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Expanded Bestiary For Advanced HeroQuest V1.12

The document is a revised bestiary for Advanced HeroQuest, offering over 450 monster entries and a streamlined system for generating monster groups based on party experience and enemy values. It includes detailed rules for determining the number of enemies, their value, and the treasure they carry, alongside optional rules for added complexity. Additionally, it provides a comprehensive list of equipment, abilities, and mechanics for gameplay enhancements.

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0% found this document useful (0 votes)
104 views69 pages

Expanded Bestiary For Advanced HeroQuest V1.12

The document is a revised bestiary for Advanced HeroQuest, offering over 450 monster entries and a streamlined system for generating monster groups based on party experience and enemy values. It includes detailed rules for determining the number of enemies, their value, and the treasure they carry, alongside optional rules for added complexity. Additionally, it provides a comprehensive list of equipment, abilities, and mechanics for gameplay enhancements.

Uploaded by

thrud K
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

AHQ-REVAMPING SQUAD’S WORKSHOP

Expanded Bestiary for Advanced HeroQuest


Version 1.12

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.

Generating Groups of Monsters

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:

Party Experience (PE)

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.

Value of Enemies (VE)

1. Base Number: Multiply PE by the corresponding factor:

QRs Lairs/Elites WMs


1 .5 .25

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.

Roll 1-3 4-6 7-9 10-12


Factor 1 .75 .5 .25

Optional: For Quest Rooms, add .5 to each entry as in the following table:

Factor 1.5 1.25 1 .75


Number of Enemies (NE)

Number of Enemies Table


Roll 1 Roll 2
Wandering Monsters Lairs & Quest Rooms
Add or subtract from the roll: For Wandering Monsters only if a 1 is
Lairs & Quest Rooms +6/Elites -6 rolled on any dice of Roll 1

2d12 Base Number 1d12 Modifier


2 1 1 Base Number x 1d4
3-4 2 2-3 +1d4 Enemies w/ PV=1 each
5-12 3 4-6 Base Number + 1d4
13-20 4 7-9 Base Number + 1d4
21-22 5 10-11 +1d4 Enemies w/ PV=1 each
23-30 6 12 Base Number x 1d4

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).

Optional: Multiply the number of GCs received by the corresponding factor:

Roll 1-4 5-8 9-11 12


Factor .5 1 1.5 2

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

Heroes and Henchmen gain Experience (EXP) between expeditions as follows:

Completing a Quest: +1 EXP


Training: +1 EXP
Learning a Spell: +1 EXP
Generating Groups of Monsters

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.

*Optional Rule: Ignore RF for more difficulty.

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

Statistics of Ranged Weapons: R/D/EX=Range/Damage Dice/Exhaustion (see bestiary)

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.

Flaming: Fire attacks have this ability (see Flammable).

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.

Flaming Skull of Terror (Basic)


Components: Golden Statue of a Daemon
As he finishes the incantation the caster seems to grow horns and fangs, his fingers lengthening
into great talons, huge scales fall over his eyes as he utters a bestial roar.
Range: 0
Target: Self
Duration: Until the next exploration turn
Effect: The caster gains the Fearsome ability.

Lightning Bolt (Basic)


Components: Miniature Silver Dagger
Clapping his hands together with the sound of thunder, the caster sends forth a great storm of
black lightning.
Range: Bolt
Target: All figures
Duration: Instant
Effect: All targets are automatically hit for five damage dice.
Agony
Components: Miniature Silver Dagger & Heart of a Hero
The caster causes his hands to burn with dark light and furious cold, destroying utterly all they
touch.
Range: 0
Target: Self
Duration: Until the next exploration turn
Effect: The caster’s unarmed attacks gain the Direct Damage ability.

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

Strengthen Undead (Basic)


Components: Grave Dust
The necromancer casts grave dust into the air and whispers the incantation. As he does so, a
baleful moaning sound rises up in the chamber around him.
Range: 0
Target: Room or Corridor
Duration: Special
Effect: All undead creatures in the target area (including the caster), gain +1 Toughness, Brawny
x2, and Might x2. At the start of each combat turn thereafter, the caster has to take and pass an
Intelligence test, otherwise the spell effects end.

Eye of Fear (Basic)


Components: Corpse Blood
As he finishes the incantation the necromancer grows in stature, his body appears to crawl with
nightmare creatures and spirits scream and jibber about him.
Range: 0
Target: Self
Duration: Until the next exploration turn
Effect: The caster gains the Fearsome ability.

Flesh Flaying (Basic)


Components: Miniature Golden Ankh
The necromancer points the ankh at a victim, who screams in agony as its flesh begins to bubble
and blister, and the skin starts to flay away from the body.
Range: Line of Sight
Target: One figure
Duration: Special
Effect: The target immediately loses one wound, and it suffers one point of Strength Drain. Also,
the target cannot cast spells or invoke prayers. At the start of each combat turn thereafter, the
target must take and pass an Intelligence test or the spell effects continue.

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.

Invocation of the Undying


Components: Miniature Golden Ankh
The necromancer consecrates the ankh with the vital forces of the undead and then fuses it with
the flesh.
Range: 1
Target: One figure
Duration: Until the next exploration turn
Effect: The target gains the Regeneration ability. If the target already has this ability, it gains
+1 Toughness instead.

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:

WS +1/BS +1/ST +2/TH +2/SP +1/BV +1/IN +1/W—/PV—

Note: Some entries have been corrected and/or modified, so they may not match Slev’s if
converted back to his scale.
Skaven

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

Claws & Fangs (F:1/C:--)

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:--)

C Rabid Giant Rat 6 -- 4 5 12 5 3 2 2 ½

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

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
C Clanrat Warden 6 4 5 7 9 6 6 3 2 1 Heater Shield
Leather Jack

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
Clanrat Warden
C 6 5 5 6 10 6 6 3 2 1 Heater Shield
(*)

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

Claws & Fangs (F:1/C:--)


Cause Disesease
Warp Rat
C 4 0 3 2 8 3 3 1 2 1 Warp Rat
(WD 134)

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

Claws and Fangs


(F:1/C:--)
C Rat Swarm 6 -- 4 4 12 12 1 12 2 5 Blade Fury
Large
Bloodthirsty Glaive (R)
(D+1*/F:1-2/C:11+)
Skaven Warlord Chain Coat (?)
C 8 5 7 8 9 9 7 4 6* 6
(AHQ)

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 (BladeFury/Blade


Venom +1DD*)
E Deathrunner 7 7 5 5 12 8 7 3 4* 4 Herdsman’s Sling
(R12/D1/Swift Shot/Unreliable)
Alert
Arming Sword (BladeFury/Blade
Venom: +1DD*)
Deathrunner Herdsman’s Sling
E 7 6 5 7 11 8 7 3 4* 4 (R12/D1/Swift Shot/Unreliable)
(*)
Chain Coat
Alert
Arming Sword
Herdsman’s Sling
Gutter Runner
E 8 8 5 5 12 7 8 4 3 4 (R12/D1/Swift Shot/Unreliable)
Champion Alert
Blade Fury
Arming Sword
Gutter Runner Herdsman’s Sling
(R12/D1/Swift Shot/Unreliable)
E Champion 8 7 5 7 11 7 8 4 3 4 Chain Coat
(*) Alert
Blade Fury
Arming Sword
Modfied Plague Censer (R) x1
Plague Censer
E 6 6 5 6 11 7 5 4 3 4 (D2/F:1-2/C:12/Armor Piercing/
Bearer Blast)
Berserker
Arming Sword
Magic Scroll (Dark Magic)
E Plague Monk 6 6 5 6 10 7 5 4 3 4 Berserker

Arming Sword (Blade Venom:


+1DD*)
Deathrunner Herdsman’s Sling
E 8 8 5 5 12 8 7 4 4* 5 (R12/D1/Swift Shot/Unreliable)
Champion
Alert
Blade Fury (w/sword)
Arming Sword (Blade Venom:
Deathrunner +1DD*)
Herdsman’s Sling
E Champion 8 7 5 7 11 8 7 4 4* 5 (R12/D1/Swift Shot/Unreliable)
(*) Chain Coat
Alert/Blade Fury (w/sword)
Arming Sword
Plague Censer Modfied Plague Censer (R) x1
(D2/F:1-2/C:12/Armor Piercing/
E Bearer 7 6 5 7 11 7 5 4 3 5 Blast)
Champion Berserker

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

Claws and Fangs (F:1/C:--)


Blade Fury
Fearsome
E Rat Ogre 6 3 7 6 11 8 4 9 5 8 Large
Run Amok

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

Bloodthirsty Glaive (R)


Clan Mors (D+1*/F:1-2/C:11+)
CH Warlord Shaffat 8 5 7 8 9 9 7 4 6* 6
(WD134)
Arming Sword
Clan Pestilens Plague Censer (R)
Plague Censer (D1/F:1-2/C:12/Armor Piercing/
CH 6 6 4 5 10 6 6 3 2 6 Blast)
Bearer
(AHQ)
Special Rules (see AHQ)
Knife (M/T)
Clan Pestilens (R4/D2*/EX7/Swift Shot)
CH Plague Monk 6 6 4 5 10 6 8 3 2* 6
(AHQ) Special Rules (see AHQ)
*Should be DD1 given its ST
Knife (M/T)
Clan Skryre (R4/D1/EX7/Swift Shot)
CH Warpweaver 5 6 4 5 10 6 9 3 1 6 Spellcaster (Dark Magic)
(AHQ) Firebal
Flaming Skull of Terror
Things-Catcher (R)
(F:1-2/C:11-12/Bash/Great)
Chain Coat
CH Master Moulder 8 6 6 8 10 8 8 4 4 6

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

Claymore (R) (F:1-2/C:11+)


(Cleaving/Great)
Claw Chieftain Knight’s Plate
CH 8 5 7 9 8 8 6 5 6 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

Modfied Plague Censer (R) x1


(D2/F:1-2/C:12/Armor Piercing/
Blast)
CH Plague Chanter 8 6 6 7 11 7 7 4 3 14 Berserker
Spellcaster (Dark Magic)
Pinch of Warpstone
Vial of Swamp Gas
Arming Sword
Spellcaster (Dark Magic)
Channeling/Enhancing/Focusing
Pinch of Warp Stone x2
CH Grey Seer 6 6 5 6 10 8 9 4 3 15 Golden Statue of a Daemon
Heart of a Hero
Miniature Sever Dagger
Vial of Swamp Gas
Claws and Fangs
(F:1/C:--)
Berserker
Hell Pit Blade Fury
CH 7 2 8 7 10 11 7 15 6 18 Fearsome
Abomination
Large
Regeneration

Chaos Sword (+2ST*/F:--/C:12)


Leather Jack
Praznagar Prince Fearsome
CH of Agony 9 7 8* 8 9 9 9 5 6 --
(AHQ)
Undead

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

Claws and Fangs (F:1/C:--)


Giant Vampire Bloodsucking Bite
C Bat 6 - 3 6 12 8 7 1 2 ½
(WD 159)
Morning Star
Fearsome
C Zombie* 3 1 5 4 6 11 1 3 3 ½
*Converted from Reforged
Morning Star
Fearsome
Zombie
C 5 1 5 4 6 11 1 3 3 1
(*)

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)

Claws and Fangs (F:1/C:--)


Fearsome
Ghoul
C 6 2 5 6 6 8 2 4 4* 2
(WD 159)
*Poisonous Talons +1DD
Scythe (R)
(F:1-2/C:11+/Great)
Skeleton
C 6 4 5 5 6 10 2 3 3 2 Fearsome
(AHQ)

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
(*)

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
Skeleton Fearsome
C 6 5 5 5 8 11 2 3 2 2
Spearman

Lugged Spear (R)


Skeleton (R8/D1/EX7/Throw/Swift Shot)
Leather Jack
C Spearman 6 4 5 6 7 11 2 3 2 2 Fearsome
(*)

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
(*)

Claws and Fangs


(F:1/C:--)
C Doom Wolf 7 1 5 7 12 7 4 4 3 3 Blade Fury
Fearsome

Lugged Spear (R)


Skeleton (R8/D1/EX7/Throw/Swift Shot)
Heater Shield
C Champion 7 3 5 7 7 10 2 4 2 3 Leather Jack
Spearman Fearsome

Lugged Spear (R)


Skeleton (R8/D1/EX7/Throw/Swift Shot)
Heater Shield
Champion
C 7 3 5 8 6 10 2 4 2 3 Chain Coat
Spearman Fearsome
(*)

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)

Claws and Fangs (F:1/C:--)


Fearsome
Fly
C Bat Swarm 6 1 4 4 10 7 2 12 2 7

Claws and Fangs (F:1/C:--)


Fearsome
Fly
E Fell Bat 6 1 5 5 10 7 2 6 3 4

Arming Sword (Cleaving)


Heater Shield
Chain Coat
E Grave Guard 7 4 6 9 6 10 3 4 4 4 Fearsome

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

Claws and Fangs (F:1/C:--)


Fearsome
Fly
E Carrion 6 1 6 6 10 8 2 6 4 5 Large

Arming Sword (Cleaving)


Knight’s Plate
Heater Shield
Grave Guard
E 7 3 6 10 6 10 3 5 4 5 Fearsome
Champion

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 x2*


Blade Fury
Cleaving
E Spirit Host 6 1 5 5 12 9 4 10 3* 8 Fearsome
Invulnerable

Arming Sword
Chain Coat
Fearsome
Wight
E 9 4 6 9 7 10 6 6 4 8 Invulnerable
(TitD) Strenght Drain

Claws and Fangs (F:1/C:--)


Cause Disease
Mummy Fearsome
E 7 1 6 8 6 10 5 4 4 10
(AHQ)

Staff/Lugged Spear (R)


(R8/D2/EX7/Throw/Swift Shot)
Fearsome
Liche Hypnotize
E 9 7 7 9 7 10 10 8 4 12 Spellcaster (Dark Magic/Necro)
(TitD)
Fireball x2/Flesh Flaying/Flight
Inferno of Doom
Strenghten Undead
Claws and Fangs (F:1/C:--)
BladeFury/Fearsome/Hypnotize/
Invulnerable/Regeneration/
Strenght Drain
Vampire
E 9 8 7 9 8 10 10 6 5 14 Spellcaster (Dark Magic/Necro)
(TitD) Fireball
Flight
Inferno of Doom
Claws and Fangs (F:1/C:--)
Berserker
Fearsome
Fly
E Varghulf 9 1 7 7 12 9 5 12 5 18 Large
Regeneration

Magical Sword (White Reaver)


Alaric Von Loth (F:--/C:12/+1 Free Attack/turn)
(Plate Mail?)
Undead
CH 8 1 6 8 6 10 3 4 5 6 Fearsome
Champion
(WD 150)

Arming Sword
Undead Chain Coat
Fearsome
CH Champion 8 1 6 8 6 10 3 4 4 6
(AHQ)

Quarterstaff (R) (F:1/C:--/Great)


Spellcaster (Necromantic)
Grave Dust
Apprentice
CH 6 6 5 5 8 6 10 4 1 7 Miniature Silver Sarcophagus
Necromancer

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

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Spellcaster (Necromantic)
Acolyte
CH 6 6 5 5 8 5 11 6 1 8 Grave Dust
Liche Priest Miniature Silver Sarcophagus

Magic Sword (+1 WS/+1 ST)


Fearsome (?)
Prince Karad
CH 10* 3 7* 9 6 10 7 4 5 8
(WD 121)

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 (Cleaving)


Heater Shield
Knight’s Plate
CH Wight King 7 1 6 10 6 11 10 9 4 9 Fearsome
Strength Drain

Arming Sword x2*


Kmight’s Plate
Fearsome
CH Wight Lord 7 1 6 10 6 11 10 9 4* 9 Blade Fury
Cleaving
Strength Drain

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

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Spellcaster (Necromantic)
Initiate Liche
CH 6 6 5 5 8 5 11 6 1 10 Grave Dust x2
Priest Heart of a Hero
Miniature Silver Sarcophagus

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Spellcaster (Necromantic)
Liche Priest
CH 6 6 5 5 8 5 11 6 1 10 Channeling
Adept Grave Dust
Miniature Silver Sarcophagus

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Spellcaster (Necromantic)
Master
CH 6 6 5 5 8 6 10 6 1 10 Channeling
Necromancer Corpse Blood
Grave Dust x2
Miniature Silver Sarcophagus
Lugged Spear (R)
(R8/D2/EX7/Throw/Swift Shot)
Heater Shield
CH Tomb Emir 8 3 6 9 6 11 10 9 3 10 Chain Coat
Cause Disease
Fearsome
Flammable
Whip (R)
(F:1-2/C:12/Unreliable)
Heater Shield
CH Tomb Noble 8 3 6 9 6 11 10 9 4 10 Chain Coat
Cause Disease
Fearsome
Flammable
Quarterstaff (R) (F:1/C:--/Great)
Fearsome
Spellcaster (Necromantic)
High
CH 6 6 5 5 8 6 10 6 1 11 Channeling
Necromancer Corpse Blood
Grave Dust x2
Miniature Silver Sarcophagus
Arming Sword
Sorcerer of Spellbook (Jade) with:
The Green Eye
CH Nurgle 7 3 5 7 8 9 10 4 3 11 The Pool of Many Places
(WD 121) The Cloack of Dainne
The Emerald Waterfall
Arming Sword
Heater Shield
Chain Coat
CH Tomb Prince 8 3 6 10 6 11 10 9 4 11 Cause Disease
Fearsome
Flammable

Arming Sword x2*


Blade Fury
Blood Powers
Blood Dragon
CH 10 5 7 9 10 9 8 6 5* 12 Fearsome
Vampire Spellcaster (Necromantic)
Miniature Golden Ankh

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Spellcaster (Necromantic)
Greater Liche
CH 6 6 5 6 8 7 11 9 1 12 Grave Dust
Priest Miniature Silver Sarcophagus

Claws and Fangs (F:1/C:--)


Fearsome
Hypnotize
CH Lahmian Vampire 9 7 7 6 13 9 8 6 5 12 Spellcaster (Dark Magic)
Heart of a Hero
Miniature Silver Dagger x2

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Spellcaster (Necromantic)
Lesser Liche
CH 6 6 5 5 8 5 11 6 1 12 Channeling
Priest Grave Dust x2
Heart of a Hero
Miniature Silver Sarcophagus
Quarterstaff (R) (F:1/C:--/Great)
Fearsome
Spellcaster (Necromantic)
CH Liche High Priest 6 6 5 6 8 7 11 9 1 12 Grave Dust x2
Heart of a Hero
Miniature Silver Sarcophagus

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Liche Priest Spellcaster (Necromantic)
CH Lesser 6 6 5 6 8 7 11 9 1 12 Channeling
Hierophant Grave Dust
Miniature Silver Sarcophagus

Arming Sword
Chain Coat
Cause Disease
CH Tomb King 9 3 7 10 7 12 11 12 5 12 Fearsome
Flammable

Lugged Spear (R)


(R8/D2/EX7/Throw/Swift Shot)
Chain Coat
Cause Disease
CH Tomb Pharaoh 9 3 7 9 7 12 11 12 4 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

Claws and Fangs (F:1/C:--)


Blade Fury
Blood Powers
Cleaving
CH Strigoi Vampire 9 7 8 6 12 9 8 6 6 12 Fearsome
Spellcaster (Dark Magic)
Miniature Silver Dagger
Vial of Swamp Gas x2

Quarterstaff (R) (F:1/C:--/Great)


Fearsome
Liche Priest Spellcaster (Necromantic)
Channeling
CH Grand 6 6 5 6 8 7 11 9 1 13 Grave Dust x2
Hierophant Heart of a Hero
Miniature Silver Sarcophagus

Claws and Fangs (F:1/C:--)


Blood Powers
Fearsome
Spellcaster (Necromantic)
CH Necrach Vampire 9 7 7 6 12 9 8 6 5 14 Channeling
Heart of a Hero x2
Miniature Golden Ankh
Miniature Silver Sarcophagus
Arming Sword
Heater Shield
Kinght’s Plate
Von Carstein
CH 9 4 7 10 10 9 10 6 5 14 Blood Powers/Fearsome/Fly
Vampire Spellcaster (Dark Magic),
Pinch of Warpstone
Vial of Swamp Gas
Arming Sword x2
Blade Fury
Blood Powers
Blood Dragon
CH 10 6 7 10 10 11 11 9 5* 16 Fearsome
Vampire Lord Spellcaster (Necromantic)
Miniature Golden Ankh

Claws and Fangs (F:1/C:--)


Fearsome
Hypnotize
Lahmian Vampire
CH 10 8 7 7 13 11 11 9 5 16 Spellcaster (Dark Magic)
Lord Heart of a Hero
Miniature Silver Dagger x2
Vial of Swamp Gas
Claws and Fangs (F:1/C:--)
Blood Powers/Fearsome
Spellcaster (Necromantic)
Necrach Vampire
CH 10 8 7 7 12 11 11 9 5 18 Channeling
Lord Grave Dust/Heart of a Hero
Miniature Golden Ankh
Miniature SilverSarcophagus x2
Claws and Fangs (F:1/C:--)
Blade Fury
Blood Powers
Strigoi Vampire Cleaving
CH 10 8 8 7 12 11 11 9 6 19 Fearsome
Lord
Spellcaster (Dark Magic)
Miniature Silver Dagger
Vial of Swamp Gas x2
Arming Sword
Heater Shield
Knight’s Plate
Von Carstein
CH 10 5 7 10 10 11 11 10 4* 20 Blood Powers/Fearsome/Fly
Vampire Lord Spellcaster (Dark Magic)
Pinch of Warpstone x2
Vial of Swamp Gas x2
Claws and Fangs (F:1/C:--)
Blade Fury/Fearsome/Hypnotize
Invulnerable/Regeneration
Rutger Von Strenght Drain
CH Bleistift 9 8 7 9 8 10 10 7 5 22 Blood Points x6 (see WD 159)
(WD 159) Spellcaster (Dark Magic/Necro)
Grave Dust x2
Miniature Golden Ankh
Pinch of Warpstone
Staff/Lugged Spear (R)
(R8/D2/EX7/Throw/Swift Shot)
Ring of Magic Protection (Lv2)
Fate Points x2
The Lichemaster
CH 9 6 7 10 9 10 10 8 4 -- Fearsome
(TitD) Spellcaster (Dark Magic/Necro)
Choke/Fireball x2/Flesh Flying
Flight x2/Strengtem Undead/
Inferno of Doom
Greenskinz

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

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)

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
C Goblin Spearman 5 5 4 5 7 5 5 2 1 ½

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
Goblin Spearman
C 5 4 4 6 7 5 5 2 1 ½ Heater Shield
(*)

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
Goblin Spearman
C 5 4 5 6 7 5 5 2 2 ½ Heater Shield
(**)

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

Hand Axe (Cleaving)


Heater Shield
Hobgoblin
C 6 5 5 6 7 5 5 3 3 1
Axeman

Hand Axe (Cleaving)


Hobgoblin Heater Shield
C Axeman 6 4 5 7 6 5 5 3 3 1 Leather Jack
(*)
Lugged Spear (R)
(R8/D1/EX7/Throw/Swift Shot)
Hobgoblin
C 6 5 5 6 7 5 5 3 2 1 Heater Shield
Spearman

Lugged Spear (R)


Hobgoblin (R8/D1/EX7/Throw/Swift Shot)
C Spearman 6 4 5 7 6 5 5 3 2 1 Heater Shield
(*) Leather Jack

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
(*)

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
C Orc Spearman 6 4 5 7 6 7 5 4 2 1 Heater Shield
Lugged Spear (R)
(R8/D1/EX7/Throw/Swift Shot)
Orc Spearman
C 6 3 5 8 5 7 5 4 2 1 Heater Shield
(*) 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

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
Orc Savage
C 6 4 5 8 6 8 5 4 2 3 Heater Shield
Spearman Berserker

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

Lugged Spear (R)


(R8/D1/EX7/Throw/Swift Shot)
Black Orc
E 7 3 6 8 5 8 6 4 3 3 Heater Shield
Spearman Leather Jack

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

Battle Axe (F:1-2/C:11-12)


(Cleaving/Great)
Leather Jack
CH Goblin Big Boss 7 4 6 7 6 6 4 6 5 5 Blade Fury

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

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

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

Lugged Spear (R)


Chaos Marauder (R8/D1/EX7/Throw/Swift Shot)
C Spearman 7 3 5 8 6 9 7 3 2 1 Heater Shield
(*) Chain Coat

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
(*)

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Chaos Warrior Knight’s Plate
C 8 4 6 8 6 9 8 4 5 4
Great Axe

Great Axe (F:1-2/C:11-12)


Chaos Warrior (Cleaving/Great)
Knight’s Plate
C Great Axe 8 4 6 9 6 9 8 4 5 4
(*)

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Chaos Warrior Knight’s Plate
C 8 4 6 8 6 9 8 4 5 4
Great Sword

Claymore (R) (F:1-2/C:11-12)


Chaos Warrior (Cleaving/Great)
Knight’s Plate
C Great Sword 8 4 6 9 6 9 8 4 5 4
(*)

Axe (Cleaving)
Heater Shield
Chaos Forsaken Knights Plate
C 7 1 6 9 6 10 7 5 4 5 Berserker
Axeman

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Chaos Forsaken Knight’s Plate
C 7 2 6 8 6 10 7 5 5 5 Berserker
Great Axe

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Knight’s Plate
Chaos Forsaken
C 7 2 6 8 6 10 7 5 5 5 Berserker
Great Sword

Lugged Spear (R)


(R8/D2/EX7/Throw/Swift Shot)
Heater Shield
Chaos Forsaken
C 7 1 6 9 6 10 7 5 3 5 Knight’s Plate
Spearman Berserker
Arming Sword
Heater Shield
Chaos Forsaken Knight’s Plate
C 7 1 6 9 6 10 7 5 4 5 Berserker
Swordsman

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

Great Axe (F:1-2/C:11-12)


Chaos Warrior (Cleaving/Great)
Champion Heater Shield
C 9 3 7 10 6 9 9 5 6 5 Knight’s Plate
Great Axeman
(*)
Lugged Spear (R)
Chaos Warrior (R8/D2/EX7/Throw/Swift Shot)
Heater Shield
C Champion 9 3 7 9 6 9 9 5 4 5 Knight’s Plate
Spearman

Lugged Spear (R)


Chaos Warrior (R8/D2/EX7/Throw/Swift Shot)
Heater Shield
Champion
C 9 3 7 10 6 9 9 5 4 5 Knight’s Plate
Spearman
(*)

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

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Chaos Forsaken Knight’s Plate
C Great 7 2 6 8 6 10 7 5 5 6 Berserker
Swordsman Blade Fury

Lugged Spear (R)


(R8/D2/EX7/Throw/Swift Shot)
Heater Shield
Chaos Forsaken
C 7 1 6 9 6 10 7 5 3 6 Knight’s Plate
Spearman Berserker
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

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Heater Shield
Chaos Champion Knight’s Plate
C 10 4 6 10 6 10 8 4 5* 8
(AHQ)

*Sould be 6 for that weapon


Axe (Cleaving)
Heater Shield
Leather Jack
E Fimir 8 1 5 8 6 8 6 5 3 3 Blade Fury

Axe (Cleaving)
Heater Shield
Knights Plate
Chaos Chosen
E 9 3 6 10 6 11 7 4 4 5
Axeman

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Knight’s Plate
Chaos Chosen
E 9 4 6 9 6 11 7 4 5 5
Great Axe

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Knight’s Plate
Chaos Chosen
E 9 4 6 9 6 11 7 4 5 5
Great Sword
Lugged Spear (R)
(R8/D2/EX7/Throw/Swift Shot)
Chaos Chosen Heater Shield
E 9 3 6 10 6 11 7 4 3 5 Knight’s Plate
Spearman

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

Great Axe (F:1-2/C:11-12)


Chaos Chosen (Cleaving/Great)
E Champion 10 4 7 9 6 10 7 5 6 7 Knight’s Plate
Great Axe
Claymore (R) (F:1-2/C:11-12)
Chaos Chosen (Cleaving/Great)
Champion Knight’s Plate
E 10 4 7 9 6 10 7 5 6 7
Great
Swordsman
Lugged Spear (R)
(R8/D2/EX7/Throw/Swift Shot)
Chaos Chosen Heater Shield
E Champion 10 3 7 10 6 10 7 5 4 7 Knight’s Plate
Spearman

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

Claws & Fangs (F:1/C:--)


Blade Fury
E Chaos Spawn 6 1 6 7 12 12 1 12 4 8

Claws & Fangs (F:1/C:--)


Berserker
Chaos Spawn Blade Fury
E 6 1 6 7 12 12 1 12 4 10
Mark of Khorne

Claws & Fangs (F:1/C:--)


Blade Fury
Chaos Spawn
E 6 0 6 8 12 12 1 13 4 10
Mark of Nurgle

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Leather Jack
E Dragon Ogre 7 4 7 8 11 10 7 12 6 14 Blade Fury
Fearsome
Large
Great Axe (F:1-2/C:11-12)
(Cleaving/Great)
Leather Jack
Dragon Ogre
E 8 4 8 8 11 10 7 13 7 16 Blade Fury
Champion Fearsome
Large

Claws & Fangs (F:1/C:--)


Blade Fury
Fearsome
E Slaughterbrute 6 1 9 9 12 10 1 15 7 16 Large

Claws & Fangs (F:1/C:--)


Fearsome
Large
Mutalith
E 6 6 7 8 12 9 9 15 5 18 Regeneration
Vortex Beast

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)

Magical Sword-White Reaver


(F:--/C:12) (+1 free attack each
Alaric Von Loth turn)
Undead Fearsome
CH 8 1 6 8 6 10 3 4 5 6 Immune to damage for the first
Champion
(WD150) four turns (?)

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

Axe x2* (Cleaving)


Kight’s Plate
Blade Fury
Exalted Hero
CH 10 4 7 9 6 10 8 6 6* 10
Double Axeman

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Exalted Hero Kight’s Plate
CH Great 10 4 7 9 6 10 8 6 6 10
Swordsman

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 x2* (Cleaving)


Kight’s Plate
Blade Fury
Chaos Lord
CH 10 4 7 10 6 10 9 9 6 12
Double Axeman

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Kight’s Plate
Chaos Lord
CH 10 4 7 10 6 10 9 9 6 12
Great Axeman

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)

Axe x2* (Cleaving)


Knight’s Plate
Chaos Lord Blade Fury
CH 12 3 6 10 6 10 8 5 4* 12
(AHQ)
Quarterstaff (R) (F:1/C:--/Great)
Spellcaster (Dark Magic)
Pinch of Warpstone
CH Chaos Sorcerer 8 6 6 6 8 9 9 6 2 12 Miniature Silver Dagger

Claws & Fangs (F:1/C:--)


Blade Fury
Fearsome
Daemonette
CH 8 1 5 7 10 10 6 4 3 12 Invulnerable
(AHQ) Fireball x1 (see TitD)

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Kight’s Plate
Exalted Hero
CH 10 4 7 9 6 10 8 6 6 12 Berserker
Mark of Khorne

Great Axe (F:1-2/C:11-12)


(Cleaving/Great)
Exalted Hero Kight’s Plate
CH 10 4 7 10 6 10 8 7 6 12
Mark of Nurgle

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Kight’s Plate
Chaos Lord Berserker
CH 10 4 7 10 6 10 9 9 6 14
Mark of Khorne

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Kight’s Plate
Chaos Lord
CH 10 4 8 10 6 10 9 10 7 14
Mark of Nurgle

Quarterstaff (R) (F:1/C:--/Great)


Spellcaster (Dark Magic)
Channeling/Focusing
Chaos Sorcerer
CH 8 6 6 6 8 9 9 6 2 14 Miniature Silver Dagger x2
Lord Pinch of Warpstone x2

Claws & Fangs (F:1/C:--)


Blade Fury/Fearsome
Greater Daemon Invulnerabke/Large
Of Spellcaster (Dark Magic)
CH 7 1 8 9 8 10 -- 10 6 20 Choke x2
Tzeenetch
(AHQ) Fireball x2
Flaming Skull of Terror
Beastmen

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

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

Lugged Spear (R) (Throw/Swift


Ungor Shot) (MR8/D1/EX7)
C Spearman 7 4 5 7 9 7 7 3 2 1 Heater Shield
(*) Leather Jack

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
(*)

Lugged Spear (R) (Throw/Swift


Shot) (MR8/D1/EX7)
Gor Heater Shield
C 8 5 5 7 10 9 7 4 2 2
Spearman

Lugged Spear (R) (Throw/Swift


Gor Shot) (MR8/D1/EX7)
Heater Shield
C Spearman 8 4 5 8 9 9 7 4 2 2 Leather Jack
(*)

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

Claymore (R) (F:1-2/C:11-12)


Ungor Champion (Cleaving/Great)
Great Heater Shield
C 8 4 6 8 9 7 7 4 5 2 Leather Jack
Swordsman
(*)
Lugged Spear (R) (Throw/Swift
Shot) (MR8/D1/EX7)
Ungor Champion Heater Shield
C 8 5 6 7 10 7 7 4 3 2
Spearman

Lugged Spear (R) (Throw/Swift


Ungor Champion Shot) (MR8/D1/EX7)
Heater Shield
C Spearman 8 4 6 8 9 7 7 4 3 2 Leather Jack
(*)

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

Claws & Fangs (F:1/C:--)


Scaly Skin (+1TH)*
Venomous (+1 DD)*
Venomous
C 7 0 5 7* 11 9 3 3 4* 2 Leather Jack
Warhound

Axe (Cleaving)
Heater Shield
Gor Champion Leather Jack
C 9 4 6 8 9 9 7 5 4 3
Axeman

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Gor Champion Heater Shield
C Great 9 4 6 8 9 9 7 5 5 3 Leather Jack
Swordsman
Lugged Spear (R) (Throw/Swift
Shot) (MR8/D1/EX7)
Gor Champion Heater Shield
C 9 4 6 8 9 9 7 5 3 3 Leather Jack
Spearman

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)

Great Axe (Cleaving/Great)


(F:1-2/C:11-12)
Bestigor
E 8 4 6 9 8 10 6 3 5 3 Knight’s Plate
Great Axeman

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

Great Axe (Cleaving/Great)


(F:1-2/C:11-12)
Cenigor Heater Shield
E 7 3 6 9 11 10 6 6 5 5 Leather Jack
Great Axeman

Lugged Spear (R) (Throw/Swift


Shot) (MR8/D1/EX7)
Cenigor Heater Shield
E 7 3 6 9 11 10 6 6 3 5 Leather Jack
Spearman

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

Claws & Fangs (R) (F:1/C:--)


Accurate
Blade Fury
E Chaos Spawn 6 0 6 7 8 12 1 9 4 8 Fearsome

Claws & Fangs (R) (F:1/C:--)


Fearsome
E Razorgor 6 0 8 7 12 9 4 8 6 8

*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

Claws & Fangs (R) (F:1/C:--)


Accurate
Blade Fury
Fearsome
E Cygor 5 5 8 7 12 10 11 15 6 14 Large
Special: Cleaving and Accurate
vs spellcasters and models w/
magic items that cast spells
Claws & Fangs (R) (F:1/C:--)
Accurate
Blade Fury
Cleaving
E Jabberslythe 7 7 7 7 12 11 10 15 5 16 Fearsome
Fly
Large

Claws & Fangs (R) (F:1/C:--)


Accurate
Blade Fury
Berserker
E Ghorgon 6 0 8 8 12 12 11 18 6 20 Cleaving
Fearsome
Large
Regeneration
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Chain Coat
CH Wargor 9 5 6 9 8 10 8 7 5 9
Quarterstaff (R) (F:1/C:--/Great)
Spellcaster (Dark Magic)
Pinch of Warpstone x2
CH Bray-Shaman 7 6 5 6 10 7 9 6 2 10 Miniature Silver Dagger x2

Huge Club* (Great)


Berserker
Minotaur Lord Fearsome
CH 9 4 8 9 8 9 6 10 8 11 Large
(AHQ)
*Damage Band G
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Chain Coat
CH Beastlord 10 5 7 9 8 11 9 9 6 12

Great Axe (Cleaving/Great)


(F:1-2/C:11-12)
Leather Jack
CH Gorebull 8 5 8 8 11 10 6 12 7 13 Berserker
Blade Fury
Cleaving
Quarterstaff (R) (F:1/C:--/Great)
Spellcaster (Dark Magic)
Great Channeling
CH 8 6 6 7 10 8 10 15 2 14 Focusing
Bray-Shaman
Pinch of Warpstone
Miniature Silver Dagger
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Leather Jack
CH Doombull 9 5 9 8 11 11 7 15 8 16 Berserker
Blade Fury
Cleaving
Ogres & Trolls

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

Great Axe (Cleaving/Great)


(F:1-2/C:11-12)
Ogre Bull Leather Jack
C 6 4 6 7 9 9 7 9 5 7 Cleaving
Great Axeman
Fearsome
Large
Arming Sword
Heater Shield
Ogre Bull Leather Jack
C 6 3 6 8 9 9 7 9 4 7 Cleaving
Swordsman
Fearsome
Large
Huge Club* (Great)
Fearsome
Ogre Large
C 7 3 8 8 7 7 4 9 8 8 Regeneration
(AHQ)
*Damage Band G
Axe x2 (Cleaving)
Ogre Bull Leather Jack
Blade Fury
C Crusher 6 4 6 7 9 9 7 9 4 8 Cleaving
Double Axeman Fearsome
Large
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Ogre Bull Leather Jack
C Crusher 6 4 6 7 9 9 7 9 5 8 Blade Fury
Great Axeman Cleaving
Fearsome
Large
Arming Sword
Heater Shield
Ogre Bull Leather Jack
C Crusher 6 3 6 8 9 9 7 9 4 8 Blade Fury
Swordsman Cleaving
Fearsome
Large
Great Axe (Cleaving/Great)
Ogre Bull (F:1-2/C:11-12)
Knight’s Plate
C Irongut 6 3 6 9 8 9 7 9 5 8 Cleaving
Great Axeman Fearsome
Large
Arming Sword
Ogre Bull Heater Shield
Knight’s Plate
C Irongut 6 2 6 10 8 9 7 9 4 8 Cleaving
Swordsman Fearsome
Large
Great Club (Great)
Troll Vomit (R) (ArmorPiercing/
Blast) (MR3/D3/EX--)
C Common Troll 6 4 7 6 12 6 2 9 6 8 Fearsome
Large
Regeneration
Great Axe (Cleaving/Great)
Ogre Bull (F:1-2/C:11-12)
Leather Jack
C Champion 7 4 7 7 9 9 7 10 6 9 Cleaving
Great Axeman Fearsome
Large
Arming Sword
Ogre Bull Heater Shield
Leather Jack
C Champion 7 3 7 8 9 9 7 10 5 9 Cleaving
Swordsman Fearsome
Large
Huge Club* (Great)
Fearsome
Troll Large
C 5 1 9 8 7 6 4 9 9 9 Regeneration
(AHQ)
*Damage Band G
Great Club (Great)
Troll Vomit (R) (ArmorPiercing/
Blast) (MR3/D3/EX--)
C River Troll 6 4 7 6 12 6 2 9 6 8 Fearsome
Fly
Large
Regeneration
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Ogre Bull Leather Jack
C Mark of Tzeentch 6 4 6 7 9 9 7 9 5 10 Cleaving
Great Axeman Fearsome
Invulnerable
Large
Great Club (Great)
Troll Vomit (R) (ArmorPiercing/
Blast) (MR3/D3/EX--)
C Stone Troll 6 4 7 7 12 6 2 10 6 10 Fearsome
Large
Regeneration
Great Axe (Cleaving/Great)
(F:1-2/C:11-12)
Ogre Maneater Leather Jack
E 7 5 6 7 11 9 7 9 5 8 Cleaving
Great Axeman
Fearsome
Large
Bidenhander (Great)
Ogre Maneater (F:1-2/C:11-12)
Leather Jack
E Great 7 5 6 7 11 9 7 9 5 8 Cleaving
Swordsman Fearsome
Large
Arming Sword
Leather Jack
Ogre Maneater Heater Shield
E 7 4 6 8 11 9 7 9 4 8 Cleaving
Swordsman
Fearsome
Large
Great Axe (Cleaving/Great)
Ogre Maneater (F:1-2/C:11-12)
Leather Jack
E Irongut 7 4 6 9 10 9 7 9 5 10 Cleaving
Great Axe Fearsome
Large
Bidenhander (Great)
Ogre Maneater (F:1-2/C:11-12)
Irongut Leather Jack
E 7 4 6 9 10 9 7 9 5 10 Cleaving
Great
Swordsman Fearsome
Large
Arming Sword
Ogre Maneater Leather Jack
Heater Shield
E Irongut 7 3 6 10 10 9 7 9 4 10 Cleaving
Swordsman Fearsome
Large
Great Club (Great)
Leadbelcher Cannon (Blast/
Cleaving)(MR24/D7)(F:1-2/C:12)
E Leadbelcher 7 5 6 7 11 9 7 9 5 11 Leather Jack
Blade Fury
Fearsome
Large
Great Axe (Cleaving/Great)
Ogre Maneater (F:1-2/C:11-12)
Leather Jack
E Champion 8 5 7 7 11 9 7 10 6 11 Cleaving
Great Axeman Fearsome
Large
Bidenhander (Great)
Ogre Maneater (F:1-2/C:11-12)
Champion Leather Jack
E 8 5 7 7 11 9 7 10 6 11 Cleaving
Great
Swordsman Fearsome
Large
Arming Sword
Ogre Maneater Leather Jack
Heater Shield
E Champion 8 4 7 8 11 9 7 10 5 11 Cleaving
Swordsman Fearsome
Large
Great Club (Great)
Leadbelcher Cannon (Blast/
Cleaving)(MR24/D7)(F:1-2/C:12)
Leadbelcher Knight’s Plate
E 7 4 6 9 10 9 7 9 5 12
Irongut Blade Fury
Fearsome
Large
Claws and Fangs (F:1/C:--)
Accurate/Berserker
E Gorger 7 0 7 7 12 12 7 12 5 13 Cleaving
Fearsome
Large
Great Club (Great)
Leadbelcher Cannon (Blast/
Cleaving)(MR24/D7)(F:1-2/C:12)
Leadbelcher
E 8 6 6 7 11 9 7 10 5 13 Leather Jack
Champion Blade Fury
Fearsome
Large
Huge Club* (Great)
Chain Coat
Ogre Chieftain
CH 9 1 9 10 5 8 6 10 9* 10
(AHQ)

*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

Claws & Fangs (F:1/C:--)


Blade Fury
Thulgul Fearsome
CH Chaos Troll 9 1 10 10 8 6 3 10 8 -- Invulnerable
(WD 125) Large
Regeneration
Chaos Dwarves

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

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
(*)

Great Axe (Cleaving/Great)


(F:1-2/C:11-12)
Infernal Guard Knight’s Plate
C 7 4 6 9 4 11 9 4 5 3
Great Axeman

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
(*)

Great Axe (Cleaving/Great)


Infernal Guard (F:1-2/C:11-12)
C Champion 8 4 7 9 4 11 9 5 6 4 Knight’s Plate
Great Axeman
Arming Sword
Infernal Guard Knight’s Plate
C Champion 8 4 7 9 4 11 9 5 5 4
Swordsman
Arming Sword
Infernal Heater Shield
E Ironsworn 8 3 6 10 4 10 10 4 4 4 Knight’s Plate
Swordsman Cleaving

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

Great Axe (Cleaving/Great)


Bull Centaur (F:1-2/C:11-12)
E Render 7 4 6 10 12 11 8 10 5 10 Chain Coat
Great Axeman Fearsome
Large
Axe (Cleaving)
Spellcaster (Dark Magic)
Daemonsmith
CH 7 7 6 7 5 9 11 6 4 10 Pinch of Warpstone x2
Sorcerer Vial of Swamp Gas x2

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

Great Axe (Cleaving/Great)


(F:1-2/C:11-12)
Bull Centaur Chain Coat
CH Taur’ruk 8 5 7 9 12 11 9 13 6 15 Cleaving
Great Axeman Fearsome
Large
Dark Elves

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

Lugged Spear (R)


(R8/D2/EX7/ /Swift Shot/Throw)
Dark Elf Warrior Heater Shield
C 8 5 5 7 9 9 9 3 2 1 Leather Jack
Spearman

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*

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Chain Coat
E Executioner 9 6 5 7 8 9 9 3 4 3

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 (F:1/C:11-12)


Chain Coat
Accurate
Black Guard
E 10 6 5 7 8 11 9 4 3 4 Blade Fury
Champion

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Executioner Chain Coat
E 10 7 6 7 8 9 9 4 5 4 Berseker
Champion

Arming Sword
Leather Jack
Dark Elf Master
CH 10 8 6 6 9 10 10 6 4 6
Swordsman

Claymore (R) (F:1-2/C:11-12)


(Cleaving/Great)
Dark Elf Master Chain Coat
CH 10 6 6 8 7 9 9 6 5 8 Berseker
Great Sword
Arming Sword
Leather Jack
Spellcaster (Dark Magic)
CH Sorceress 8 6 5 6 9 8 10 6 3 8 Enhancing
Pinch of Warpstone
Vial of Swamp Gas
Arming Sword (F:1/C:11-12*)
Leather Jack
Accurate*
CH Death Hag 10 8 6 6 9 10 9 6 4 10 Blade Fury
Cleaving
Frenzy (?)

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 (F:1/C:11-12*)


Leather Jack
Footman’s Crossbow (Slow Fire/
Swift Shot/Ammunition-Bolt)
Dark Elf
CH 12 10 6 6 10 10 10 6 4 12 (R36/D4/EX4)
Assassin Accurate*
Alert x2
Blade Fury
Cleaving
Claymore (R) (F:1-2/C:11-12)
Dreadlord (Cleaving/Great)
Leather Jack
CH Great 11 8 6 6 9 10 10 9 5 12 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

Type Name WS BS ST T SP BR IN W DD PV Equipment/Notes

Claws & Fangs (F:1/C:--)


Fly
C Giant Spider 6 1 5 5 12 4 1 3 3 1

Claws & Fangs (F:1/C:--)


Alert
Fly
C Harpy 6 1 5 5 12 5 8 3 3 1

Claws & Fangs (F:1/C:--)

C Cave Squig 7 1 7 5 8 7 1 3 5 2

Claws & Fangs (F:1/C:--)


Berserker
Fearsome
C Cold One 6 1 6 8 12 6 1 3 4 3

Claws & Fangs (F:1/C:--)


Blade Fury
Fearsome
E Sabretusk 7 1 6 6 12 7 3 6 4 4

Claws & Fangs (F:1/C:--)


Fearsome
Large
E Cockatrice 7 8 6 7 9 7 7 12 4 10 Petrifying Gaze (R:12/F:1/C:--)
If hit, target must pass IN test or
suffers an injury

Claws & Fangs (F:1/C:--)


Berserker
Fearsome
E Carnosaur 6 1 9 9 12 9 1 15 7 13 Large

Claws & Fangs (F:1/C:--)


Armor Piercing
Blade Fury
E Wyvern 8 1 8 7 9 11 3 25 6 15 Fearsome
Large
Claws & Fangs (F:1/C:--)
Berserker
Fearsome
CH Manticore 8 1 7 6 12 7 5 12 5 10 Large

Claws & Fangs (F:1/C:--)


Blade Fury
Fearsome
CH Chimera 7 1 8 7 12 7 5 12 6 11 Large

Claws & Fangs (F:1/C:--)


Blade Fury
Fearsome
CH Hydra 7 1 7 7 12 9 5 15 5 13 Flaming
Large
Regeneration
Claws & Fangs (F:1/C:--)
Blade Fury
Channeling
Fearsome
CH Dragon 9 1 8 9 12 10 10 18 6 30 Large
Spellcaster (Dark Magic)
Pinch of Warpstone x2
Vial of Swamp Gas x2

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