Professional Documents
Culture Documents
FANTASY WARRIOR
1.0 INTRODUCTION
2.0 FANTASY TROOP TYPES
3.0 SEQUENCE OF PLAY
4.0 LEADERS
5.0 MAGIC
6.0 MAGIC ARTIFACTS
7.0 FLYERS AND AERIAL COMBAT (TBD)
8.0 FANTASY TERRAIN
9.0 SPECIAL RULES
FANTASY WARRIOR LISTS
Fantasy Warrior
1.0 INTRODUCTION
References to rules in the main Warrior rulebook are designated with Wx.xx.
2.0 FANTASY TROOP TYPES
2.1 GENERAL RULES FOR FANTASY TROOP TYPES
2.11 Basing Fantasy Troop Types
Figure scale:
30mm:
25mm:
15mm:
6mm:
Frontage:
Behemoth Frontage:
Separate Leader Frontage: *
80mm
160mm
40mm
60mm
120mm
30mm
40mm
80mm
20mm
40mm
80mm
20mm
50-60mm
80mm
160mm
30-60mm
40mm
80mm
120mm
20-40mm
30mm
40mm
80mm
20-30mm
Depth for:
Creatures (Cr)
Large Creatures (LCr)
Behemoths (Be)
Separate Leaders (SL)*
20mm
30mm
80mm
10-20mm
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2.134 Cohesion. Note that Fantasy Troop elements typically represent more than one such
creature and suffer disorder, shaken, etc as all other troop types.
2.14 Fantasy Troops and Leaders. Leaders may join Fantasy Troop units in the same way as any other.
This, in itself, does not make that leader into a fighting rider/crew figure. Some lists will permit generals to
be riders/crew of fantasy troop elements. In other lists, generals may even BE fantasy troops. However,
unless otherwise stated in a list or in the special rules for a specific fantasy troop type, the rules that given
leaders joining a fantasy troop unit are 4.25 and W4.13.
2.2 CREATURES (MINOTAURS, OGRES, TROLLS, TREEMEN, ETC.)
Creatures (Cr) are Irregular C LHI for all rules, except:
1. They are Fearsome.
2. They are Eager unless their Eager status is cancelled according to W5.11.
3. Creatures use the HK column when defending in hand-to-hand.
4. Based one or two figures per element, but each element counts as FOUR figures for all purposes (Base:
40 points per element).
5. Count as having 2HCW.
6. Upon receiving 2 CPF from support shooting, must charge unprompted or take a waver test.
2.3 LARGE CREATURES (GIANTS, TREE GIANTS, HYDRAS, ETC.)
Large Creatures (LCr) are Irregular B Elephants for all rules, except:
1.
2.
3.
4.
5.
6.
7.
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1. The front rank (only) of fighting mounts count as fighting figures (use other cav line) in addition to
their riders.
2. Fighting mounts pulling chariots: each figure pulling the chariot counts as 2 chariot horse figures when
charging, counter-charging, pursuing or following-up and normally in all other cases.
3. They cost an additional 2 points per figure.
2.6 FANTASY CREATURE SHOOTING. LCr and Be may be purchased with the ability to shoot. The
ability will list the number of figure equivalents and the weapon factor to use. LCr and Be may move and
shoot, but may not shoot while in contact unless receiving a charge halted this bound. May otherwise
support shoot if eligible and did not prep shoot. No troops count shielded to LCr/Be shooting. LCr/Be
shooting is 240p range and 160p effective range. As artillery does not include the doubling of figure
equivalents of shooting, even if with incendiary effect. LCr and Be shooting causes shooting fatigue.
Be/LCr may treat either side edge as the front face for shooting arc if not in contact.
3.0 SEQUENCE OF PLAY
Fantasy Warrior has the same sequence of play as Warrior with the exception of a Magic Phase between the
Events Phase and the Approach Phase. The Magic Phase is when Mages cast spells and counterspell. The
Magic Phase is detailed in rule 5.0.
Initiative. Initiative is now determined as the first action in the Magic Phase (as opposed to the Approach
Phase) and applies for the rest of that bound. A second, separate roll for initiative is NOT made in the
Approach Phase as it is in basic Warrior.
4.0 LEADERS
4.1 LEADERS SUMMARY
Leaders are Generals, Heroes and Mages.
Generals are covered in the base rules.
Mages may use magic. See 5.0.
Heroes add certain combat and troop state benefits to bodies to which they are joined. See 4.3.
A unit may not benefit in any given phase from more than one joined and/or integral leader.
Leaders may combine the characteristics of more than one type above.
4.2 SEPARATE LEADERS
Leaders may be integral to an element as in W2.0 or they may be mounted singly on a separate
base, known as a Separate Leader (SL).
Separate leaders may be based on any size base to allow the player to express himself creatively.
Recommended base sizes are in 2.11. Separate leaders not joined to a unit are considered to be at the exact
center of their base for LOS and range purposes.
Separate leaders are neither bodies of troops nor units.
Separate leaders that are destroyed by 4.23 or are in a broken unit at games end (or left the table
in a broken unit) give their full point value to the opponent as VP. SLs that leave the table joined to a body
that cannot return or are joined to a shaken body give half their point value to the opponent.
4.21 Separate Leaders and Command Control/Deployment
General separate leaders are set up when their command is deployed. CINC separate leaders
not in a command and other separate leaders are set up when the players last command is
deployed.
Separate leaders may not forced march.
Separate leaders may flank march only if a command or unit does and arrive along with that
command or unit.
Non-general separate leaders are not in any command and do not have an order.
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Sub- and Ally-generals upgraded to Heroes gain a +2 to the die roll to determine their
character (W4.12).
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A Mage joined to a body may count as anywhere in the body for spell casting/counter-spells.
A separate leader may not be the target of a spell unless specifically permitted by the spell
description.
Sub- and Ally-generals upgraded to Heroes gain a +2 to the die roll to determine their
character (W4.12). Ally generals upgraded to Heroes cannot join troops from without his
command.
If a hero is joined to a body in contact with a LCr (or Be), that LCr (or Be) does not get its +1
(+2) to hand-to-hand tactical factor.
A body with a joined hero does not Fear Ch, El, Cr, LCr or Be.
A body with a joined Hero containing horses or camels does not suffer disorder for being
within 80p of El, LCr or Be.
A Hero confers +2 hand-to-hand tactical factor to a joined body.
5.0 MAGIC
5.1 THE MAGIC PHASE
Both sides Mages cast spells (5.2) and counterspell (5.3) in the Magic Phase.
Initiative. At the start of the magic phase, each player rolls a d6. The higher rolling player has the
initiative for the rest of the bound. The player with initiative casts or dispels first, then players alternate
until both pass twice consecutively or all mages have cast. A player whose turn it is to cast may pass for
the purposes of being able to counterspell later in the phase.
5.2 CASTING SPELLS
A Mage (wizard, warlock, priest, etc.) may cast ONE spell per bound.
A Mage has 20 Spell Points (SP) with which to cast spells and counterspell. Once these SP are
used, they are gone without a special ability or magic item to provide more.
The range of all spells is 240p unless otherwise noted.
The duration of a spell is until the end of the bound in which it is cast.
The target of a spell must be visible to the Mage or to the body he is joined to.
Allied bodies cannot be the target of a spell from an allied Mage.
Allied Mages can counterspell enemy spells targeted on allied bodies.
Spells that are listed as being able to be cast only once per game are once per game per Mage.
Unless otherwise noted, spell effects stack.
5.21 SP Cost. Spells are listed with an SP cost. This cost is paid from the SPs available to the casting
Mage. A Mages current available SP total is not secret. A d20 may be used for each Mage to count down
his available spell points.
5.22 Summoning Spells. Some spells summon troops to the battlefield. These spells are marked on the
spell lists by the designation (S). All summoned troops have the following in common:
they are not part of a command, nor do they count towards demoralization.
they do not need to be prompted to charge
5.23 Spells that affect animals. Some spells affect bodies that contain animals. Animals for the purposes
of this rule are elephants, horses, draft animals (mules, oxen, etc.), camels, dogs, bats, wolves, bears, birds,
insects, fish and reptiles. The rule of thumb is that normal creatures are animals but fantasy creatures and
Fantasy Warrior
things that are combinations of two or more animals (centaurs, pegasi, etc.) are not. Be, LCr and Cr are
never animals. The undead version of a living animal is not an animal for this rule.
5.24 Spells that affect die rolls. In a case where decisions must be made to use a spell effect to influence a
die roll (Scry, Augury, Omen, Orc Palanquin, etc.), such decisions are made by players in initiative order.
A die may only be rerolled ONCE. No player may apply more than one magic-based die modifier to any
one die or dice roll.
5.3 COUNTERSPELLS
When an enemy spell is cast, ONE friendly Mage may be selected to attempt to counter it. The
chance that the spell will be countered depends on the SPs spent and the following additional factors.
XSP: 4+ on d6 = enemy spell countered (prevented from having an effect, but still counting as
cast, where X is the number of SP the enemy caster spent on the spell).
Each additional SP spent = +1 to die roll.
Each 240p after the first from the Mage to the closest visible of: the caster, the target or any point
along the shortest line between them = -1 to the die roll.
Caster, target and line between are not visible to the Mage = -2 to the die roll.
A Mage may counterspell as many times in one bound as he likes as long as he has the SP to
spend.
A counterspell ALWAYS FAILS to stop a spell from being successfully cast on a counterspell die
roll of 1.
5.4 SPELL BOOKS
At the same time as assignment of troops to commands, each Mage makes a record of the spells he
is able to cast from the list of spells available to him as identified by the army list. This record of spells he
is able to cast is called the Mages spell book. Spell books may have only six spells in them, no matter
how many are in the list itself. If a spell book has not been made for the Mage, each list has six spells
marked that constitute the basic spell book for that list and that will constitute that Mages spell book for
that game. In campaign games, Mages spell books may carry over from game to game and can possibly be
added to as the campaign goes on.
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Armor of Stone.* (1) Body is 1 tac factor to enemy shooting and hand-to-hand.
Ball of Fire.* (1) Same effect as Breath Weapon [Fire] (6 figures). Cannot be used on a body in
contact. Casualties from this spell are determined and resolved separately from any other spell.
Bolt of Lightning. (1) Same effect as Breath Weapon [Lightning] (6 figures). Cannot be used on a
body in contact. Casualties from this spell are determined and resolved separately from any other
spell.
Bridge of Air. (1) Creates a bridge over a minor water feature. Some part of the bridge must be
within 240p of the caster at the time of casting.
Circle of Darkness.* (1) Creates a circle of darkness 240p in diameter some part of which must be
within 240p of the caster. Visibility within, into or through the circle is reduced to 80p. Shooting
within, into or through the circle receives the 1 shooting tactical factor for reduced visibility.
Sea of Mud.* (3) Enemy body may not move (except combat results moves) this turn.
Storm of Meteors. (4) Effects every body (friendly, enemy, in contact, etc.) within 120p of the
target point with the same effects as Breath Weapon [Fire] (6 figures). Casualties from this spell
are determined and resolved separately from any other spell.
Wall of Ice.* (1) Creates a straight, three element long obstacle (W6.71, W9.6) some part of
which must be within 120p of the Mage. Please note that obstacles do NOT block line of sight.
Wind of Haste.* (2) Body gets 2x tac move distance or one more maneuver this turn.
Wings of Flight. (3) TBD
ILLUSION [P]
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if no actual move is made at all, the body is counted as having made an approach move. Note that
W6.81 makes it clear you cannot approach off-table.
Morph. * (3) Mages element is replaced with 1EU Irr B LCr (with no additional special abilities)
until all End Phase activities are completed. If the 1EU is destroyed or broken, the Mage is
destroyed. If an unbroken Mage is still in contact with enemy in the End Phase, place it joined to
the nearest unbroken friendly body. Morph cannot be cast by the same mage in two consecutive
turns. Morphed Mages are NOT spirit troops. A Mage may not cast Morph while joined to a
unit. The replacement of a morphed Mage with the LCr cannot result in any part of the LCr being
any closer to an enemy body than the center point of the Mages base was at the time of
replacement.
Scry. * (2) Mages player may reroll any one FRIENDLY die once until the end of the bound (as
long as the Mage is alive at the time of the reroll).
Heal. (1) Target body recovers 2d5-3 normal (not shooting) FP.
Vines. (3) Target body may not move this turn, except combat results moves.
Tree Gate. (3) Target body entirely within a woods or orchard terrain feature may be moved into
another woods or orchard feature on the table. The target body may not be placed within 240p of
an enemy body. This does not count as a move, and the target body retains its original facing. The
target body may be friendly or enemy, and need only be KNOWN to the caster, not visible.
Summon Animals. (S) (2) An expendable element of stampeding cattle (16.2) is placed within
120p of caster and 80p from any enemy. Vanishes at end of bound. This spell may be cast
successfully only once per game. This spell being cast and counterspelled does not count against
the once per game limit. Summoned animals are real, not spirit troops or phantasms.
NECROMANCY [S]
Same as Black Magic except replace Gate, Paralysis and Drain with:
Animate Dead. (S) * (2) Caster places a 1EU of Reg D LHI 2HCW, Sh within 120p of caster and
120p from any enemy. Unit is Undead. Vanishes at end of bound. May be cast every turn.
Invigorate Dead. * (1) Makes Slow Undead body normal. Makes normal Undead body Fast.
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Undead Reinforcements. * (1) Target Undead body recovers 1d5 normal (not shooting) FP.
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Poison Gas (Sea): as artillery, ignores cover and skirmish tactical factors, +1 versus Armored
troops, (6) +30 points, (8) +45pts.
Acid (Earth): as incendiaries, -1 vs Armored troops, +1 versus non-Armored troops. (6)
+30points, (8) +45pts.
Charm
see spell: Charm [+2/20/30]
Concealment
A body with Concealment is 1 Tactical Factor from Shooting
including artillery and breath weapons. A body with Concealment that
did not move in any way in the previous bound is not visible beyond
40p. A body with Concealment may deploy anywhere on the table 240
or more paces from any enemy body (after all enemy bodies are
deployed) and is considered in ambush (14.42) even if in open terrain.
(As with any special ability, if any element in a unit is taken as having
Concealment, all elements in the unit must) [+2/+20/+30]
Eager
Ignore first cause of Fear, [+0]
Earthmove
Treat Rocky Ground and Steep Slope as Open for movement and
cohesion. Limited to 40p in watery terrain, [+0]
Elemental Attack [Type]
Individual figures, Cr and LCr with this ability produce additional
effects in hand to hand combat.
Fire: all casualties caused by a troop with this ability count as from incendiaries, [+1/10].
Frost: target receives an additional FP in hand to hand combat and must deduct any variable move
amount in combat results moves, [+1/10]
Lightning (Air): +2 weapon factor against Armored troops, -1 vs non-Armored troops, [+1/10].
Poison Gas (Sea): ignores tactical factors from target P, LTS, higher, defending obstacle, [+1/10].
Acid (Earth): as incendiaries, -1 vs Armored troops, +1 versus non-Armored troops, [+1/10].
Ethereal
Fast
Fearsome
Feral
Hate
Immune [Type] [+1/10/15]
Poison
Elemental Attack
Power Magic
Spirit Magic
Implacable
Infiltrate
Marksmanship
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Monstrous
Morph
Mysteries Revealed
Poison Attack
Power Attack
Regenerate
Relentless
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Three Wishes
Tireless
Trample
Tunneling
Vulnerable to [Type]
Undead
Unyielding
Zealous
15
Three times during a game in which this troop is not broken, destroyed
or off-table, the player may choose to make any FRIENDLY die roll a
3. Can only be given to an LCr or Be [+50]
Only take fatigue from COMBAT (which includes all shooting),
FORCED and FLANK MARCHING, failed waver tests (if
Implacable) and losing the CINC (Undead). Tireless troops with
missile weapons DO take shooting fatigue as well. Immune to Sleep
spells and effects. [+1/10/15].
May declare impetuous charge if all the conditions are met. [+1/10/15]
Can be placed in ambush in Rocky Ground, Mountain Wall or on a
Steep Slope and while in such an ambush cannot be seen by enemy
troops beyond 40p. Treat Mountain Wall as a Very Rough Area.
[+1/10/15]
Take +1FP when subject to the listed attack, [+0]
Implacable. Tireless. Immune to: Spirit Attack, Poison, Paralysis,
Energy Drain, Sonic Attack. Fearsome. If CINC is destroyed or routs
off table, each Undead body receives one FP in the End Phase of each
bound, including the one in which the CINC became destroyed or
routed off table. May be Repulsed [+3/30/45].
Never recoil and can never be broken through. No enemy body gets
the following up bonus vs. Unyielding troops [+1/10/15].
Body only ever takes a waver test for seeing the CINC rout or the loss
of an S standard. They are considered to have passed any other waver
test they choose to or are required to take. Zealous bodies may declare
an impetuous charge if all other conditions are met. Zealous bodies
may not be generals bodyguard. [+1/10/15]
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[demon-hold]
[demon-hold]
[demon-hold]
[demon-hold]
[demon-hold]
[hold]
[hold]
[hold]
[hold]
[hold]
[demon-hold]
[hold]
[hold]
[demon-hold]
see spell: Paralysis
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Allies
1. Allied troops cannot be used in a competition game unless both sides agree or the tournament director
allows it. Allied commands in campaigns may only be employed according to the rules for that campaign.
2. Allies are a single command with one general the CINC from the allied list. That general is treated as
an ally general and his base cost (before upgrades) is reduced to 75 points + bodyguard figs.
3. The allied command can only contain allies and no allies may be in another command in the army.
4. There can be no troops in the allied command that do not have a minimum number of elements to be
purchased unless all minimums have been met.
5. The points cost of the allied command cannot exceed 25% of the total points of the army list.
6. All armies have an alignment: good, neutral or evil. Good and evil armies may have allies of like
alignment or neutral allies. Neutral armies may have neutral allies and either good or evil (but not both)
allies.
7. See 5.2 for rules on allies and magic.
8. The limitations on separate leaders, heroes and mages apply to the entire army list, including the allied
command, as a whole.
Generals in Units
A generals element may be in a unit of the same training class and troop type or that permitted by his army
list. For example, an Irregular HK general may be in a unit with any other Irregular HK troops on his list.
FANTASY WARRIOR PLAYTEST LISTS as of 12/11/03
Only a few of the 60 planned lists are in this draft.
Popular Fantasy
Beastmen
City States
Dark Elves
Dark Warriors
Dwarves
High Elves
Lizardmen
Orcs
Undead (Graveyard and Necropolis)
Wood Elves
Faelon
Coronna
Falkaar
Haradel
Traazor
Thormenal
Mythological
Mythic Arab
Mythic Aztec
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Elements
1
0-1
Any
0-8
12-48
0-12
0-6
0-4
0-4
0-4
0-6
0-6
0-1/1000
0-1/2000
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Elements
1
0-1
0-1
0-2
4-16
0-1/2
0-2
0-2
0-8
4-16
any
0-1/2
0-1/2
4-16
0-8
0-1/2
0-8
0-1 per
Arty element
0-36
0-8
0-12
0-1/2
any
0-48
0-6
0-4
0-2
0-2
0-4
0-1/1000
0-1
0-1
any
any
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-Citadel Knights 1HCW counts as other mounted with a +1 tactical factor and 1.5 ranks when charging,
countercharging or pursuing.
22
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Elements
1
0-1
0-2
Any
0-1
0-1
0-6
0-12
0-1/2
*0-1
0-12
0-12
0-6
**12-96
0-14
0-12
0-6
0-4
0-6
0-6
0-1/1000
0-1/2000
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Cost
CINC
@ 140
@ 136 1
@ 10 0-1
@ 20 0-1
@ 88
as Blood King/Queen
P std for CINC
Upgrade P std to PA
Altar of Blood
Irr B Tr UA Crew, S Std
Chariots
Reg A 2HCh, 1w/LTS, 1w/RCB
Shadow Knights
Reg A HK L, Sh
Extra to upgrade Shadow Knights to EHK
Raptor Knights
Irr B HK L, Sh, Raptor
Extra to give HK RCB
Nightmare Riders
Shadow Guard
Reg B HI or LHI P, Sh or 2HCT
Warriors
Reg C LHI or HI LTS or 1HCW, Sh
Crossbowmen
Reg C LHI or HI RCB, Sh
Snake Archers
Reg B LHI LB
Sword Masters
Reg B, LHI or HI, 2HCW, Sh
Blood Dancers
Irr A LMI 3SA
Witch Riders
Irr A MC 2SA
Night Riders
Reg C LC JLS, RCB, Sh
Night Walkers
Reg C LI RCB, Sh
Nightsingers
Reg A LI Sonic Attack
Slaves
Irr E LMI IPW
Repeater Bolt Throwers
Reg C Art 2 Crew
Blood Golems
Irr C Cr 2HCW
Harpies
Irr C FCr Sonic Attack
Large Creature
[Hydra, Manticore]
Behemoth
[Ancient Hydra]
Elements
@ 71
@ 10
0-3
0-1
@ 85
@ 36
@ 42
@ 12
@ 39
@6
0-1
0-3
2-6
any
2-4
0-1/2
@ 28
@ 24
@ 28
@ 28
@ 28
@ 30
@ 30
@ 20
@ 10
@ 20
@ 1.5
@ 30
@ 40
TBD
@ 50
@100
0-4
4-16
4-16
0-4
0-4
0-6
0-4
0-12
0-12
0-6
0-12
0-4
0-4
TBD
1/1000
1/2000
DE list rules
-Altar of Blood Restores 1 FP in the magic phase to Blood Dancer and Blood Golem units within 240
paces. If the altar is broken or destroyed, all Blood Dancer and Blood Golem units within 240 paces take
d5 fatigue points. The Altar is manned by religious non-combatants (blood priestesses) and is a foot troop.
The Altar of Blood is always a 1 Element Unit and never pays command factor costs.
-Raptors and Nightmares are Fighting Mounts (2.5).
-Repeating Crossbows (RCB) may shoot twice in a preparatory shooting phase for 1 shooting fatigue. One
shot may be combined w/other shooting. The second shot may ONLY be combined with shooting from
other RCBs. Combined means adding casualties together to produce one CPF result.
RCB Range
Effective
Max
Foot
80
200
Mounted
80
160
-Warriors and Crossbowmen may be organized into mixed units.
-Sword masters fight 1.5 ranks deep when charging, countercharging or pursuing.
-Slaves may only be taken in a single unit. If they become Irr A due to magic, roll a d6. On a roll of 1 the
spell goes wrong and the slaves become Shaken.
-Snake Archers have Poison Attack.
-Blood Dancers
1. Always count shielded to shooting and on the first bound of hth.
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25
2. Are Relentless. They cost +3 pts per figure (in addition to 2d and 3d SA)
3. Maneuver and counter as though Regular.
4. May enter and use skirmish formation if within 240p of an enemy body.
-Repeater Bolt Throwers may shoot twice in a shooting phase for 1 shooting FP.
One shoot may be combined w/other shooting. The second shot may only be combined
with the second shot of other DE bolt shooter. Combined means adding casualties
together to produce one CPF result. DE Repeater Bolt Throwers cost +10 points.
-Dark Elf Infantry, Cavalry, Chariots and Knights Hate High Elves Infantry, Cavalry, Chariots and Knights.
-Assassin. A Dark Elf Regular Foot unit may contain an assassin. The assassin costs +20 points and
conveys a +1 tactical factor to hand-to-hand results. Limit 1 per 2000 points. The figure does not have to
be revealed until the tactical factor is used. An assassin figure (based as, but not the same as a separate
leader) must be placed in contact with the unit once revealed.
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26
Elements
CINC as King
SHI 2HCW, Sh and 3 Reg A SHI 2HCW or LTS, Sh @ 136
Extra to give CinC PA Std @ 30
SG as Dwarf Lord
SHI 2HCW and 3 Reg A SHI 2HCW or LTS, Sh @ 86
Extra to SubGeneral P Std @ 10
Household Guard
Reg A SHI 2HCW or LTS, Sh @ 48
0-4
Remove shields from SHI @ -4
Nobles
Reg A EHI 2HCW, Sh @ 40
Warriors
Reg C EHI 2HCW or LTS or 1HCW or HTW, Sh @ 32
Extra to upgrade Warriors to Reg B as Veteran Warriors @ +4
Wardens
Reg B EHI 2HCT @ 36
Guard Crossbowmen
Reg B EHI CB @ 32
Crossbowmen
Reg C HI or LHI CB @ 20
Archers
Reg C HI or LHI B @ 20
Miners
Reg C LHI 2HCW @ 20
Trackers
Reg C LI CB or B @ 6
Beserkers
Irr A LHI 2HCW, Sh or 2SA or 2HCT @ 21
0-6
Handgunners
Reg C EHI HG @ 28
Bombers
Reg C LI Naptha @ 16
Observers
Reg C LI SA @ 6
0-6
Pony Riders
Reg C HC 1HCW, Sh @ 16
Bear or Ram Riders
Reg C HC L, Sh, Bear/Ram @ 36
Hill Giants
Irr C Cr @ 40
Bolt Shooter
Reg C Art 2 Crew @ 20 or 3 crew @ 30
Mortar
Reg C Art 3 Crew @ 30 or 4 crew @ 40
Organ Gun
Reg C Art 3 Crew @ 30
Bombard
Reg C Art 4 Crew @ 40
War Flyers
TBD
Large Creature
[Rock Giant, Battle Engine]
Behemoth
[Battle Machine]
1
0-1
0-3
Any
any
0-4
8-72
0-8
0-8
0-4
4-12
0-4
0-4
0-6
0-4
0-6
0-4
0-4
0-6
0-4
0-2
0-2
0-4
0-1/1000
0-1/2000
Fantasy Warrior
-Pony Riders 1HCW counts as other mounted with a +1 tactical factor and 1.5 ranks when charging,
countercharging or pursuing.
27
Fantasy Warrior
GOBLINS [Evil/Cold/Witchcraft]
28
Elements
UNDER CONSTRUCTION
Goblin Chariot
0-6
0-96
0-24
0-30
0-8
0-8
0-4
0-2
Fantasy Warrior
29
Elements
CINC as King
SHK, L, Sh and 2 Reg A SHK L, Sh @ 142
Extra to give CINC PA Std @ 30
SG as Prince
HK, L, Sh and 2 Reg A HK, L, Sh @ 78
Extra to give SubGen P Std @ 10
1
0-1
0-3
Any
Retinue
Reg A SHK L, Sh @ 63
Knights
Reg B HK L, Sh @ 39
Heavy Cavalry
Reg B HC L, B, Sh @ 39
Light Cavalry
Reg B LC JLS, B, Sh @ 22
Guardsmen
Reg A LHI or HI 2HCT @ 32
Pikemen
Reg B LHI or HI, P, Sh @ 28
Marines
Reg B LHI B, 2HCT @ 32 JLS @ 28
Spearmen
Reg B LHI or HI, LTS, Sh @ 28
Swordsmen
Reg B LHI or HI 2HCW or 1HCW, Sh @ 28
Scouts
Reg C LI, JLS, Sh @ 8
Ghost Elves
Reg B LI LB, Sh @ 10
Archers
Reg B LHI or HI, B @ 24
Light Archers
Reg C LI, B @ 6
Wind Riders
Reg B FCr @ TBD
Unicorn Riders
Reg A LC B @ 26
Bolt Shooters
Reg C Art 2 Crew @ 30
Centaur Warriors
Reg B HK L @ 39
Extra to give Centaur Warriors Sh @ 6
Centaur Skirmishers
Reg B LC B @ 16
Large Creature
[Dragon, Griffon]
Behemoth
[Ancient Dragon]
0-2
0-6
0-10
0-12
0-4
0-8
0-8
0-16
0-16
0-12
0-6
0-64
0-12
0-6
0-6
0-4
0-4
any
0-8
0-1/1000
0-1/2000
Fantasy Warrior
30
Cost
Elements
1
@ 126
@ 133
@ 150
@ 127
1
0 or 1
0 or 1
0 or 1
0-3
+2 Irr B HK, L, Sh
Irr B Cr
+3 Reg A HI 2HCT, Sh
@ 76
@ 83
@ 77
@ 39
@ 32
@ +8 (+6 if gen)
@ +4 (+3 if gen)
@ 21
@ 18
@ +10
@ +9
@ +6 if Irreg
@ +8 if Reg
@ 15
@ +9
@ 16
@9
@6
@4
@6
@ +2
@4
@ +2
@ +4
@ +2 for LI/LC
@ +3 for LMI
@ 48
@ 70
@ TBD
@ 50
0-8
0-4
any
any
0-24
0-24
any
any
any
any
0-12
any
0-6
0-24
0-24
0-36
0-12
any
0-6
any
0-1 unit
any
any
0-6
0-2
@ +6 each
@ +42
@100
0-4 crew/LCr
0-1/LCr
1/2000
@ +6 each
@20
0-4 crew/Be
0-4
1/1000
A Lizardmen army must contain 12 elements of Lizardman Warriors/Spear Warriors, Lizardman Archers,
Newt Warriors, Newt Bowmen and/or Newt Archers in any combination.
Fantasy Warrior
31
List Rules:
1. Natural Armor: LEHI are LHI for all purposes except opponents use the EHI column when determining
weapon factor for attacks against them. Lizardman EHI/LEHI do not suffer fatigue for moving in heavy
armor.
2. Lizardman Warriors have an additional Bite attack.
3. Raptors are Fighting Mounts and Simple
4. Spitting Lizard has Breath Weapon [Acid], 4 figure equivalents shooting per element. Crew fights and
counts for CPF as with El crew figure.
5. Lizard Tyrants and Newts on foot are Amphibious.
6. Newt Scouts and Newt Archers may be taken in mixed units with the same number of each type of
element in a unit.
7. Newt LI, LC counter as regulars.
8. Lizards Tyrants do not become disordered when interpenetrating Newt LI, and vice versa.
9. Palanquin of the Great Saurian: A PAS standard on a Lizard CINC Palanquin allows the player to reroll
one friendly hand to hand random factor die in any or all combats involving friendly units within
240p.
Fantasy Warrior
32
Elements
CINC as one of
Wolf Knight
Foot Warrior
1
0 or 1
0 or 1
0-2
0-1 per subgeneral
0-1
0-4
0-12
0-4
0-10
0-4
0-4
0-6
0-1/2
0-12
6-72
0-6
0-12
6-18
0-1/2
0-12
0-2
0-2
0-2
Goblin Skirmishers
Goblin Wolf Riders
Slaves
Trolls
Ogres
0-6
0-6
0-8
Large Creatures
Behemoths
0-1/1000
0-1/2000
Fantasy Warrior
33
Goblin Ally General may only command Goblin troops. Orc SGs may command any troops.
Great Orcs, Orcs, Cr, LCr and Be do not take waver tests from seeing Goblins in their own army routing.
Trolls Regenerate.
Palanquin of the Great Goblin
A PAS standard on an Orc CINC Palanquin allows the player to reroll one friendly hand to hand random
factor die in any or all combats involving friendly units within 240p.
Fantasy Warrior
RATMEN (Evil/Warm/Sorcery)
Cost
34
Elements
UNDER CONSTRUCTION
CINC as:
Rat King
Rat Lord
Rat Tyrant
Rat Giant
+2 Irr B HI or LHI
+2 Irr B
Irr C Cr
Irr B LCr
Subgeneral as:
Rat Chieftain
+2 Irr C LHI
Irr B MI or LMI
2HCT
Irr D MI or LMI ,
LTS or JLS or SA, Sh
0-72
@
@
0any
any
0-72
0-24
@
@
any
any
@20
0-8
Rat Guard
Rat Warriors
Rat Veterans
Extra to upgrade
Extra to upgrade
Rat Slaves
Rat Fanatics
Rat Slinger
Tunnel Rat
Disease Spreaders
Poison Spreaders
Rat Musketeers
Rat Infiltrators
Shield?
Lightning Chariot
War Rats
1
@
@ 144
@ 150
0-3
Irr C MI or LMI
2HCW, or 2HCT or JLS
Irr E LMI JLS or S, Sh
Irr A
Irr D LMI or LI S, Sh
Irr C LMI or LI 2SA
Irr LI
Art?
Irr LI St* or S or 2SA
Art/HCh??
Expendable (war dogs)
Rat Tyrants
Irr C Cr
Rat Giants
Irr B LCr
Power attack? What else?
Rat Titan
Irr B Be
Rat Swarms
Swarm
A Ratmen army must contain 12 elements of Rat Warriors and/or Rat Slaves in any combination.
Sorcery List
Mass Morale rule.
Fantasy Warrior
35
Elements
Skeletal Knights
Skeletal Scouts
Skeleton Warriors
Skeletal Archers
Skull Catapults or
Death Cannon
Skeletal Beast
Minor Devil
Reg B HK, L, Sh @ 48
Reg D LC JLS or B, Sh @ 20
Reg D HI or LHI, JLS or LTS or SA, Sh @ 28
Reg D LHI, B@ 24
0-10
0-6
8-96
4-20
0-4
0-2
0-2
1
0-1
0-1
0-2
0-2
Any
0-12
0-4
any
any
0-4
0-4
any
0-4
0-4
0-1/1000
0-1/2000
0-1
0-2
0-1
Any
0-4
any
any
0-4
0-20
0-20
0-12
0-2
0-6
0-12
0-12
Fantasy Warrior
Ghosts
Bat Swarm
Giant Bats
Large Creature
Behemoth
36
0-4
0-4
0-1/1000
0-1/2000
Fantasy Warrior
37
Elements
CINC as King
HK L, Sh and 2 Reg A HK L, Sh @128
Extra to give CinC PA Std @ 30
SG as Prince
HK L, Sh and 2 Reg A HK L, Sh
Or HC L, LB, Sh and 2 Reg A HC L, LB or JLS, Sh @78
Extra to SubGeneral P Std @ 10
Guard Cavalry
Reg A HK L, Sh @42
Nobles
Reg A HC L, LB or JLS, Sh @42
Cavalry
Reg B HC L, LB or JLS, Sh @39
Mounted Scouts
Reg C LC JLS, LB, Sh @20
Foot Warriors
Reg C LMI JLS, Sh @16
Archers
Reg C LMI LB, Sh @16
Rangers
Reg B LMI JLS, LB, Sh @28
Foot Scouts
Reg C LI LB @ 6 OR
Reg C LI JLS Sh @ 8
Unicorn Riders
Reg A LC B @ 26
Centaur Warriors
Reg B HK L @ 39
Extra to give Centaur Warriors Sh @ 6
Centaur Skirmishers
Reg B LC B @ 16
Wilders
Irr A LMI 3SA @ 30
Tree Men
Irr C Cr @ 40
Large Creature
[Tree Giant, Forest Dragon]
Behemoth
[Tree Colossus, Ancient Forest Dragon]
1
0-1
0-3
Any
0-4
0-4
0-8
0-12
4-16
8-96
0-4
0-12
0-6
0-4
any
0-8
0-6
0-6
0-1/1000
0-1/2000
Fantasy Warrior
38
Elements
CinC as Caliph
HC L, B, Sh with P standard
and 2 Reg A HC L, B, Sh @ 88 pts
Or as EHC L, B, Sh with P standard and 2 Reg A EHC L, B, Sh @ 92 pts
SG as Thearch
0-3
Moon Priests
Reg C Tr with S standard and 2 U/A figures @ 131 pts
Guard Cavalry
Reg A HC L, B, Sh @ 42 pts
Extra to upgrade Guard Cavalry to EHC @ 6 pts
Cataphracts
Reg B SHC L, Sh @ 68 pts
Lancers
Reg C HC L, Sh @ 30 pts
Extra to upgrade Lancers to EHC @ 6 pts
Horse Archers
Reg C LC B, Sh @ 16 pts
Extra to upgrade Lancers or Horse Archers to Reg B @ 3 pts if HC,
@ 2 pts if LC
Extra to upgrade Cataphracts or Reg B Lancers to Reg A @ 4 pts if SHC,
@ 3 pts if EHC/HC
Extra to give Reg A/B Lancers B @ 6 pts
Reduction to downgrade Reg C Lancers or Horse Archers to Reg D
@ -3 pts if HC, @ -2 pts if LC
Reduction to downgrade Reg D Lancers to MC @ -6 pts
Reduction to delete Sh from Horse Archers @ - 4 pts
0-1
0-2/general
any
0-6
2-20
0-8
4-20
Auxiliary Cavalry
Irr C HC L, Sh @ 24 pts, or Irr C LC JLS, Sh @ 1 pts
Extra to upgrade Auxiliary HC to Irr B L, B, Sh as el-Sarj @ 6 pts
Extra to upgrade el-Sarj to EHC @ 6 pts
Mercenary Cavalry
Irr C LC B @ 8 pts
Extra to give Mercenary Cavalry JLS @ 2 pts, or Sh @ 4 pts
0-8
0-4
0-2
0-6
any
0-3/4
any
any
any
1/2-all
any
Faeler Guard
0-6
any
0-4
any
any
6-48
0-1/2
0-1/2
any
all/none
any
0-1/3
0-1/2
0-12
0-24
any
any
0-16
0-12
Fantasy Warrior
39
any
Gladiators
0-4
0-8
0-1/2
any
any
0-4
any
0-2
0-2
any
0-2
Large Creature
Behemoths
1/1000
1/2000
[Spirit Lord]
[Greater Spirit]
Fantasy Warrior
40
FALKAAR [Good/Warm/Wizardry]
CINC as King
EHK L, Sh and 2 Reg A EHK L, Sh
CINC as Duke
HK L, Sh and 2 Reg A HK L, Sh
P Std for CINC
Upgrade CINCs P std to PA
SG as Duke
HK L, Sh and 2 Reg A HK L, Sh @ 78
SG as Archbaron
LHI 1HCW, Sh and 3 Reg A LHI 1HCW, Sh @ 74
Or Reg A FLC @ TBD
P Std for SG @ 10
Royal Horse
Reg A EHK L, Sh @ 54
Royal Foot
Reg A EHI 2HCT, Sh @ 44
Ducal Horse
Reg B HK L, Sh @ 39
Extra to upgrade to EHK
Extra to upgrade any Ducal Horse to Reg A as Church Knights @ +3
Ducal Foot
Reg C MI P
Extra to upgrade Ducal Foot to HI
Extra to give Sh to Ducal Foot
Ducal Marines
Reg B LMI JLS, B or CB, Sh
Falthar Marines
Reg A LMI JLS, B, Sh @ 28
Jendal Swordsmen
Reg A LHI 2HCW, Sh @ 32
Tlhar Swordsmen
Reg A LHI 1HCW, Sh @ 32
Karadal Border Horse
Reg B LC JLS, B, Sh @ 22
Delan Lancers
Reg B HC L, Sh
Talor Bladesmen
Reg A LHI HTW, Sh @ 32
Sheriffs Levy
Reg C LMI B
Extra to replace Sheriffs Levy B with LB
Extra to give Sheriffs Levy Sh
Extra to give Sheriffs Levy stakes
Extra to give Sheriffs Levy 2HCW
Extra to mount Sheriffs Levy on horses
Foresters
Reg B LMI 1HCW, LB, Sh
Shadowcats
Perrakir
Reg A FLC JLS, B, Sh
Large Creatures
[Dragon, Griffon]
Behemoths
[Ancient Dragon]
Elements
@ 136
@ 128
@ 10
@ +20
1 OR
1
0-1
0-1
0-2
0-1
0-1 per SG
0-2
0-2
0-12
@ +12 0-2
0-4
@ 12 8-48
@ +8 0-1/2
@ +4 any
@ 24 0-8
0-4
0-8
0-4
0-16
@
0-4
0-4
@ 12 4-16
@ +0 all/none
@ +4 0-1/2
@ +4
0-1/2
@ 24
0-4
@ 48 0-4
1/1000*
1/2000*
Fantasy Warrior
41
Elements
1 OR
1
0-1
0-1
0-3
0-1 per SG
Kings Own
Reg A SHK L, Sh@ 63
Nobility
Irr B SHK L, Sh
Extra to upgrade nobility to Irr A
Brothers of the Hand
Reg A SHK L, Sh@ 66
Men at Arms
Irr B EHK L, Sh
Extra to upgrade Men at Arms to SHK @
Squires
Irr C HC L, Sh
Patrollers
Irr C HC L, Sh
Extra to upgrade Patrollers to Reg C @ 6
Marines
Reg B LMI CB
0-1
0-2
@ 54
@3
0-4
0-1/2
0-2
@ 45
@9
@ 24
@ 24
@ 16
2-16
any
up to 1 per element of K
0-12
0-6
0-4
Militia Infantry
Reg D MI LTS, Pa
@ 12
Replace LTS with 2HCT
@4
Extra to upgrade Militia Infantry to HI
@8
Militia Crossbowmen
Reg D CB LMI or MI @ 8
Extra to upgrade Crossbowmen to HI or LHI @ 8
Extra to give MI/HI Crossbowmen Pa if not in mixed unit @ 4
Irr D MI LTS or JLS or IPW @ 4 and/or
Irr D LMI LTS or JLS or IPW @ 3 and/or
Irr D LMI B @ 3
Extra to upgrade Muster to Irr C @ 4 if MI, @ 3 if LMI
Extra to give Sh to Muster w/LTS or JLS@ 4 if MI, @ 3 if LMI
Extra to give Pa to MI Muster without Sh or IPW @ 4
Extra to replace MI Muster LTS with 2HCT @ 4
2-16
any
any
2-16
any
0-1/2
@8
6-48
0-1/2
any
0-1/2
any
any
Stone Thrower
Reg C Art with crew of 4 @ 40
[may substitute bombard in non-historical games]
0-2
Mountain Ogres
Irr C Cr @ 40
0-2
Large Creatures
Behemoths
[Dragon, Griffon]
[Ancient Dragon]
1/1000*
1/2000*
Fantasy Warrior
42
-Haradelan K may interpenetrate any loose order foot troops during a charge or countercharge. Both bodies
are disordered by this. The foot troops cannot be charging and are moved clear to the rear of the K if
necessary once the K are in contact with their charge target.
-Brothers of the Hand are Zealous.
-Patrollers count 2 scouting points per element.
-Squires may be in a mixed unit with Nobles, Men at Arms and/or Generals.
* Haradel did not have any such creatures fighting with its army, but they are included to allow the player
to field LCr and Be.
Fantasy Warrior
43
THORMENAL [Neutral/Warm/Wizardry]
Elements
CINC as Archon
EHK L, Sh and Reg A EHK L Sh @ 136
Extra to give CINC PA Standard @ 30
SG as Governor
EHK L, Sh and 2 Reg B EHK L, Sh @ 84
Extra to give SG P Standard @ 10
0-3
any
Archons Escort
Reg A EHK L, Sh @ 54
Governors Escort
Reg B EHK L, Sh @ 51
Counciliar Knights
Reg B EHK L, Sh @ 51
Knights of the Sun
Reg A SHK L, Sh @ 66
Citizen Militia Infantry
Reg D MI LTS, Sh @ 12
Replace Cit. Mil. LTS with P @ 0
Citizen Militia Crossbow
Reg D LMI or MI CB @ 8 OR
LI CB @ 4
Citizen Halberdiers
Reg D HI 2HCT @ 20
Citizen Cavalry
Reg C HC CB @ 24
Estates Infantry
Irr C MI 2HCW or LTS @ 8
Extra to give Estates Infantry Sh @ 4
Estates Cavalry
Irr C HC L, Sh @ 24
Marines
Reg C LMI JLS, Sh @ 16
Bounders
Reg C LC CB or B @ 12
Peasants
Irr D LMI up to each unit 2HCW,
up to each unit B, remainder IPW @ 3
Agars Horde (M)
Reg B LC JLS, B, Sh @ 20
Silver Spears (M)
Reg B EHI P, Sh @ 36
The Dark Sky (M)
Reg B LHI CB, Pa @ 28
The Red Guard (M)
Reg B LHI 2HCT, Sh @ 32
The Sea Serpents (M)
Reg B LMI JLS, Sh @ 20
Thunder of Zorlat (M)
Reg B EHC, L, Sh @ 39
0-2
0-4
4-16
0-2
8-64
0-1/2
0-6
0-2
Mountain Spider
Spitting Lizard
Large Creatures
Behemoths
Irr C Cr @ 48
Irr C Cr @ 60
[Dragon, Griffon]
[Ancient Dragon]
0-6
0-2
1/1000*
1/2000*
0-12
0-4
0-8
0-8
0-1/2
0-4
0-8
0-8
0-24
0-6
0-4
0-4
0-4
0-4
0-2
Fantasy Warrior
44
There must be one unit of Citizen Militia Infantry or Crossbow in the army for every mercenary
unit.
Each mercenary troop type must be in a single unit
In a campaign game, if a unit of gold is not being carried with the army for each mercenary unit
present, all mercenaries are C morale (but remain costed as Bs).
If the camp is broken or destroyed, all mercenaries immediately become demoralized.
-Free Company: A Thormenalan army may have one unit taken from another Faelonian list subject to the
following restrictions:
1. The unit cannot be LCr or Be.
2. The unit cannot contain any Regular A class troops.
3. The unit cannot contain more than six elements and cannot contain more elements than its
maximum on its home list.
4. The unit is subject to the Mercenary list rule.
5. If the army is being made as part of a campaign game, the free company unit may be from any
list in the campaign.
* Thormenal did not have any such creatures fighting with its army, but they are included to allow the
player to field LCr and Be.
Fantasy Warrior
45
Elements
CINC as Legate
EHC L, B, Sh and 2 Reg A EHC L, B, Sh @ 132
P Std for CINC @ 10
Upgrade CINCs P std to PA @ +20
0-1
SG as Tribune
EHC L, B, Sh and 2 Reg A EHC L, B, Sh @ 66
P Std for SG @ 10
1
0-1
0-3
0-1/general
Bodyguard Cavalry
Reg A EHC L, B, Sh @ 48
0-1/general
Legionary Cavalry
Reg B EHC L, B, Sh @ 45
0-6
Cataphracts
Reg B SHC L @ 60
0-4
Horse Archers
Reg C LC B, Sh @ 16
0-6
Mounted Scouts
Reg C LC JLS, Sh @ 16
0-12
Legionnaires
Reg C MI HTW, JLS, D, Sh @ 24
8-48
Extra to upgrade Legionnaires to Reg A as Palace Guard @ 8
0-4
Extra to upgrade Legionnaires to Reg B as veterans @ 4
0-1/4
Legionary Archers
Reg C MI B, Sh @ 16
Extra to upgrade Legionnaires and/or Legionary Archers
to Reg B as veterans @ 4
Reduction to downgrade Legionnaires and/or Legionary Archers
to Reg D as border troops @ 4
Auxiliary Infantry
Reg C LMI JLS, D, Sh @ 20
Auxiliary ArchersReg C LMI B, Sh @ 16
0-24
Extra to upgrade Auxiliary Infantry and/or Archers
to Reg B as veterans @ 4
Reduction to downgrade Auxiliary Infantry and/or Archers
to Reg D as border troops @ -4
0-24
Legionary Skirmishers
Reg D LI B or CB, Sh @ 6
Legionary Skirmishers
Reg D LI S or SS, Sh @ 6
Legionary Skirmishers
Reg D LI JLS, D, Sh @ 8
Extra to upgrade Legionary Skirmishers to Reg C @ 2
0-8
0-8
0-8
any
Sunnedai Tribesmen
Sunnedai Scouts
0-12
0-8
0-8
0-6
0-1/4
0-1/2
4-48
0-1/4
0-1/2
0-12
Azarim Cavalry
Irr B HC JLS, Sh @ 27
Extra to give B to Cavalry @ 6
Extra to upgrade Cavalry to Irr A @ 3
Azarim Light Cavalry
Irr C LC JLS, Sh @ 12
Azarim Swordsmen
Irr B LMI 2HCW, Sh @ 12
Azarim Spearmen
Irr C LMI JLS, Sh @ 9
Azarim Scouts
Irr C LI JLS, Sh @ 6
0-6
all/0
all/0
0-12
0-6
0-12
0-12
Mishdad Camelry
Irr B MCm JLS, Sh @ 18
Mishdad Warriors
Irr C LMI JLS, Sh @ 9
Mishdad Archers
Irr C LMI B @ 6
Extra to mount Mishdad Warriors or Archers on camels @ 3
0-6
0-12
0-18
any
0-4
Fantasy Warrior
Large Creature
Behemoths
46
any
0-2
0-2
[Giant Dinosaur]
[Huge Dinosaur]
Fantasy Warrior
47
List Book:
Biblical Warrior #7
Biblical Warrior #13
Imperial Warrior #6
Dark Age Warrior #15
Dark Age Warrior #16
Holy Warrior #4
Additional Troops:
Dust Devils
Irr C Cr Fast
Animated Statues
Irr C Cr Armor Plated
Winged Horses
Irr C FCr
Large Creature [Giant Djinn or Efreet, Giant Scorpion]
Behemoth [Huge Djinn or Efreet, Huge Scorpion]
@ 48
@ 44
TBD
0-4
0-4
0-4
1/1000
1/2000
@ 53
@ 20
TBD
0-4
0-4
0-4
1/1000
1/2000
Fantasy Warrior
48
Irr B LCr @ 50
1/1000
Battle Engine
Chimera
TBD
Cockatrice
TBD
Demon Lord
Devil Lord
Feathered Serpent
Giant Dinosaur
Giant Insect
Fly TBD
Giant Scorpion
Giant Spider
Dragons:
Fire Dragon
Ice Dragon
Sky/Storm Dragon
Earth/Forest Dragon
Sea/Marsh Dragon
Skeletal Dragon
Fantasy Warrior
49
Elementals:
Air Elemental
Fire Elemental
Ice Elemental
Earth Elemental
Water Elemental
Giants:
Death Giant
Rock Giant
Stone Giant
Tree Giant
Giant Mammals:
Giant Bull
Trample, [+10]
Giant Jaguar
Giant Moose
Giant Tiger
Griffon
Hydra
Hydras can have their heads treated as SA-armed fighting crew at 5 pts each.
The heads do not count for CPF. Any head that fights must be paid for and must
be on the model.
Manticore
Minotaur Lord
Spirit Lord
Wyvern
Fantasy Warrior
Behemoths
Irr B Be @100
1/2000
Ancient Dragon
Giant Hydras can have their heads treated as SA-armed fighting crew at 5 pts
each. The heads do not count for CPF. Any head that fights must be paid for
and must be on the model.
Ancient Wyvern
Battle Machine
Greater Demon
Greater Devil
Spirit Troop. May cast Charm once per magic phase. [+30]
Greater Spirit
Huge Beast
Trample. [+10]
Huge Dinosaur
Huge Insect
Huge Scorpion
Huge Spider
Jaguar God
Sphinx
Titan
Tree Colossus
Notes:
Some of these will eventually have flying versions.
Cr or Fighting Mount Place-holder
Hippogriff (creature??)
Dinosaur
Ogre
Minotaur
Troll
Demon
Devil
Dryads
50
Fantasy Warrior
[Pegasus] may be HK
[Centaur] currently HK
Insect
Harpy
Mammals
[Arachnid] fighting mount
[Unicorn] fighting mount
[Wolf] fighting mount
51