Expanded Bestiary For Advanced HeroQuest V1.12
Expanded Bestiary For Advanced HeroQuest V1.12
This is a revision of Slev’s bestiary V5.0 (2014) to make it compatible or interchangeable with the
original one used in AHQ and its other variants (except Reforged). It offers 450+ ready-to-play
entries including all the canonical monsters from AHQ, TitD, and WD.
Monster Matrices
Slev’s brilliant system for generating groups of monsters doesn’t require pre-made matrices,
which translates to less time invested in preparations and a smaller game footprint.
For each group of monsters encountered, the player(s) must determine only two things: Value of
Enemies (VE) and Number of Enemies (NE), according to the following:
At the start of each expedition, sum the Experience (EXP) values of each adventurer in the party
and divide it by the number of Heroes. Always round up fractions equal to or greater than .5 (also
for VE below).
Each Hero starts off with EXP=4. Henchmen do with EXP=2. Spellcasters add +1 EXP.
2. Modifiers: Dungeon Level (DL) + Expedition Number (EXN) + Number of Heroes (NH).
3. Random Factor (RF): Multiply the result of Base Number + Modifiers by the corresponding
factor (roll 1d12 on the following table). RF doesn’t apply to Quest Rooms and Elites.
Optional: For Quest Rooms, add .5 to each entry as in the following table:
Sentries
Sentries Table
Lairs/Quest Rooms +3
Wandering Monsters +6
2d12+DL Sentries
3-23 None
24-28 One
29+ Two
Monster Treasure
The adventurers receive 10 GCs for each PV in VE (we have then that MT=VE*10GCs).
Characters and Elites may carry Special Items (“Monster Magic Treasure” in AHQ terms) on a roll
of 9-12, which may be equipped before combat as an optional rule. Elites roll only once per group.
Gaining Experience
According to the rules above, a starting party of four Heroes with one spellcaster and no
henchmen, for example, has PE=4, and this number remains the same for the entire expedition.
Party Experience
4+4+4+5=17 (four Heroes with one spellcaster and no henchmen)
17/4=4.25
.25 is not equal to or greater than .5, so the fraction is not rounded up
PE=4
Therefore, the Value of Enemies (VE) of a group of WMs for such a starting party of adventurers
would be:
Value of Enemies
Base Number: 4(PE)*.25(WM)=1
Modifiers: 1(DL)+1(EXN)+4(NH)=6
Random Factor: Let’s say a 6 is rolled on 1d12, so RF=.5
1(Base Number)+6(Modifiers)*.5(Random Factor)=3.5
.5 is equal to .5, so the fraction is rounded up
VE=4 PV
Hints
*Keep in mind that the Base Number remains the same for the entire expedition.
*The same starting party (of four Heroes) will face the following VEs depending on RF: WM=2-7,
L/E=2-8, and QR=2-10.
Number of Enemies
Base Number: Roll 2d12 on the NE table above (mostly for Wandering Monsters).
Modifier: Roll 2d12 on the same NE table (mostly for Lairs and Quest Rooms).
If only one or two enemies are encountered (common or elites), each one is allotted a half
(rounding down) of the total VE. If the resultant PV allotted to each enemy is higher than the PV
of any of the enemies available in the bestiary (common or elites) select from the enemies
(common or elites) with the nearest PV, trading any remaining point(s) for enemies with PV=2
(preferably) and PV=1 each. *Optional Rule for more difficulty: If only one enemy is encountered,
then one elite monster with the nearest PV (to VE) must be selected instead of halving VE.
If more than two Enemies are encountered, VE is divided equally among NE, rounding up when
suitable but without adding any more points to VE. Any remaining point(s) must be traded for
additional enemies with PV=2 (preferably) and PV=1. Example: If VE=19 and NE=3, the result
would be 3 enemies w/ PV=6 each plus 1 enemy w/ PV=1.
If the resultant PV allotted to each enemy is higher than the value of any of the common enemies
available, select from elites if a slightly improved version of the same type of enemy is available.
If the resultant PV is still higher than the value of the common and elite monsters available in the
bestiary, add +1 to the Base Number and start again until the issue dissipates. *Optional Rule:
Instead of adding +1 to the Base Number, select from the enemies (common or elites) with the
nearest Points Value, trading any remaining point for enemies w/PV=2 (preferably) and PV=1.
If NE is higher than VE, select from enemies w/PV=2 (preferably) and PV=1, also from enemies
with PV=1/2 as necessary to meet the NE encountered, trading any remaining points for
additional enemies in the same fashion. Example: If VE=11 and NE=18, the result would be 1
enemy w/PV=2, 1 enemy w/ PV=1, and 16 Enemies w/PV=1/2 each.
If NE is so high that it cannot be assembled with VE, not even with enemies of the lowest PV, then
use as many of those as possible. Example: if VE=11 and NE=24, the result would be 22 enemies
w/PV=1/2 each.
Equipment
Armor
Chain Coat: Chain Armor
Heater Shield: Shield
Leather Jack: Leather Armor
Knight’s Plate: Plate Armor
Weapons
Arming Sword: Sword
Bloodthirsty Glaive: Halberd
Claws & Fangs: Claws
Claymore: Long sword
Footman’s Bow: Short bow
Herdsman’s Sling: Sling
Knife: Dagger
Lash: Whip
Lugged Spear: Spear
Morning Star: Club
Naval Pistol: Pistol
Oslop: Great Weapon
Quarterstaff: Staff
Scythe: Halberd
Things-Catcher: Halberd
Voulge: Halberd
Note: The Fumble/Critical ratings of the weapons listed in the bestiary below are 1/12 respectively
unless otherwise indicated.
Optional Rule: Instead of Slev’s Exhaustion rules, players may simply use the original AHQ rule of
1/4 chance of recovering arrows (and other projectiles) and 1/2 chance of recovering thrown
weapon.
Abilities
Aim: Reduces the minimum to-hit number by the rank listed with this ability.
Alert: Each instance of this ability adds +1 to surprise rolls, to a maximum of +4.
Armor Piercing: Attacks with this ability ignore Toughness bonuses from armor and shields.
Bash: A model equipping a weapon with this ability may choose to use it instead of a normal
attack to target an adjacent opponent. Upon a successful Strength test, the target suffers one
damage dice of wounds and misses its next activation. *Optional: If the target rolls a 12, the
attacker additionally gains a free attack against target.
Beastmaster: Allows enemies to handle beasts that can run amok (see below).
Berserker: A berserker may choose to activate this ability at the start of any Combat Turn.
Berserkers recover from being berserk at the end of combat or when KO’ed. While Berserk: (1)
The figure receives one bonus free attack per turn; (2) Enemies attacking the figure receive +1
To-Hit in hand-to-hand combat; (3) If the figure has no opposing figures in its death zone, they
must always move towards the closest enemy and engage them in hand-to-hand combat if
possible.
Blade Fury: A figure with this ability may attack instead of moving (for a “double attack”).
Blast: An Attack or Spell with this ability places the center of the (3x3) Fireball template over the
target. Any and all models touched by the template (friend or foe) are affected by the attack.
Blood Powers: The mystical powers held by vampires are many and varied. As a result, when
selecting a vampire character, additional abilities may be available should the PV be available.
Blood Powers may be chosen from the following list: (1) Spectral Form: Invulnerable, +5PV; (2)
Red Fury: Berserker, +5 PV; (3) Dark Acolyte: Focusing, +3PV; (4) Forbidden Lore: Sage 1, +1PV;
(5) Hunter in the Dark: Alert, +1PV.
Bloodsucking Bite: Monsters (mostly bats and vampires) with this ability have a special
bloodsucking attack. If the enemy causes critical damage (a natural 12) it does not get additional
damage dice as normal. Roll two damage dice as usual, but the enemy will automatically inflict
at least one wound, regardless of those dice rolls because it has sunk its yellowed fangs into its
victim’s neck. Once it has done this, it clings to the character until killed. On successive
activations, it gets double the normal damage dice and, regardless of its damage dice rolls, it
always inflicts at least one wound per combat turn due to blood draining. All attacks on the
enemy which clings to a character in this way are made with a -3 penalty to WS and ST, since it is
very hard to strike at the enemy rather than the person its clinging to. Any fumble by someone
striking at the enemy will automatically inflict damage on the character being blood-drained by.
Brawny: The figure treats its Strength as being one point higher for the purposes of tests.
Multiple instances of this ability add its bonuses.
Bolt: An attack or spell with this ability places the (2x12) Lightning Bolt template with its edge
adjacent to the attacker, in any orthogonal direction and alignment desired. Any and all models
touched by the template (friend or foe) are affected by the attack.
Cause Disease: Every time the figure causes one or more wounds as the result of a hand-to-hand
attack, the target suffers disease, and must note this on their character sheet.
Channeling: A figure that can channel may pour the winds of magic through themselves to siphon
off power. This is dangerous, but can allow a spellcaster to cast spells they would normally be
beyond them. A figure with this ability may cast spells without using components by taking a
wound per component required for the respective spell. Healing spells powered by this ability
restore half as many wounds as normal. The wounds taken by this ability are immediately lost
upon failing the Intelligence test required for the spell or after the spell has been resolved (after
any healing effects have been applied).
Cleaving: For each instance of this ability, the minimum roll required to score Brutal Damage (BD)
is lowered by one. No bonuses can reduce the roll required to score BD to equal to or less than
the target’s Toughness.
Clumsy: For each instance of this ability, the maximum score required to score a Fumble is
increased by one. No penalties can increase the roll required to fumble to equal to or greater
than the minimum roll needed to hit a target.
Direct Damage: Attacks with this ability do not cause damage as normal. Instead, they cause
1d12 of automatic Damage regardless of the target’s Toughness and the Invulnerable ability. This
may not cause Brutal Damage on any roll.
Enhancing: This ability allows a figure to pour more power into a spell, increasing its potency.
This is typical of more skilled spellcasters, such as ancient elves, and the more reckless Chaos
Sorcerers and the like. Each time the spellcaster casts a spell, they may choose to make an
additional Intelligence test. If they succeed, they may boost the spell’s effects in any or all of the
following ways that are appropriate: (1) A Range M Spell becomes Range R; (2) A spell with a
numeric range has its range increased by half the caster's Intelligence (round up); (3) Spells with
Blast or Bolt abilities may additionally target up to two figures adjacent to their normal effect. (4)
A Spell that causes normal damage gains the Cleaving ability; (5) A Spell with the Direct Damage
ability inflicts one extra wound; (6) Spells that force the target to make a test inflict a -1 penalty
on that test. (7) Spells that affect only the caster may affect an adjacent figure instead. (8) Spells
that last a specific number of turns last one extra turn.
Exhaustion (EX): This ability is listed with a number. When a piece of equipment or ammunition
with Exhaustion is used, test against such a number at the end of combat. If the test is failed, the
item is destroyed, so it may not be recovered.
Fearsome: If a fearsome monster has an adventurer in its death zone at the start of any combat
phase, that adventurer must pass a Bravery test or cower. Any opponent in the fearsome model’s
death zone is affected, focused or not. A figure that cowers may not move (unless it moves
directly away from the fearsome enemy) or attack, but may open doors. Fearsome figures are
not themselves affected by this rule and do not have to make a Bravery test when they are
fighting other Fearsome figures. Figures without a Bravery value automatically pass the test.
Flammable: A flammable figure hit by a flaming attack automatically suffers damage equal to its
wounds. No damage roll is required.
Fly: Figures that can fly may ignore all death zones, penalties to movement caused by effects on
the game board, open pits, chasms, etc., when they move. Note that in some cases, this can
represent other abilities with similar effects, such as giant spiders walking on walls and/or
ceilings!
Focusing: A figure that can focus may poor the winds of magic through themselves to siphon off
power. This is dangerous, but can allow a spellcaster to cast more spells they would normally be
able to.
A figure with Focusing that is about to be activated may take an Intelligence test. If they pass,
they are able to cast two spells in the same activation.
Great: Certain weapons are very large and unwieldy. Such great weapons require two hands to
use. They may not be wielded when the adventurer has an injured hand, and they cannot be used
with a shield.
Hypnotize: A figure with this ability may hypnotize one opponent within its death zone each
combat turn. If the target fails a Bravery test, it’ll miss their next turn, and all attacks against it
will have +2 To-Hit until the start of the hypnotizing figure's next turn.
Invulnerable: Some monsters are magically invulnerable and require a powerful, well-aimed
blow to damage them at all. When rolling damage dice, even those dice which score equal to or
greater than the figure's Toughness can only be counted if there is at least one unmodified 12
rolled, and this first 12 will not cause Brutal Damage (although any further rolls of a 12 will). This
does not apply to damage rolled as the result of magic, or to any attack made with a magical
weapon. Additionally, a critical hit on such a figure may forgo its normal critical effects to ignore
this ability before rolling for damage. Some figures are only invulnerable to certain types of
attack, in which case other forms of attack act normally against them.
Large: Monsters with this ability are so big that they completely block any line of sight that passes
over their bases. Line of sight to and from a large figure is not blocked by normal-sized figures.
Friendly models may not make “over the shoulder” attacks through large figures. Large figures
may not pass through friendly models; not may friendly models pass through large figures. When
large figures drag a friendly figure, both figures may move an extra space. When large figures are
moved as a result of a friendly model’s drag action, both models move one space less.
Might: For each instance of this ability, the number of damage dice rolled for the effect is
increased by one. No bonuses can take the initial roll of damage dice to more than twelve,
although Brutal Damage effects may cause additional dice to be rolled.
Regeneration: A figure whit this ability can remove one wound at the beginning of their
activation every combat turn. Figures damaged by flaming attacks lose their Regeneration ability
until the start of the next Exploration phase (if they live that long).
Run Amok: Monsters with this ability may go out of control if they are not within six spaces of a
beastmaster. If none is within that range at the start of its turn, the enemy must pass a Bravery
test or run amok. A creature that runs amok moves to attack a randomly-selected model, friend
or foe, within five squares. If no model is within five squares, the creature stands in place and
bellows and roars, waiting for something to come close to butcher.
Sentry: A figure with this ability may open doors instead of making an attack, and they may
explore the dungeon and cause the board to be revealed as if they were a Hero. In addition,
sentries also count as having the Alert ability.
Slave: Monsters with this ability may run away from combat if they are not within six spaces of a
slavemaster. If none is within that range at the start of its turn, the enemy must pass a Bravery
test or escape combat as fast as it can. Slaves can open doors like sentries.
Slavemaster: This ability allows enemies to handle other enemies as slaves (see above).
Slow Fire: Before this weapon may be fired, the model must reload it. Reloading takes one
combat turn in which the model may not take any other action. As carrying loaded weapons is
dangerous, it is automatically unloaded at the start of every Exploration Turn.
Spellcaster: These are those figures able to use magic. They have a limited number of spells and
must use spell components to cast them. They do have to take an initial Intelligence test to cast
a spell, and they must take any other Intelligence test if a spell demands it, with the usual results
for success and failure.
Strength Drain: Every time a figure with this ability causes one or more wound as the result of a
melee attack, it recovers up to one lost wound (if any), and the target suffers -1 Strength.
This Strength loss may be recovered between expeditions by visiting a healer, or by certain other
abilities. The effects are otherwise ongoing. A slain figure returned to life has all their Strength
restored.
Strength Drain (as in AHQ): In addition to any wound loss caused by the Wight's Sword, the
horrible chill of contact (even through the Sword the Wight uses) numbs the Hero, who must
subtract 1 point from his Current Strength score. Lost Strength is regained only at the end of the
current expedition, if the Hero is still alive. Later strikes can inflict more Strength Drains, and a
Hero whose current Strength is reduced to zero or below is struck instantly dead! Every time a
Wight drains Strength from a victim it regains 1 lost wound of its own. It cannot regain more than
1 wound per combat phase, however.
Swift Shot: A ranged weapon with this ability may be fired twice in the same activation instead
of moving.
Team: A weapon with this ability requires at least two enemies to operate.
Throw: A weapon with this ability may be used to make a single ranged attack using. Such attacks
have their own Range, Damage Dice, etc. They also always have the Exhaustion ability.
Unreliable: Attacks made with unreliable weapons which score a fumble automatically hit the
attacker in addition to normal fumble effects. This can lead to ranged attacks that hit both the
attacker and a friend.
Vampyre: Every time a weapon or spell with this ability causes brutal damage to an opponent,
the attacker may recover one point of Damage (meaning one wound) for every wound inflicted.
Warp Rat: These rats always move, then attack. They always attempt to move as far as possible
(in other words, attempt to escape) before they attack. The rats are not affected by an
adventurer’ death zone, and the adventurers are not affected by a warp rat’ death zone. The rats
attempt to escape from the rooms and the adventurers. For each rat that escapes, the GM may
draw one Dungeon Counter at random. The skin of a single dead rat is worth 5 GCs as a scholar’s
specimen; other skins collected now or later are worthless.
Magic
This expansion uses Slev’s Dark Magic and Necromantic spell books (included on pages 13-18
below), though they’re still under revision.
Optional Rule: AHQ purists who prefer to stick to the original rules may randomly assign one of
the following spells for each spell component listed in the corresponding bestiary entry. Spell
components listed in this section are for informational purposes only.
Dark Magic
Choke (Vial of Swamp Gas): The victim suddenly clutches his throat and has great trouble
breathing. Dark wisps of smoke begin to seep from his mouth and nostrils as his lungs fill with
noxious fumes. Select a single target within the caster's line of sight. The target may only stagger
one square per turn for the next 3 turns (the model's player makes this move). Unless the caster
has been killed in the meantime, the victim dies at the end of the third turn from asphyxiation.
Fireball (Pinch of Warpstone): A ball of black fire with yellow and blue flames licking at the edges
hurtles from the caster's hand towards the chosen target. Place a fireball template anywhere
within 12 squares of the caster along his line of sight. Any models (friend or foe) which fall at
least partially under the fireball template are automatically hit. Roll 5 damage dice to see what
effect each hit has.
Flaming Skull of Terror (Silver Daemon Statue): As he finishes the incantation, the caster seems
to grow horns and fangs, his fingers lengthen into great talons, huge scales fall over his eyes and
he utters a bestial roar. He is treated as a Fearsome monster until play next returns to exploration
turns.
Necromantic
Strengthen Undead (A Handful of Grave Dust): The necromancer casts the grave dust into the air
and whispers the incantation. As he does, a baleful moaning sound rises up in the room or
passage the spellcaster is in. All Undead creatures (including the caster itself) gain 1 point each
of Strength and Toughness, and 1 extra damage dice. The effect lasts for one full combat turn.
After that, the caster has to make an Intelligence test each combat turn. If it makes the test
successfully, the spell effect is sustained. If the Intelligence test is failed, the spell effect is
immediately lost.
Flesh Flaying (Miniature Dagger): The necromancer points the dagger at a single model target
within line of sight. The target immediately loses 1 wound as its flesh begins to bubble and blister,
and the skin starts to flay away from its body. The target also loses 1 point of current Strength.
In each combat turn afterwards, the target is allowed to make an Intelligence test. If the test is
failed, another wound is lost in the same way, and current Strength is also reduced by 1 point.
If either wounds or Strength are reduced to zero, the target is immediately slain. If the
Intelligence test is made, the target suffers no more losses of wounds or Strength, but the losses
it has suffered previously aren't undone. The pain of the flesh flaying is so severe that a wizard
affected by it cannot cast any spells himself until he makes an Intelligence test to end the spell
effects.
Slev’s Spell Books
Dark Magic
Fireball (Basic)
Components: A pinch of Warpstone
A ball of black fire with yellow and blue flames licking at the edges hurtles from the caster’s hands
towards the chosen target.
Range: 12 spaces
Target: One space or figure (Blast)
Duration: Instant
Effect: All figures in the target area are hit for five damage dice with the Flaming ability.
Choke (Basic)
Components: A Vial of Swamp Gas
The victim suddenly clutches her throat and has great trouble breathing. Dark wisps of smoke
begin to seep from his moth and nostrils as his lungs fill with noxious fumes.
Range: Line of Sight
Target: One figure
Duration: Special
Effect: The target loses two wounds, it may only stagger one square, and it may not take any
other action in the same turn. At the start of each combat turn thereafter, the target must pass
an Intelligence test or the spell continues for that turn.
Conflagration
Components: Pinch of Warpstone & Heart of a Hero
The caster causes an unquenchable daemonic fire to burst forth from beneath his victim.
Range: 12
Target: One space or figure (Blast)
Duration: Instant
Effect: All figures in the target area are hit for ten damage dice with the Flaming ability.
Warp Passage
Components: Miniature Silver Dagger & Heart of a Hero
Placing the heart upon the floor, the sorcerer cuts it deeply with the knife and paints a ritual circle
of blood. As the sorcerer chants, the blood boils with unholy vigor, dissolving the floor into a
glittering rift through the realm of chaos to some other place.
Range: 0
Target: A space in room or corridor
Duration: Until the next exploration turn
Effect: A Warp Portal overlay is placed on the corresponding board section. It allows up to five
models per turn to teleport to another location. Upon stepping onto the portal the models
disappear, only to reappear elsewhere. The models may he placed on any of the dungeon
sections that are currently in play. All of the models must be placed in an area three squares by
three squares centered on the first model placed.
Bloodbath
Components: Pinch of Warpstone & Heart of a Hero
The Wizard casts the Warp-Dust to the air, chanting as he stirs the cloud with the silver dagger.
At the spell’s height, the Wizard gives a great shout to the Gods of Chaos, and the dust,
transformed into a million tiny daggers, flies forth to spill the blood of all.
Range: 4
Target: Every figure in range
Duration: Instant
Effect: Targets suffer seven damage dice. If the caster passes an Intelligence test, the effect is
increased by two damage dice.
Asphyxiate
Components: Vial of Swamp Gas & Heart of a Hero
The caster breaths deeply before exhaling a cloud of noxious green gas.
Range: 8
Target: One figure
Duration: Instant
Effect: The target is hit for eight damage dice with Armor Piercing and Cleaving.
Dark Raiment
Components: Golden Statue of a Daemon & Heart of a Hero
The caster cants as he rubs a warpstone into the statue. Slowly, the statue is flattened into a cloak
of pure malignance.
Range: 1
Target: One figure
Duration: Until the next exploration turn
Effect: The target gains the Invulnerable ability. If the target model is already invulnerable, it gains
+1 Toughness instead.
Envenom
Components: Golden Statue of a Daemon & Heart of a Hero
The caster causes the blades of his allies to weep with foul poisons.
Range: 0
Target: Room or Corridor
Duration: Until the caster’s next turn
Effect: All friendly models within the target dungeon section gain a special Blade Venom which
will give those figures +1 damage dice for the duration of the spell’s effect. If the figure is already
using a blade venom, it gains an additional +1 damage dice.
Miasma
Components: Vial of Swamp Gas & Heart of a Hero
The caster summons a pall of noxious oily blackness which seeps into the lungs of all around him.
Range: Line of Sight
Target: All figures
Duration: Special
Effect: The target loses two wounds, it may only stagger one square, and it may not take any
other action in the same turn. At the start of each combat turn thereafter, the target must pass
an Intelligence test or the spell continues for that turn.
Necromantic
Summonation (Basic)
Components: Miniature Silver Sarcophagus
The necromancer’s invocation shatters the sarcophagus, but where its fragments land, foul
undead beings claw their way from the ground.
Range: special
Target: Self
Duration: Instant
Effect: The necromancer may generate a group of undead enemies to be placed as close to him
as possible. The group of enemies will have a PV equal to Party Experience, and they will provide
loot as Wandering Monsters.
Drain Life
Components: Miniature Golden Ankh
The necromancer’s chanting turns the ankh into a burning weapon capable of sapping the life-
force from the enemy.
Range: 0
Target: Self
Duration: Until the next Exploration Turn
Effect: The caster’s unarmed attacks gain the Direct Damage ability.
Hand of Death
Components: Grave Dust & Heart of a Hero
The necromancer completes his ritual and points at his target. In an instant, the life force of the
target begins to drain through the aether into the necromancer’s body.
Range: 12
Target: One figure in line of sight
Duration: Instant
Effect: Target is hit for ten Damage Dice with the Vampyre ability.
Exhume
Components: Miniature Silver Sarcophagus & Heart of a Hero
The necromancer’s invocation consumes the heart to a withered husk as the sarcophagus expands
into a shimmering dark gateway to the real of spirits and death.
Range: Special
Target: Self
Duration: Instant
Effect: The necromancer may generate a group of undead enemies to be placed as close to him
as possible. The group of enemies will have a PV equal to Party Experience x2, and they will
provide loot as Wandering Monsters.
Grave Form
Components: Grave Dust & Heart of a Hero
The necromancer spills a little of his own blood and mixes it with the grave dust. As he pastes the
mixture to his skin, he takes on the horrid visage of the undead.
Range: 0
Target: Self
Duration: Until the next exploration Turn
Effect: The necromancer gains the Fearsome and Invulnerable abilities. If the necromancer
already has these abilities, he gains +1 Toughness or Might x1 for each one instead.
Infect
Components: Corpse Blood & Heart of a Hero
The necromancer causes life-sapping energies to be instilled in an ally.
Range: 1
Target: One figure
Duration: Until the next exploration turn
Effect: The target gains the Cause Disease ability. If the target already has this ability, it gains one
point of Aim for all Hand-to-Hand attacks instead.
Horror
Components: Corpse Blood
The necromancer takes on a form so hideous, none can look upon it and remain truly sane.
Range: Line of Sight
Target: One figure
Duration: Instant
Effect: The target may be moved a number of spaces up to its Speed value as desired by the
caster.
Steal Life
Components: Miniature Silver Sarcophagus
The necromancer transforms the sarcophagus into a conduit to a place of death and power.
Range: 1
Target: One figure
Duration: Instant
Effect: The target is hit for three Damage Dice with the Vampyre ability.
Conversion from Slev’s Scale
The following conversion was applied in order to make Slev’s bestiary compatible (meaning
interchangeable) with the original one implemented in Advanced HeroQuest:
Note: Some entries have been corrected and/or modified, so they may not match Slev’s if
converted back to his scale.
Skaven
C Giant Rat 5 -- 4* 5 12 5 3 2 2* ½
*Optional: ST5/DD3
Claws & Fangs (F:1/C:--)
Giant Rat
C 5 -- 3 5 10 6 6 1 2* ½
(WD 159)
*Should be DD1 given its ST
Claws & Fangs (F:1/C:--)
Morning Star
Heater Shield
C Skaven Slave 5 4 5 6 10 3 3 2 3 ½ Slave
Morning Star
Heater Shield
Skaven Slave
C 5 4 4 6 10 3 3 2 2 ½ Slave
(*)
Morning Star
Heater Shield
Skaven Slave
C 5 3 5 7 9 3 3 2 3 ½ Leather Jack
(**) Slave
Arming Sword
Heater Shield
C Clanrat Warrior 6 4 5 7 9 6 6 3 3 1 Leather Jack
Arming Sword
Heater Shield
Clanrat Warrior
C 6 5 5 6 10 6 6 3 3 1
(*)
Knife (M/T)
(R4/D1/EX7/Swift Shot)
Clanrat Warrior
C 6 6 5 5 10 6 6 3 1 1 Footman’s Bow
Archer (R24/D3/EX4/Great/Swift Shot)
Knife (M/T)
Clanrat Warrior (R4/D1/EX7/Swift Shot)
Footman’s Bow
C Archer 6 5 5 6 9 6 6 3 1 1 (R24/D3/EX4/Great/Swift Shot)
(*) Leather Jack
Arming Sword
Leather Jack
Skaven Warrior
C 6 5 5 7 10 6 6 3 3 1 Heater Shield
(AHQ)
Morning Star
Heater Shield
C Slave Champion 6 4 5 6 10 3 3 3 3 1 Slave
Morning Star
Heater Shield
Slave Champion
C 6 3 5 7 9 3 3 3 3 1 Leather Jack
(*) Slave
Arming Sword
Heater Shield
C Clanrat Sentry 6 6 5 6 10 6 6 3 3 2* Sentry
*Optional: PV1
Lugged Spear (R)
(R8/D2/EX7/Throw/Swift Shot)
Clanrat Warden
C 7 5 6 7 9 6 6 4* 3 2 Heater Shield
Champion Leather Jack
*Optional: W3
Lugged Spear (R)
Clanrat Warden (R8/D2/EX7/Throw/Swift Shot)
C Champion 7 5 6 8 8 6 6 4* 3 2 Heater Shield
(*) Chain Coat
*Optional: W3
Arming Sword
Heater Shield
Clanrat Warrior
C 7 5 6 7 9 6 6 4* 4 2 Leather Jack
Champion
*Optional: W3
Arming Sword
Clanrat Warrior Heater Shield
C Champion 7 5 6 8 8 6 6 4* 4 2 Chain Coat
(*)
*Optional: W3
Arming Sword
Herdsman’s Sling
C Night Runner 6 6 5 5 12 6 7 3 3 2 (R12/D1/Swift Shot/Unreliable)
Alert
Arming Sword
Heater Shield
Night Runner
C 6 4 5 7 11 6 7 3 3 2 Leather Jack
(*) Alert
Arming Sword
Skaven Heater Shield
C Champion 7 5 6 8 9 8 6 3 4 2 Chain Coat
(AHQ)
Arming Sword
Heater Shield
Skaven Sentry
C 6 6 5 6 11 6 6 3 3 2 Alert
(AHQ) Sentry
Scythe (R)
(F:1-2/C:11+/Great)
C Storm Vermin 7 6 5 7 8 7 6 4 3 2 Chain Coat
Arming Sword
Heater Shield
Storm Vermin
C 7 5 5 8 8 7 6 4 3 2 Chain Coat
(*)
Arming Sword
Herdsman’s Sling
Nightrunner
C 7 7 5 5 12 6 7 4 3 3 (R12/D1/Swift Shot/Unreliable)
Champion Alert
Arming Sword
Nightrunner Heater Shield
C Champion 7 5 5 7 11 6 7 4 3 3 Leather Jack
(*) Alert
Arming Sword
Heater Shield
Storm Vermin
C 8 5 6 8 8 7 6 4* 4 4 Chain Coat
Claw Champion
*Optional: W5
Claymore (R) (F:1-2/C:11+)
Storm Vermin (Cleaving/Great)
C Claw Champion 8 6 6 7 8 7 6 4* 5 4 Chain Coat
(*)
*Optional: W5
Scythe (R)
(F:1-2/C:11+/Great)
Storm Vermin
C 8 6 6 7 8 7 6 4* 4 4 Chain Coat
Fang Champion
*Optional: W5
Arming Sword
Naval Pistol (R12/D4/F:1-2/C:--
Storm Vermin /Slow Fire/Unreliable)
C 8 6 6 7 8 7 6 4* 4 4 Chain Coat
Paw Champion
*Optional: W5
Morning Star
Heater Shield
Skaven Slave
E 5 5 5 7 11 5 5 3 1* ½ Leather Jack
(WD 134) Slave
*Should be DD3 given its ST
Whip (R)
(F:1-2/C:12/Unreliable)
E Packmaster 6 5 5 6 11 7 5 3 3 2 Leather Jack
Beastmaster
Slavemaster
Arming Sword
Skaven Alert
E Gutter Runner 6 6 5 5 12 6 6 3 3 2
(AHQ)
Arming Sword
Herdsman’s Sling
E Gutter Runner 7 7 5 5 12 7 8 3 3 3 (R12/D1/Swift Shot/Unreliable)
Alert
Blade Fury
Arming Sword
Herdsman’s Sling
Gutter Runner
E 7 6 5 6 11 7 8 3 3 3 (R12/D1/Swift Shot/Unreliable)
(*) Leather Jack
Alert/Blade Fury
Arming Sword
Poisoned Wind Globe x2
Poisoned Wind
E 6 5 5 7 7 5 7 3 3 3 (R12/D6/F:1/C:-/Armor Piercing/
Globadier Blast/Cleaving)
Chain Coat
Lash (M)
Skaven (F:1-2/C:11-12/Unreliable)
E Beastmaster 7 5 6 6 10 7 5 3 3* 3 Leather Jack
(WD 134) Beastmaster
*Should be DD4 given its ST
Arming Sword
Skaven Herdsman’s Sling
E Gutter Runner 5 6 5 5 10 6 6 3 3 3 (R12/D1/Swift Shot/Unreliable)
(WD 134) Alert
Arming Sword
Skaven Alert
E Night Runner 7 7 5 5 12 6 6 3 3 3
(AHQ)
Lash (M)
Skaven (F:1-2/C:11-12/Unreliable)
E Slavemaster 7 5 5 5 10 6 5 3 3 3 Leather Jack
(WD 134) Slavemaster
Arming Sword
Plague Censer Modfied Plague Censer (R) x1
(D2/F:1-2/C:12/Armor Piercing/
E Bearer Champion 7 5 5 9 9 7 5 4 3 5 Blast)
(*) Chain Coat
Berserker
Arming Sword
Magic Scroll (Dark Magic)
Plague Monk
E 7 7 5 6 10 7 5 4* 3 5 Berserker
Champion
*Optional: W5
Arming Sword
Skaven Warplock Jezzail
Jezzailachis (R48/D6/F:1-2/C:--/ArmorPiercin
E 6 6 6* 4 10 6 6 3 2* 6 /Clumsy/Slow Fire/Team)
Team
(AHQ) *Should be either ST4 or DD4
Special Rules (see AHQ)
Voulge (R) (F:1-2/C:11+)
Skaven Poisoned Poisoned Wind Globe x6
E Wind Globadier 6 6 3 5 10 6 6 3 2 6 (R12/D6/F:1/C:--/ArmorPiercing/
(AHQ) Blast/Cleaving)
Special Rules (see AHQ)
Arming Sword
Warplock Jezzail
E Jezzail 6 6 5 5 10 5 7 4 3 7 (R48/D6/F:1-2/C:--/ArmorPiercin
/Clumsy/SlowFire/Team)
Arming Sword
Warplock Jezzail
Jezzail
E 6 5 5 7 8 5 7 4 3 7 (R48/D6/F:1-2/C:--/ArmorPiercin
(*) /Clumsy/Slow Fire/Team)
Chain Coat
Claws and Fangs (F:1/C:--)
Fearsome
Rat Ogre
E 7 3 8 8 7 8 4 7 6 7 Large
(WD 134) Run Amok
Arming Sword
Warplock Jezzail
Jezzail (R48/D6/F:1-2/C:--/ArmorPiercin
E 6 7 5 5 10 5 7 4 3 8 /Clumsy/Slow Fire/Team)
Champion
Arming Sword
Jezzail Warplock Jezzail
(R48/D6/F:1-2/C:--/ArmorPiercin
E Champion 6 6 5 7 8 5 7 4 3 8 /Clumsy/Slow Fire/Team)
(*) Chain Coat
Arming Sword
Skaven Warpfire- Warpfire Thrower
(MR12/D5/F:1-2/C:--/Blast/
E Thrower Team 6 6 4 4 10 6 6 3 2 10 Clumsy/Flaming/Team)
(AHQ)
Special Rules (see AHQ)
Arming Sword
Doom-Flayer (D4/F:--/C:9+/
Blade Fury/Team/To-Hit vs
E Doom Flayer 6 5 5 7 8 5 7 4 3 11 Target’s Speed)
Chain Coat
Arming Sword
Warp-Grinder (D4/F:--/C:12/
Armor Piercing Bolt/Team)
E Warp Grinder 6 5 5 7 8 5 7 4 3 11 Chain Coat
Arming Sword
Poisoned Wind Mortar
Poisoned Wind (R24/D8/F:1-2/C:--/ArmorPiercin
E 6 5 5 7 8 5 7 4 3 12 /Blast/Cleaving/Team)
Mortar
Chain Coat
Arming Sword
Rattling Gun (R24/D4/F:1-2/C:-
/Blade Fury-Ranged/Clumsy/
E Rattling Gun 6 5 5 7 8 5 7 4 3 14 Swift Shot/Team)
Chain Coat
Arming Sword
Warpfire Thrower
(MR12/D5/F:1-2/C:--/Blast/
E Warpfire Thrower 6 5 5 7 8 5 7 4 3 14 Clumsy/Flaming/Team)
Chain Coat
Arming Sword
Naval Pistol
Warlock (R12/D4/F:1-2/C:--/Slow Fire/
CH 6 6 5 6 9 6 8 4 3 6 Unreliable)
Apprentice
Arming Sword
Spellcaster (Dark Magic)
Warlock
CH 6 6 5 6 9 6 8 4 3 6 Miniature Silver Dagger
Warpweaver Pinch of Warpstone
Arming Sword
Warplock Pistol
Warlock (R24/D4/F:1-2/C:--/ArmorPiercin
CH 6 5 5 8 8 6 8 4 3 7 /Clumsy/Swift Shot/Unreliable)
Engineer
Chain Coat
Arming Sword
Clan Eshin Alert x2
CH Assassin 9 9 5 7 12 9 7 4 3 8
(AHQ)
Special Rules (see AHQ)
Arming Sword
Clan Eshin Alert x2
Assassin
CH 9 9 5 7 12 9 7 4 3 8
Kheewyzz
(WD 134)
Special Rules (see WD 134).
Arming Sword
Heater Shield
Knight’s Plate
CH Claw Chieftain 8 4 7 10 8 8 6 5 5 9 Blade Fury
Voulge (R)
(F:1-2/C:11+)
Heater Shield
CH Fang Chieftain 8 4 7 10 8 8 6 5 5 9 Knight’s Plate
Blade Fury
Sigil Sword
Clan Mors (ST+2/DD+2/F:1/C:11+/Aim x2
/Runeblade)*
CH Warlord 10* 5 9* 8 9 9 7 4 7* 10 Chain Coat
(AHQ) Heater Shield
Knife (M/T)
Clan Skryre (R4/D1/EX7/Swift Shot)
Spellcaster (Dark Magic)
White Skaven
CH 5 7 5 5 10 6 10 4 1 10 Choke
Sorcerer Fireball x2
(AHQ) Flaming Skull of Terror
Special Rules (see AHQ)
Knife (M/T) (R4/D1/EX7/Swift
Shot)
Clan Skyre Spellcaster (Dark Magic)
CH Sorcerer Tsekkaz 5 7 5 5 10 6 10 4 1 10 Choke
(WD 134) Fireball x2
Flaming Skull of Terror
Special Rules (see WD 134)
Arming Sword
Heater Shield
Knight’s Plate
CH Claw Warlord 9 4 7 10 8 9 7 6 5 10
Voulge (R)
(F:1-2/C:11+)
Heater Shield
CH Fang Warlord 9 4 7 10 8 9 7 6 5 10 Knight’s Plate
Blade Fury
Arming Sword
Naval Pistol
(R12/D4/F:1-2/C:--/Slow Fire/
CH Paw Warlord 9 5 7 9 8 9 7 6 5 10 Unreliable)
Knight’s Plate
Blade Fury
Arming Sword
Berserker
Spellcaster (Dark Magic)
CH Plague Priest 8 6 6 7 11 7 7 4 4 10 Pinch of Warpstone
Vial of Swamp Gas
Arming Sword
Naval Pistol
(R12/D4/F:1-2/C:--/Slow Fire/
CH Paw Chieftain 8 5 7 9 8 8 6 5 5 11 Unreliable)
Knight’s Plate
Blade Fury (w/sword)
Arming Sword
Berserker
Spellcaster (Dark Magic)
CH Plague Deacon 8 6 6 7 11 7 8 4 4 11 Golden Statue of a Daemon
Pinch of Warpstone
Vial of Swamp Gas x2
Arming Sword x2* (Blade
Venom: +1DD*)
Throwing Knives x2
CH Assassin 9 8 6 7 12 9 7 4 5* 12 (R4/D2*/EX6/Cleaving/Blade
Venom: +1 DD)
Alert
Blade Fury
Arming Sword x2*
Blade Fury
Berserker
CH Plague Dervish 8 6 6 7 11 7 7 4 4* 12 Spellcaster (Dark Magic)
Pinch of Warpstone
Vial of Swamp Gas
Morning Star*
Fearsome
Zombie
C 6 1 5 4 6 10 2 3 3 1
(AHQ) *Optional: Cleaver
(F:1/C:--/D2/Cleaving)
Claws and Fangs (F:1/C:--)
Fearsome
C Dire Wolf 6 1 5 5 12 7 4 3 3 2
Morning Star
Fearsome
Ghoul
C 6 2 5 6 6 8 2 4 3 2
(TitD)
Footman’s Bow
(R24/D3/EX4/Great/Swift Shot)
Skeleton
C 6 5 5 5 8 11 2 3 3 2 Morning Star
Archer Fearsome
Arming Sword
Fearsome
Skeleton
C 6 5 5 5 8 11 2 3 3 2 Sentry
Sentry
Arming Sword
Skeleton Leather Jack
Fearsome
C Sentry 6 4 5 6 7 11 2 3 3 2 Sentry
(*)
Arming Sword
Fearsome
Skeleton
C 6 5 5 5 8 11 2 3 3 2
Swordsman
Arming Sword
Skeleton Leather Jack
Fearsome
C Swordsman 6 4 5 6 7 11 2 3 3 2
(*)
Arming Sword
Skeleton Heater Shield
Leather Jack
C Champion 7 3 5 7 7 10 2 4 3 3 Fearsome
Swordsman
Arming Sword
Skeleton Heater Shield
Chain Coat
Champion
C 7 3 5 8 6 10 2 4 3 3 Fearsome
Swordsman
(*)
Claws and Fangs (F:1/C:--)
Fearsome (?)
Wolf
C 8 -- 4 7 9 8 7 4 3* 3
(WD 159)
*Should be 2DD given its ST
Arming Sword (?)
Fearsome
Wight Invulnerable
C 6 1 5 5 5 10 2 3 3 6
(WD 121)
Scythe (R)
(F:1-2/C:11+/Great/Cleaving)
Chain Coat
E Tomb Guard 7 5 6 8 6 10 3 4 4 4 Fearsome
Scythe (R)
(F:1-2/C:11+/Great/Cleaving)
Tomb Guard Chain Coat
E 7 5 6 9 6 10 3 5 4 5 Fearsome
Champion
Claymore (R)
Tomb Guard (F:1-2/C:11+/Cleaving/Great)
Chain Coat
E Champion 7 5 6 9 6 10 3 5 5 5 Fearsome
(*)
Scythe (R)
(F:1-2/C:11+/Great)
Blade Fury
E Cairn Wraith 6 1 5 5 12 10 4 6 3 6 Fearsome
Invulnerable
Claymore (R)
(F:1-2/C:11+/Cleaving/Great)
Cairn Wraith Blade Fury
E 6 1 5 5 12 10 4 6 4 6 Fearsome
(*)
Invulnerable
Arming Sword
Scream*
(R8/D4/F:-/C:-/Armor Piercing)
E Tomb Banshee 6 1 5 5 12 10 5 6 3 6 Fearsome
Invulnerable
*Use target’s BR (instead of TH)
to resolve Damage
Claws and Fangs
(F:1/C:--/Cleaving)
Fearsome
E Tomb Swarm 6 -- 4 5 6 11 3 12 2 6
Arming Sword
Chain Coat
Fearsome
Wight
E 9 4 6 9 7 10 6 6 4 8 Invulnerable
(TitD) Strenght Drain
Arming Sword
Undead Chain Coat
Fearsome
CH Champion 8 1 6 8 6 10 3 4 4 6
(AHQ)
Whip (R)
(F:1-2/C:12/Unreliable)
Leather Jack
CH Necrotect 6 5 6 8 7 9 8 6 4 7 Cause Disease
Fearsome
Flammable
Lash (R)
(F:1-2/C:11+/Unreliable)
Chain Coat
CH Tomb Champion 7 3 6 9 6 10 9 6 4 8 Heater Shield
Cause Disease
Fearsome
Flammable
Arming Sword
Chain Coat
Heater Shield
CH Tomb Herald 7 3 6 9 6 10 9 6 4 8 Cause Disease
Fearsome
Flammable
Lugged Spear (R)
(R8/D2/EX7/Throw/Swift Shot)
Chain Coat
CH Tomb Preceptor 7 3 6 9 6 10 9 6 3 8 Heater Shield
Cause Disease
Fearsome
Flammable
Quarterstaff (R) (F:1/C:--/Great)
Fearsome
Spellcaster (Necromantic)
Journeyman
CH 6 6 5 5 8 6 10 6 1 9 Corpse Blood
Necromancer Grave Dust
Miniature Silver Sarcophagusx2
Arming Sword
Blood Powers
Fearsome
CH Crypt Vampire 9 7 7 6 12 9 8 6 5 10 Spellcaster (Necromantic)
Grave Dust
Miniature Golden Ankh
Arming Sword
Blood Powers
Fearsome
CH Dark Vampire 9 7 7 6 12 9 8 6 5 10 Spellcaster (Dark Magic)
Miniature Silver Dagger
Vial of Swamp Gas
Arming Sword
Chain Coat
Cause Disease
CH Tomb King 9 3 7 10 7 12 11 12 5 12 Fearsome
Flammable
Whip (R)
(F:1-2/C:12/Unreliable)
Heater Shield
Chain Coat
CH Tomb Sovereign 9 3 7 10 7 12 11 12 5 12 Cause Disease
Fearsome
Flammable
Arming Sword
Goblin
C 5 5 4 5 6 5 5 2 2 ½
(AHQ)
Knife (M/T)
(R4/D1/EX7/Swift Shot)
Goblin
C 5 6 4 5 7 5 5 2 1 ½ Footman’s Bow
Archer (R24/D3/EX4/Great/Swift Shot)
Knife (M/T)
Goblin (R4/D1/EX7/Swift Shot)
C Archer 5 5 5 6 7 5 5 2 1 ½ Footman’s Bow
(*) (R24/D3/EX4/Great/Swift Shot)
Leather Jack
Knife (M/T)
(R4/D1/EX7/Swift Shot)
Goblin Archer Footman’s Bow
C 5 5 4 5 7 5 5 2 1 ½
(AHQ) (R24/D3/EX4/Great/Swift Shot)
Arming Sword
Goblin
C 5 5 4 5 7 5 5 2 2 ½
Swordsman
Arming Sword
Goblin Heater Shield
C Swordsman 5 4 4 6 7 5 5 2 2 ½
(*)
Arming Sword
Heater Shield
Goblin
C Swordsman 5 4 5 6 7 5 5 2 3 ½
(**)
Arming Sword
Heater Shield
C Goblin Sentry 5 4 4 6 8 5 5 2 2 1 Sentry
Arming Sword
Heater Shield
Hobgoblin
C 6 5 5 6 7 5 5 3 3 1
Swordsman
Arming Sword
Hobgoblin Heater Shield
Leather Jack
C Swordsman 6 4 5 7 6 5 5 3 3 1
(*)
Arming Sword
Heater Shield
Hobgoblin
C 6 5 5 6 8 5 5 3 3 1 Sentry
Sentry
Arming Sword
Heater Shield
Orc
C 6 5 5 7* 6 7 5 4 3 1 Leather Jack
(AHQ)
*Corrected in TitD
Axe (Cleaving)
Heater Shield
C Orc Axeman 6 5 5 7 6 7 5 4 3 1
Axe (Cleaving)
Heater Shield
Orc Axeman
C 6 3 5 8 5 7 5 4 3 1 Leather Jack
(*)
Arming Sword
Heater Shield
C Orc Swordsman 6 4 5 7 6 7 5 4 3 1
Arming Sword
Heater Shield
Orc Swordsman
C 6 3 5 8 5 7 5 4 3 1 Leather Jack
(*)
Arming Sword
Heater Shield
Orc Champion
C 7 5 6 8* 5 8 5 4 4 2 Chain Coat (?)
(AHQ)
Arming Sword
Heater Shield
Sentry
C Orc Sentry 6 4 5 7 8 7 5 4 3 2
Arming Sword
Heater Shield
Orc Sentry
C 6 6 5 7 7 7 4 4 3 2 Sentry
(WD 121)
Axe (Cleaving)
Heater Shield
C Big ‘Un 7 4 6 7 6 7 5 6 4 3
Axe (Cleaving)
Heater Shield
Big ‘Un
C 7 3 6 9 4 7 5 6 4 3 Chain Coat
(*)
Axe (Cleaving)
Heater Shield
Orc Savage
C 6 4 5 8 6 8 5 4 3 3 Berserker
Axeman
Arming Sword
Heater Shield
Orc Savage
C 6 4 5 8 6 8 5 4 3 3 Berserker
Swordsman
Axe (Cleaving)
Heater Shield
Orc Boss
C 7 3 6 9 5 7 5 5 4 4 Leather Jack
Axeman
Arming Sword
Heater Shield
Orc Boss
C 7 3 6 9 5 7 5 5 4 4 Leather Jack
Swordsman
Arming Sword
Heater Shield
Orc Warlord
C 8 5 6 9 6 9 6 4 4 6* Chain Coat
(AHQ)
*Suggested: PV4
Arming Sword
Heater Shield
Black Orc
E 7 3 6 8 5 8 6 4 4 3 Leather Jack
Swordsman
Morning star
Claws and Fangs (F:1/C:--)
Blade Fury
E Squigg Hopper 6 3 6 5 6 5 2 4 4 3
Axe (Cleaving)
Black Orc Heater Shield
E Champion 8 3 6 8 5 8 6 5 4 4 Leather Jack
Axeman
Arming Sword
Black Orc Heater Shield
Leather Jack
E Champion 8 3 6 8 5 8 6 5 4 4
Swordsman
Morning Star
Blade Fury
E Snotling Swarm 5 0 4 4 6 4 2 12 2 6
Axe (Cleaving)
Heater Shield
Leather Jack
CH Goblin War Boss 8 3 6 8 6 7 5 8 4 6 Blade Fury
Axe (Cleaving)
Leather Jack
Blade Fury
Goblin Great
CH 5 4 5 7 6 4 7 8 3 8 Spellcaster (Dark Magic)
Shaman Enhancing/Focusing
Vial of Swamp Gas
Pinch of Warpstone
Oslop (F:1-2/C:11-12) (Great)
Chain Coat
Orc Warchief
CH 9 3 6 9 6 10 7 4 5 8
(AHQ)
Axe (Cleaving)
Leather Jack
Blade Fury
Spellcaster (Dark Magic)
CH Orc Shaman 6 4 5 7 5 5 7 6 3 10 Enhancing/Focusing
Vial of Swamp Gas x2
Pinch of Warpstone x2
Golden Statue of a Daemon.
Axe (Cleaving)
Leather Jack
Blade Fury
Great Orc Spellcaster (Dark Magic)
CH 6 4 6 8 5 6 8 9 4 12 Enhancing/Focusing
Shaman
Vial of Swamp Gas x2
Pinch of Warpstone x2
Golden Statue of a Daemon x2
Footman’s Hammer
(R8/D5/EX7) (Throw/Swift Shot)
Blade Fury
Black Orc
CH 10 5 7 7 6 9 7 10 5 14 Heater Shield
Warboss Knight’s Plate
Hordes of Chaos
Arming Sword
Footman’s Bow
Chaos Marauder
C 7 5 5 6 7 9 7 3 3 1 (R24/D3/EX4/Great/Swift Shot)
Archer Leather Jack
Axe (Cleaving)
Heater Shield
Chaos Marauder
C 7 4 5 7 7 9 7 3 3 1 Leather Jack
Axeman
Axe (Cleaving)
Chaos Marauder Heater Shield
C Axeman 7 3 5 8 6 9 7 3 3 1 Chain Coat
(*)
Lugged Spear (R)
(R8/D1/EX7/Throw/Swift Shot)
Chaos Marauder
C 7 4 5 7 7 9 7 3 2 1 Heater Shield
Spearman Leather Jack
Arming Sword
Heater Shield
Chaos Marauder
C 7 4 5 7 7 9 7 3 3 1 Leather Jack
Swordsman
Arming Sword
Chaos Marauder Heater Shield
C Swordsman 7 3 5 8 6 9 7 3 3 1 Chain Coat
(*)
Arming Sword
Heater Shield
Chaos Thug
C 7 5 5 7 7 8 6 3 3 1 Leather Jack
(AHQ)
Arming Sword
Heater Shield
Chaos Sentry
C 7 6 5 6 8 8 6 3 3 2 Sentry
(WD 122 & 150)
Axe (Cleaving)
Heater Shield
Knight’s Plate
Chaos Warrior
C 8 4 6 9 6 9 8 4 4* 4
(AHQ)
*Corrected in TitD
Axe (Cleaving)
Heater Shield
Chaos Warrior Knights Plate
C 8 3 6 9 6 9 8 4 4 4
Axeman
Axe (Cleaving)
Chaos Warrior Heater Shield
Knights Plate
C Axeman 8 3 6 10 6 9 8 4 4 4
(*)
Axe (Cleaving)
Heater Shield
Chaos Forsaken Knights Plate
C 7 1 6 9 6 10 7 5 4 5 Berserker
Axeman
Axe (Cleaving)
Chaos Warrior Heater Shield
Knights Plate
C Champion 9 3 7 9 6 9 9 5 5 5
Axeman
Axe (Cleaving)
Chaos Warrior Heater Shield
Champion Knights Plate
C 9 3 7 10 6 9 9 5 5 5
Axeman
(*)
Great Axe (F:1-2/C:11-12)
Chaos Warrior (Cleaving/Great)
Heater Shield
C Champion 9 3 7 9 6 9 9 5 6 5 Knight’s Plate
Great Axeman
Arming Sword
Chaos Warrior Heater Shield
Knight’s Plate
C Champion 9 3 7 9 6 9 9 5 5 5
Swordsman
Arming Sword
Chaos Warrior Heater Shield
Knight’s Plate
Champion
C 9 3 7 10 6 9 9 5 5 5
Swordsman
(*)
Axe (Cleaving)
Heater Shield
Chaos Forsaken Knights Plate
C 7 1 6 9 6 10 7 5 4 6 Berserker
Axeman
Blade Fury
Great Axe (F:1-2/C:11-12)
(Cleaving/Great)
Knight’s Plate
Chaos Forsaken
C 7 2 6 8 6 10 7 5 5 6 Berserker
Great Axeman Blade Fury
Arming Sword
Heater Shield
Knight’s Plate
Chaos Forsaken
C 7 1 6 9 6 10 7 5 4 6 Berserker
Swordsman Blade Fury
Axe (Cleaving)
Heater Shield
Knights Plate
Chaos Chosen
E 9 3 6 10 6 11 7 4 4 5
Axeman
Arming Sword
Heater Shield
Chaos Chosen Knight’s Plate
E 9 3 6 10 6 11 7 4 4 5
Swordsman
Axe (Cleaving)
Heater Shield
Chaos Chosen Knights Plate
E Mark of Slaanesh 9 3 6 10 6 11 7 4 4 6 Accurate
Axeman Alert
Arming Sword
Heater Shield
Chaos Chosen Knight’s Plate
E Mark of Slaanesh 9 3 6 10 6 11 7 4 4 6 Accurate
Swordsman Alert
Axe (Cleaving)
Chaos Chosen Heater Shield
Knights Plate
E Champion 10 3 7 10 6 10 7 5 5 7
Axeman
Arming Sword
Chaos Chosen Heater Shield
Knight’s Plate
E Champion 10 3 7 10 6 10 7 5 5 7
Swordsman
Axe (Cleaving)
Chaos Chosen Heater Shield
Knights Plate
E Mark of Khorne 9 3 6 10 6 11 7 4 4 7 Berserker
Axeman
Arming Sword
Chaos Chosen Heater Shield
Knight’s Plate
E Mark of Khorne 9 3 6 10 6 11 7 4 4 7 Berserker
Swordsman
Axe (Cleaving)
Heater Shield
Chaos Chosen Knights Plate
E Mark of Nurgle 9 3 7 10 6 11 7 5 5 7
Axeman
Arming Sword
Chaos Chosen Heater Shield
Knight’s Plate
E Mark of Nurgle 9 3 7 10 6 11 7 5 5 7
Swordsman
Axe (Cleaving)
Leather Jack
Fimir Blade Fury
E 6 2 5 7 6 8 5 4 3 7*
(AHQ)
Large? Fearsome? (See TitD)
*Suggested:PV2
Axe (Cleaving)
Chaos Chosen Heater Shield
Knights Plate
E Mark of Tzeench 9 3 6 10 6 11 7 4 4 8 Invulnerable
Axeman
Arming Sword
Chaos Chosen Heater Shield
Knight’s Plate
E Mark of Tzeench 9 3 6 10 6 11 7 4 4 8 Invulnerable
Swordsman
Axe (Cleaving)
6x Poisoned Knife (M/T)
Edrin The Shifty (R4/D1/EX7/Swift Shot) (Cause
CH Human Bandit 7 9 6 5 9 8 9 3 5* 4 Disease)
(WD 150)
*Should be 4 given its ST
Sword
One-Eyed Shield
Knight’s Plate
Yadrey
CH 8 2 6 10 5 7 7 4 4 5
Human Bandit
(WD 150)
Bidenhander (Great)
(F:1-2/C:11-12)
Grugnar Cain Coat
Facebreaker
CH 8 2 6 10 5 7 7 4 7 5
Human Bandit
(WD 150)
Sword
Chain Coat
Knife (M/T)
Herman Zorin (R4/D1/EX7/Swift Shot)
Follower of Footman’s Crossbow
CH 9 7 7 8 6 9 8 5 5 8 (Ammunition-Bolt SlowFire/
Tzeentch
(WD150) Swift Shot/) (R36/D4/EX4)
Leaf Bolts x12
Magical Crescent Ring
(opponents suffer -1 To-Hit)
Axe (Cleaving)
Shield
Kight’s Plate
Exalted Hero
CH 10 3 7 10 6 10 8 6 5 10
Axeman
Scythe (R)
(F:1-2/C:11+/Great)
Chaos Sorcerer Spellcaster (Dark Magic)
CH 7 3 5 7 8 9 10 4 3 11 Choke
(AHQ)
Fireball
Flamming Skull of Terror
Claws & Fangs (F:1/C:--)
Fearsome
Bloodthirster Flight
CH 5 3 8 10 10 8 5 6 6 12 Invulnerable
(AHQ)
Large
Axe (Cleaving)
Knight’s Plate
Chaos Lord Blade Fury
CH of Tzeentch 12 3 6 10 6 10 8 5 4 12 Cleaving
(WD 150) Mask of Tzeentch (Fearsome)
Arming Sword
Heater Shield
Beastman
C 6 4 5 8 6 7 5 4 3 1* Leather Jack
(WD 122)
*PV should be 2
Axe (Cleaving)
Heater Shield
Ungor
C 7 5 5 6 10 7 7 3 3 1
Axeman
Axe (Cleaving)
Ungor Heater Shield
C Axeman 7 4 5 7 9 7 7 3 3 1 Leather Jack
(*)
Lugged Spear (R) (Throw/Swift
Shot) (MR8/D1/EX7)
Ungor
C 7 5 5 6 10 7 7 3 2 1 Heater Shield
Spearman
Arming Sword
Heater Shield
Ungor
C 7 5 5 6 10 7 7 3 3 1
Swordsman
Arming Sword
Ungor Heater Shield
C Swordsman 7 4 5 7 9 7 7 3 3 1 Leather Jack
(*)
Claws & Fangs (F:1/C:--)
Leather Jack
C Warhound 7 0 5 6 11 9 3 3 3 1
Arming Sword
Beastman
C 6 4 5 7 7 7 5 4 3 2
(TitD)
Arming Sword
Sentry
Beastman Sentry
C 6 5 5 7 8 7 6 4 3 2
(TitD)
Arming Sword
Heater Shield
Sentry
Beastman Sentry
C 6 5 5 7 7 7 5 4 3 2
(WD 122)
Footman’s Bow
(Great/Swift Shot)
Gor (MR24/D3/EX4)
C 8 5 5 7 9 9 7 4 3 2 Arming Sword
Archer
Leather Jack
Axe (Cleaving)
Heater Shield
Gor
C 8 5 5 7 10 9 7 4 3 2
Axeman
Axe (Cleaving)
Gor Heater Shield
Leather Jack
C Axeman 8 4 5 8 9 9 7 4 3 2
(*)
Arming Sword
Heater Shield
Gor
C 8 5 5 7 10 9 7 4 3 2
Swordsman
Arming Sword
Gor Heater Shield
Leather Jack
C Swordsman 8 4 5 8 9 9 7 4 3 2
(*)
Axe (Cleaving)
Heater Shield
Ungor Champion
C 8 5 6 7 10 7 7 4 4 2
Axeman
Axe (Cleaving)
Ungor Champion Heater Shield
Leather Jack
C Axeman 8 4 6 8 9 7 7 4 4 2
(*)
Claymore (R) (F:1-2/C:11-12)
Ungor Champion (Cleaving/Great)
Great Heater Shield
C 8 5 6 7 10 7 7 4 5 2
Swordsman
Arming Sword
Heater Shield
Ungor Champion
C 8 5 6 7 10 7 7 4 4 2
Swordsman
Arming Sword
Ungor Champion Heater Shield
Leather Jack
C Swordsman 8 4 6 8 9 7 7 4 4 2
(*)
Arming Sword
Shield
Sentry
C Ungor Sentry 7 5 5 7 10 7 7 3 3 2
Axe (Cleaving)
Heater Shield
Gor Champion Leather Jack
C 9 4 6 8 9 9 7 5 4 3
Axeman
Arming Sword
Heater Shield
Gor Champion Leather Jack
C 9 4 6 8 9 9 7 5 4 3
Swordsman
Arming Sword
Beastman Heater Shield
Leather Jack
C Champion 8 5 6 9 6 8 6 5 4 4
(TitD)
Bidenhander (Great)
Bestigor (F:1-2/C:11-12)
E Great 8 4 6 9 8 10 6 3 5 3 Knight’s Plate
Swordsman
Great Axe (Cleaving/Great)
Bestigor (F:1-2/C:11-12)
E Champion 9 5 6 9 8 10 6 4 5 4 Knight’s Plate
Great Axeman
Axe (Cleaving)
Heater Shield
Cenigor
E 7 3 6 9 11 10 6 6 4 5 Leather Jack
Axeman
Arming Sword
Heater Shield
Cenigor Leather Jack
E 7 3 6 9 11 10 6 6 4 5
Swordsman
Arming Sword
Beastman Heater Shield
Chain Mail
E Warlord 9 6 7 10 6 9 7 6 5 4
(TitD)
Great Axe (Cleaving/Great)
Cenigor (F:1-2/C:11-12)
Leather Jack
E Champion 8 4 6 8 11 10 6 7 5 6
Great Axeman
*Double Base
Huge Club* (Great)
Berserker
Minotaur Fearsome
E 7 4 7 8 8 8 4 9 7 9 Large
(AHQ)
*Damage Band G
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Leather Jack
Minotaur
E 7 5 7 7 11 10 9 10 6 10 Fearsome
Great Axeman Large
*Damage Band G
Great Club (Great)
Footman’s Crossbow (Slow Fire/
Swift Shot/Ammunition-Bolt)
(R36/D4/EX4)
CH Ogre Hunter 9 6 7 8 11 11 8 10 5 12 Leather Jack
Blade Fury
Cleaving
Fearsome
Large
Arming Sword x2*
Leather Jack
Ogre Bruiser Berserker
CH Double 9 5 7 8 11 11 7 12 5* 13 Blade Fury
Swordsman Fearsome
Large
Leather Jack
Bidenhander (Great)
Ogre Bruiser (F:1-2/C:11-12)
Blade Fury
CH Great 9 5 7 8 11 11 7 12 6 13 Fearsome
Swordsman Large
Leather Jack
Arming Sword
Caliver Handgun (Ammunition/
Ogre Bruiser Slow Fire/Unreliable) (MR24/D5)
CH 9 5 7 8 11 11 7 12 5 13 Blade Fury
Handgunner
Fearsome
Large
Arming Sword
Leather Jack
Heater Shield
Ogre Bruiser
CH 9 4 7 9 11 11 7 12 5 13 Blade Fury
Swordsman Fearsome
Large
Arming Sword
Blade Fury
Cleaving
Fearsome
CH Ogre Butcher 7 5 6 7 12 8 8 12 4 14 Large
Spellcaster (Dark Magic)
Golden Statue of a Daemon
Vial of Swamp Gas
Arming Sword x2*
Leather Jack
Ogre Tyrant Berserker
CH Double 10 6 7 8 11 10 8 15 5* 15 Blade Fury
Swordsman Fearsome
Large
Bidenhander (Great)
(F:1-2/C:11-12)
Ogre Tyrant Leather Jack
CH Great 10 6 7 8 11 9 7 15 6 15 Blade Fury
Swordsman Fearsome
Large
Arming Sword
Caliver Handgun (Ammunition/
Slow Fire/Unreliable) (MR24/D5)
Ogre Tyrant
CH 10 6 7 8 11 10 8 15 5 15 Leather Jack
Handgunner Blade Fury
Fearsome
Large
Arming Sword
Heater Shield
Leather Jack
Ogre Tyrant Blade Fury
CH 10 5 7 9 11 10 8 15 5 15 Fearsome
Swordsman
Large
Arming Sword
Blade Fury
Cleaving
Ogre Fearsome
CH 8 6 6 7 12 9 9 15 4 15 Large
Slaughtermaster
Spellcaster (Dark Magic)
A Pinch of Warpstone
Golden Statue of a Daemon
Arming Sword x2*
Ogre Tyrant Knight’s Plate
Berserker
Irongut
CH 10 5 7 10 10 10 8 15 5* 17 Blade Fury
Double Fearsome
Swordsman Large
Bidenhander (Great)
Ogre Tyrant (F:1-2/C:11-12)
Knight’s Plate
Irongut
CH 10 5 7 10 10 10 8 15 6 17 Blade Fury
Great Fearsome
Swordsman Large
Arming Sword
Heater Shield
Ogre Tyrant Knight’s Plate
CH Irongut 10 5 7 10 10 10 8 15 5 17 Blade Fury
Swordsman Fearsome
Large
Axe (Cleaving)
Knight’s Plate
Infernal Guard
C 7 4 6 9 4 11 9 4 4 3
Axeman
Axe (Cleaving)
Infernal Guard Heater Shield
Knight’s Plate
C Axeman 7 3 6 10 4 11 9 4 4 3
(*)
Arming Sword
Knight’s Plate
Infernal Guard
C 7 4 6 9 4 11 9 4 4 3
Swordsman
Arming Sword
Infernal Guard Heater Shield
Knight’s Plate
C Swordsman 7 3 6 10 4 11 9 4 4 3
(*)
Axe (Cleaving)
Bull Centaur Chain Coat
Fearsome
E Render 7 4 6 10 12 11 8 10 4 8 Large
Axeman
Axe x2 (Cleaving)
Bull Centaur Chain Coat
E Render 7 4 6 10 12 11 8 10 4 9 Blade Fury
Axeman Fearsome
Large
Axe (Cleaving)
Bull Centaur Chain Coat
E Render 8 4 7 10 12 11 8 11 5 10 Fearsome
Champion Large
Axe (Cleaving)
Knight’s Plate
Blade Fury
CH Infernal Castellan 9 5 6 10 4 11 9 6 4 10
Axe (Cleaving)
Spellcaster (Dark Magic)
Pinch of Warpstone x2
CH Sorcerer-Prophet 8 7 6 7 5 10 12 9 4 12 Vial of Swamp Gas x2
Axe (Cleaving)
Chain Coat
Blade Fury
Bull Centaur
CH 8 5 7 9 12 11 9 12 5 13 Cleaving
Taur’ruk Fearsome
Large
Arming Sword
Heater Shield
Dark Elf Warrior Leather Jack
C 8 5 5 7 9 9 9 3 3 1
Swordsman
Arming Sword
Dark Elf Warrior Heater Shield
Leather Jack
C Swordsman 8 5 5 8 8 9 9 3 3 1
(*)
Arming Sword
Heater Shield
Dark Elf Warrior Leather Jack
C 8 5 5 7 10 9 9 3 3 2 Alert
Sentry
Sentry
Arming Sword
Dark Elf Leather Jack
C Champion 9 7 5 6 9 9 9 4 3 2
Swordsman
Arming Sword
Heater Shield
Leather Jack
Dark Elf Warrior
C 8 5 5 7 9 9 9 3 3 2 Footman’s Crossbow (Slow Fire/
Crossbowman Swift Shot/Ammunition-Bolt)
(R36/D4/EX4)
Arming Sword
Leather Jack
Dark Elf Warrior Footman’s Crossbow (Slow Fire/
C Crossbowman 8 6 5 6 9 9 9 3 3 3 Swift Shot/Ammunition-Bolt)
Sentry (R36/D4/EX4)
Sentry
Arming Sword
Heater Shield
Berserker
Blade Fury
C Dark Elf Witch 8 6 5 6 10 9 9 4 3 4 Cleaving
Arming Sword
Berserker
Blade Fury
Dark Elf Witch
C 9 7 5 5 10 9 9 4 3 5 Cleaving
Champion
Whip (R)
(F:1-2/C:12/Unreliable)
Beastmaster
E Beastmaster 8 7 5 5 12 9 9 3 3 2
Scythe (R)
(F:1-2/C:10-12*/Great)
Chain Coat
E Black Guard 9 6 5 7 8 10 9 3 3 3 Accurate*
Arming Sword
Leather Jack
Footman’s Crossbow (Slow Fire/
E Shade 8 6 5 6 10 9 9 3 3 3 Swift Shot/Ammunition-Bolt)
(R36/D4/EX4)
Arming Sword
Leather Jack
Footman’s Crossbow (Slow Fire/
E Shade Champion 9 7 5 6 10 9 9 4 3 4 Swift Shot/Ammunition-Bolt)
(R36/D4/EX4)
Arming Sword
Leather Jack
Dark Elf Master
CH 10 8 6 6 9 10 10 6 4 6
Swordsman
Arming Sword
Leather Jack
Spellcaster (Dark Magic)
Supreme
CH 8 6 5 6 9 9 11 9 3 10 Enhancing
Sorceress Pinch of Warpstone
Vial of Swamp Gas
Arming Sword
Heater Shield
Leather JAck
CH Dark Elf Master 10 7 6 7 9 9 9 9 4 11 Blade Fury
Arming Sword
Heater Shield
Leather Jack
Dreadlord
CH 11 7 6 7 9 10 10 9 4 11 Blade Fury
Swordsman
Arming Sword
Heater Shield
Leather JAck
Dreadlord
CH 11 7 6 7 9 10 10 9 4 13 Blade Fury
Swordsman
Monstrous Creatures
C Cave Squig 7 1 7 5 8 7 1 3 5 2