 9 Manann's Blades, including a Standard Bearer and Musician

Troop Type: Infantry (Human)

Hand weapon, light armour and shield.

  • Additional Manann's Blades may be added at a cost of 6 pts per model

Magic Items / Abilities: The Sea Bride Standard

The unit carrying the banner causes Fear and adds +1 to the distance rolled when pursuing an enemy.

Dirty Fighter (Van Der Kraal only), Hard to Kill (Van Der Kraal only), Mercenaries

At the end of any round of combat Van Der Kraal is in (and survives), and after all other blows have been' struck, he may make an additional single attack with the Killing Blow special rule against a model of his choice in base contact.

Van Der Kraal has the Regeneration (5+) and Immunity (Killing Blow) special rules.

The Birdmen of Catrazza. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Daddallo445432428
Birdman434331317

Unit Size: Daddallo and 4 Birdmen

Troop Type: Infantry (Human)

Hand weapon, crossbow.

  • Additional Birdmen may be added at a cost of 13 pts per model

Fly (8), Mercenaries, Shoot on the Wing

While flying, the Birdmen ignore the Move or Fire special rule.

Anakonda's Amazons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Anakonda455442538
Humming Bird443331328
Pirrana443331326
Amazon433331317

Unit Size: Anakonda and 4 Amazons, including Humming Bird the Standard Bearer and Pirrana the Musician

Troop Type: Infantry (Human)

Blades of the Ancients

RangeStrengthSpecial Rules
12"4-

RangeStrengthSpecial Rules
Comat+1-

In addition, a model wielding Blades of the Ancients receive a Ward Save (6+).

  • Additional Amazons may be added at a cost of 10 pts per model

Forest Strider, Mercenaries, Scouts, Skirmishers

Lumpin Croop's Fighting Cocks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts

MWSBSSTWIALd
Lumpin Croop435332639
Ned Hamfist425221528
Fighting Cock425221518

Unit Size: Lumpin Croop and 9 Fighting Cocks, including Ned (properly Neddly) Hamfist the Standard Bearer and a Musician

Troop Type: Infantry (Halfling)

Hand weapon and shortbow. Lumpin Croop is equipped with hand weapon, shortbow and shield.

  • Additional Fighting Cocks may be added at a cost of 9 pts per model

Forest Strider, Mercenaries, Scouts, Short and Nimble, Skirmishers

Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.

Long Drong's Slayer Pirates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 pts

MWSBSSTWIALd
Long Drong3644524310
Slayer Pirate3433413110

Unit Size: Long Drong Slayer and 9 Slayer Pirates, including a Standard Bearer and Musician

Troop Type: Infantry (Dwarf)

Brace of pistols.

  • Additional Slayer Pirates may be added at a cost of 12 pts per model

Ancestral Grudge, Dwarf Rum, Relentless, Slayer, Unbreakable

Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.

Enemy models in base contact with models with this special rule suffer -1 to their Weapon Skill in Close Combat. This does not affect models with the Undead, Daemonic or Mark of Nurgle special rules. The Slayer Pirates may not be deployed closer than 6" to any other unit in the army at the start of the battle.

Units entirely composed of models with this special rule do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

Slayers always Wound on a To Wound roll of 4+ in close combat, unless they would need a lower result. Use the Slayer's Strength to determine the armour save modifier for any successful Wounds.

Beorg Bearstruck and the Bearmen of Urslo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .305 pts

MWSBSSTWIALd
Beorg460553348
Oerl the Young443431427
Bearman443431417

Unit Size: Beorg Bearstruck and 9 Bearmen, including Oerl the Young (the Standard Bearer) and a Musician

Troop Type: Infantry (Human)

Hand weapon, light armour and shield. Beorg is a were-bear – he wears no armour and fights with his claws and teeth!

  • Additional Bearmen may be added at a cost of 9 pts per model

Magic Items / Abilities: Bear Fang, Bear Banner

The Bear Fang gives Beorg the Ward Save (4+) special rule.

Beorg and the Bearmen of Urslo gains +1 to Hit in the first round of close combat. This does not apply to any other character joining the unit.

Frenzy, Mercenaries

Ruglud's Armoured Orcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Ruglud453452338
Maggot423331216
Armoured Orc433341217

Unit Size: Ruglud and 9 Armoured Orcs, including Maggot the Goblin Standard Bearer and a Musician

Troop Type: Infantry (Orc)

Hand weapon, crossbow, medium armour.

  • Additional Armoured Orcs may be added at a cost of 10 pts per model

Animosity, Choppas, Ignore Greenskin Panic, Maggot, Mercenaries

Ruglud's Orcs suffer from Animosity like any other Greenskin unit, and must test each turn so long as the unit is not engaged Close Combat, is not fleeing, and has at least 5 models.

In the Start of the Turn phase roll a D6 for Ruglud's Armoured Orcs – on a 2+ the unit passes the test and moves/fights normally this turn. On a roll of 1 the unit fails the test. To determine what happens, roll a D6 and consult the table below:

D6

Result

1-2

Let's show 'em what these crossbows can do!

Ruglud's Armoured Orcs shoot at the closest unit, friend or foe. All models in the unit can fire without movement penalty at the nearest target in any direction, ignoring the usual restrictions for line of sight and fire arcs – this is an exception to the normal rules for shooting. The shots are worked out immediately, not in the Shooting phase, and the models themselves are not moved. The unit cannot do anything else that turn. If there are no units within range, the unit Squabbles instead.

3-6

Squabble.

An internal squabble amongst the ranks soon grows into a minor riot with fists and curses flying. This throws the unit into disorder and prevents all moving and shooting this turn. The unit can do nothing this turn, while Ruglud cracks heads together to restore order.

Ruglud's Armoured Orcs carry brutal cleavers and clubs, which give them the Strength Bonus (1) special rule. Note that Maggot does not carry a choppa, just a normal hand weapon.

Ruglud and his Armoured Orcs have great disdain for their own kind. They treat units from Warhammer: Orcs & Goblins as Expendable.

The banner that Maggot enthusiastically waves adds +2 to combat resolution rather than +1.

Mengil Manhide's Manflayers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Mengil Manhide566432739
Manflayer555331518

Unit Size: Mengil Manhide and 4 Manflayers, including a Standard Bearer and Musician

Troop Type: Infantry (Dark Elf)

Great weapon, Repeater Crossbow, and medium armour. Mengil is equipped with a great weapon, Repeater Crossbow-Pistol and medium armour.

RangeStrengthSpecial Rules
24"3-

RangeStrengthSpecial Rules
12"3-

  • Additional Manflayers may be added at a cost of 19 pts per model

Magic Items / Abilities: Banner of Kalad

Any unit wishing to target Mengil's Manflayers with missile attacks suffer -1 to hit. This is increased to -2 if the Manflayers are more than 12" away from the shooters.

Flayers, Hatred (High Elves), Mercenaries, Murderous Prowess, Poisoned Attacks, Scouts, Skirmishers

The regiment may never pursue enemies that they break in close combat – instead, they will flay those that have fallen, ripping their skin from their flesh. For each enemy unit that they break or wipe out in close combat they gain +100 Victory Points.

Models with this special rule may re-roll all To Wound rolls of 1 when making close combat attacks.

The Cursed Company. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Richter Kreugar453442439
Skeleton422331213

Unit Size: Richter Kreugar and 9 of the Cursed Company, including a Standard Bearer and Musician

Troop Type: Infantry (Undead)

Hand weapons, shields and light armour. Richter Kreugar is equipped with a shield, medium armour and his unholy sword, Blight.

  • Additional Skeletons may be added at a cost of 5 pts per model

Magic Items / Abilities: Blight, Dark Gem of the Cursed, The Banner of Malediction

All attacks made with Blight are resolved at +1 Strength and have the Killing Blow special rule.

The Dark Gem gives Richter the Ward Save (4+) special rule.

The Cursed Company suffers one less wound than they normally would as a result of being Unstable.

Hatred (Undead), Independent, "Join us in damnation...", Mercenaries, Undead

The Cursed Company is a completely independently acting unit. Richter and the Cursed Company will never use the Inspiring Presence ability of the Army General.

If any model within the Cursed Company slays an Infantry or Cavalry model in close combat, then one Skeleton is created in its place. Models created in this way are added to the Cursed Company, and are armed in the same manner as the Company. The Victory Points value of the unit is unaffected.

The Cursed Company is Undead, and as such the following rules apply to them:

  • The unit is subject to the Animated Construct, Fear and Unstable special rules.

  • If Richter is killed, the Cursed Company will quickly begin to crumble to dust. At the end of the phase when Richter is killed, and at the beginning of each of their turns thereafter, the Cursed Company must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the number they failed the Leadership test by. No saves of any kind are allowed against these wounds.

  • The Cursed Company can march as long as Richter is still alive. If Richter dies, the Cursed Company cannot make march moves.

The Witch Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Johann van Hal455442539
Wilhelm Hasburg443442428

Johann is worth 80 points and Wilhelm is worth 110 pts.

Troop Type (Johann van Hal): Infantry (Special Character, Human)

Troop Type (Wilhelm Hasburg): Infantry (Special Character, Human)

Brace of pistols.

Magic Items / Abilities (Johann van Hal): Stake of Sigmar

The Stake of Sigmar doubles Johann's Strength when he is fighting against models with the Daemonic, Undead or Vampiric special rules. An unsaved wound caused by the Stake automatically slays any model with the Vampiric special rule, with no saves allowed.

Magic Items / Abilities (Wilhelm Hasburg): Holy Staff, The Hammer of Witches

Great weapon. The staff will automatically wound any model from Warhammer: Skaven as well as models with the Daemonic, Undead or Vampiric special rules.

Wilhelm and Johann gain the Magic Resistance (3) special rule against any spells from the Lore of Tzeentch, Nurgle, Slaanesh, Necromancy and Dark Magic.

Accusation, Hatred, Immunity (Psychology), Witch Hunter Weapons

After deployment, but before the first turn begins, select a single model in your opponent's army to accuse of heresy. This is the Witch Hunter's primary quarry. The Witch Hunter may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that model with close combat or shooting attacks also has the Killing Blow special rule. Finally, a Witch Hunter may also choose to shoot at the primary quarry as if he had the Sniper special rule.

Johann's missile attacks are Magical Attacks. In addition, when attacking Wizards or models with the Daemonic, Undead or Vampiric special rules, Johann may re-roll failed rolls To Wound.

Battle Prayers, Divine Power, Hatred, Immunity (Psychology)

Battle Prayers are innate bound spells (power level 3). Battle Prayers are augment spells that target the Warrior Priest and his unit.

  • Hammer of Sigmar: The Warrior Priest and his unit reroll all failed To Wound rolls in close combat until the start of the next friendly Magic phase.

  • Shield of Faith: The Warrior Priest and his unit gain a Ward Save (5+) against all Wounds inflicted in close combat until the start of the next friendly Magic phase.

  • Soulfire: The Warrior Priest and his unit gain the Magical and Flaming Attacks special rule until the start of the next friendly Magic phase. In addition, when cast, all enemy models in base contact with the Warrior Priest suffer a Strength 4 hit. Models with the Daemonic, Undead or Vampiric special rules in base contact suffer a Strength 5 hit instead, which Ignores Armour Saves.

Models with this rule can channel power and dispel dice in the same manner as a Level 1 Wizard.

Gotrek and Felix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .360 pts

MWSBSSTWIALd
Gotrek3734535410
Felix455442538

Gotrek is worth 270 points and Felix is worth 90 points.

Troop Type: Infantry (Special Character, Dwarf, Human)

Gotrek carries Gotrek's Axe. Felix carries the Wyrmslayer Blade and light armour.

Magic Items / Abilities: Gotrek's Axe, Wyrmslayer Blade

For each of Gotrek's initial Attacks that Hit, he gains one extra Attack. In addition, Gotrek's axe also has the Ignores Armour Saves special rule, and against enemies with Toughness 5 or more he may re-roll failed rolls To Wound.

The Wyrmslayer Blade gives +2 Attacks. In addition, Felix must always declare a charge against a Dragon or Drake if it is possible to do so. Against Dragons and Drakes, the Wyrmslayer blade allows Felix to re-roll missed attacks and failed rolls to wound.

Gotrek, Gotrek's Doom, Skirmishers

As a Daemon Slayer, Gotrek is Unbreakable and while he lives so is Felix. In addition Gotrek's Strength is always equal to the Toughness of his target, unless it would normally be higher. This means he always wounds on a minimum of 4+. In addition, when attacking Monsters, he has the Multiple Wounds (D3) special rule, and any Ward Saves successfully made against Attacks made by him must be re-rolled. As a Dwarf, Gotrek has the Hatred (Orcs & Goblins, Skaven) and does not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

As long as Gotrek is alive, he and Felix have the Ward Save (4+) and Magic Resistance (2) special rules.

Monstrous Infantry Units

Golgfag's Mercenary Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 pts

MWSBSSTWIALd
Golgfag652554358
Skaff632443247
Ogre632443237

Unit Size: Golgfag Maneater and 4 Ogres, including Skaff the Standard Bearer and a Musician

Troop Type: Monstrous Infantry (Ogre)

Two hand weapons and light armour. Golgfag has two hand weapons and medium armour.

  • Additional Ogres may be added at a cost of 31 pts per model

Mercenaries, Ogre Charge

Each monstrous infantry model on foot with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.

Cavalry Units

Voland's Venators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Voland455442538
Venator443431318
Warhorse830331315

Unit Size: Voland and 4 Venators, including a Standard Bearer and Musician

Troop Type: Cavalry (Human)

Lance, heavy armour, shield, barding.

  • Additional Venators may be added at a cost of 23 pts per model

Mercenaries

Al Muktar's Desert Dogs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Al Muktar455442538
Sheikh Shufti443442428
Ibn400331306
Desert Dog433331317
Arabyan Steed930331315

Unit Size: Al Muktar, Sheikh Ahmed Shufti, Ibn the Standard Bearer, and 2 Desert Dogs, including a Musician

Troop Type: Cavalry (Human)

Hand weapon & shield. Sheikh Shufti carries the Scimitar of Dakisir – heirloom of his tribe and a shield.

  • Additional Desert Dogs may be added at a cost of 12 pts per model

Magic Items / Abilities: Black Banner of the Muktarhin, Scimitar of Dakisir

The Desert Dogs add +D3 to their combat resolution. Roll at the end of each close combat.

The Scimitar of Dakisir gives Sheikh Ahmed Shufti +1 Strength and the Strength Bonus (1) special rule when charging.

Fast Cavalry, Mercenaries, Zealotry

Models with this special rule deduct -D3 from their Leadership modifier when taking Break tests.

Oglah Khan's Wolfboyz. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Oglah Khan455442537
Wolfboy443331216
Giant Wolf930331313

Unit Size: Oglah Khan and 4 Wolfboyz, including a Standard Bearer and Musician

Troop Type: Cavalry (Hobgoblin)

Spear, bow, light armour, shield.

  • Additional Wolfboyz may be added at a cost of 15 pts per model

Magic Items / Abilities: Pelt of Wulfag

The bearer and their unit must always pursue broken enemies from combat, and add +D6" to their pursuit distance rolled.

Ded Shooty, Fast Cavalry, Mercenaries, Treacherous Gits

Models with this special rule do not suffer penalties To Hit for Moving and Shooting. In addition, when using ‘flee’ as a charge reaction, Hobgoblins may Stand & Shoot before making their flee move.

Oglah Khan's Hobgoblins must test for Treachery at the beginning of each of your turns. Roll a D6. If you roll 2 or more, the unit has passed the test and may fight normally. If the dice roll is 1 then the unit has been affected by Treachery.

To determine what the unit does roll a D6 and consult the table below. Note that you do not need to test if the unit is already engaged in close combat, less than 5 models strong, or fleeing.

D6

Result

1

Traitor! The Hobgoblins halt and shoot at the nearest regiment in their own army! Turn the Hobgoblins towards the unit and resolve the shooting immediately. Note that shooting due to Treachery is worked out before normal shooting. The Hobgoblins do nothing else this turn. If there isn't an eligible victim, the Wolf Boyz will Stay 'Ere instead (see below) while they argue about who to fight for.

2-5

We Stayz ‘Ere! The Hobgoblins refuse the shoot or charge the enemy, though otherwise they may act normally.

6

Hiiyaaarrghh! The Hobgoblins decide to fight till the bitter end! No further Treachery tests are made for the duration of the battle, and the unit may act normally this turn.

Tichi-Huichi's Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Tichi-Huichi645432637
Great Crested Skink633321416
Horned One830441323

Unit Size: Tichi-Huichi and 4 Great Crested Skinks, including a Standard Bearer and Musician

Troop Type: Cavalry (Lizardman)

Spears, shields.

  • Additional Great Crested Skinks may be added at a cost of 20 pts per model

Blessed by the Old Ones, Cold-blooded, Fast Cavalry, Fear, Mercenaries, Natural Armour (6+), Poisoned Attacks (Skinks only)

Enemies can never pursue Tichi-Huichi's Raiders if the Skinks Break from close combat.

Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest result.

War Machine Units

Bronzino's Galloper Guns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Bronzino455442538
Crew433331317
Galloper Gun----6----
Warhorse830331315

Unit Size: Master Gunner Bronzino riding a warhorse, 1 Galloper Gun with 3 Crew and one riding a warhorse

Troop Type (Bronzino): Cavalry (Human)

Troop Type (Galloper Gun): War Machine (Cannon, Human)

Hand weapon, medium armour.

Hand weapon.

  • You may buy one extra Galloper Gun team at a cost of 80 pts

Master Gunner, Mercenaries

Nominate one Galloper Gun team within 3" of Bronzino in the Shooting Phase; they may re-roll the Artillery Dice to determine the cannon ball's initial landing position before the bounce.

In addition, as long as Bronzino is within 3" of a Galloper Gun, he is allowed to take a "Look Out Sir!"" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself.

Deployment, Galloper Gun, Mercenaries, Rapid Movement

Each gun and its crew operate as an independent unit. Bronzino may lend his Leadership to each gun as long as he is within 3" of it.

The Galloper Guns fire using the following profile:

RangeStrengthSpecial Rules
48"7-

Due to their small size, Galloper Guns cannot fire Grapeshot.

The Galloper Gun is harnessed to a warhorse ridden by one of the gunners. This enables the Gun and its entire crew to move using the Warhorse's Movement as the remaining crew members are assumed to jump on the harness and hitch a lift. However, due to the weight of the Gun and the crew the Warhorse suffers -1 to its Movement value.

The Galloper Guns may march move.

If the galloper gun is charged, the crew may hold or flee with the Swiftstride special rule. If they flee, the gun is assumed to be limbered up immediately without any movement penalty.

Malakai Makaisson's Goblin-hewer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Malakai3554524310
Slayer Crew3433413110
Goblin-hewer----7----

Unit Size: Malakai Makaisson, 2 Slayer Crew and a single Goblin-hewer.

Troop Type: War Machine (Dwarf)

Great weapons. Malakai is armed with a great weapon and Repeating Dwarf Handgun.

RangeStrengthSpecial Rules
24"4-

Ancestral Grudge, Engineer, Goblin-hewer, Slayer, Unbreakable

Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.

The Goblin-hewer may use Malakai's Ballistic Skill when firing. However, he is part of the crew and must stay within 3" of the Goblin-hewer at all times. Malakai may always fire at a different target with his Repeating Dwarf Handgun than the rest of the Goblin-hewer if he wishes.

The Goblin-hewer fires using the following profile:

RangeStrengthSpecial Rules
48"4-

In order to fire the Goblin-hewer, nominate a target unit within range and Line of Sight and roll To Hit as normal using the unit's highest Ballistics Skill.

The spinning axe blades fire a variable number of shots depending on the number of ranks in the target unit. Roll a D6 for every rank the target has – this is the total number of rolls to Hit you should make. If the Goblin-hewer is in the flank arc of a unit, then the number of models in the widest rank is counted as the number of 'ranks' for this purpose.

For example, against a unit four ranks deep the Goblin-hewer fires 4D6 shots. If it were six models wide and hit in the flank, it would fire 6D6 shots. Casualties are allocated just like normal shooting hits. If firing at a single model or skirmishers, or other target that does not use ranks, it fires D6 shots.

Slayers always Wound on a To Wound roll of 4+ in close combat, unless they would need a lower result. Use the Slayer's Strength to determine the armour save modifier for any successful Wounds.

Monster Units

Hengus the Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Hengus433332318

Hengus the Druid must be bought together with the Giants of Albion.

Troop Type: Infantry (Special Character, Human)

Magic: Hengus is a Level 1 Wizard who uses spells from the Lore of Life or the Lore of Beasts.

Hand weapon.

Independent Models

Hengus, Bologs, and Cachtorr are individual models and move independently, though they may not join regiments.

The Giants of Albion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .350 pts

MWSBSSTWIALd
Bologs6336663*10
Cachtorr6336663*10

The Giants of Albion must be bought together with Hengus the Druid. See Giant Special Rules for detailed special rules.

Unit Size: Bologs and Cachtorr

Troop Type: Monster (Giant)

Both Giants are armed with a hand weapon.

Fall Over, Giant Special Attacks, Giants of Albion, Independent Models

Bologs and Cachtorr have the Immunity (Psychology) and Stubborn special rules. Note that, although named, Bologs and Cachtorr do not count as being characters. In addition, as long as Hengus is within 8" the Giants, Bologs and Cachtorr may re-roll failed Leadership tests.

Hengus, Bologs, and Cachtorr are individual models and move independently, though they may not join regiments.

Asarnil the Dragonlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .520 pts

MWSBSSTWIALd
Asarnil576432749
Deathfang670777269

Troop Type: Monster (Special Character, Elf)

Hand weapon, lance, shield.

Magic Items / Abilities: Dragon Armour, Amulet of Dragonheart

Heavy armour. Dragon armour grants the wearer the Immunity (Flaming Attacks) special rule.

All missile attacks against Asarnil and his Dragon suffer a -1 to hit penalty.

Dragon Tamer, Fiery Breath (Deathfang only), Fly (7), Martial Prowess, Mercenaries, Natural Armour (3+), Valour of Ages

If Asarnil is fighting in close combat against another Dragon then the enemy Dragon must take a Leadership test before it attacks. If the test is failed, the Dragon may not attack this turn. However, a Dragon will only refuse to fight so long as it is not attacked itself. Should the Dragon be attacked it will always fight back.

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Models with this special rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.

If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic tests and have Immunity (Fear).

Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

To determine what a Giant does in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Jump Up and Down

3

Pick Up and...

4-6

Swing with Club

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Thump with Club

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

For Hire

The For Hire table lists both what place in the army list they take up in each army (Hero, Core, Special or Rare) as well how they are treated following the Allies Rules (Bound by Blood (B), Trusted (T), Suspicious (S) or Desperate (D).

Albion – Dwarfs

Albion

Amazons

Araby

Bretonnia

Cathay

Chaos Dwarfs

Dark Elves

Dogs of War

Dwarfs

The Alcatani Fellowship

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Pirazzo's Lost Legion

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Leopold's Leopard Company

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Ricco's Republican Guard

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Marksmen of Miragliano

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Braganza's Besiegers

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Vesperro's Vendetta

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Voland's Venators

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Manann's Blades

Special (S)

Special (S)

Special (S)

-

Special (T)

Special (S)

Special (S)

Core (B)

Special (T)

Al Muktar's Desert Dogs

Special (S)

Special (S)

Core (B)

-

Special (T)

Special (S)

Special (S)

Core (T)

Special (T)

The Birdmen of Catrazza

Rare (S)

Rare (S)

Rare (S)

-

Rare (T)

Rare (S)

Rare (S)

Special (B)

Rare (T)

Anakonda's Amazons

Rare (S)

Special (B)

Rare (S)

-

Rare (T)

-

-

Special (T)

Rare (T)

Lumpin's Fighting Cocks

Rare (S)

Rare (S)

Rare (S)

-

Rare (T)

Rare (D)

-

Special (T)

Rare (T)

Long Drong's Slayer Pirates

Rare (S)

Rare (S)

Rare (S)

-

Rare (T)

-

Rare (D)

Special (T)

Special (B)

The Bearmen of Urslo

Rare (S)

Rare (S)

Rare (S)

-

Rare (S)

Rare (S)

Rare (S)

Special (T)

Rare (S)

Golgfag's Mercenary Ogres

Rare (S)

Rare (S)

Rare (S)

-

Rare (S)

Special (S)

Rare (S)

Special (S)

Rare (D)

Oglah Khan's Wolfboyz

Rare (S)

Rare (S)

Rare (S)

-

Special (D)

Special (S)

Rare (S)

Special (S)

-

Ruglud's Armoured Orcs

Rare (D)

Rare (D)

Rare (D)

-

Rare (D)

Special (S)

Rare (S)

Special (D)

-

Tichi-Huichi's Raiders

Rare (S)

Special (S)

Rare (S)

-

Rare (S)

-

-

Special (T)

Rare (S)

Mengil Manhide's Manflayers

Rare (D)

Rare (D)

Rare (D)

-

Rare (D)

Rare (S)

Special (B)

Special (S)

-

The Cursed Company

Rare (S)

Rare (S)

Rare (S)

-

Rare (S)

Rare (S)

Rare (S)

Special (S)

Rare (S)

Bronzino's Galloper Guns

Rare (S)

Rare (S)

Rare (S)

-

Rare (T)

Rare (S)

Rare (S)

Rare (B)

Rare (T)

Malakai Makaisson's Goblin- Hewer

Rare (S)

Rare (S)

Rare (S)

-

Rare (T)

-

-

Rare (T)

Rare (B)

Giants of Albion

Rare (B)

Rare (S)

Rare (S)

-

Rare (S)

-

-

Rare (T)

Rare (T)

Asarnil the Dragonlord

Hero (S)

Hero (S)

Hero (S)

-

Hero (T)

-

-

Hero (T)

Hero (S)

The Witchhunters

Hero (S)

Hero (S)

Hero (S)

Hero (T)

Hero (T)

-

-

Hero (T)

Hero (T)

Gotrek and Felix

Hero (T)

Hero (S)

Rare (S)

Hero (T)

Hero (T)

-

-

Hero (T)

Hero (B)

Empire – Nippon

Empire

Estalia

Halflings

High Elves

Hobgoblins

Kingdoms of Ind

Kislev

Lizardmen

Nippon

The Alcatani Fellowship

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Pirazzo's Lost Legion

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Leopold's Leopard Company

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Ricco's Republican Guard

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Marksmen of Miragliano

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Braganza's Besiegers

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Vesperro's Vendetta

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Voland's Venators

Special (T)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Manann's Blades

Core (B)

Special (T)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Al Muktar's Desert Dogs

Special (S)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

Special (T)

Special (S)

Special (T)

The Birdmen of Catrazza

Rare (T)

Rare (T)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Anakonda's Amazons

Rare (T)

Special (T)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Rare (T)

Special (S)

Rare (T)

Lumpin's Fighting Cocks

Special (T)

Rare (T)

Special (B)

Rare (T)

Rare (S)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Long Drong's Slayer Pirates

Rare (T)

Rare (T)

Rare (T)

Rare (S)

-

Rare (T)

Rare (T)

Rare (S)

Rare (T)

The Bearmen of Urslo

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (D)

Rare (S)

Golgfag's Mercenary Ogres

Rare (S)

Rare (S)

Rare (T)

Rare (S)

Special (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Oglah Khan's Wolfboyz

Rare (S)

Rare (S)

Rare (S)

Rare (D)

Core (B)

Rare (S)

Rare (S)

Rare (D)

Rare (D)

Ruglud's Armoured Orcs

Rare (D)

Rare (D)

Rare (D)

-

Special (S)

Rare (D)

Rare (D)

-

Rare (D)

Tichi-Huichi's Raiders

Rare (S)

Rare (S)

Rare (S)

Rare (T)

Rare (D)

Rare (S)

Rare (S)

Special (B)

Rare (S)

Mengil Manhide's Manflayers

Rare (D)

Rare (D)

Rare (D)

-

Rare (D)

Rare (D)

Rare (D)

-

Rare (D)

The Cursed Company

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Bronzino's Galloper Guns

Rare (T)

Rare (T)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Malakai Makaisson's Goblin-Hewer

Rare (T)

Rare (T)

Rare (T)

Rare (S)

-

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Giants of Albion

Rare (T)

Rare (T)

Rare (T)

Rare (T)

Rare (D)

Rare (T)

Rare (T)

Rare (S)

Rare (T)

Asarnil the Dragonlord

Hero (T)

Hero (T)

Hero (T)

Hero (B)

Hero (S)

Hero (T)

Hero (T)

Hero (S)

Hero (T)

The Witchhunters

Hero (B)

Hero (T)

Hero (T)

Hero (T)

-

Hero (T)

Hero (T)

Hero (T)

Hero (T)

Gotrek and Felix

Hero (B)

Hero (T)

Hero (T)

Hero (T)

-

Hero (T)

Hero (T)

Hero (S)

Hero (T)

Norsca – Wood Eves

Norsca

Ogre Kingdoms

Orcs and Goblins

Pirates of Sartosa

Skaven

Tomb Kings

Vampire Counts

Warriors of Chaos

Wood Elves

The Alcatani Fellowship

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Pirazzo's Lost Legion

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Leopold's Leopard Company

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Ricco's Republican Guard

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Marksmen of Miragliano

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Braganza's Besiegers

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Vesperro's Vendetta

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Voland's Venators

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Manann's Blades

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

Al Muktar's Desert Dogs

Special (S)

Special (S)

Special (D)

Special (S)

Special (D)

Special (S)

Special (D)

Special (D)

Special (S)

The Birdmen of Catrazza

Rare (S)

Rare (S)

Rare (D)

Rare (S)

Rare (D)

Rare (S)

Rare (D)

Rare (D)

Rare (S)

Anakonda's Amazons

Rare (S)

Rare (S)

-

Rare (S)

-

Rare (S)

-

-

Rare (S)

Lumpin's Fighting Cocks

Rare (S)

Rare (T)

-

Rare (S)

-

Rare (S)

-

-

Rare (T)

Long Drong's Slayer Pirates

Rare (S)

Rare (S)

-

Special (T)

-

Rare (S)

-

-

Rare (S)

The Bearmen of Urslo

Special (B)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Special (B)

Rare (D)

Golgfag's Mercenary Ogres

Rare (S)

Core (B)

Special (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Special (S)

Rare (D)

Oglah Khan's Wolfboyz

Rare (S)

Rare (S)

Special (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

-

Ruglud's Armoured Orcs

Rare (S)

Rare (S)

Special (B)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

-

Tichi-Huichi's Raiders

Rare (D)

Rare (D)

-

Rare (D)

-

Rare (D)

-

-

Rare (S)

Mengil Manhide's Manflayers

Rare (S)

Rare (S)

Rare (D)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

Rare (S)

-

The Cursed Company

Rare (S)

Rare (S)

Rare (D)

Rare (S)

Rare (D)

-

-

Rare (D)

Rare (S)

Bronzino's Galloper Guns

Rare (S)

Rare (S)

Rare (D)

Rare (S)

Rare (D)

Rare (S)

Rare (D)

Rare (D)

Rare (S)

Malakai Makaisson's Goblin-Hewer

-

-

-

-

-

-

-

-

-

Giants of Albion

Rare (S)

Rare (S)

-

Rare (S)

-

Rare (S)

-

-

Rare (S)

Asarnil the Dragonlord

Hero (D)

Hero (D)

-

Hero (D)

-

Hero (D)

-

-

Hero (T)

The Witchhunters

Hero (S)

Hero (D)

-

Hero (D)

-

Hero (D)

-

-

Hero (T)

Gotrek and Felix

-

-

-

-

-

-

-

-

Hero (S)