Warcry Faction Cards and Abilities

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Warcry Faction Cards and Abilities

09.08.19
Added Corvus Cabal
Added The Unmade
Added Sprintered Fang
07.08.19
Idoneth abilities spellchecking
02.08.19
Added Iron Golem
Added Untamed Beasts
Added Cypher Lords
Corrected Nighthaunt abilities card
31.07.19
First release

Contents
Iron Golem.............................................................................................................................................................................................................................................2
Untamed Beasts.....................................................................................................................................................................................................................................4
Cypher Lords.........................................................................................................................................................................................................................................6
Corvus Cabal.........................................................................................................................................................................................................................................8
The Unmade........................................................................................................................................................................................................................................10
Splintered Fang....................................................................................................................................................................................................................................12
Stormcast Eternals...............................................................................................................................................................................................................................14
Ironjawz...............................................................................................................................................................................................................................................16
Flesh-Eater Courts...............................................................................................................................................................................................................................18
Nighthaunt...........................................................................................................................................................................................................................................20
Daughters of Khaine............................................................................................................................................................................................................................22
Legions of Nagash...............................................................................................................................................................................................................................24
Idonet Deepkin....................................................................................................................................................................................................................................26
Gloomspite Gitz...................................................................................................................................................................................................................................28
Bonesplitterz........................................................................................................................................................................................................................................30

Iron Golem
IRON GOLEM Move Toughness Wound Runemark Points Weapon
s s Type Range Attack Strengt Damage
s h
Dominar 4 4 20 Leader 175 Hammer 1 3 5 2/5
Brute
Ogor Breacher 4 5 30 Destroyer 235 Unarmed 1 2 6 4/8
Signifer 4 4 15 Icon Bearer 120 Hammer 1 3 4 2/4
Drillmaster 5 4 15 Berserker 125 Club 1 4 4 2/4
Reach Weapon 3 4 4 1/2
Prefector 4 4 15 Brute 125 Hammer 1 3 4 2/5
Iron Legionary 4 5 10 - 80 Club 1 2 3 1/3
Iron Legionary with Bolas 4 4 10 - 65 Reach Weapon 3 3 3 1/2
Club 1 2 3 1/3
Armator 3 4 12 - 90 Hammer 1 4 4 1/4
Iron Legionarу with Twin 4 4 10 - 70 Hammer 1 3 3 1/3
Hammers

ABILITIES
IRON GOLEM
- [Double] Throw Bolas: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, allocate 1 damage point to that
fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
Brute [Double] Spine-crushing Blow: Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this
activation that has a Range characteristic of 3 or less.
Leader [Double] Lead with Strength: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this
activation. This fighter makes a bonus move action or a bonus attack action.
Destroyer [Triple] Living Battering Ram: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy
fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
Icon Beare [Triple] Stand Defiant: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of t his
r fighter.
Berserker [Quad] Whirlwind of Death: Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this
ability.
Untamed Beasts

UNTAMED BEASTS Move Toughnes Wound Runemark Points Weapon


s s s Type Rang Attacks Strengt Damage
e h
Heart-eater 5 4 20 Leader 180 Axe 1 4 4 2/5
First Fang 4 4 15 Brute 140 Spear 8 2 4 2/5
Axe 1 3 4 1/4
Beastspeaker 4 4 15 Agile 125 Reach Weapon 4 4 4 1/2
Dagger 1 3 4 1/4
Rocktusk Prowler 8 4 20 Beast 180 Fangs 1 4 4 2/5
Preytaker with Fanged Axe 4 4 10 - 105 Axe 1 3 4 2/4
Preytaker with Sawtooth 4 4 10 - 105 Sword 1 4 3 2/4
Blade
Plains-runner 5 3 8 - 55 Axe 1 3 3 1/3

ABILITIES
UNTAMED BEASTS
- [Double] Savage Fury: Add 1 to the Move characteristic of this fighter for the next move action they make this activation, and add 1 to the Attacks
characteristic of the next attack action they make this activation.
Leade [Double] All-out Attack: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation.
r This fighter makes a bonus move action or a bonus attack action.
Agile [Double] Beastmaster: Pick a visible friendly fighter with the Beast runemark within 4" of this fighter. That fighter makes a bonus attack action.
Beast [Triple] Pounce: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible
enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
Brute [Triple] Harpoon Snag: This fighter makes a bonus attack action. After that attack action, the fighter targeted by that attack action makes a bonus
move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability.
- [Quad] Unleash the Beast: Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics
of attack actions made by this fighter that have a Range characteristic of 3 or less.
Cypher Lords

CYPHER LORDS Move Toughnes Wound Runemark Points Weapon


s s s Type Rang Attack Strengt Damage
e s h
Thrallmaster 5 4 20 Leader 205 Unarme 1 5 4 2/6
Mystic d
Luminate 5 4 15 Mystic 175 Spear 2 5 4 2/5
Mindbound 5 3 10 Minion 75 Sword 1 4 3 1/3
Mirrorblade with Double-bladed 5 3 10 Destroyer 80 Sword 2 3 3 1/4
Sword Minion
Mirrorblade with Duelling Swords 5 3 10 Minion 115 Sword 1 5 4 2/4
Mirrorblade with Glaive 5 3 10 Destroyer 120 Spear 2 4 4 2/5
Minion

ABILITIES
CYPHER LORDS
- [Double] Throwing Stars and Chakrams: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, allocate 1
damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.
- [Double] Acrobatic Leap: This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move
vertically upwards more than 3".
Destroye [Double] Low Sweeping Blow: Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 4-5, allocate 1 damage point to the fighter
r being rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
Mystic [Triple] Shadowy Recall: Pick a friendly fighter with the Minion runemark that is within 12" of this fighter. Remove that fighter from the battlefield
and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to the value of this ability.
Leader [Triple] Shattered Gloom Globe: Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions
made by enemy fighters while they are within 6" of this fighter.
- [Quad] Spinning Somersault Strike: This fighter can fly when making move actions until the end of their activation; however, when flying, they
cannot move vertically upwards more than 3". In addition, this fighter makes a bonus move action. Then, they can make a bonus attack action.
Corvus Cabal

CORVUS CABAL Move Toughness Wound Runemark Points Weapon


s s Type Rang Attack Strength Damage
e s
Shadow Piercer 5 4 20 Leader 185 Sword 1 4 4 2/5
Scout
Shrike Talon 8 4 20 Agile 185 Claws 1 5 4 2/4
Cabalist with 5 3 8 Scout 60 Axe 1 3 3 1/3
Familiar
Cabalist with Spear 5 3 8 - 75 Spear 2 4 3 1/4
Cabalist 5 3 8 - 65 Dagge 1 4 3 1/3
r
Spire Stalker 5 4 15 Champion 140 Sword 1 4 4 2/4

ABILITIES
CORVUS CABAL
- [Double] Raven Dart: Pick a visible enemy fighter within 8" of this fighter and roll a dice. On a 3-5, allocate 1 damage point to that fighter. On a 6,
allocate a number of damage points to that fighter equal to the value of this ability.
Champio [Double] Swift Climb: Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is climbing.
n
Scout [Double] Harrying Raven: Pick an enemy fighter within 20" of this fighter. Until the end of the battle round, that fighter cannot make disengage
actions.
Agile [Triple] Swooping Attack: This fighter makes a bonus move action. In addition, if the fighter finishes that move action 3" or more vertically lower
than their starting position, they can make a bonus attack action.
Leader [Triple] Grisly Trophy: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3
or less made by visible friendly fighters while they are within 6" of this fighter.
- [Quad] Death from Above: This fighter makes a bonus move action. Then, they can make a bonus attack action Add 1 to the Strength characteristic
of that attack action if the fighter finished the move action 3" or more vertically lower than their starting position.
The Unmade

THE UNMADE Move Toughness Wound Runemark Points Weapon


s s Type Range Attack Strengt Damage
s h
Blissful One 8 4 20 Leader 220 Dagger 1 5 4 2/6
Joyous One 5 4 15 Detroyer 145 Dagger 1 4 4 2/4
Awakened One with Flail 4 3 10 - 60 Reach Weapon 3 3 3 1/2
Dagger 1 3 3 1/3
Awakened One with Brutal 4 3 10 - 60 Spear 2 2 3 1/4
Polearm
Ascended One 4 4 10 Warrior 125 Sword 1 4 4 2/4

ABILITIES
THE UNMADE
- [Double] Nightmarish Visage: Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a
3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
- [Double] Barbed Strike: Until the end of this fighter's activation, if any attack action made by this fighter scores any hits or critical hits, subtract 1
from the Toughness characteristic (to a minimum of 1) of the target fighter until the end of the battle round.
Warrior [Double] Chain Garrotte: Pick an enemy fighter within 5" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6,
allocate a number of damage points to that fighter equal to the value of this ability.
Destroye [Triple] Flaying Frenzy: Roll a dice for each visible enemy fighter within 3" of this fighter. On a 3-4, allocate 1 damage point to the fighter being
r rolled for. On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
Leader [Triple] Vessel of Torment: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this
activation. This fighter makes a bonus move action. Then, they can make a bonus attack action.
- [Quad] Gift of Agony: This fighter makes a bonus attack action. Add 1 to the Strength and Attacks characteristics of that attack action if this fighter
has any damage points allocated to them.
Splintered Fang

SPLINTERED FANG Move Toughnes Wound Runemark Point Weapon


s s s s Type Range Attacks Strengt Damage
h
Trueblood 4 4 20 Leader 180 Spear 2 4 4 2/5
Serpent Caller 5 4 15 Mystic 145 Fangs 2 4 4 2/4
Ranged Weapon 8 1 3 1/3
Serpents 6 2 8 Beast 65 Fangs 1 5 3 1/4
Pureblood 4 4 12 Brute 125 Dagger 1 4 4 2/4
Venomblood with Barbed Whip 4 5 10 Bulwark 110 Reach Weapon 3 3 4 1/2
Venomblood with Spear and Shield 4 5 10 Bulwark 135 Spear 2 3 4 2/4
Venomblood with Duelling Blades 5 3 10 - 85 Sword 1 4 3 2/4
Venomblood with Blade and Barbed 5 3 10 - 85 Sword 1 3 3 2/4
Whip Reach Weapon 3 3 3 1/2
Clearblood 4 3 10 - 65 Dagger 1 4 3 1/3
Clearblood with Shield 4 4 10 Bulwark 70 Dagger 1 2 3 1/3

ABILITIES
SPLINTERED FANG
- [Double] Poisoned Weapon: Until the end of this fighter's activation, the Strength characteristic of attack actions made by this fighter count as being
higher than the target's Toughness characteristic.
Leader [Double] Ensnaring Net: Pick a visible enemy fighter within 3" of tins fighter. Until the end of the battle round, that enemy fighter cannot make
move actions or disengage actions.
Bulwar [Double] Fanged Buckler: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate l damage point to that fighter. On a
k 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
Mystic [Triple] Snake Charmer: Pick a friendly fighter with the Beast runcmark within 4" of this fighter. That fighter makes a bonus attack action.
Brute [Triple] Relentless Killer: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this
activation. This fighter makes a bonus attack action.
- [Quad] Paralysing Venom: Until the end of this fighter's activation, add the value of this ability to the damage points allocated by critical hits from
attack actions made by this fighter, and alter each attack action made by this fighter, roll a dice. On a 5-6, until the end of the battle round, the target
fighter cannot make move actions or disengage actions.
Stormcast Eternals

STORMCAST ETERNALS Move Toughnes Wound Runemark Points Weapon


s s s Type Range Attack Strength Damage
s
Vanguard-Raptor with Longstrike 4 5 20 Elite 225 Ranged 6-20 1 5 4 / 10
Crossbow Weapon
Unarmed 1 3 4 1/4
Raptor-Prime with Longstrike 4 5 30 Leader 280 Ranged 6-20 1 5 4 / 10
Crossbow Scout Weapon
Elite Unarmed 1 3 4 1/4
Hunter-Prime 4 5 30 Leader 210 Ranged 8 3 4 1/4
Weapon
Axe 1 4 4 2/4
Aetherwing 12 2 6 Scout 45 Claws 1 3 2 1/2
Fly
Vanguard-Raptor with Hurricane 4 5 20 Bulwark 195 Ranged 3-15 3 4 2/6
Crossbow Weapon
Unarmed 1 3 4 1/4
Vanguard-Hunter 4 5 20 - 165 Ranged 8 3 4 1/4
Weapon
Sword 1 4 4 2/4
Raptor-Prime with Hurricane Crossbow 4 5 30 Bulwark 245 Ranged 3-15 3 4 2/6
Leader Weapon
Unarmed 1 3 4 1/4
Gryph-hound 6 4 20 Beast 150 Claws 1 4 4 2/4

ABILITIES
STORMCAST ETERNALS
- [Double] Tireless Hunters: Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they
make this activation.
Scout [Double] Warning Cry: Pick a visible enemy fighter within 6" of this fighter. Until the end of the battle round, you can re-roll 1 dice during attack
actions made by friendly fighters that target this fighter.
Leader [Double] Righteous Aura: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this
fighter.
Beast [Triple] Darting Attack: This fighter makes a bonus attack action. Не can then make a bonus disengage action.
Bulwar [Triple] Rapid Fire: Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by this fighter this
k activation.
Elite [Quad] Aimed Strike: Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from attack actions
made by this fighter this activation.
Ironjawz

IRONJAWZ Move Toughnes Wound Runemark Points Weapon


s s s Type Range Attack Strength Damage
s
Brute Boss with Boss Klaw and Brute Smasha 3 5 35 Leader 250 Axe 1 4 5 2/5
Berserker
Brute
Brute with Jagged Gore-hacka 3 5 25 Brute 180 Axe 1 3 5 2/4
Brute with Gore-choppa 3 5 25 Brute 200 Axe 1 3 5 3/6
Brute Boss with Boss Choppa 3 5 35 Leader 255 Axe 1 3 6 3/6
Brute
Brute with two Brute Choppas 3 5 25 Brute 180 Axe 1 4 4 2/4
Ardboy Boss with Orruk-forged Choppa and 3 4 25 Leader 190 Axe 1 4 5 2/5
Smasha
Ardboy with Orruk-forged Big Choppa 3 4 15 - 110 Axe 1 3 4 2/4
Ardboy with Orruk-forged Choppa and Smasha 3 4 15 - 110 Axe 1 4 4 1/4
Ardboy with Orrik-forged Choppa and Orruk-forged 3 5 15 Bulwark 125 Axe 1 3 4 1/4
Shield

ABILITIES
IRONJAWZ
- [Double] Charge!: A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action
and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
Bulwark [Double] Shield Bash: After this fighter's next move action this activation, pick a visible enemy fighter within 1" of this fighter and roll a dice. On a
4-5, allocate 1 damage point to that fighter. On a 6, allocate a number of damage points to that fighter equal to the value of this ability.
Brute [Double] Duff Up Da Big Thing: Until the end of this fighter's activation, add 2 to the Attacks and Strength characteristics of attack actions made
by this fighter that have a Range characteristic of 3 or less and that target an enemy fighter with a Wounds characteristic of 15 or more.
Leader [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this
ability, until the end of the battle round.
Berserke [Triple] Da Grab an’ Bash: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3+, until the end of the battle round, that
r fighter cannot make move actions or disengage actions. In addition, on a 6, this fighter can make a bonus attack action against that enemy fighter.
- [Quad] Rampaging Destroyer: Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In
addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move
action.
Flesh-Eater Courts

FLESH-EATER Move Toughnes Wounds Runemark Points Weapon


COURTS s s Type Range Attack Strength Damage
s
Crypt Haunter 6 4 40 Leader 255 Claw 1 5 4 2/5
Elite s
Crypt Flayer 10 4 30 Fly 235 Claw 1 4 4 2/4
Agile s
Crypt Infernal 10 4 40 Leader 300 Claw 1 5 4 2/5
Agile s
Fly
Crypt Horror 6 4 30 Elite 190 Claw 1 4 4 2/4
s
Crypt Ghoul 5 3 8 - 55 Claw 1 3 3 1/3
s
Crypt Ghast 5 3 16 Leader 125 Claw 1 4 3 2/4
s

ABILITIES
FLESH-EATER COURTS
- [Double] Feeeding Frenzy: A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this
activation. Remove a number of damage points from this fighter equal to the value of this ability.
Agile [Double] Skewering Strike: Add 1 to the Strength characteristic of the next attack action made bv this fighter this activation that has a Range
characteristic of 3 or less. In addition, if that attack action scorеs a critical hit, until the end of the battle round, the target fighter cannot make move
actions or disengage actions.
Elite [Double] Chosen of the King: A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. Until the
end of this fighter's activation, add 2 to the Attack characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less
Leade [Triple] Bringer of Death: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses
r this ability, until the end of the battle round.
Agile [Triple] Death Scream: Roll 1 dice for each visible enemy fighter within 8" of this fighter. On a 5, allocate 1 damage point to the fighter being rolled
for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
- [Quad] The Royal Hunt: This fighter makes a bonus move action. Then, they can make a bonus attack action. In addition, add 1 to the Attacks
characteristic of that attack action if this fighter is within 1" of a visible friendly fighter.
Nighthaunt

NIGHTHAUNT Move Toughness Wound Runemark Point Weapon


s s s Type Rang Attack Strength Damage
e s
Dreadwarden 5 4 16 Leader 150 Sword 1 3 3 2/4
Minion
Fly
Grimghast Reaper 6 5 10 Elite 135 Scytche 2 3 3 1/4
Fly
Chainrasp 5 4 8 Minion 80 Club 1 3 3 1/2
Fly
Spirit Host 5 5 30 Destroyer 220 Dagger 1 6 3 1/4
Fly
Glaivewraith 5 5 10 Fly 120 Spear 2 3 3 1/3
Stalker
Extoller of Shyish 6 5 20 Leader 195 Scytche 2 3 3 2/4
Fly

ABILITIES
NIGHTHAUNT
- [Double] Aura of Dread: Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability. Until the end of the
battle round, subtract 1 from the Strength characteristic (to a minimum of 1) of attack actions made by that fighter. A fighter can only be targeted
once per battle round by this ability.
Elite [Double] Soul-marked Prey: Pick a visible enemy fighter within 3" of this fighter with 1 or more damage points allocated to them. Until the end of
the battle round, add 1 to the Strength characteristic of attack actions made by friendly fighters that target that fighter. A fighter cannot be picked to
be the target of this ability more than once per battle round.
Destroye [Double] Frightful Touch: Until the end of this fighter’s activation, count each hit from attack actions made by them as a critical hit instead.
r
Minion [Triple] Chilling Horde: A fighter can use this ability only if there is a visible friendly fighter with the Minion runemark within 3" of them. Add 1
to the Attack characteristic of attack actions made by this fighter until the end of their activation.
Leader [Triple] Spectral Summon: Pick a friendly fighter that has been taken down. Set up that fighter once more on the battlefield wholly within 3" of this
fighter. The fighter set up on the battelield no longer counts as being taken down. Remove a number of damage points allocated to that fighter equal
to the value of this ability.
Elite [Quad] Reaped Like Corn: Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this
fighter.
Daughters of Khaine

DAUGHTERS OF KHAINE Mov Toughness Wound Runemark Points Weapon


e s s Type Rang Attacks Strengt Damage
e h
Khinerai Lifetaker Harridynn 12 4 20 Leader 235 Dagger 1 5 3 2/4
Fly
Agile
Khinerai Lifetaker 12 4 10 Fly 165 Dagger 1 4 3 1/4
Agile
Blood Stalker Krone 7 4 30 Leader 235 Ranged 3-20 3 3 2/5
Berserker Weapon
Unarmed 1 2 3 1/2
Blood Stalker 7 4 20 Berserker 165 Ranged 3-20 2 3 1/5
Weapon
Unarmed 1 2 3 1/2
Khinerai Hearthender 12 4 10 Fly 175 Spear 8 2 4 1/4
Agile
Khinerai Hearthender Shryke 12 4 20 Leader 245 Spear 8 3 4 2/4
Fly
Agile
Blood Sister Gorgai 7 4 30 Elite 245 Spear 2 6 4 2/4
Leader
Blood Sister 7 4 20 Elite 165 Spear 2 5 3 1/4
Witch Aelf with Sacrificial Knives 5 3 8 - 65 Dagger 1 4 3 1/3
Witch Aelf with Sacrificial Knives 5 4 8 - 75 Dagger 1 3 3 1/3
and Bladed Buckler
Witch Aelf Hag with Sacrificial Knives 5 3 16 Leader 115 Dagger 1 4 3 1/4
Sister of Slaughter Handmaiden 5 4 16 Leader 150 Reach Weapon 2 4 3 2/4
with Barbed Whip and Bladed
Buckler
Sister of Slaughter with Barbed Whip 5 4 8 - 85 Reach Weapon 2 3 3 1/4
and Bladed Buckler
Sister of Slaughter with Barbed Whip 5 3 8 - 75 Reach Weapon 2 4 3 1/4
and Sacrificial Knife

ABILITIES
DAUGHTERS OF KHAINE
- [Double] Bathe in Blood: A fighter can use this ability only if they are within 3" of a visible enemy fighter with 1 or more damage points allocated
to them. Until the end of this fighter's activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter.
Elite [Double] Turned to Crystal: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to
that fighter. For each roll of a 6, allocate a number of damage points to that fighter equal to the value of this ability.
Berserke [Double] Heartseekers: If the next attack action made by this fighter this activation scores one or more critical hits, and the target fighter is more
r than 3" away, allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Slaughter’s Strength: Until the end of this fighter’s activation, add the value of this ability to the Strength characteristic of attack actions
made by this fighter that have a Range characteristic of 3 or less.
Leader [Triple] Sacrifice to Khaine: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this
activation. Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by
visible friendly fighters while they are within 6" of this fighter.
Agile [Quad] Death on the Wind: This fighter makes a bonus move action. Then, they can make a bonus attack action. In addition, add 1 to the Strength
characteristic of that attack action if the fighter finished the move action 6" or more from than their starting position.

Legions of Nagash

LEGIONS OF NAGASH Move Toughness Wound Runemark Point Weapon


s s s Type Rang Attack Strengt Damage
e s h
Necromancer 4 4 25 Leader 195 Blast 3-7 2 3 3/6
Mystic Club 2 3 4 1/4
Skeleton Champion 3 4 12 Champion 80 Swor 1 4 3 1/3
d
Skeleton Warrior with Ancient Spear 3 4 8 - 55 Spear 2 2 3 1/4
Skeleton Warrior with Ancient Blade 3 4 8 - 55 Swor 1 3 3 1/3
d
Seneshal 3 3 15 Champion 120 Swor 1 4 5 2/5
Elite d
Grave Guard with Great Wight Blade 3 3 10 Elite 85 Swor 1 3 5 2/5
d
Grace Guard with Wight Blade and Crypt 3 4 10 Elite 90 Swor 1 3 4 2/4
Shield d

ABILITIES
LEGIONS OF NAGASH
- [Double] Shambling Horde: A fighter can use this ability only if they arc within 6" of a visible friendly fighter with the Leader runemark. This
fighter can make a bonus move action a number of inches equal to half the value of this ability (rounding up).
Champio [Double] Chosen Champion: A fighter can only use this ability if they are within 6" of a visible friendly fighter with the Leader runemark. Add 1
n to the Attacks and Strength characteristics of attack actions made by this fighter this activation.
Elite [Double] Cursed Weapon: Until the end of this fighter's activation, add 1 to the damage points allocated by hits and critical hits from attack actions
made by this fighter that have a Range characteristic of 3 or less.
Mystic [Triple] Necrotic Siphon: Pick a visible friendly fighter within 6" of this fighter. Allocate a number of damage points to that fighter equal to value
of this ability. Then, remove a number of damage points from this fighter equal to double the value of this ability.
Leader [Triple] Summon Undead: Pick a friendly fighter that has been taken down. Set up that fighter once more on the battlefield wholly within 3" of this
fighter. The fighter set up on the battlefield no longer counts as being taken down. Remove a number of damage points allocated to that fighter
equal to the value of this ability.
Leader [Quad] Vanhel’s Danse Macabre: A number of visible friendly fighters equal to the value of this ability that are within 6" of this fighter can each
make a bonus move action or a bonus attack action (some can make bonus move actions, and others bonus attack actions).
Idonet Deepkin

IDONET DEEPKIN Move Toughnes Wounds Runemark Point Weapon


s s s Type Rang Attack Strengt Damage
e s h
Namarti Thrall 5 3 8 Minion 80 Axe 1 4 3 2/4
Namarti Thrall Icon Bearer 5 3 16 Leader 140 Axe 1 4 4 2/5
Minion
Namarti Reaver 6 3 8 Agile 75 Ranged Weapon 3-15 2 3 1/3
Dagger 1 3 3 1/3
Namarti Reaver Icon 6 3 16 Leader 135 Ranged Weapon 3-15 3 3 1/4
Bearer Agile Dagger 1 3 4 1/3
Morrsarr Lochian Prince 10 4 35 Fly 265 Spear 2 3 4 2/5
Leader
Berserker
Morrsarr Guard 10 4 25 Fly 200 Spear 2 3 3 2/4
Berserker
Islaen Guard 10 4 25 Fly 195 Sword 1 4 3 2/4
Bulwark
Islaen Lochian Prince 10 4 35 Fly 260 Sword 1 4 4 2/5
Leader
Bulwark

ABILITIES
IDONET DEEPKIN
- [Double] Low Tide: A fighter can use this ability only if it is the first battle round. This fighter can make a bonus move action a number of inches
equal to the value of this ability.
Minion [Double] Sweeping Blow: Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 5, allocate 1 damage point to the fighter being
rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
Agile [Double] Storm Fire: Until the end of this fighter’s activation, add 1 to the Attacks characteristic of attack actions made by this fighter that target an
enemy fighter more than 3" away.
Leader [Triple] High Tide: A fighter can use this ability only if it is the third battle round. Add 1 to the Attacks and Strength characteristics of attack
actions that have a Range characteristic of 3 or less made by friendly fighters while they are within 6" of this fighter.
Bulwark [Triple] Biovoltaic Barrier: Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead.
Berserke [Quad] Biovoltaic Blast: Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.
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Gloomspite Gitz

GLOOMSPITE GITZ Move Toughnes Wound Runemark Points Weapon


s s s Type Rang Attack Strength Damage
e s
Boingrot Boss 8 5 24 Leader 250 Sword 1 5 5 2/4
Fly
Elite
Boingrot Bounder 8 5 18 Fly 220 Spear 2 3 5 2/5
Elite
Squig Hopper Boss 10 4 22 Leader 265 Spear 2 4 5 2/5
Fly
Elite
Squig Hopper 10 4 16 Fly 200 Sword 1 4 5 2/4
Elite
Stabba woth Pokin' Spear 4 4 8 - 70 Spear 2 2 3 1/4
Squig Herder 4 3 8 Agile 45 Spear 1 3 3 1/2
Stabba with Barbed Net 4 3 8 Trapper 45 Dagger 1 3 3 1/2
Moonclan Boss 4 4 16 Leader 150 Sword 1 4 4 2/4
Cave Squig 4 4 15 Beast 140 Fangs 1 4 5 2/4
Shoota 4 3 8 - 65 Ranged 3-12 2 3 1/3
Weapon
Dagger 1 3 3 1/2
Stabba 4 4 8 - 70 Sword 1 3 3 1/3

ABILITIES
GLOOMSPITE GITZ
- [Double] Backstabbing Mob: A fighter can use this ability only if there is a visible friendly fighter within 1" of them. Until the end of this fighter’s
activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range characteristic of 3 or less.
Trapper [Double] Barbed Net: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a 3+, until the end of the battle round, that fighter
cannot make move actions or disengage actions.
Elite [Double] Boing! Boing! Boing!: Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy
fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
Leader [Triple] Stab ’Em Good: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or
less made by friendly fighters while they are within 6" of this fighter.
Agile [Triple] Go Dat Way!: Pick a friendly fighter with the Beast runemark within 4" of this fighter. That fighter makes a bonus move action.
[Quad] Sneaky Stab: T his fighter makes a bonus move action. Then, they can make a bonus attack action. In addition, if the fighter targeted by that
attack action is within 1" of this fighter, add the value of this ability to the damage points allocated by hits and critical hits from that attack action.
Bonesplitterz

BONESPLITTERZ Move Toughnes Wound Runemark Points Weapon


s s s Type Range Attack Strength Damage
s
Savage Morboy Boss 4 4 25 Leader 205 Sword 1 4 4 3/6
Savage Orruk with Savage Stikka and 4 4 15 - 85 Spear 2 2 3 1/3
Bone Shield
Savage Big Stabbas 4 3 30 - 175 Spear 1 3 5 3/6
Savage Orruk Morboy with Bone Totem 4 3 15 Mystic 110 Spear 3 3 4 2/4
Savage Orruk Arrowboy 4 3 14 Destroyer 90 Ranged Weapon 3-15 2 3 1/3
Unarmed 1 3 3 1/2
Savage Orruk with Chompa and Bone 4 4 15 - 90 Sword 1 3 3 1/3
Shield
Savage Orruk Morboy 4 3 15 Elite 110 Sword 1 3 4 2/4
Savage Orruk Arrowboy Boss 4 4 25 Destroyer 125 Ranged Weapon 3-15 3 3 1/3
Leader Sword 1 3 3 2/4
Savage Boss with Chompa and Bone 4 4 25 Leader 185 Sword 1 4 4 2/5
Shield

ABILITIES
BONESPLITTERZ
- [Double] Charge!: A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action
and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
Elite [Double] Toof Shiv: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6,
allocate a number of damage points to that fighter equal to the value of this ability.
Mystic [Double] Beast Spirit Ju-ju: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of
this fighter.
Leader [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this
ability, until the end of the battle round.
Destroye [Triple] Loadsa Arrows: Add 1 to the Attacks characteristic of attack actions made by this fighter that target an enemy fighter more than 3" away.
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- [Quad] Rampaging Destroyer: Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In
addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move
action.

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