Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: The Empire
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:14

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The Empire

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:14

Army Special Rules

This section describes all the different units used in an Empire army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Empire units, and these are detailed here.

Full plate armour has the following armour profile:

CombatMissileSpecial Rules
+4/3++4/3+-

State Troops are trained to support and protect each other in battle. If an enemy unit declares a charge against a State Troop unit, and the State Troops do not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action. These actions are declared immediately after their State Troops' charge reaction. If the charged State Troops unit does not get a charge reaction for any reason then the other State Troops units within range cannot make a Support Fire or a Counter Charge action.

State Troops are trained to support and protect each other in battle. If an enemy unit declares a charge against a State Troop unit, and the State Troops do not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action. These actions are declared immediately after their State Troops' charge reaction. If the charged State Troops unit does not get a charge reaction for any reason then the other State Troops units within range cannot make a Support Fire or a Counter Charge action.

Additionally, a State Troop unit can only declare one Support Fire action, one Stand and Shoot reaction or one Counter Charge action per turn.

  • Support Fire: A State Troop unit can only declare a Support Fire action if at least one model in the unit is armed with a missile weapon and the range between the charging unit and the charged State Troops unit is greater than the charging unit's Movement characteristic.

    If a Support Fire action is declared, the unit makes an immediate, out of sequence shooting attack, resolved as if it had just declared a Stand and Shoot charge reaction against the charging unit. All unsaved Wounds from the units' Stand and Shoot charge reaction and/or Support Fire actions, are combined when determining if the charging unit is required to take a Heavy Casualties Panic test.

  • Counter Charge: If a Counter Charge action is declared, the unit makes an out of sequence move that is resolved as it had just declared a charge against the charging unit. This move is made after your opponent has moved all of his charging units, as long as one or more enemy units has successfully completed a charge against the charged State Troop unit. The enemy does not get to make any charge reactions against a Counter Charge, but otherwise all the normal charging rules and bonuses apply.

Experimental Weapons

A Hochland Long Rifle is a Handgun with a range of 36" and the Sniper special rule.

A Repeater Handgun is a Handgun with the Multiple Shots (3) special rule.

A Repeater Pistol is a Pistol with the Multiple Shots (3) special rule. It can be combined with a normal pistol following the brace of pistols rule, in which case you may fire Multiple Shots (4) in total.

RangeStrengthSpecial Rules
18"6-

RangeStrengthSpecial Rules
4-

When a Master Engineer declares he will be using Pigeon Bombs, nominate any enemy model within Line of Sight, roll a D6 and consult the following chart:

D6

Result

1

Oops! The confused pigeon returns to its handler!

Centre the small round template over the Master Engineer and resolve the explosion.

2-4

Boom! A poorly cut fuse means the bomb explodes harmlessly in mid-air (harmlessly for everyone except for the pigeon!).

The Pigeon Bomb has no effect this turn.

5-6

Huzzah! The pigeon lands exactly on the head of its target just before the bomb detonates.

Centre the small round template over the target model and resolve the explosion.

Lords

General of the Empire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
General of the Empire465443649

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Lance (mounted only) (8 pts)

    • Great weapon (8 pts)

    • Polearm (on foot only) (8 pts)

  • May be armed with one of the following:

    • Pistol (6 pts)

    • Bow (5 pts)

    • Handgun (5 pts)

  • May upgrade medium armour to one of the following:

    • Heavy armour (3 pts)

    • Full plate armour (6 pts)

  • May take a shield (3 pts)

  • May be mounted on one of the following:

    • Warhorse (18 pts)

      • May be upgraded to have barding (6 pts)

    • Imperial Pegasus (30 pts)

    • Imperial Griffon (175 pts)

  • May take magic items up to a total of 100 pts

Hold the Line!

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

Wizard Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Wizard Lord433343318

Troop Type: Infantry (Character)

Magic: Wizard Lord is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May be mounted on one of the following:

    • Warhorse (18 pts)

      • May be upgraded to have barding (6 pts)

    • Imperial Pegasus (30 pts)

    • Imperial Griffon (Lore of Beasts Wizard only) (175 pts)

    • Arcane Battle Altar (100 pts)

  • Must be upgraded to Celestial Hurricanum (Lore of Heavens Wizard only) (25 pts)

  • Must be upgraded to Luminark of Hysh (Lore of Light Wizard only) (20 pts)

  • May take magic items up to a total of 100 pts

Grand Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

You must include at least one unit of Knightly Orders if your army includes a Grand Master.

Troop Type: Cavalry (Character)

Hand weapon, Full Plate Armour, barding.

  • May be armed with one of the following:

    • Lance (8 pts)

    • Great weapon (8 pts)

  • May take a shield (3 pts)

  • May replace Warhorse with Demigryph* (35 pts)

  • May take magic items up to a total of 100 pts
    *You must include at least one unit of Demigryph Knights in order to be mounted on a Demigryph.

Immunity (Psychology), Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

0-2 Arch Lector. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Arch Lector443443429

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (4 pts)

  • May upgrade medium armour to heavy armour (3 pts)

  • May take a shield (3 pts)

  • May be mounted on one of the following:

    • Warhorse (18 pts)

      • May be upgraded to have barding (6 pts)

    • The War Altar of Sigmar (150 pts)

  • May take magic items up to a total of 100 pts

Battle Prayers, Divine Power, Righteous Fury

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

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

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

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

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

A Warrior Priest, and any unit he is currently in, has the Hatred special rule.

0-1 War Altar of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
War Altar7--555---
Warhorse-303--315

Unit Size: 1 War Altar & 2 Warhorses

Troop Type: Chariot (Armour Save 5+)

  • The War Altar of Sigmar may be upgraded to have the Horn of Sigismund (10 pts)

Magic Items / Abilities: The Golden Griffon, The Horn of Sigismund

Innate Bound Spell (power level 4). The Arch Lector may cast Banishment (see the Lore of Light).

Optional Upgrade: The War Altar of Sigmar gains the Terror special rule.

Holy Fervour, Large Target (5), The Power of Sigmar, Stubborn, Ward Save (4+)

All friendly Empire units have the Hatred special rule whilst within 6" of the War Altar of Sigmar.

Any Battle Prayers cast by a model who is mounted on the War Altar of Sigmar also target all friendly units within 6".

Heroes

Captain of the Empire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Captain of the Empire455442538

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Lance (mounted only) (6 pts)

    • Great weapon (6 pts)

    • Polearm (on foot only) (6 pts)

  • May be armed with one of the following:

    • Pistol (4 pts)

    • Bow (5 pts)

    • Handgun (5 pts)

  • May upgrade medium armour to one of the following:

    • Heavy armour (2 pts)

    • Full plate armour (4 pts)

  • May take a shield (2 pts)

  • May be mounted on one of the following:

    • Warhorse (12 pts)

      • May be upgraded to have barding (4 pts)

    • Imperial Pegasus 20 pts

  • May take magic items up to a total of 50 pts

  • One Captain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Hold the Line!

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

Battle Wizard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Battle Wizard433332317

Troop Type: Infantry (Character, Human)

Magic: Battle Wizard is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be upgraded to a Level 2Wizard (+35 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts).

  • May take Magic Items up to a total of 50 pts.

Warrior Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Warrior Priest443442428

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

  • May upgrade medium armour to heavy armour (2 pts)

  • May take a shield (2 pts)

  • May be mounted on a Warhorse (12 pts)

    • May be upgraded to have barding (4 pts)

  • May take magic items up to a total of 50 pts

Battle Prayers, Divine Power, Righteous Fury

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

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

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

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

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

A Warrior Priest, and any unit he is currently in, has the Hatred special rule.

Master Engineer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts

MWSBSSTWIALd
Master Engineer434332317

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Repeater pistol (6 pts)

    • Repeater handgun (6 pts)

    • Hochland Long Rifle (15 pts)

    • Grenade launching blunderbuss (6 pts)

  • May take Pigeon bombs (20 pts)

  • May wear light armour (2 pts)

  • May be mounted on a Mechanical Steed (20 pts)

  • May take magic items up to a total of 50 pts

Master of Ballistics, "Stand Back, Sir!"

One war machine that is within 3" of a Master Engineer can use his Ballistic Skill or re-roll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.

A model with this special rule that is within 3" of a war machine is allowed to take a "Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

Witch Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts

MWSBSSTWIALd
Witch Hunter444442428

Troop Type: Infantry (Character)

Hand weapon, pistol.

  • May be armed with any of the following:

    • Great weapon (4 pts)

    • Brace of pistols (4 pts)

    • Crossbow (3 pts)

  • May wear light armour (2 pts)

  • May be mounted on a Warhorse (12 pts)

  • May take magic items up to a total of 50 pts

Accusation, Grim Resolve, Magic Resistance (2), Tools of Judgement

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

Witch Hunters, and any unit they are in, have the Immunity (Fear) special rule.

When attacking Wizards, or models with the Daemonic, Undead or Vampiric special rules in close combat, a Witch Hunter re-rolls failed rolls To Wound.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315
Mechanical Steed71044111-
Imperial Pegasus830442426
Demigryph840543437

Troop Type (Warhorse): War Beast (Animal)

Troop Type (Mechanical Steed): War Beast

Troop Type (Imperial Pegasus): War Beast (Animal)

Troop Type (Demigryph): Monstrous Beast

Troop Type (): Monster (Animal)

  • An Imperial Pegasus may take any of the following:

    • Iron-hard Hooves (5 pts)

    • Swift as the Wind (5 pts)

  • An Imperial Griffon may take any of the following:

    • Shrike Talons (5 pts)

    • Razorbeak (5 pts)

    • Bloodroar (10 pts)

    • Two Heads (15 pts)

A Pegasus with this upgrade re-roils failed To Wound rolls.

A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.

Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused by this beast's Terror special rule.

The model gains +1 Attack.

The Griffon gains the Armour Piercing (1) special rule.

The Griffon gains +1 to its Strength in the turns it charges.

The model gains the Devastating Charge special rule.

Impact Hits (D3), Natural Armour (6+)

Fly (9)

Fly (8)

Core Units

Halberdiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Halberdier433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry

Polearm.

  • May upgrade one Halberdier to a Sergeant (10 pts)

  • May upgrade one Halberdier to a musician (10 pts)

  • May upgrade one Halberdier to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may wear one of the following:

    • Light armour (1 pt per model)

    • Medium armour (2 pts per model)

  • The entire unit may take shields (1 pt per model)

State Troops

Spearmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Spearman433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry

Spear.

  • May upgrade one Spearman to a Sergeant (10 pts)

  • May upgrade one Spearman to a musician (10 pts)

  • May upgrade one Spearman to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Replace spears with pikes (1 pt per model)

    • Shields (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

State Troops

Swordsmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Swordsman443331417
Duellist443331427

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Swordsman to a Duellist (10 pts)

  • May upgrade one Swordsman to a musician (10 pts)

  • May upgrade one Swordsman to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may wear light armour (1 pt per model)

State Troops

Handgunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Handgunner433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, handgun.

  • May upgrade one Handgunner to a Marksman (10 pts)

    • A Marksman may exchange his handgun for one of the following:

      • Brace of pistols (free)

      • Hochland long rifle (15 pts)

      • Repeater handgun (5 pts)

  • May upgrade one Handgunner to a musician (10 pts)

  • May upgrade one Handgunner to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may wear light armour (½ pt per model)

State Troops

Crossbowmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Crossbowman433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, crossbow.

  • May upgrade one Crossbowman to a Marksman (10 pts)

  • May upgrade one Crossbowman to a musician (10 pts)

  • May upgrade one Crossbowman to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may wear light armour (½ pt per model)

State Troops

Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Archer433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, bow.

  • May take light armour (½ pt/model).

  • May be upgraded to Skirmishers (+1 pt/model).

  • May upgrade one Archer to a Marksman (+10 pts).

  • May upgrade one Archer to a Musician (+10 pts).

  • May upgrade one Archer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

State Troops

Free Company Militia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3.5 pts per model

MWSBSSTWIALd
Militia Fighter433331316
Militia Leader433331326

Unit Size: 10+

Troop Type: Infantry

Two hand weapons.

  • May upgrade one Militia Fighter to a Militia Leader (10 pts)

  • May upgrade one Militia Fighter to a musician (10 pts)

  • May upgrade one Militia Fighter to a standard bearer (10 pts)

  • The entire unit may swap one hand weapon for one of the following:

    • Pistols (2 pts per model)

    • Bows (2 pts per model)

    • Crossbows (4 pts per model)

  • The entire unit may wear light armour (½ pt per model)

  • The entire unit may be upgraded to Ambushers (free)

Militia

Models with this special rule can use the Support Fire and Counter Charge actions from the State Troops special rule.

Knightly Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Inner Circle Knight443431418
Inner Circle Preceptor443431428
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

  • May upgrade one Knight to a Preceptor (10 pts)

  • May upgrade one Knight to a musician (10 pts)

  • May upgrade one Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may be upgraded to Inner Circle Knights* (5 pts per model)
    *Inner Circle Knights wear full plate armour and counts as Special Units.

Pistoliers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 pts per model

MWSBSSTWIALd
Pistolier433331317
Outrider434331317
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Brace of pistols, medium armour.

  • May upgrade one Pistolier to an Outrider (10 pts)

    • May exchange one pistol for one of the following:

      • Brace of pistols including a repeater pistol (5 pts)

      • Repeater handgun (5 pts)

  • May upgrade one Pistolier to a musician (10 pts)

Fast Cavalry

Special Units

Greatswords. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Greatsword443331418
Count's Champion443331428

Unit Size: 10+

Troop Type: Infantry (Human)

Great weapon, light armour.

  • May upgrade to medium armour (+1 pt/model) or heavy armour (+3 pts/model).

  • May upgrade one Greatsword to a Count's Champion (+10 pts).

  • May upgrade one Greatsword to a Musician (+10 pts).

  • May upgrade one Greatsword to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

State Troops, Stubborn

0-1 Reiksguard Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 pts per model

MWSBSSTWIALd
Reiksguard Knight443431418
Reikscaptain443431428
Warhorse830331315

If Karl Franz or Kurt Helborg is your Army General, the 0-1 Restriction is lifted.

Unit Size: 5+

Troop Type: Cavalry

Lance, Full Plate Armour, shield, barding.

  • May upgrade one Reiksguard Knight to a Reikscaptain (10 pts)

  • May upgrade one Reiksguard Knight to a musician (10 pts)

  • May upgrade one Reiksguard Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Stubborn

0-1 Reiksguard Foot Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Reiksguard Knight443431418
Reikscaptain443431428

If Karl Franz or Kurt Helborg is your Army General, the 0-1 Restriction is lifted.

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Full Plate Armour, shield.

  • May upgrade one Reiksguard Knight to a Reikscaptain (10 pts)

  • May upgrade one Reiksguard Knight to a musician (10 pts)

  • May upgrade one Reiksguard Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Stubborn

Huntsmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Huntsman434331317
Tracker435331317

Unit Size: 5+

Troop Type: Infantry

Hand weapon, bow.

  • May upgrade one Huntsman to a Tracker (10 pts)

  • May upgrade one Huntsman to a musician (10 pts)

Scouts, Skirmishers

Flagellants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Flagellant422331315
Prophet of Doom422331325

Unit Size: 10+

Troop Type: Infantry

Flail.

  • May upgrade one Flagellant to a Prophet of Doom (10 pts)

  • May upgrade one Flagellant to a musician (10 pts)

  • May upgrade one Flagellant to a standard bearer (10 pts)

  • The entire unit may swap flails for two hand weapons (free)

The End is Nigh!, Frenzy, Unbreakable

If a unit of Flagellants is in base contact with an enemy unit at the start of any Close Combat phase, the Flagellants may immediately sacrifice D3 Wounds worth of models. Casualties inflicted in this way are 'martyrs' and they do not count towards combat resolution.

If at least one model is removed as a martyr, the remaining models in the unit immediately gain one of the special rules listed below until the end of the current phase. The exact special rule that applies will depend on the number of models removed as martyrs.

In addition, friendly units within 6" of Flagellants suffer -1 to their Leadership, except other Flagellants, Warrior Priests, Arch Lectors and Sisters of Sigmar.

1

Fanatical Fury: The Flagellants enter a seething fit of rage as they launch themselves at the enemy with an almost unnatural fervour.

The unit re-rolls all failed rolls To Hit.

2

Strength of the Penitent: The Flagellants' self-inflicted pain lends their blows great power.

The unit re-rolls all failed rolls To Hit and To Wound.

3

Insensible to Pain: Having beaten themselves insensible, the Flagellants no longer feel mortal injuries, shrugging aside blows that would cripple a sane man!

The unit gains +1 Toughness, and re-rolls all failed rolls To Hit and To Wound.

Imperial Dwarfs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Dwarf Warrior343341219
Veteran343341229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour.

  • May upgrade one Dwarf Warrior to a Veteran (10 pts)

  • May upgrade one Dwarf Warrior to a musician (10 pts)

  • May upgrade one Dwarf Warrior to a standard bearer (10 pts)

  • The entire unit may be armed with one of the following:

    • Spears (1 pt per model)

    • Polearms (2 pts per model)

    • Great weapons (2 pts per model)

    • Crossbows (5 pts per model)

    • Handguns (5 pts per model)

  • The entire unit may take shields (1 pt per model)

Ancestral Grudge, Relentless, Resolute

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

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

Models with this special rule roll 3D6 for any Break tests taken in the first round of combat, and discard the highest dice.

Halflings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Halfling424221518
Constable424221528

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Halfling to a Constable (10 pts)

  • May upgrade one Halfling to a musician (10 pts)

  • May upgrade one Halfling to a standard bearer (10 pts)

  • The entire unit may be armed with one of the following:

    • Spears (½ pt per model)

    • Shortbows (3 pts per model)

  • The entire unit may take shields (½ pt per model)

Short and Nimble

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

Imperial Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 pts per model

MWSBSSTWIALd
Imperial Ogre632443237
Brute632443247

Unit Size: 3+

Troop Type: Monstrous Infantry

Two hand weapons.

  • May upgrade one Ogre to a Brute (10 pts)

  • May upgrade one Ogre to a musician (10 pts)

  • May upgrade one Ogre to a standard bearer (10 pts)

  • The entire unit may swap one hand weapon for one of the following:

    • Great weapons (3 pts per model)

    • Polearms (3 pts per model)

    • Ogre pistols (3 pts per model)

  • The entire unit may wear light armour (3 pts per model)

Ogre Pistols follow all the rules for normal pistols, but have a range of 24".

Ogre Charge

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

Sisters of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Sister of Sigmar433331317
Sister Superior433331327

Unit Size: 5+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Sister of Sigmar to a Sister Superior (10 pts)

  • The entire unit may be armed with bucklers (½ pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may be upgraded to Skirmishers (free)

Faith in Sigmar, Hatred, Immunity (Fear)

A unit of 5 or more Sisters of Sigmar follows the rules for Divine Power and Battle Prayers. For every additional 5 models in the unit, they may add +1 to their casting result.

Outriders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Outrider434331317
Sharpshooter435331317
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, Repeater Handgun, medium armour.

  • May upgrade one Outrider to a Sharpshooter (10 pts)

    • A Sharpshooter may exchange his repeater handgun for one of the following:

      • Brace of pistols including a repeater pistol (free)

      • Grenade launching blunderbuss (5 pts)

      • Hochland long rifle (5 pts)

  • May upgrade one Outrider to a musician (10 pts)

  • The entire unit may take barding (1 pt per model)

Fast Cavalry

Great Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Great Cannon----7----
Crew433331317

Unit Size: 1 Great Cannon & 3 Crew.

Troop Type: War Machine (Great Cannon)

Hand weapon.

  • May take an additional Crew (6 pts)

Mortar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Mortar----7----
Crew433331317

Unit Size: 1 Mortar & 3 Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon.

  • May take an additional Crew (6 pts)

Mortar Shells

Mortars have the following profile and rules:

RangeStrengthSpecial Rules
12-48"3(6)-

The Mortar uses the large template. In case a Misfire is rolled, consult the Black Powder Misfire Chart.

Rare Units

Demigryph Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Inner Circle Knight443431418
Inner Circle Preceptor443431428
Demigryph840543437

Unit Size: 3+

Troop Type: Monstrous Cavalry

Lance, Full Plate Armour, shield, barding.

  • May upgrade one Inner Circle Knight to an Inner Circle Preceptor (10 pts)

  • May upgrade one Inner Circle Knight to a musician (10 pts)

  • May upgrade one Inner Circle Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may swap their lances for polearms (free)

Helblaster Volley Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Helblaster----7----
Crew433331317

Unit Size: 1 Helblaster Volley Gun & 3 Crew

Troop Type: War Machine

Hand weapon.

  • May take an additional Crew (6 pts)

Volley Gun

A Helblaster Volley Gun has the following profile and rules:

RangeStrengthSpecial Rules
24"5-

The Helblaster may fire up to three Artillery dice worth of shots in each of your Shooting phases. Roll one dice at a time. If a Misfire is rolled, roll immediately on the Black Powder Misfire Chart before rolling the next Artillery dice. If a May not Shoot result is rolled, this only applies to the current Artillery dice rolled. If a Malfunction result is rolled, this only applies to the current and the next Artillery dice rolled (if this is the third Artillery dice rolled this turn, the first Artillery dice the next turn is wasted). If a Destroyed! result is rolled, all previously Artillery dice shots this turn are still resolved before the war machine is removed. After all Artillery dice are rolled, resolve the number of shots as normal.

Helstorm Rocket Battery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Helstorm----7----
Crew433331317

Unit Size: 1 Helstorm Rocket Battery & 3 Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon.

  • May take an additional Crew (6 pts)

Helstorm Rockets

A Helstorm Rocket Battery has the following profile and rules:

RangeStrengthSpecial Rules
12-48"4(4)-

A Helstorm Rocket Battery fires in the same manner as an ordinary Stone Thrower, except that you scatter 3 templates from its target position rather than 1. When scattering any templates after the first, only the scatter dice is rolled; the result from the artillery dice first rolled applies to all shots fired that turn. In addition, all shots made with a Helstorm counts as being fired indirectly. If a Misfire is rolled, roll immediately on the Black Powder Misfire Chart.

War Wagon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts per model

MWSBSSTWIALd
War Wagon7--555---
Crew-333--317

Unit Size: 1 War Wagon, 6 Crew & 2 Warhorses

Troop Type: Chariot (Armour Save 4+)

Repeater Handgun, Hochland Long Rifle, Blunderbuss, Man Catcher, Hook Halberd, Ball and Chain, light armour, barding.

Flail. Each successful Hit with a Ball and Chain is multiplied into D3 Hits.

RangeStrengthSpecial Rules
12"4-

Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

Polearm. Against Ca and MC, attacks made with a hook halberd gains +1 To Hit.

A model armed with a Man Catcher has the Killing Blow special rule.

Large Target (5), Mixed Weaponry

Each crew of a War Wagon are armed with their own experimental weapon. Unlike other units, each crew model may choose to allocate their missile attack at a different target if they wish. The crew also ignore the Move or Fire special rule of any weapon they carry. In addition to the Repeater Handgun and Hochland Long Rifle, the crew of the War Wagon are also armed with the following weapons: Blunderbuss, Man Catcher, Hook Halberd, and Ball and Chain

0-8 Steam Tank. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Steam Tank*--6610---
Engineer Commander-333--317

Unit Size: 1 Steam Tank & 1 Engineer Commander

Troop Type: Chariot (Armour Save 1+)

Steam Engine, Steam Gun, Steam Cannon. (Engineer Commander) Hand weapon, Repeater Pistol.

A Steam Cannon is a cannon, but instead of gunpowder, it is fired by pressurised steam. The more Steam Points that are expended in the Steam Cannon, the greater its maximum range will be. If you choose not to expend any Steam Points in the Steam Cannon, or if the Steam Tank is in base contact with an enemy unit, you cannot fire it that turn.

If you expend a single Steam Point, the Steam Cannon can fire with a maximum range of 12". For each additional Steam Point you expend, the maximum range of the Steam Cannon is increased by 12". The Steam Cannon can only be fired directly ahead. The Steam Cannon is a Cannon with the following profile:

RangeStrengthSpecial Rules
12"/24"/36"10-

If the first artillery dice rolls a misfire, the Steam Cannon does not fire and the Steam Tank immediately loses D3 Wounds with no armour saves allowed. The Steam Cannon cannot fire grapeshot.

The more Steam Points you expend in the Steam Engine, the further the Steam Tank moves in the Movement phase. Declare how many Steam Points you will expend in the Steam Engine at the start of your Compulsory Moves sub-phase. If you choose not to expend any Steam Points in the Steam Engine, the Steam Tank's Movement will be 0 that turn and it cannot move at all in the Movement phase. For each Steam Point you chose to expend, the Steam Tank's Random Movement increases by D6".

If the Steam Tank charges an enemy unit, it will inflict an additional D3 Impact Hits for each Steam Point expended in the Steam Engine that turn.

If the Steam Tank is in base contact with an enemy unit, it cannot move but can instead expend Steam Points in the Steam Engine to grind foes beneath its wheels in the close combat phase. Select one enemy unit in base contact – it immediately suffers D3 Impact Hits for each steam point expended in this way.

The more Steam Points you expend in the Steam Gun, the higher the pressure of the resultant gout of steam. If the Steam Tank is unengaged, declare how many Steam Points you will expend in the Steam Gun at the start of your Shooting phase. If the Steam Tank is engaged in close combat, declare how many Steam Points you will expend in the Steam Gun at the start of your Close Combat phase. In either case, if you choose not to expend any Steam Points in the Steam Gun, you cannot fire it that turn.

If only a single Steam Point is expended, the Steam Gun is treated as a Strength 2 Breath Weapon, which uses the Engineer Commander's Initiative. The Strength of the Breath Weapon is increased by 1 for each additional Steam Point expended in the Steam Gun. (For example, if 3 Steam Points are expended, the Steam Gun is treated as a Strength 4 Breath Weapon.) The Steam Gun has a 360 degree arc of fire. Unlike other Breath Weapons, the Steam Gun can be used once each turn.

  • The Engineer Commander may take a Hochland Long Rifle (15 pts)

  • May replace Steam Cannon and Steam Gun for Mortar Shells and Swivel Gun (free)

  • The following options reduce the base cost of the Steam Tank (225 pts per model):

    • Replace Steam Cannon for Steam-powered Volley Gun

    • Replace Steam Cannon and Steam Gun for a Ram Attack

    • Replace Steam Cannon and Steam Gun for a Fighting Platform

The fighting platform has 6 State Troops crewing it, who follow the Mixed Weaponry special rule from the War Wagon.

Mortars fire like a Stone Thrower and have the following profile:

RangeStrengthSpecial Rules
12-48"3(6)-

The Mortar on the Implaceable may move and fire. If the first artillery dice rolls a misfire, the Mortar does not fire and the Steam Tank immediately loses D3 Wounds which Ignores Armour Saves.

When charging or using its grinding attack, the Sigmar's Hammer inflicts D6 hits per Steam point spent rather than D3.

If you expend a single Steam Point, the Volley Gun can fire using the following profile and rules:

RangeStrengthSpecial Rules
24"5-

*The number of shots is equal to the roll of an Artillery dice. The Volley gun does not suffer To Hit penalties for firing Multiple Shots. If you roll a misfire, the Steam-powered Volley Gun does not fire and the Steam Tank immediately loses D3 Wounds which Ignores Armour Saves.

Swivel Guns uses the following profile:

RangeStrengthSpecial Rules
36"6-

Swivel Guns do not suffer any To Hit penalties for firing multiple shots.

Steel Behemoth, Animated Construct, Large Target (4), Random Movement (*), Steam Points, Terror

At the start of your turn, declare how many Steam Points your Steam Tank is generating – this can be any number between 0 and 5. After you have generated your Steam Points (if any), roll an artillery dice to see if the Steam Tank's boiler holds out. If the result is greater than the Steam Tank's current number of Wounds, or if you roll a misfire, roll a D3 and then, for each Steam Point the Steam Tank currently has, add 1 to the result and consult the Steam Boiler Mishap table. You can expend Steam Points in three ways: through the Steam Engine, or Steam Weapons.

You can expend up to 3 Steam Points in each of these categories, as long as you have enough Steam Points remaining. Any Steam Points left unused at the end of your turn are lost.

1-4

Valve Locked: Roll a D6. On a 1-2, you cannot expend Steam Points in the Steam Engine this turn. On a 3-4, you cannot expend Steam Points in the Steam Gun this turn. On a 5-6, you cannot expend Steam Points in the Steam Cannon this turn.

5

Minor Leak: The Steam Tank immediately loses D3 Steam Points.

6

Emergency Vent: The Steam Tank immediately loses D6 Steam Points. The Steam Tank, and any unit in base contact, immediately suffers 2D6, Strength 2 hits, distributed as from shooting (roll for each unit).

7

Dangerous Overpressure: Roll a D6. The Steam Tank immediately gains a number of Steam Points and loses a number of Wounds equal to the result.

8

Kaboom: All units within 6" of the Steam Tank (Friend or foe) immediately suffer 2D6 Strength 4 hits, distributed as from shooting (roll for each unit). After resolving any damage, the Steam Tank is removed as a casualty.

A Steam Tank, and its crew, can shoot missile weapons with the Move or Fire special rule even if it moved in its Movement phase. In addition, a Steam Tank cannot overrun or pursue a fleeing enemy – it automatically restrains and is unable to perform combat reforms.

Arcane Battle Altar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Arcane Battle Altar7--555---
Acolyte-333--317
Warhorse-303--315

An Arcane Battle Altar must be upgraded to either Luminark of Hysh or Celestial Hurricanum.

Unit Size: 1 Altar, 2 Acolytes & 2 Warhorses

Troop Type: Chariot (Armour Save 5+)

Hand weapon.

  • Must be upgraded to one of the following:

    • Luminark of Hysh (20 pts)

    • Celestial Hurricanum (30 pts)

Aura of Protection (Luminark only), Large Target (5), Locus of Power, Portents of Battle (Hurricanum only), Solheim's Bolt of Illumination (Luminark only), Storm of Shemtek (Hurricanum only)

The Luminark of Hysh and all friendly units within 6" of have a Ward Save (6+).

For each friendly Arcane Battle Altar on the battlefield at the start of your magic phase, add 1 dice to your power pool.

The Hurricanum and all friendly units within 6" re-roll 1's when rolling to Hit.

Innate Bound Spell (power level 4). Solheim's Bolt of Illumination is a magic missile with a range of 36". It causes a Strength 8 hit that has the Multiple Wounds (D3) and Flaming Attacks special rules, and penetrates ranks in the same manner as a shot from a bolt thrower. Armour saves are not permitted against Wounds caused by Solheim's Bolt of Illumination. If the target has the Daemonic, Undead or Vampiric special rule, all failed To Wound rolls caused by this spell are re-rolled.

Innate Bound Spell (power level 4). Storm of Shemtek is a direct damage spell with a range of 24". Place the small round template over the target and scatter it D6". The result of the D6 is also used to determine the type of storm that is summoned (see the chart below). If a Hit! is rolled, the template does not scatter. If the template hits a unit with the Fly special rule, it suffers D6 Strength 4 hits, in addition to any other effects (even if a Sudden Downpour is summoned).

D6

Result

1

Sudden Downpour: The target is pelted with rain – the unit is a bit soggy, but no damage is inflicted this time.

2

Iceshard Tempest: All models hit by the template suffer a Strength 2 hit with the Ice Attacks special rule. In addition, they suffer a -1 modifier to all To Hit rolls (both shooting and close combat) until the start of the caster's next Magic phase. Shooting attacks that do not use Ballistic Skill are unaffected.

3

Raging Tornado: If a target unit lies beneath the template's central hole and is not engaged in close combat, roll a scatter dice and rotate the unit so that it is facing that direction (if a hit is rolled, the casting player chooses the direction). If, by rotating the unit, it would come within of another unit or impassable terrain, simply stop rotating the unit as soon as it moves to within 1".

4-5

Lightning Strike: The model under the template's central hole suffers a Strength 6 hit. Other models hit by the template suffer a Strength 3 hit. This is a Lightning Attack.

6

Meteor Strike: The model under the template's central hole suffers a Strength 6 hit with the Multiple Wounds (D6) Special rule. All other models hit by the template suffer a Strength 3 hit.

Marienberg Land Ship. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Marienberg Land Ship*--6610---
Crew-333--317

Unit Size: 1 Land Ship & 6 Crew.

Troop Type: Chariot (Armour Save 3+, Human)

Hand weapon, handgun, Culverin.

The Culverin fires like a Cannon using the following profile:

RangeStrengthSpecial Rules
48"7-

The Land Ship may still move and fire the cannon. It can fire grapeshot which is resolved at Strength 4. If the weapon is destroyed by a Misfire result, the Land Ship also immediately suffers D3 Wounds which Ignores Armour Saves.

Destroying the Land Ship, Grind Attack, Random Movement (*), Stable Platform, Terror, Unbreakable, The Wonder of the Age

When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.

In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.

The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.

The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.

  • Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.

  • Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.

D6

Result

1

Abandon Ship! With an appalling cracking sound, the main axles snap, spars shatter and the wheels are crushed, dumping the ship unceremoniously to the ground in an almighty crash.

The Land Ship is destroyed but left on the table as an area of impassable terrain. Any unit in base contact when this happens suffers D6 Strength 6 hits.

2-3

Arrrrgh! The boiler backfires, sending the Land Ship hurtling forward.

The ship moves the rolled distance and an additional D6", as well as suffering D3 wounds with no Armour save allowed.

4-5

All hands to the Wheel! The Land Ship slews perilously out of control.

Roll a Scatter dice and move the ship the rolled distance in the direction shown on the dice. If a ‘hit’ is rolled, the crew manage to drop the emergency anchor and the Land Ship remains stationary.

6

Boom! Between the over-pressurised boiler exploding and the powder magazine detonating, the Land Ship makes a spectacular fireball.

Everything within D6" of the Land Ship’s hull suffers a Strength 6 hit and the Land Ship is destroyed and removed from play.

Special Characters - Lords

Karl Franz. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .320 pts

MWSBSSTWIALd
Karl Franz4654436410
Deathclaw660655458

Troop Type (Karl Franz): Infantry (Special Character)

Troop Type (Deathclaw): Monster

  • May swap Runefang for Ghal Maraz (30 pts)

  • May be mounted on one of the following:

    • Warhorse (with barding) (24 pts)

    • Imperial Pegasus (30 pts)

    • Deathclaw (210 pts)

Magic Items / Abilities (Karl Franz): Dragon Tooth, the Reikland Runefang, Ghal Maraz, The Emperor's Armour, The Silver Seal

All hits from the Reikland Runefang wound automatically and Ignores Armour Saves.

Hits from Ghal Maraz wound automatically with the Ignores Armour Saves and Multiple Wounds (D3) special rules.

Full plate armour. This armour allows Karl Franz to re-roll failed armour saves.

The Silver Seal grants Karl Franz a Ward Save (4+) and the Magic Resistance (2) special rule.

Hold the Line!, Immunity (Psychology), Leader of Men

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

The Emperor must be your army's General. His Inspiring Presence ability has an additional range of 6", and any models using his Leadership may re-roll failed Panic tests. In addition, his Hold the Line! special rule also affects units of Reiksguard Knights.

Bloodroar, Fly (8)

Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused by this beast's Terror special rule.

Kurt Helborg. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .310 pts

MWSBSSTWIALd
Kurt Helborg476443649
Krieglust (Warhorse)830331315

Troop Type: Cavalry (Special Character)

Hand weapon, barding.

Magic Items / Abilities: Grudge Settler, the Solland Runefang , Dawn Armour, Laurels of Victory, Rod of Command

All hits from the Solland Runefang wound automatically and Ignores Armour Saves.

Full plate armour. This armour ignores Strength penalties from attacks and Armour Piercing, so Kurt Helborg's armour save can never fall below 3+.

Each unsaved Wound caused by Kurt Helborg is multiplied by 2 when calculating the combat result.

One use only. The first time the character and his unit has to take a Break test, they automatically pass it.

The Emperor's Chosen, Immunity (Psychology), Master of Battle, Stubborn

If Kurt Helborg joins a unit of Reiksguard Knights, his unit gains may re-roll failed Break Tests for as long as he remains in the unit.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Volkmar the Grim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Volkmar the Grim455443429

Troop Type: Infantry (Special Character)

Light armour.

  • May be mounted on the War Altar of Sigmar (150 pts)

Magic Items / Abilities: Staff of Command, Jade Griffon

As long as Volkmar the Grim is mounted upon the War Altar of Sigmar, all close combat attacks made with the Staff of Command are resolved at +2 Strength, at other times it gives +1 Strength.

The Jade Griffon makes the bearer regain 1 Wound suffered earlier in the game at the start of each turn, up to their starting value.

Battle Prayers, Divine Power, Grand Theogonist, Righteous Fury

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

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

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

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

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

Volkmar the Grim has a +1 bonus to any attempt to cast a Battle Prayer. In addition, if Volkmar is your army General, Flagellants count as Core Units rather than Special Units.

A Warrior Priest, and any unit he is currently in, has the Hatred special rule.

Balthasar Gelt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .350 pts

MWSBSSTWIALd
Balthasar Gelt433343318
Quicksilver (Imperial Pegasus)830442426

Troop Type: Cavalry (Special Character)

Balthasar Gelt is a Level 4 Wizard who uses spells from the Lore of Metal.

Hand weapon.

Magic Items / Abilities: Amulet of Sea Gold, Staff of Volans, Cloak of Molten Metal

The Amulet of Sea Gold grants Balthasar Gelt the Magic Resistance (1) special rule, and adds +1 to the Magic Resistance for each enemy wizard currently on the battlefield, up to a maximum of 3.

The Staff of Volans grants Balthasar Gelt a +2 bonus on all attempts to cast spells.

The Cloak of Molten Metal grants Balthasar Gelt a Ward Save (3+) against shooting attacks.

Al-kahest, Fly, Loremaster (Lore of Metal)

Al-kahest uses the following profile:

RangeStrengthSpecial Rules
6"n/a-

If the vial hits, it Wounds any target on a 4+.

Thyrus Gormann. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .370 pts

MWSBSSTWIALd
Thyrus Gormann433343318
Warhorse830331315

Troop Type: Cavalry (Special Character)

Thyrus Gormann is a Level 4 Wizard who uses spells from the Lore of Fire.

Light armour, barding.

Magic Items / Abilities: The Bright Sword, The Blazing Ruby, The Fire Stone of Agni, Firebrand Staff

This magic sword gives Thyrus +1 when rolling To Wound as well as Flaming Attacks.

The Blazing Ruby confers the Ward Save (5+) and the Immunity (Flaming Attacks) special rules.

Once per turn, Thyrus may add +2 Power Dice to casting one of his spells.

Thyrus may add 12" to the range of his spells.

Fire Lord, Loremaster (Lore of Fire)

Thyrus may add +1 to the result of each of the dice rolled when determining the number of hits caused by his spells.

Boris Todbringer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 pts

MWSBSSTWIALd
Boris Todbringer463443649
Warhorse830331315

Troop Type: Cavalry (Special Character)

Full Plate Armour, shield, barding.

Magic Items / Abilities: Legbiter, the Middenland Runefang, The Talisman of Ulric

All hits from a Runefang wound automatically and Ignores Armour Saves.

At the start of every player turn, unless he has been removed as a casualty, Boris Todbringer instantly recovers any lost wounds, up to his starting total of 3. In addition, the Talisman is infused with the power and courage of Ulric, granting Boris Todbringer Magic Resistance (1) and gives him the Immunity (Psychology) special rule.

Crush the Weak, Hatred (Beastmen), Hold the Line!

Models with this special rule have the Hated special rule against enemies with a Leadership characteristic of 6 or lower.

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

Marius Leitdorf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Marius Leitdorf475443649
Daisy (Warhorse)830331315

Troop Type: Cavalry (Special Character)

Heavy armour, barding.

Magic Items / Abilities: Mothers Ruin, the Averland Runefang

Two hand weapons. All hits from a Runefang wound automatically and Ignores Armour Saves.

Hold the Line!, The Mad Count

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

At the start of every friendly turn, Marius Leitdorf must take a Leadership test on 3D6, discarding the lowest result. If passed, he behaves himself and acts normally this turn, otherwise roll a D6 and consult the table below:

D6

Result

1

Lunatic Ravings: Marius recites poetry, does impressions of the Reiksmarshal and sings bawdy songs about rotund maidens.

For the remainder of the turn, Marius is treated as though he has failed a Stupidity test.

2

Berserk Rage: The Mad Count's favourite shirt is ruined and he enters an unreasoning rage.

Marius has the Frenzy special rule, and cannot lose it, until he rolls on this table again.

3

Paranoid Delusions: Leitdorf is convinced that both his allies and his own shadow are out to get him.

Marius immediately makes one close combat attack against a randomly chosen friendly model in base contact (if there are none, treat this result as Lunatic Ravings instead).

4

Tactical Brilliance: After consulting his warhorse, Daisy, Marius realises his army needs to be reformed at once.

Every friendly unit within 12" of Marius may immediately make a Reform manoeuvre. These units can still move, charge, march and shoot as normal during this turn.

5

Outrageous Insult: The Mad Count mocks his foe's girth, poor dress sense and find odour.

The closest enemy character to Marius has the Hatred (Marius Leitdorf) special rule for the rest of the game. This has no effect on units that have Immunity (Psychology).

6

Insane Bravado: Marius believes himself to be invincible and charges off to smite his foes.

Marius is treated as having rolled a Berserk Rage result. In addition he has the Stubborn special rule and must accept any challenge until he rolls on this table again.

Aldebrand Ludenhof. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts

MWSBSSTWIALd
Aldebrand Ludenhof465443649
Warhorse830331315

Troop Type: Cavalry (Special Character)

Full Plate Armour, barding.

Magic Items / Abilities: Goblin Bane, the Hochland Runefang

All hits from the Averland Runefang wound automatically and Ignores Armour Saves.

Aldebrand's Hawk, Hold the Line!

The hawk may target models using the Sniper special rule. The target must pass a Weapon Skill test or suffer a Strength 3 hit.

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

Valmir von Raukov. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Valmir von Raukov465443649
Warhorse830331315

Troop Type: Cavalry (Special Character)

Heavy armour, barding.

Magic Items / Abilities: Brain Wounder, the Ostland Runefang, The Dragon Bow

All hits from the Ostland Runefang wound automatically and Ignores Armour Saves.

The Dragon Bow has the following profile:

RangeStrengthSpecial Rules
36"5-

Hold the Line!

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

Magnus the Pious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 pts

MWSBSSTWIALd
Magnus the Pious4654436410
Warhorse830331315

Troop Type: Cavalry (Special Character)

Hand weapon, barding.

Magic Items / Abilities: The Gilded Armour

Heavy armour. Models attacking the wearer in close combat must pass a Strength test before rolling to hit for every Attack directed at the target. If the test is failed, the Attack is lost. Attacks that do not roll to Hit are unaffected.

Hold the Line!, Immunity (Psychology), Leader of Men, Power of Sigmar, Righteous Fury

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

The Emperor must be your army's General. His Inspiring Presence ability has an additional range of 6", and any models using his Leadership may re-roll failed Panic tests. In addition, his Hold the Line! special rule also affects units of Reiksguard Knights.

Magnus the Pious has the Magic Resistance (2) and Ward Save (5+) special rule. In close combat Magnus may make a special Attack at Strength 10 with the Multiple Wounds (D3) special rule instead of his normal attacks.

A Warrior Priest, and any unit he is currently in, has the Hatred special rule.

Elspeth von Draken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .580 pts

MWSBSSTWIALd
Elspeth von Draken433343428
Carmine Dragon660666358

Troop Type: Monster (Special Character)

Elspeth von Draken is a Level 4 Wizard. She use spells from the Lore of Death.

Magic Items / Abilities: The Pale Scythe, Death's Timekeeper

This weapon has the Killing Blow special rule, and as a focus for deathly energies it adds +1 to Elspeth von Draken's dispelling rolls.

Once per player turn, Elspeth von Draken can re-roll a single dice of your choice concerning her or the Carmine Dragon (this can include attacks, saving throws, magic dice and the Artillery dice used to determine the Carmine Dragon's Coruscating Blast if desired). If this re-roll is not used, at the end of her player's turn Elspeth von Draken may recover a wound previously lost in the game.

Coruscating Blast (Carmine Dragon), Darkwalker, Fly (7), Loremaster (Lore of Death), Natural Armour (3+)

This Breath Weapon works similarly to determining the effects of a cannon shot (see the Warhammer rulebook). The maximum range of the attack's target point is 12" away from the monster and may be treated just like a normal breath weapon. After the target point has been selected, roll the Artillery dice to create a line of effect for the blast travelling in a straight line away from the dragon (using the line template). A Misfire result should be re-rolled. Any model caught in the line of the blast suffers D3 wounds with a strength equivalent to 10, minus the target's Toughness score, with the Ignores Armour Saves and Magical Attacks special rules.

Elspeth has Immunity (Psychology) and all To Wound rolls made against her suffer a -1 penalty. Unfortunately, she also suffers any extra effect that is listed as specifically damaging Daemons or the Undead.

Theodore Bruckner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts

MWSBSSTWIALd
Theodore Bruckner464543549
Reaper850654546

Troop Type: Infantry (Special Character)

Pistol, Full Plate Armour.

  • May take Reaper the Demigryph (Monster) as a mount (150 pts)

Magic Items / Abilities: Liarsbane, Stormlance, Baleflame Amulet

Liarsbane give Bruckner +1 To Hit and To Wound in close combat.

Lance. When charging, Bruckner has the Killing Blow special rule. At all other times, he will use Liarsbane instead.

The amulet provides Bruckner with a Ward Save (5+). In addition, if Bruckner is slain by a model in base contact, that model then immediately suffers D3 Wounds with the Ignores Armour Saves special rule.

The Hand of Judgement

Bruckner cannot be the army's General. In addition, while fighting in a Challenge, Bruckner has the Unbreakable special rule.

Valten Chosen of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .410 pts

MWSBSSTWIALd
Valten475443649

If Valten is included in your army, Karl Franz may not take Ghal Maraz.

Troop Type: Infantry (Special Character)

Heavy armour.

  • May be mounted on a barded Warhorse (24 pts)

Against The Odds, Awesome Presence, Chosen of Sigmar, Iron Resolve

Enemy units can never gain the combat resolution bonus points for attacking in the flank or rear in a combat involving Valten. In addition, Valten and any unit he leads have Immunity (Psychology) and are Stubborn.

Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him, not just the one he is taking part in. Valten may never be the army's General.

Valten has a Ward Save (5+). In addition, once per game, he may harness the very power of Sigmar at the start of any close combat phase. Roll a D3; Valten adds the result to his Weapon Skill, Strength, Toughness and Attacks characteristics until the end of the phase.

Valten has a Ward Save (5+). If Valten is killed, take a Leadership test for him at the end of that phase. If he passes, his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.

Valten Exalted of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .435 pts

MWSBSSTWIALd
Valten475443649
Althandin940431527

If Valten is included in your army, Karl Franz may not take Ghal Maraz.

Troop Type: Infantry (Special Character)

  • May be mounted on one of the following:

    • Warhorse (with barding) (24 pts)

    • Althandin (35 pts)

Exalted of Sigmar only. Althandin is a barded Warhorse which suffers no Movement penalties for wearing barding.

Magic Items / Abilities: Ghal Maraz, Armour of the Heldenhammer

Hits from Ghal Maraz wound automatically with the Ignores Armour Saves and Multiple Wounds (D3) special rules.

Full plate armour. The Armour of the Heldenhammer provides +1 armour save and Magic Resistance (2). No model in base contact may cast any spells.

Against The Odds, Awesome Presence, Chosen of Sigmar, Iron Resolve

Enemy units can never gain the combat resolution bonus points for attacking in the flank or rear in a combat involving Valten. In addition, Valten and any unit he leads have Immunity (Psychology) and are Stubborn.

Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him, not just the one he is taking part in. Valten may never be the army's General.

Valten has a Ward Save (5+). In addition, once per game, he may harness the very power of Sigmar at the start of any close combat phase. Roll a D3; Valten adds the result to his Weapon Skill, Strength, Toughness and Attacks characteristics until the end of the phase.

Valten has a Ward Save (5+). If Valten is killed, take a Leadership test for him at the end of that phase. If he passes, his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.

Mandred Skavenslayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Mandred Skavenslayer465443649
Warhorse830331315

Troop Type: Cavalry (Special Character)

Full Plate Armour, barding.

Magic Items / Abilities: Verminbane, Horn of the White Wolf

Great weapon. All attacks made with Verminbane against models from Warhammer: Skaven have the Multiple Wounds (D3) special rule.

Whenever Mandred declares a charge, the target must take a Panic test before choosing their charge reaction.

Hatred (Skaven), Hold the Line!

If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.

Special Characters - Heroes

Ludwig Schwarzhelm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Ludwig Schwarzhelm465442538
Warhorse830331315

Troop Type: Cavalry (Special Character)

Full Plate Armour, barding.

Magic Items / Abilities: Sword of Justice, The Emperor's Standard

Attacks made with the Sword of Justice have the Killing Blow special rule. In addition, all failed To Wound rolls made with the Sword of Justice are re-rolled.

The Emperor's Standard follows all the rules for a Battle Standard, except that the range of Ludwig Schwarzhelm's Hold Your Ground! special rule is 18".

The Emperor's Bodyguard, The Emperor's Herald

If Karl Franz suffers a Wound (before armour saves are taken) and Ludwig Schwarzhelm is in the same unit, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted and reallocated to Ludwig Schwarzhelm. If Karl Franz suffers more than one Wound simultaneously, randomise between them to determine which Ludwig attempts to intercept first. No more than one Wound can be re-allocated to Ludwig Schwarzhelm in this way in each phase. Wounds suffered by the Emperor in a challenge cannot be re-allocated – it is a duel of honour, and Ludwig Schwarzhelm will not interfere.

If you take Ludwig Schwarzhelm, he must be your army's Battle Standard Bearer. Ludwig Schwarzhelm can never be your army's General.

Markus Wulfhart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Markus Wulfhart456442638

Troop Type: Infantry (Special Character)

Hand weapon.

Magic Items / Abilities: The Amber Bow

Longbow. All shots fired by the Amber Bow are resolved at Strength 4. Against Monsters, the Amber Bow always wounds on 4+ (unless it would normally need a lower result) and has the Multiple Wounds (D3) special rule.

Hatred (Monsters), Immunity (Psychology), Monster Hunter, Scouts, Wulfhart's Hunters

Models with this special rule re-roll all failed To Hit rolls when shooting at monsters.

If your army includes Markus Wulfhart, one unit of Huntsmen may be upgraded to be Wulfhart's Hunters for +2 points/model. This unit gains the Monster Hunter and Immunity (Psychology) special rules.

Luthor Huss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Luthor Huss453442428
Warhorse830331315

Troop Type: Cavalry (Special Character)

Great weapon, heavy armour, barding.

Battle Prayers, Chosen of Sigmar, Divine Power, Fiery Demagogue, Righteous Fury

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

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

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

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

Luthor Huss has a Ward Save (4+). In addition, once per game, he may harness the very power of Sigmar. Luthor must declare that he is harnessing this power at the start of any Close Combat phase. Roll a D3 – Luthor adds this number to his Weapon Skill, Strength, Toughness, and Attacks characteristics until the end of the turn.

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

In addition to Hammer of Sigmar, Shield of Faith and Soulfire, Luthor Huss also knows the following Battle Prayer:

  • Unbending Righteousness: Luthor Huss and his unit gain the Stubborn special rule until the start of the next friendly Magic phase.

A Warrior Priest, and any unit he is currently in, has the Hatred special rule.

Valten. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 pts

MWSBSSTWIALd
Valten465442549

Troop Type: Infantry (Special Character)

Two hand weapons.

Against The Odds, Awesome Presence, Iron Resolve

Enemy units can never gain the combat resolution bonus points for attacking in the flank or rear in a combat involving Valten. In addition, Valten and any unit he leads have Immunity (Psychology) and are Stubborn.

Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him, not just the one he is taking part in. Valten may never be the army's General.

Valten has a Ward Save (5+). If Valten is killed, take a Leadership test for him at the end of that phase. If he passes, his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.

Jubal Falk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Jubal Falk434332428

Troop Type: Infantry (Special Character)

Hand weapon, pistol, Hochland Long Rifle, medium armour.

Magic Items / Abilities: Mercurial Shot

One use only. This is a one use attack which is used in conjunction with Falk's Hochland long rifle (with all its usual rules applying), and the player must declare its use before rolling to hit. If it strikes the target it hits with Strength 6, Armour Piercing (1), and Multiple Wounds (2). If the shot misses, it is wasted.

Black Powder Discipline, Master of Ballistics, The Nuln Ironsides, "Stand Back, Sir!"

Any Handgunner unit that contains Jubal Falk may re-roll shooting to hit rolls of '1' with its handguns. Note that this doesn't apply to Jubal himself.

One war machine that is within 3" of a Master Engineer can use his Ballistic Skill or re-roll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.

If Jubal Falk is included in your army, one unit of Handgunners may be upgraded to wear medium armour for +1 point per model.

A model with this special rule that is within 3" of a war machine is allowed to take a "Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

Bertha Bestraufrung. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts

MWSBSSTWIALd
Bertha Bestraufrung453442428

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Sigmarite Hammers, Holy Relic, Blessed Water

Two hand weapons. The Sigmarite Warhammers give Bertha the Armour Piercing (1) special rule. In addition, she gains +1 To Wound models with the Daemonic, Undead or Vampiric special rules.

One use only. The Holy Relic allows Bertha and any unit she joins to automatically pass the first Leadership they are required to make during the game.

One use only. Blessed Water can be used in the same way as a throwing weapon. If it hits, it inflicts one automatic Wound which Ignores Armour Saves against models with the Daemonic, Undead or Vampiric special rules.

Battle Prayers, Divine Power, Hatred, High Matriarch, Immunity (Fear), Magic Resistance (2), Sigmar's Handmaiden

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

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

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

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

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

As the High Matriarch of the Sisters of Sigmar's Mercy, Bertha must join a unit of Sisters of Sigmar if possible. In addition, the unit becomes Stubborn while she remains with it.

When Bertha or the unit she is with casts any Battle Prayers, they may add +1 to their casting result.

Hubert Valentour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Hubert Valentour444442428

Troop Type: Infantry (Special Character)

Hand weapon, pistol, light armour.

Magic Items / Abilities: Eichelbaum's Scroll, Sanctified Silver Bullets

Once per turn, when an enemy spell has been cast, Hubert can read Eichelbaum's Scroll instead of attempting to dispel the spell by using dispel dice. This gives him 3 free dice to attempt to dispel the spell, which cannot be combined with any other dispel dice. This may also be used to dispel spells that Remains in Play. However, if the dispel attempt fails, the scroll is destroyed and cannot be used for the remainder of the battle. Hubert may use this item despite not being a Wizard.

All shots made using these bullets have the Multiple Wounds (D3) special rule against all models from Warhammer: Daemons of Chaos and Vampire Counts.

Accusation, Grim Resolve, Hates Evil Magic, Magic Resistance (2), Tools of Judgement

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

Witch Hunters, and any unit they are in, have the Immunity (Fear) special rule.

Hubert gains the Hatred special rule against all Wizards from the following army books: Beastmen, Chaos Dwarfs, Daemons of Chaos, Dark Elves, Skaven, Vampire Counts, Warriors of Chaos.

When attacking Wizards, or models with the Daemonic, Undead or Vampiric special rules in close combat, a Witch Hunter re-rolls failed rolls To Wound.

Rutger Wolfrick. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts

MWSBSSTWIALd
Rutger Wolfrick444442428

Troop Type: Infantry (Special Character)

Hand weapon, pistol, light armour.

Accusation, Fear and Loathing, Grim Resolve, Magic Resistance (2), Mentally Unbalanced, Tools of Judgement

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

Rutger has the Hatred (Warriors of Chaos) special rule. However, he also treats all models from Warhammer: Warriors of Chaos as causing Fear against him. If they already cause Fear, they now cause Terror instead.

Witch Hunters, and any unit they are in, have the Immunity (Fear) special rule.

If half or more of any unit's starting models that Rutger joins are killed at any point during the battle, Rutger will lose it completely! From then onwards he gains the Frenzy special rule for the remainder of the game.

When attacking Wizards, or models with the Daemonic, Undead or Vampiric special rules in close combat, a Witch Hunter re-rolls failed rolls To Wound.

Brother Valdemar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Brother Valdemar443442428

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

Magic Items / Abilities: Book of Uncommon Prayer

Once per Magic phase, Brother Valdemar may re-roll one power dice when he attempts to cast one of his Battle Prayers.

Battle Prayers, Courage of the Believer, Divine Power, Faith in Sigmar, Righteous Fury

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

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

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

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

Brother Valdemar and any unit he joins gains the Immunity (Fear) special rule.

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

Brother Valdemar and any unit he joins may re-roll failed Break tests.

A Warrior Priest, and any unit he is currently in, has the Hatred special rule.

Imperial Knightly Orders

Grand Masters: Unless otherwise stated in their entry, all Grand Masters (including named ones) in this section follow the normal rules, options and character restrictions as found in the Lords section.

Knights of the Inner Circle: Normal Knights may be upgraded to Inner Circle Knights and gain +1 Strength and Initiative and counts as Special Units at the cost of 3 points per model. Models with heavy armour gain full plate armour at an additional cost of 2 points per model. Demigryph Knights may not be upgraded.

Knights of the Blazing Sun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Blinding Light

Whenever the Knights declare a charge, roll a D6. A roll of 1 means there is no sun (it’s raining or overcast) and so the Blinding Light cannot be used this charge. On a 2+, there is enough sunlight for the Knights to dazzle their enemies as they charge. The enemy unit being charged are at -1 Weapon Skill and Ballistic Skill for the duration of the turn.

Siegfried Trappenfeld. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 pts

MWSBSSTWIALd
Siegfried Trappenfeld (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Hand weapon, Full Plate Armour, shield, barding.

Blinding Light, Immunity (Psychology), Master of Battle

Whenever the Knights declare a charge, roll a D6. A roll of 1 means there is no sun (it’s raining or overcast) and so the Blinding Light cannot be used this charge. On a 2+, there is enough sunlight for the Knights to dazzle their enemies as they charge. The enemy unit being charged are at -1 Weapon Skill and Ballistic Skill for the duration of the turn.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the White Wolf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

White Wolf Hammer, White Wolf Cloak, heavy armour, barding.

White Wolf Cloaks have the following armour profile:

CombatMissileSpecial Rules
-+1/6+-

RangeStrengthSpecial Rules
Combat+1-

Crush the Weak

Models with this special rule have the Hated special rule against enemies with a Leadership characteristic of 6 or lower.

Rein Volkhard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Rein Volkhard (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

White Wolf Hammer, White Wolf Cloak, heavy armour, barding.

White Wolf Cloaks have the following armour profile:

CombatMissileSpecial Rules
-+1/6+-

RangeStrengthSpecial Rules
Combat+1-

Crush the Weak, Immunity (Psychology), Master of Battle

Models with this special rule have the Hated special rule against enemies with a Leadership characteristic of 6 or lower.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights Panther. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Arabyan Warhorses

When charging, the Knights may add an extra D3" to their Charge range.

Heinrich von Torlichhelm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 pts

MWSBSSTWIALd
Heinrich von Torlichhelm (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Hand weapon, Full Plate Armour, shield, barding.

Arabyan Warhorses, Immunity (Psychology), Master of Battle

When charging, the Knights may add an extra D3" to their Charge range.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Black Guard of Morr. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Great weapon, heavy armour, barding.

  • May replace great weapons with lances and shields (free)

Fear, Immunity (Terror)

Black Guard of Morr On Foot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328

Unit Size: 10+

Troop Type: Infantry

Polearm, heavy armour.

Fear, Immunity (Terror)

Lavarro San Andera. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Lavarro San Andera (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Great weapon, heavy armour, barding.

Fear, Immunity (Psychology), Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Everlasting Light. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

  • May replace lances with great weapons (free)

Immunity (Fear, Terror), Magical Attacks

Sigismund Drak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts per model

MWSBSSTWIALd
Sigismund Drak (Grand Master)466443649
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Character)

Hand weapon, Full Plate Armour, shield, barding.

Immunity (Psychology), Magical Attacks, Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

The Longshanks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328

The Longshanks are Special Units.

Unit Size: 5+

Troop Type: Infantry

Two hand weapons, long bow, light armour.

Scouts, Skirmishers

Ulrika Grunfrau. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 pts

MWSBSSTWIALd
Ulrika Grunfrau (Grand Master)466443649

Troop Type: Infantry (Character)

Two hand weapons, long bow, light armour.

Immunity (Psychology), Master of Battle, Scouts, Skirmishers

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights Griffon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Prideful, Well Drilled

Members of this Order may not choose Flee as a charge reaction and Tomas Bacham may not refuse an issued challenge. In addition, they ignore Swiftstride when fleeing.

Knights Griffon automatically pass all tests to Reform.

Tomas Bacham. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Tomas Bacham (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Hand weapon, Full Plate Armour, shield, barding.

Immunity (Psychology), Master of Battle, Prideful, Well Drilled

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Members of this Order may not choose Flee as a charge reaction and Tomas Bacham may not refuse an issued challenge. In addition, they ignore Swiftstride when fleeing.

Knights Griffon automatically pass all tests to Reform.

Sons of Manann. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Polearm, medium armour barding.

Blessing of the Sea God

The Sons of Manann gain +1 to Hit in the first round of close combat.

Sons of Manann On Foot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328

Unit Size: 10+

Troop Type: Infantry

Hand weapon, buckler and medium armour.

Blessing of the Sea God

The Sons of Manann gain +1 to Hit in the first round of close combat.

Grand Admiral Hrofil Halfdane. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Hrofil Halfdane (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Polearm, medium armour, barding.

Blessing of the Sea God, Immunity (Psychology), Master of Battle

The Sons of Manann gain +1 to Hit in the first round of close combat.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Raven. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, bow, shield, heavy armour and barding.

Hatred (Vampire Counts), Immunity (Terror)

Grand Master of the Knights of the Raven. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Infantry (Character)

Hand weapon, bow, shield, heavy armour and barding.

Hatred (Vampire Counts), Immunity (Psychology), Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Verdant Field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328

Knights of the Verdant Field are Special Units.

Unit Size: 5+

Troop Type: Infantry

Hand weapon, long bow, and light armour.

Scouts, Skirmishers

Grand Master of the Knights of the Verdant Field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Grand Master466443649

Troop Type: Infantry (Character)

Hand weapon, long bow, and light armour.

Immunity (Psychology), Master of Battle, Scouts, Skirmishers

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Twin-tailed Orb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Comet Flail, heavy armour, barding.

Flail. All attacks made by a Comet Flail have the Flaming Attacks special rule.

Zealous

Enemy units cannot claim the Outnumber combat resolution bonus against models with this special rule. However, the Knights must always pursue a fleeing enemy.

Grand Master of the Knights of the Twin-tailed Orb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Comet Flail, heavy armour, barding.

Flail. All attacks made by a Comet Flail have the Flaming Attacks special rule.

Immunity (Psychology), Master of Battle, Zealous

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Enemy units cannot claim the Outnumber combat resolution bonus against models with this special rule. However, the Knights must always pursue a fleeing enemy.

Knights of the Black Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Fractious, Knights of the Inner Circle, Strength of the Bear

Roll a D6 for each of your units of Knights of the Black Bear at the start of each Empire turn. On the roll of a '1' some form of disagreement has broken out in the ranks (possibly over who took more than his fair share of plunder in a previous campaign) and the unit may not move that turn.

The Knights of the Black Bear gain the Strength Bonus (1) special rule on any turn that they charge.

Grand Master of the Knights of the Black Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Lance, heavy armour, shield, barding.

Fractious, Immunity (Psychology), Master of Battle, Strength of the Bear

Roll a D6 for each of your units of Knights of the Black Bear at the start of each Empire turn. On the roll of a '1' some form of disagreement has broken out in the ranks (possibly over who took more than his fair share of plunder in a previous campaign) and the unit may not move that turn.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

The Knights of the Black Bear gain the Strength Bonus (1) special rule on any turn that they charge.

The Hunters of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, lance, great weapon, medium armour shield.

Forest Strider, Hatred (Beastmen), Shoddy Equipment, Vanguard

The Hunters of Sigmar must re-roll 6's when rolling To Wound and taking armour saves.

Jerik Wildorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Jerik Wildorn (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Hand weapon, lance, great weapon, medium armour shield.

Forest Strider, Hatred (Beastmen), Immunity (Psychology), Master of Battle, Shoddy Equipment, Vanguard

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

The Hunters of Sigmar must re-roll 6's when rolling To Wound and taking armour saves.

Knights of the Broken Sword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Hatred (Force of Destruction), Reckless

Knights of the Broken Sword are subject to the Berserk Rage part of the Frenzy special rule.

Grand Master of Knights of the Broken Sword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Lance, heavy armour, shield, barding.

Hatred (Force of Destruction), Immunity (Psychology), Master of Battle, Reckless

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Broken Sword are subject to the Berserk Rage part of the Frenzy special rule.

Knights of the Sacred Scythe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, shield, heavy armour, barding.

Hatred (Vampire Counts), Pariahs, Vampire Slayers

The Knight may never use the Leadership of a character, nor may their Grand Master pass his Leadership onto non-Knightly units, even if he is the General of the army.

Models with this special rule have the Killing Blow rule against models with the Vampiric special rule.

Grand Master of Knights of the Sacred Scythe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Hand weapon, shield, heavy armour, barding.

Hatred (Vampire Counts), Immunity (Psychology), Master of Battle, Pariahs, Vampire Slayers

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

The Knight may never use the Leadership of a character, nor may their Grand Master pass his Leadership onto non-Knightly units, even if he is the General of the army.

Models with this special rule have the Killing Blow rule against models with the Vampiric special rule.

Knights of the Gold Lion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Humility, Resolute

The Knights of the Gold Lion may not field Inner Circle Knights or Grand Masters.

Knights of the Gold Lion are Stubborn in the first round of every combat.

Knights of Sigmar's Blood. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Exemplars of Sigmar

Any friendly units within 6" of a unit of these knights may re-roll any failed Fear, Terror or Panic tests.

Hans Leitdorf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156 pts

MWSBSSTWIALd
Hans Leitdorf (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Lance, heavy armour, shield, barding.

Exemplars of Sigmar, Immunity (Psychology), Master of Battle

Any friendly units within 6" of a unit of these knights may re-roll any failed Fear, Terror or Panic tests.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights Encarmine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Two hand weapons, heavy armour, barding.

Disorderly, Two-sword Technique

Knights Encarmine cannot receive rank bonuses.

Knights Encarmine may re-roll 1's when rolling to Hit in close combat.

Grand Master of the Knights Encarmine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Two hand weapons, heavy armour, barding.

Disorderly, Immunity (Psychology), Master of Battle, Two-sword Technique

Knights Encarmine cannot receive rank bonuses.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights Encarmine may re-roll 1's when rolling to Hit in close combat.

Knights of the Hammer of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Great weapon, heavy armour, barding.

Exemplars of Sigmar

Any friendly units within 6" of a unit of these knights may re-roll any failed Fear, Terror or Panic tests.

Grand Master of Knights of the Hammer of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Great weapon, heavy armour, barding.

Exemplars of Sigmar, Immunity (Psychology), Master of Battle

Any friendly units within 6" of a unit of these knights may re-roll any failed Fear, Terror or Panic tests.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Templars of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328

Templars of Sigmar are Special Units.

Unit Size: 5+

Troop Type: Infantry

Hand weapon, brace of pistols, light armour.

Blessed, Hatred (Warriors of Chaos, Daemons of Chaos), Skirmishers

The Templars of Sigmar have Magical Attacks and gain Magic Resistance (1) as Sigmar protects them from hostile magic.

Grand Master of the Templars of Sigmar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131 pts

MWSBSSTWIALd
Grand Master466443649

Troop Type: Infantry (Character)

Hand weapon, brace of pistols, light armour.

Blessed, Hatred (Warriors of Chaos, Daemons of Chaos), Immunity (Psychology), Master of Battle, Skirmishers

The Templars of Sigmar have Magical Attacks and gain Magic Resistance (1) as Sigmar protects them from hostile magic.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Fiery Heart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

  • May replace great weapons with lances and shields (free)

Hatred (Orcs & Goblins)

Adrian Hoven. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156 pts

MWSBSSTWIALd
Adrian Hoven (Grand Master)466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Lance, heavy armour, shield, barding.

Hatred (Orcs & Goblins), Immunity (Psychology), Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Black Rose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

Bodyguard, Disloyal Reputation, Fear, Knights of the Inner Circle

When joined by a General of the Empire (representing the Countess), the Knights of the Black Rose are Stubborn for as long as she remains with the unit.

Friendly units within 6" of a unit of Knights of the Black Rose suffer -1 to their Leadership.

Grand Master of the Knights of the Black Rose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Grand Master466443649
Warhorse830331315

Troop Type: Cavalry (Character)

Lance, heavy armour, shield, barding.

Bodyguard, Disloyal Reputation, Fear, Immunity (Psychology), Master of Battle

When joined by a General of the Empire (representing the Countess), the Knights of the Black Rose are Stubborn for as long as she remains with the unit.

Friendly units within 6" of a unit of Knights of the Black Rose suffer -1 to their Leadership.

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Black Lynx. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328

Knights of the Black Lynx are Special Units.

Unit Size: 10+

Troop Type: Infantry

Polearm, light armour.

Knights of the Inner Circle, Scouts

Dieter von Nachttorin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Dieter von Nachttorin (Grand Master)466443649

Troop Type: Infantry (Character)

Polearm, light armour.

Immunity (Psychology), Master of Battle, Scouts

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of the Vengeful Sun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 pts per model

MWSBSSTWIALd
Inner Circle Knight443431418
Inner Circle Preceptor443431428
Demigryph840543437

Knights of the Vengeful Sun are Rare Units.

Unit Size: 3+

Troop Type: Monstrous Cavalry

Lance, Full Plate Armour, shield, barding.

Devastating Charge

Grand Master of the Knights of the Vengeful Sun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191 pts

MWSBSSTWIALd
Grand Master466443649
Demigryph840543437

Troop Type: Monstrous Cavalry (Character)

Lance, Full Plate Armour, shield, barding.

Devastating Charge, Immunity (Psychology), Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Knights of Taal's Fury. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Inner Circle Knight443431418
Inner Circle Preceptor443431428
Demigryph840543437

Knights of Taal's Fury are Rare Units.

Unit Size: 3+

Troop Type: Monstrous Cavalry

Polearm, Full Plate Armour, barding.

Hatred (Beastmen)

Grand Master of the Knights of Taal's Fury. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191 pts

MWSBSSTWIALd
Grand Master466443649
Demigryph840543437

Troop Type: Monstrous Cavalry (Character)

Polearm, Full Plate Armour, barding.

Hatred (Beastmen), Immunity (Psychology), Master of Battle

If a Grand Master joins a unit of Knights, Inner Circle Knights or Demigryph Knights, the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

Heirlooms of Magic

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Empire. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

All hits from a Runefang wound automatically and Ignores Armour Saves.

Great weapon. Instead of attacking normally, the bearer can choose to forfeit all of his normal Attacks to make a single, special Attack. If this Attack hits, it is resolved at Strength 10 and has both the Flaming Attacks and Multiple Wounds (D3) special rules.

Magic Armour

The Armour of Meteoric Iron grants the wearer both a Armour Save (1+) and a Ward Save (6+).

The wearer of the Helm of the Skavenslayer gains a 6+ armour save and the Fear special rule. Against models from a Skaven army, the wearer causes Terror instead. However, all Skaven gain the Hatred special rule while attacking the wearer.

Talismans

This item gives the bearer a Ward Save (5+) and Magic Resistance (2). In addition, any unit joined by the character wearing the Shroud have Immunity (Fear, Terror).

Enchanted Items

Bound Spell (power level variable). At the start of each of his Magic phases, the bearer may remove and capture one randomly determined spell from an enemy Wizard within 12" of him on a roll of 4+. The bearer can then cast the captured spell in any of his own Magic phases by releasing it from the casket just like from a Bound Spell, whereupon the spell is then removed from the game. Any number of spells may be captured by the casket, and the bearer can cast each one once, either over several magic phases or all at the same time if they prefer. The power level of the spell cast by the casket will be equivalent to the normal casting value of the spell.

When the wearer fights in a challenge, he must 'swap' the Weapon Skill, Strength, Toughness, Initiative and Attacks characteristics on his profile with his enemy
(but not the enemy's mount, if he has one). So, the wearer fights with his enemy's Strength, Toughness, Initiative and Attacks whilst his enemy fights with the wearer's Strength, Toughness, Initiative and Attacks. Note that you cannot choose not to use Van Horstmann's Speculum and you must swap all of the listed characteristics for the duration of the challenge, not just some of them.

One use only. Bound Spell (power level variable). At the beginning of the game, choose one of the eight Lores of Magic from the Warhammer rulebook and generate a spell from it as if the bearer were a Level 1 Wizard. That spell is bound within the Ring of Volans is automatically cast with a power level equal to the normal casting value of the spell, no power dice are required.

Magic Standards

All units within 12" of this banner roll 3D6 for their Leadership test, and discards the highest dice.

A unit bearing the Griffon Banner doubles any combat result bonus granted for having extra ranks. However, the unit carrying the Griffon Banner cannot pursue a fleeing enemy and must hold their ground instead.

Knights of the White Wolf unit only. The unit carrying this standard causes Fear. When charging, they cause Terror.

Knights Panther unit only. The unit carrying this standard gains Magic Resistance (2).

Magic Items Expansion

Magic Weapons

The Sword of Sigismund gives the wielder +1 Strength and the Always Strikes First special rule.

Against models with the Daemonic special rule, all attacks made with the Daemonslayer Blade gain +1 To Wound with the Multiple Wounds (D3) special rule.

Spear. Against models with the Daemonic special rule, all attacks made with the Spear of the Hierophant gain +1 Strength and any successful Ward Saves must be re-rolled.

At the beginning of the battle, nominate one enemy Character or Monster. The Sword of Fate will Wound that model on a 2+ with the Ignores Armour Saves and Multiple Wounds (D3) special rules.

The Sword of Power gives the wielder +2 Strength and the Armour Piercing (1) special rule.

The Sword of Righteous Steel makes the wielder always Hit any opponent on roll of a 2+. In addition, any successful Parry saves must be rerolled.

All failed To Hit rolls made with the Blessed Sword may be re-rolled.

The Cold Iron Blade gives +1 Strength to the wielder. Against models with the Ethereal special rule, it automatically Wounds.

The Griffon Claw gives the model +1 To Hit in close combat as well as the Armour Piercing (1) special rule.

Models hit by the Hammer of Judgement must take a Toughness test for every Hit suffered. If the test is failed, the Hit Wounds automatically with the Ignores Armour Saves special rule. If the test is passed, roll to Wound and take armour saves as normal.

The Wyrmslayer Sword makes the wielder Wound on a 4+ or better, and ignores Natural Armour.

Magic Armour

Light armour. The Armour of Tarnus gives the wearer a Ward Save (5+). In addition, this armour can be chosen by Wizards even though they are not normally allowed to wear armour.

Shield. At the start of each round of close combat, the Shield of the Medusa causes one enemy model in base contact of your choosing to suffer a -1 penalty to their Attack characteristic for the remainder of the close combat phase.

Talismans

All enemy attacks targeting the model wearing the Amulet of Thrice-Blessed Copper suffer -1 To Wound. In addition, the bearer gains the Immunity (Poisoned Attacks) special rule.

The Holy Relic gives its bearer +1 Toughness and the Immunity (Psychology) special rule.

The Crimson Amulet gives the wearer the Ward Save (6+) special rule. In addition, they automatically pass any Characteristic tests they have to take.

The Jade Amulet allows the wearer to ignore the first wounding Hit they suffer.

The Sigil of Sigmar gives the bearer a Ward Save (4+) against all enemy spells.

Arcane Items

The Grey Wand gives the wielder a +D3 bonus to the result of their spell casting attempts.

The Chalice of Fate allows the Wizard to re-roll failed Channelling rolls.

One use only. After the bearer of the Seal of Destruction manages to successfully dispel an enemy spell, they may choose to use the Seal. If they do so, roll a D6. On a 4+, the spell cannot be used by that Wizard for the rest of the game.

The Crystal Ball allows the wearer to pick one enemy unit anywhere on table at the start of each of your turns. Your opponent must reveal all Magic Items, Hidden models and the like that unit might have.

Enchanted Items

Any enemy model with the Daemonic, Undead or Vampiric special rule in base contact suffers a Strength 4 Hit at the start of each round of close combat.

Bound Spell, Power Level 5. The Doomfire Ring contains The Burning Head spell from the Lore of Fire.

Arch Lector only. The model carrying Helsturm's Staff and any unit they join roll 3D6 for all their Leadership tests and discards the highest result.

One use only. The bearer can use the Arabyan Windglass immediately after your opponent has rolled the dice for the Winds of Magic. If they do so, your opponent, must re-roll the result.

The Icon of Magnus gives the bearer and any unit they are with the Immunity (Terror) special rule.

The model carrying the Ring of St. Horst and any unit they join may re-roll any failed Leadership test.

At the start of the game, roll a D6 and consult the chart below to determine which effect the Skull Charm has on the wearer.

D6Result
1-2+1 Weapon Skill
3-4+1 Leadership
5-6+1 Weapon Skill & Leadership

Model on foot only. The model wearing the Boots of Boova gains the Stomp special rule, but it only inflicts D3 hits rather than D6.

Witch Hunter only. One use only. The Powders may be used immediately when an enemy Wizard miscasts. The Wizard must roll twice on the Miscast Table, and you pick which result is used.

Each time the bearer's unit suffers unsaved Wounds from a spell, the first D3 unsaved Wounds are absorbed by the Reliquary and have no effect (unsaved Wounds with the Multiple Wounds special rule still only counts as one).

Witch Hunter only. No Ward Saves may be taken against close combat Attacks made by the bearer.

Bound Spell, Power Level 3. The Silver Horn contains an augment spell that targets all fleeing friendly units within 24". The target units will automatically Rally.

Witch Hunter only. Any shots fired from a missile weapon that the bearer carries have the Magical Attacks special rule and automatically Wounds.

The model bearing Dazh's Flint gains the Flaming Attacks special rule.

Any Monster attempting to strike blows against the bearer must first pass a Leadership test or automatically forfeit any attacks directed against the bearer.

At the end of any close combat in which a Monster suffers one or more unsaved Wounds from the bearer's close combat attacks, it must take a Toughness test for each such Wound inflict, and loses a Wound (with no saves allowed) for each test failed.

Magic Standards

The unit carrying the Banner of Sigismund gains the Stubborn special rule. If the unit is already Stubborn, they instead become Unbreakable.

The unit carrying the Black Skull of the Caliph, and all friendly units within 6" of it, gains the Immunity (Fear) special rule.

Knightly Orders only. The unit carrying the Steel Standard ignores the Movement Penalties from barding.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Aldebrand Ludenhof

Cavalry

25x50

Althandin

Cavalry

50x50

Arcane Battle Altar

Chariot

50x100

Arch Lector

Infantry

20x20

Archers

Infantry

20x20

Balthasar Gelt

Cavalry

40x40

Battle Wizard

Infantry

20x20

Bertha Bestraufrung

Infantry

20x20

Boris Todbringer

Cavalry

25x50

Brother Valdemar

Infantry

20x20

Captain of the Empire

Infantry

20x20

Crossbowmen

Infantry

20x20

Demigryph

Monstrous Beast

50x75

Demigryph Knights

Monstrous Cavalry

50x75

Flagellants

Infantry

20x20

Free Company Fighters

Infantry

20x20

General of the Empire

Infantry

20x20

Grand Master

Infantry

20x20

Great Cannon

War Machine

75

Greatswords

Infantry

20x20

Halberdiers

Infantry

20x20

Halflings

Infantry

20x20

Handgunners

Infantry

20x20

Hellblaster Volley Gun

War Machine

75

Hellstorm Rocket Battery

War Machine

75

Hubert Valentour

Infantry

20x20

Huntsmen

Infantry

20x20

Imperial Dwarfs

Infantry

20x20

Imperial Griffon

Monster

50x50 or 50x100

Imperial Ogres

Monstrous Infantry

40x40

Imperial Pegasus

Warbeast

40x40

Jubal Falk

Infantry

20x20

Karl Franz

Infantry

20x20

Knightly Orders

Cavalry

25x50

Kurt Helborg

Cavalry

25x50

Ludwig Schwarzhelm

Cavalry

25x50

Luthor Huss

Cavalry

25x50

Magisterix Elspeth von Draken

Monster

100x150

Magnus the Pious

Cavalry

25x50

Mandred Skavenslayer

Cavalry

25x50

Marius Leitdorf

Cavalry

25x50

Markus Wulfheart

Infantry

20x20

Master Engineer

Infantry

20x20

Mechanical Steed

Warbeast

25x50

Mortar

War Machine

60

Outriders

Cavalry

25x50

Pistoliers

Cavalry

25x50

Reaper

Monster

50x100

Reiksguard Foot Knights

Infantry

20x20

Reiksguard Knights

Cavalry

25x50

Rutger Wolfrick

Infantry

20x20

Sisters of Sigmar

Infantry

20x20

Spearmen

Infantry

20x20

Steam Tank

Chariot

50x100 or 60x100

Swordsmen

Infantry

20x20

The War Altar of Sigmar

Chariot

50x100

Theodore Bruckner

Infantry

25x25

Thyrus Gormann

Cavalry

25x50

Valmir Von Raukov

Cavalry

25x50

Valten

Infantry

20x20

Volkmar The Grim

Infantry

20x20

War Wagon

Chariot

50x100

Warhorse

Warbeast

25x50

Warrior Priest

Infantry

20x20

Witch Hunter

Infantry

20x20

Wizard Lord

Infantry

20x20