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Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

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

Playtest Draft 4.1 (02/05/05)

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

* Recommended element sizes for SLs. See 4.2.


2.12 One Element Units (1EU). Fantasy Warrior permits the existence of units of one element. 1EU DO
PAY command factor points. 1EU make maneuvers as regulars even if not regular. 1EU are units for all
game purposes. Expendables are NEVER 1EU; they are one element bodies, but never units.
Behemoths are always 1EU.
LCr may be taken as 1EU.
Some spells summon 1EU to the battlefield.
2.13 Fantasy Troops and Troop State.
2.131 Fear and Unease. Fantasy Warrior introduces the term Fear as a direct replacement for
the term Unease in basic Warrior. This is because players of fantasy miniatures games are more familiar
with this terminology and we want to ease their transition into the Warrior game system. Fear has exactly
and only the same meaning as Unease and Afraid has exactly and only the same meaning as Uneasy. The
terms are fully interchangeable, and, in fact, it is totally ok with us if players begin using these terms in
their historical Warrior games, especially if it helps understanding.
2.132 Normal Chariots and Elephants and Fear. In the world of Fantasy Warrior, elephants
and chariots are hardly the worst thing a soldier will face in his military career. In a Fantasy Warrior game,
normal chariots and elephants only cause fear (unease) out to 120p (i.e. they are Terrifying).
2.133 Fearsome, Terrifying and Monstrous. Some fantasy troop types cause fear to differing
ranges and/or count as more than one cause. These effects are defined under the special abilities Fearsome,
Terrifying and Monstrous. These effects work the same way as they do for chariots and elephants in basic
Warrior (this includes the requirement that to cause unease they must be both unbroken and visible). Note
that NO MATTER HOW MANY fantasy troop types and/or chariot or elephant bodies may be in proximity
to a body of troops, the type of fear (fear-causing creatures) brought about by these abilities is only ONE
cause for the purposes of determining how many different causes of fear are affecting a body at any given
time.

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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.

They are 1 to enemys weapon factor when shot at.


They are +1 weapon factor in HtH.
They move and are affected by terrain as LMI. They are loose order.
The base cost is 50 points per element before riders (crew) if any.
They are Terrifying.
They may be in a unit of one element (see 2.12).
They do not take a waver test when contacted by expendables.

[may no longer make impetuous charges, like elephants cannot]


2.4 BEHEMOTHS
Behemoths (Be) are Irregular B Elephants for all rules, except:
1. Are always units of one element (2.12). Note the base size of a Behemoth (2.11). They fight with 5
figure-equivalents along each of any two element frontages along their base (10 total) and count as 10
figures for CPF.
2. 2 to enemys weapon factor when shot at.
3. +2 weapon factor in HtH.
4. Move and affected by terrain as LMI. Are loose order.
5. The base cost is 100 points before riders (crew) if any.
6. They are Monstrous.
7. They do not take a waver test when contacted by expendables.
[may no longer make impetuous charges, like elephants cannot]
2.5 FIGHTING MOUNTS (RIDDEN WOLVES, BOARS, BEARS, ETC.)
Are the same as the equivalent cavalry or chariot type for all rules, except:

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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).

4.22 Separate Leaders and Troop State


SLs do not have a troop state. They do not take waver tests.
They cannot leave a body they are joined to while the body is broken or in hand-to-hand.
If a body they are joined to is destroyed, the separate leader is also.
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.
4.23 Separate Leaders and Movement
With the exceptions noted below, separate leaders use the same movement rules as
independent staff elements, except that only general separate leaders may use a Staff Move.
They move five march segments and never need to be prompted to march. They may begin
their march move in any segment, but forfeit the segments already past. They may NOT
begin or make a march move within 240p of a known enemy body.
They have a tactical move distance of 240p and may move in any direction without the use of
a maneuver. They approach as mounted troops. They may not make counters. They may
retire without being prompted. Separate leaders within 40p of an enemy body may retire.
They move through any non-impassable terrain without penalty.
If a separate leader is contacted by an enemy body while alone, the enemy rolls a d6. On a 13 he is eliminated. Otherwise he is joined to the nearest unbroken friendly body.
If a separate leader is contacted by a friendly body, it may be moved out of the way (called
displacing). A separate leader may only be displaced the minimum necessary to allow the
body to move while not placing it closer to any enemy body within 240p (or that would
become within 240p by moving the leader). A separate leader that displaces may not make
any further voluntary moves that bound.
A separate leader may not leave a joined body while that body is subject to the effects of a
spell that prevents the body from moving (paralysis, vines, etc.).
4.24 Separate Leaders and Combat
They do not ever count as fighting figures. They cannot be the target of a charge. See 4.23 if
they are contacted by charging enemy.
A Hero confers +2 hand-to-hand tactical factor to a joined body.
A separate leader may be the target of shooting but only under the following conditions:
SLs are the last shooting priority. They are never considered the nearest target in arc
if there is another target anywhere in the shooting elements arc.
An SL is shot at as if shielded LI.
If an SL takes 16 casualties from shooting, he is destroyed. Otherwise there is no
effect.
4.25 Separate Leader Joined to a Body
Show that a separate leader is joined by placing his element in contact with the body. This
position may be shifted to accommodate nearby bodies. A separate leader may leave a body
counting as having left from any face/edge. A separate leader may only join one body at a
time.
A joined separate general has all the same effects as a general fighting figure (see W5.143,
5.233, 8.3, 9.43)
Separate Leaders may not join Be or LCr.
4.26 Separate Leaders and Magic

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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.

4.3 Heroes. The following is a summary of the effects of heroes.

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

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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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5.5 SPELL LISTS


[P or S] Power or Spirit Magic
(X) Cost of spell in SP
(S) Spell is a summoning spell (5.22)
* - Spell is in basic spell book
WIZARDRY [P]

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]

Claws.* (2) Target body has a +2 tac factor in hand-to-hand.


Confusion. * (2) Target body is -40p movement, +3 to prompt and -1 to all counters.
Dazzle.* (1) Target body has a 2 tactical factor for its own shooting and a 1 tactical factor in
hand-to-hand.
Friends. (1) Target friendly body counts as supported.
Nightmares. (3) Target body is -1 to any waver tests taken in addition to any other modifiers.
Cannot be cast on a body in contact.
Intimidation.* (1) Enemy body must pass waver-1 to charge target body.
Panic. (1) Body counts as having taken 1 more CPF than actual when in hand to hand combat.
Phantasmal Warriors. (S) * (2) Caster places 1EU of Irr B LHI 2HCW, Sh placed within 120p of
caster and 120p from any enemy. Vanishes at end of bound. This spell may be cast successfully
only once per game per Mage. This spell being cast and counterspelled does not count against the
once per game limit.
Mask. (3) Target body does not count as visible or known to any enemy body for shooting or
charging. It may not shoot or charge while this spell is in effect. Cannot be cast on a body in
contact.
Suspicion. (1)* Target body or terrain feature cannot provide support to an enemy body.

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RUNE MAGIC [P]

Rune of Accuracy. * (1) Joined body has Marksmanship.


Rune of Action. * (1) Joined artillery body may shoot if it approached or forced marched.
Rune of Protection. * (1) Enemy is -1 weapon factor against the joined body for both shooting and
hand to hand.
Rune of Light. (1) Area within 240p of Mage counts as in full sunlight and causes sun dazzle
(12.41) to any shooting or hand to hand against the body to which he is joined.
Rune of Precision. * (1) Joined body fights and shoots at +1 tactical factor.
Rune of Reflection. (3) Any shooting or hand to hand casualties inflicted on the body to which the
Mage is joined are also inflicted on the body causing them. These casualties do NOT count as
being caused by either body for hand to hand and only count for total CPF on the receiving body.
Rune of Speed. * (2) Joined body may double its tac move distance in approaches, counters or
retirements.
Runeshield. * (2) Joined body cannot be affected by shooting.
Runesong. (2) Mage makes Sonic Attack [6/240p].
RuneWall. (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.

WHITE MAGIC [S]

Blessing. * (1) Makes a body eager, even if tired.


Courage. * (2) Body passes next waver test it is required to take this bound.
Discipline. (1) Body ignores first cause of disorder this bound.
Endurance. (1) Body does not count as tired (including for shooting).
Inspiration. * (2) Body is +2 tactical factor in hand to hand combat.
Heal. (1) * Body recovers 2d5-3 normal (NOT shooting) FP.
Augury.* (2) Mages player may add +1 to any one FRIENDLY die once until the end of the
bound (as long as the Mage is alive at the time of the roll).
Repulse. * (1) Undead troops may not:
o Approach within 120p of the target of this spell.
o Approach nearer to the target of this spell if they are already within 120p.
o Charge the target of this spell.
Sanctuary. (3) Body is instantly moved to a place on the table entirely outside of 480p of any
enemy and entirely within 240p of friendly base table edge. Cannot be cast on a body in contact.
A body that has sanctuary cast on it cannot approach or march that bound.
Banish. (2) Target body of summoned Spirit Troops is removed. A target body of other Spirit
Troops takes d5-1 FP.

GREY MAGIC [S]

Hex. *(2) Body is 2 in shooting and hand-to-hand.


Sleep. * (1) Body counts as tired (unless exhausted). This spell has no effect on Tireless troops.
Summon Spirit Host. (S) * (2) A 1EU of Irr E LHI 2HCW, Sh is placed within 120p of caster and
120p from any enemy. Spirit Hosts are Fearsome and Spirit Troops. Vanishes at end of bound.
This spell may be cast successfully only once per game per Mage. This spell being cast and
counterspelled does not count against the once per game limit.
Charm. * (3) The casting player may make an enemy body's approach move for it. Enemy body
must be capable of making an approach. This approach move may not include a maneuver. Even

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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.

BLACK MAGIC [S]

Curse. * (1) Target body is uneasy, unless A class.


Pain. * (2) Body is 2 tactical factor in shooting and hand-to-hand.
Doom. * (2) The target is an enemy body. Bodies friendly to the casting Mage fighting or
shooting at the target are +2 tactical factor.
Possess. * (3) Enemy body must charge nearest body friendly to it if it has one in charge reach
and treats that body as enemy (and vice versa) until the bound is complete
Omen. *(2) Mages player may subtract 1 from any one ENEMY die once until the end of the
bound (as long as the Mage is alive at the time of the roll).
Rage. * (1) Body is Irr A for all purposes.
Drain. (3) Target body has 2d5-3 normal FP added to it.
Wither. (1) Target body loses one morale class (from A to B, B to C, etc. unless currently E or U)
until the end of the bound. Multiple Withers cast on the same target are cumulative, but cannot
reduce morale below E class.
Paralysis. (3) Enemy body may not move this turn, except combat results moves.
Gate (S). (5) A Demon (1EU of Irr B LCr) is placed within 120p of caster and 120p from any
enemy. Demons are Spirit Troops. This is a generic demon with no other special abilities.
Vanishes at end of bound. This spell may be cast successfully only once per game per Mage. This
spell being cast and counterspelled does not count against the once per game limit.

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.

Remove * from Curse, Possess and Rage.

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6.0 MAGIC ARTIFACTS


7.0 FLYERS AND AERIAL COMBAT (TBD)
8.0 FANTASY TERRAIN
Holy Ground
Temple
Stone Circle
Mine Entrance
Cemetery
Ruin
Old Battlefield
Mountain Wall
9.0 SPECIAL RULES
Fantasy Warrior Special Abilities
Numbers in brackets are cost for [figure/LCr/Be]
ABILITY KEYWORD
Amphibious

GAME EFFECTS IN FANTASY WARRIOR

Moves in Major Water Features, Minor Water Features and Marsh as


though Rough Area. May ambush from a Marsh as LI would [+0/5/10].
Antimagic
Spells cannot be cast on a body containing a troop, leader or item with
this ability [+2/20/30].
Antimagic 120p
Spells cannot be cast with a target or effect within 120p of a body
containing a troop, leader or item with this ability [+3/30/45].
Arboreal
Count Woods and Orchards as Open Terrain for movement and
cohesion [+0].
Armored
Any troop with H in its name and Cr, LCr, Be [+0].
Armor Plated
Enemy gets -1 weapon factor when shooting at this body. [+1/10/15]
Aquatic
Moves in Major Water Features, Minor Water Features and Marsh as
though Open Terrain. Treats actual Open Terrain as Rough Area and is
treated as close order for the movement and cohesion effects of (nonMarsh) Very Rough Areas and Obstacles. May ambush from a Marsh
as LI would [+0].
Bite.
This is a figure having an SA attack in addition to their other weapon
that does not require a second hand to use. Bite can only have effect
from a front rank in contact. ONLY shooting CPF, tired and shaken
tactical factors apply to Bite attacks. [+1/10/15]
Blindfight
Body containing troops with Blindfight do not take a minus tactical
factor for low visibility [+0].
Breath Weapon [Type]
LCr and Be breath weapons use the Fantasy Creature Shooting rules.
The number in parentheses is the number of figure equivalents for that
type of shooting.
Fire: as incendiaries, (6) +30pts, (8) + 45pts.
Frost: target receives d5-2 FP. The amount of FP is reduced by shaken/exhausted 2, tired 2,
disordered 2, Undead target 1. +30 points. Be version: d5-1, +45pts
Lightning (Air): as artillery, +1 weapon factor against Armored troops, -1 vs non-Armored
troops, (6) +30points, (8) +45pts.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

13

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

Opponents receive 1 tac factor in hth or shooting unless using magic


weapons. Immune to: Poison, Paralysis. Treats all terrain as Open.
[+2/20/30]
+40p, +1 march segment, [+2/20/30]
Fearsome troops are a cause of Fear to any troops in contact with
them. Fearsome troops are immune to the effects of other Fearsome
troops, [+0].
+3 to prompts, -1 to counters [+0]
May reroll one hand to hand random factor die when in contact with
enemy it hates, [+0].
Does not suffer the effects of Poison Attack or Gas.
Cannot be harmed by Breath Weapon or Elemental Attack.
Cannot be the target of a Power Magic Spell.
Cannot be the target of a Spirit Magic Spell.
Implacable bodies that fail a waver test while unshaken receive 2 FP
instead of becoming shaken. Implacable bodies that fail a waver test
while shaken or would become broken through any other game result
instead gain an additional 6 FP. Implacable bodies are destroyed at 10
fatigue (unless Art which are also destroyed by more HTH and 1CPF).
If an enemy unit loses a combat but destroys all opponents this way,
that unit is treated as having won the combat.
Implacable bodies with 7FP accumulated are Shaken. Implacable
bodies are never Uneasy. [+1/10/15].
Up to one 2E unit of this (or any other Infiltrating) troop type may
deploy anywhere out of enemy LOS after all enemy have deployed
[+1/10/20].
Reroll one shooting random factor die [+0].

Fantasy Warrior
Monstrous
Morph
Mysteries Revealed
Poison Attack
Power Attack
Regenerate
Relentless

Playtest Draft 4.1 (02/05/05)

14

Are a cause of Fear to enemy troops within 240p. Ignore Fearsome


and Terrifying effects. [included in Be]
see spell: Morph [+3/30/45]
Once per bound the player owning an on-table, unbroken body with
this ability may choose any friendly die and roll two of the same kind
instead, choosing which result to accept. [+3/+30/+45]
+1FP (NOT CPF) added to any combat result against enemy caused by
this body [+1/10/15].
+1 to hand to hand tactical factor [+1/+10/+15]
Recover 1 FP in End Phase unless hit with Fire this turn. [+2/+20/+30]
Relentless bodies never take waver tests. If a Relentless body receives
at least 2 CPF from preparatory shooting, it does not suffer the 11.1
combat results. It gains FP from prep shooting CPF and is disordered
by 3 or more CPF normally. If a Relentless body suffers any game
result that would cause it to be broken, it instead gains an
ADDITIONAL 6FP. If a Relentless body receives a disordering
combat result while already disordered, it gains an additional 2 FP.
Relentless bodies with 7 accumulated FP are counted as Shaken for
victory purposes only. Light troops can never be Relentless.
Relentless bodies may never make up more than X% of an armys
points. [+3/30/45].

Resistance [Type] [+0]


Poison
-1 tac factor against Poison Attack or Gas.
Elemental Attack
-1 tac factor (or 1FP for frost) vs Breath Weapon or
Elemental Attack.
Power Magic
1 SP of counterspell vs each Power Magic Spell targeted on
the body.
Spirit Magic
1 SP of counterspell vs each Spirit Magic Spell targeted on the
body.
Simple
+3 to prompts, -1 to counters, [+0]
Slow
March one less segment (minimum 1), no countercharge, always deduct
in variable moves, [-1/-10/-15]
Skeletal
Opponent gets 1 tac factor in shooting unless: S or SS, [+0].
Sonic Attack
Shooting attack. 80p max and effective range, same number of figure
equivalents as are in the body. 2 weapon factor against all targets. No
target based tac factors. Affects all targets within range (360 arc). No
troop counts shielded to a Sonic Attack. Sonic Attacks that are not
based on the number of figures in the body will have the figure
equivalent in brackets [ ]. Directional Sonic Attacks will also have the
max/effective range in brackets and can only affect one target.
[+1/10/15]
Spiderclimb
Treats all non-watery Rough terrain as Open for movement and
cohesion and all non-watery Very Rough terrain and Obstacles as
Rough for movement and cohesion. Enemy never count higher and
never get the benefit of an Obstacle or Hazard in combat. [+1/10/15]
Spirit Attack
Charm, Sleep.
Spirit Troops
Any that are Undead, Demon, Devil, Spirit Host/Lord, Greater Spirit.
May be Banished.
Starlight Vision
Treats moonlight and moonless night as clear for visibility, [+0].
Swarm
Relentless. Same base size as a model. 5 figure equivalents for CPF,
fighting. Are Irreg D LMI SA for all rules, unless otherwise noted.
Base cost: 20.
Terrifying
Are a cause of Fear to enemy troops within 120p. Ignore Fearsome
effects. [included in LCr]

Fantasy Warrior
Three Wishes
Tireless

Trample
Tunneling

Vulnerable to [Type]
Undead

Unyielding
Zealous

Playtest Draft 4.1 (02/05/05)

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]

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

Special Abilities on hold as of 7/22/03


Allure
Chaser
Death Wish
Demonic Aura
Demonic Corruption
Disease
Dispel Magic
Elemental Aura
Elemental Creature
Energy Drain
Erratic
Extra Limbs
Flying
Invisible
Multiplying
Paralysis

[demon-hold]
[demon-hold]
[demon-hold]
[demon-hold]
[demon-hold]
[hold]
[hold]
[hold]
[hold]
[hold]
[demon-hold]
[hold]
[hold]
[demon-hold]
see spell: Paralysis

16

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

10.0 FAST FANTASY WARRIOR


Play using W18.0
Fast Fantasy Warrior armies are constructed according to the following rules:
750 points. The army must contain:
One CINC integrated into a unit (i.e. not an SL and not a lone staff element).
One separate leader Mage.
No other leaders, separate or otherwise.
8 elements of minimums met.

17

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

18

FANTASY WARRIOR PLAYTEST ARMY LISTS


Rules common to all lists:
Leaders
1. Any CINC, SG or AG may be taken as a separate leader instead of as a fighting figure @ 100/50/75
points respectively. Any separate leader general counts against the armys separate leader limit.
2. All lists have the lines:
Separate leader element before upgrades @ 0
0-1/1000pts
Extra to upgrade general/separate leader to a Mage @ +100
0-1/1000pts
Extra to upgrade general/separate leader to a Hero @ +50
0-1/1000pts
3. Separate leaders must be a general or upgraded to hero or mage or some combination.
4. X/1000pts means that many maximum per 1000pts or fraction thereof. You can, for example, have two
mages in a 1600pt. list, but only one in a 1000 point list.
Separate Leader elements initially come without any other characteristics essentially an empty stand.
You may take one or more (up to the limit of separate leaders allowed) of the generals available in your
army list and purchase them as upgrades to separate leader stands the rest MUST be fighting figures as
described in W4.11.
Separate Leader elements, whether upgraded to a general or not, can then be upgraded to Mages, Heroes or
both. Generals taken as normal fighting figures may also be upgraded to a Mage, a Hero or both. The total
number of upgrades, whether to fighting figures or separate leader elements, cannot exceed the total for the
entire list.
Example: Leaders.
Mike is building a 1600 point army from a list that has 1xCINC and 0-3xSubgenerals allowed. At 1600
points, he has a maximum of 2 separate leader elements, 2 Mage upgrades and 2 Hero upgrades available.
He must buy a CINC and chooses to buy 2 Subgenerals as well. He takes the CINC as a fighting figure on
a separate staff element and one Subgeneral on a staff element integral to a unit (W2.513). The base cost of
these is shown in the army list. He also takes one Subgeneral as an upgrade to one of his available Separate
Leader elements at 0+50 = 50 points.
He then takes the following additional upgrades:
The remaining separate leader element as a Mage: 0+100 = 100 points.
Upgrade the fighting figure subgeneral to a Hero = staff elements base cost+50 points.
Upgrade the CINC to a Mage = staff elements base cost+100 points.
He chooses not to take the other available Hero upgrade.
Mikes leaders when he is finished are:
CINC/Mage as fighting figure.
Subgeneral/Hero as fighting figure.
Subgeneral as separate leader.
Mage as separate leader.
Command Factors
1. Regular command factor = 10pts; Irregular Command factor = 25pts.
2. Expendables and bodies that contain a general do not pay command factor costs, all other units must.
1EU (2.12) pay command factor costs.
3. The cost of a body includes the cost of its elements and the cost of an appropriate command factor if a
multi-element unit.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

19

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

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

BEASTMEN [Evil/Cold/Grey Magic]


CINC as BeastKing
Irr A 4HCh, UA+JLS @ 107
or HI 2HCW and 3 Irr A HI 2HCW @ 118
or LHI 2HCW and 2 Irr A LHI 2HCW @ 112
Extra to give CINC PA Std @ 15
SG as BeastLord
Irr A 4HCh, UA+JLS @ 57
or HI 2 HCW and 3 Irr A HI, 2HCW @ 68
or LHI 2HCW and 2 Irr A LHI 2HCW @ 62
0-3
Extra to give SG P Std @ 5
Greater Beastmen
Irr A HI, 2HCW @ 24 or LHI 2HCW @ 18
Beastmen Warriors
Irr C LHI, 2HCW @ 12
Beastmen Skirmishers
Irr C LI, JLS, Sh @ 6
Beastmen Chariots
Irr C 4HCh, UA+JLS @ 19
[Scythe upgrade]
Beastmen Bear Riders
Irr C MC L, Sh, Bear @ 24
Mastadons
Irr C EL, UA+JLS @ 30
War Hounds
Expendable (W16.2) @ 45
Minotaurs, Ogres
Irr C Cr @ 40
Trolls
Irr C Cr @ 48
Large Creature
Behemoth

[Giant Mammal, Minotaur Lord]


[Huge Beast]

20
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

Beastmen List Rules


-Beastmen Warriors and Greater Beastmen fight 1.5 ranks when charging, counter-charging or pursuing.
Possibly have Cr generals?

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

CITY STATES [Neutral/Cold/Wizardry or White Magic]


EHK L, Sh and 2 Reg A EHK L Sh @ 136 Or
SHK L, Sh and 2 Reg A SHK L Sh @ 142
Extra to give A Standard to CINC @ 20
Sub-General as Garrison Commander
EHK L, Sh and 2 Reg B EHK L Sh @ 84
Ally General as Allied City Governor
EHK L, Sh and 2 Reg B EHK L Sh @ 109
Garrison Heavy Horse
Reg B HK L, Sh @ 39
Extra to Upgrade Garrison Heavy Horse to EHK @ 51
Extra to Upgrade EHK (not Citadel Knights) to SHK @ 9
Replace EHK L with 1HCW as Citadel Knights @ 0
Garrison Pistoliers
Reg B LC HG @ 14
Garrison Infantry
Reg C MI JLS or LTS, Sh @ 16
Extra to Upgrade Garrison Infantry to HI @ 24
Extra to Upgrade Garrison Infantry to Reg B@ 28
Replace Garrison Infantry JLS with P @ 0
Garrison Bowmen
Reg C LMI or MI B, Sh @ 16
Handgunners
Reg C MI or LMI HG @12
Extra to give MI Handgunners Pa or LMI Sh @ 4
Marines
Reg C LMI 1HCW or JLS, Sh @ 16
Engineers
Reg C LI SA @ 6

21
Elements

CINC as City Governor

Citizen Levy Crossbowmen


Reg D LMI CB, Pa @ 12 or LI CB @6
Citizen Levy Halberdiers
Reg D HI 2HCT @ 20
Estates Infantry
Irr C MI LTS @ 8
Extra to give Estates Infantry Sh @ 12
Replace Estates Infantry LTS with 2HCW @ 0
Peasants
Irr D or E LMI up to each unit 2HCW,
up to each unit B, remainder IPW @ 3 if Irr D
@ 1.5 if Irr E
Religious Fanatics
Irreg A LMI 2HCW @ 12
Stone Thrower
Reg C Art 3 Crew @ 24
Mortar
Reg C Art 3 Crew @ 24 or 4 crew @ 34
Organ Gun
Reg C Art 3 Crew @ 24
Bombard
Reg C Art 4 Crew @ 34
Large Creature
[Battle Engine]
War Altar
Reg C Tr with S standard @ 97
War Wagon
Irr C 4horse HCh 2 with 2HCT, 4 with HG @ 46
Replace War Wagon crew with 4 with LB @ - 12
Replace War Wagon crew with Flame Cannon and 2 crew @ +6

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

City States List Rules


-Mortars never double crew figures (have no effective range), cannot hit a target within 160p and have a
maximum range of 960p. Mortars can fire over any troops, and have nearest in arc removed from their
priority list and replaced with any.
-Engineers may mix in units of artillery and may only be taken in such a mixed unit. There must be as
many elements of engineers as artillery elements in a mixed unit. An artillery unit with engineers may
reroll random factor dice for any shooting.
-Marines are Amphibious.
-Religious Fanatics always count shielded if steady. They fight 1.5 ranks if steady and charging,
countercharging or pursuing.
-War Wagon and War Altar may be 1EUs.
-War Wagon Flame Cannon is the equivalent of Breath Weapon [Fire, (6), 240p]. The crew fight in hth
with SA.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

-Citadel Knights 1HCW counts as other mounted with a +1 tactical factor and 1.5 ranks when charging,
countercharging or pursuing.

22

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

23

DARK WARRIORS [Evil/Cold/Grey or Black Magic]

Elements

CINC as Dark Lord


SHK, L, Sh and 2 Reg A SHK, L, Sh @ 142
Extra to give CinC PA Std @ 30
SG as Dark Knight
SHK, L, Sh and 2 Reg A SHK, L, Sh @ 92
or HI, 2HCW and 3 Reg A HI 2HCW @ 71
Extra to give DK SubGen P Std @ 10
SG as Raider
HC, JLS, B, Sh and 2 Irr B HC, JLS, B, Sh @ 70
Extra to give Raider SubGen P Std @ 5
Dark Knights
Reg A SHK, L, Sh @ 63
Dark Warriors
Reg A EHI, 2HCW @ 36 or 2HCT @ 40
Upgrade DWs with Sh @ 4
Raider Nobles
Irr B HC, JLS, B, Sh @ 30
Mounted Raiders
Irr B MC, JLS, B, Sh @ 24
Raider Skirmishers
Irr C LC, JLS, B, Sh @ 14
Raider Chariots
Irr C 2LCh, UA+JLS @ 15
Raiders
Irr C MI, HTW, Sh @ 12 or LMI, HTW, Sh @ 9
Raider Hunters
Irr C LI JLS, B @ 6
Raider Thralls
Irr E IPW @ 1.5
Beastmen Warriors
Irr C LHI, 2HCW @ 12
War Hounds
Expendable (16.2) @ 45
Minotaurs
Irr C Cr @ 40
Trolls
Irr C Cr @ 48
Large Creature
[Hydra, Dragon, Demon Lord, Minotaur Lord]
Behemoth
[Ancient Hydra, Ancient Dragon, Greater Demon]

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

Dark Warrior List Rules


-A Raider SG can command only raider troops. A Dark Knight SG can always command raider LI or LC
and can command other raider troops if there is no raider SG.
-Dark Warriors do not gain FP for being foot in heavy armor (W5.31).
*Raider Nobles may only be taken as a second element in a Raider SGs unit.
**Raiders armed with HTW may alternatively be armed with LTS, JLS, SA or 2HCW. All elements of a
Raider unit must be armed in the same manner.
-Beastmen fight 1.5 ranks when charging, counter-charging or pursuing.
-Dark Warrior mages may use either Grey or Black Magic, but all DW mages in an army must use the same
spell list. In a campaign, the DW player must choose which magic his mages will use for the duration of
the campaign.
-Trolls Regenerate.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

24

DARK ELVES [Evil/Cold/Black Magic]

Cost

CINC

+ 2Reg A HK L, Sh, RCB OR


+ Reg A 2HCh UA, LTS, RCB

@ 140
@ 136 1
@ 10 0-1
@ 20 0-1

Reg A HK L, Sh, RCB OR


Reg A LHI or HI, 2HCW or P, Sh
Or 2HCT

@ 88

as Blood King/Queen
P std for CINC
Upgrade P std to PA

SubGen as Blood Prince/Princess


P std for SubGen

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.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

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.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

26

DWARFS [Good/Cold/Rune Magic]

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

Dwarf List Rules


-Dwarf Foot Troops (including Cr, LCr, Be and artillery) Earthmove.
-Dwarf Foot Troops (including Cr, and artillery) are Eager. This eagerness is cancelled by the situations
listed in W5.11 Note that LCr are already eager and Be are never uneasy.
-Dwarf Beserkers fight 1.5 ranks when charging, countercharging or pursuing.
-Dwarf SHI/EHI:
1. May use Orb.
2. Do not gain FP for being foot in heavy armor (W5.31).
3. Scatter opposing LI. LI must immediately recall if Dwarf SHI/EHI move within 40p. LI
does not prevent moving up to full tactical move distance. Dwarf SHI/EHI may march within 40p of
enemy LI (but not within 240p of other known enemy bodies).
4. Dwarf SHI = 10 points base cost.
-Dwarf Bombers = +5 points per figure, shoot incendiaries 80p.
-Dwarf Mortars never double crew figures (have no effective range), cannot hit a target within 160p and
have a maximum range of 960p. Dwarf mortars can shoot at an enemy they cannot see if a unit of Dwarf
Observers has line of sight to both the mortar and the target. Multiple Dwarf Observer units may form a
chain of LOS for this purpose. Dwarf Mortars can fire over any troops, and have nearest in arc removed
from their priority list and replaced with any.
-A Dwarf player may choose Mountain Wall as a terrain feature. It has the same dimensions and is placed
in the same manner as a Major Water Feature. It is impassable to all troops unless specifically excepted.
-Dwarf Miners have Tunneling.
-All Dwarf Troops Hate Goblins and Deep Orcs.
-Non-veteran Warriors may mix with Crossbowmen and Veteran Warriors may mix with Guard
Crossbowmen

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

-Pony Riders 1HCW counts as other mounted with a +1 tactical factor and 1.5 ranks when charging,
countercharging or pursuing.

27

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

GOBLINS [Evil/Cold/Witchcraft]

28
Elements

UNDER CONSTRUCTION
Goblin Chariot

Irr C LCh __________

0-6

Goblin Warriors Each unit Irr C MI JLS, Sh, @ 12, Irr D @ 8 or


Each unit Irr C LMI JLS, Sh, @ 9, Irr D @ 6
Goblin Skirmishers
Each unit Irr C LI JLS, Sh @ 6, Irr D @ 4
Goblin Wolf Riders
Irr C LC JLS, Sh, Wolf @ 16
Goblin Spider Riders
Irr C MC JLS, Sh, Spider @ 27
Goblin Spider Skirmishers Irr C LC B, Spider @ 14
Goblin Bolt Shooter
Irr E Art w/ 2 crew @ 19
Goblin Goblin Shooter
Irr E Art w/ 3 crew @ 24

0-96
0-24
0-30
0-8
0-8
0-4
0-2

Goblin Spider Riders


Are the same as the equivalent cavalry type for all rules, except:
1. The mounts count as Fighting Mounts.
2. They cost an additional 3 points per figure.
3. No land terrain counts as difficult to spider-mounted troops.
4. Spiders are mounted one rider and spider to a cavalry base, but are treated as 2 or 3 figures based on
troop type.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

29

HIGH ELVES [Good/Warm/Wizardry]

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

High Elf List Rules


-A High Elf army must have at least 12 elements of Spearmen, Swordsmen or Archers.
-Archers may be mixed in units with Pikemen, Spearmen or Swordsmen of the same order.
-High Elf Pikemen may be LHI. HE LHI P figures fight in multiple ranks in the same circumstances as
close order pikemen.
-High Elf Swordsmen with 2HCW fight 1.5 ranks deep when charging, countercharging or pursuing.
-Unicorns are fighting mounts (2.5). Unicorns are Antimagic 120p. Only ONE unit of Unicorns may be
taken.
-Centaurs are Fast.
-Bolt Shooters may shoot twice in a shooting phase for 1 shooting FP. One shot may be combined w/other
shooting. Second shot can only be combined with the second shot of other HE bolt shooters. Combined
means adding casualties together to produce one CPF result. HE Bolt Shooters cost +10 points.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

LIZARDMEN (Neutral/Tropical/Grey Magic)


CINC as:
Lizardman Raptor Rider
+2 Irr B HK, L, Sh
Lizard Tyrant
Irr B Cr
Lizard Lord
Irr B LCr
Lizardman Guard
+3 Reg A HI 2HCT, Sh
Lord on Palanquin
Irr B Tr @ 120
Extra to give P std to CINC @ +5
Extra to upgrade P std to PA @ +10
Extra to upgrade PA std on Palanquin to PAS @ +85
Subgeneral as:
Lizardman Raptor Rider
Lizard Tyrant
Lizardman Guard

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

Lizardman Raptor Riders


Irr B HK L, Sh, Raptor
Lizardman Guard
Reg B HI 2HCT, Sh
Extra to upgrade Lizardman Guard to EHI
Extra to upgrade Lizardman Guard to Reg A
Lizardman Warriors
Irr B LHI 1HCW, SA* Sh
Lizardman Spear Warriors
Irr B LHI LTS, Sh
Extra to upgrade Lizardman Warriors to Reg
Extra to upgrade Lizardman Spear Warriors to Reg
Extra to upgrade Lizardman Warriors/Spear Warriors to LEHI
Lizardman Archers
Irr B LHI B
Extra to upgrade Lizardman Archers to Reg
Newt Raptor Riders
Irr C LC JLS, Sh, Raptor
Newt Warriors
Irr C LMI JLS, Sh
Newt Bowmen
Irr C LMI B
Newt Archers
Irr C LI B
Newt Scouts
Irr C LI JLS, Sh
Extra to give Newt Scouts Infiltrate
Newt Blowgunners
Irr C LI D
Extra to give Blowgunners Sh
Extra to give Blowgunners Concealment
Extra to give any Newt Poison Attack
Lizard Tyrants
Irr A Cr
Spitting Lizard
Irr C Cr, 2 Newt Crew with JLS
Wild Peraks
Irr C FCr
Lizard Lord or Giant Dinosaur
Irr B LCr
May be Fast +20 points OR Armor-plated. +10 points.
If not Fast, may have Newt crew with JLS
If not Fast, may have Light Bolt Shooter with 2 crew
Huge Dinosaur
Irr B Be, Trample
May be Fast +30 points OR Armor-plated. +15 points.
If not Fast, may have Newt crew with JLS
Lizard, Snake or Frog Swarms
Swarm

@ 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

Playtest Draft 4.1 (02/05/05)

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

Playtest Draft 4.1 (02/05/05)

ORCS [Evil/Cold/Grey Magic]

32
Elements

CINC as one of
Wolf Knight
Foot Warrior

and 2 Irr B HC, L, Sh, Wolf @ 122


and 2 Irr B LHI 2HCW or LTS, Sh @ 112
or and 3 Irr B HI 2HCW or LTS, Sh @ 118
Noble Warrior
and 3 Reg A HI 2HCT, Sh @ 127
Chariot
Irr B 4 Wolf HCh 2 with JLS or B @ 120
Palanquin
Irr B Tr @ 120
Extra to give P std to CINC @ 5
Extra to upgrade P std to PA @ +10
0 or 1
Extra to upgrade PA std on Palanquin to PAS @ +85
SG as one of
Wolf Knight
Irr B HC L, Sh, Wolf @ 72
Foot Warrior
Irr B LHI or HI 2HCW or LTS, Sh @ 62
Chariot
Irr B 4 Wolf HCh 2 with JLS or B @ 70
Extra to give P std to Subgeneral @ 5
Goblin Ally General
TBD
Great Orc Wolf Knights Irr B HC L, Sh, Wolf @ 33
Orc Wolf Riders
Irr C MC JLS, Sh, Wolf @ 24
Orc Bear Riders
Irr C MC SA, Sh, Bear @ 24
Orc Wolf Skirmishers
Irr C LC B, Wolf @ 12
Orc Chariot
Irr C 4 Wolf HCh 2 with JLS or B @ 32
Great Orc Guard
Reg A HI 2HCT, Sh @ 36 or 2HCW Sh @ 32
Great Orc Archers
Reg B LHI B @ 24
Extra to give GO Archers Sh @ 4
Great Orc Warriors
Irr B HI or LHI LTS, Sh or 2SA or 2HCT @ 24
if HI, @ 18 if LHI
Orc Warriors
Irr C LMI 2HCW, Sh @ 9
Feral Orc Warriors
Irr A LMI LTS or 2HCW or JLS, Sh @ 15
or 2SA, Sh @ 18
Orc Spearmen
Irr C MI LTS or JLS, Sh @ 12
Orc Bowmen
Irr C LMI B or CB @ 6
Extra to give Orc Bowmen Sh @ 3
Orc Skirmishers
Irr C LI B @ 4
Orc Bear Pack
Expendable (W16.2) @ 45
Orc Stone Thrower
Irr C Art w/ 3 crew @ 50
Orc Bolt Shooter
Irr C Art w/ 2 crew @ 40
Goblin Warriors

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

Each unit Irr C MI JLS, Sh, @ 12, Irr D @ 8 or


Each unit Irr C LMI JLS, Sh, @ 9, Irr D @ 6
0-18
Each unit Irr C LI JLS, Sh @ 6, Irr D @ 4
0-12
Irr C LC JLS, Sh, Wolf @ 16
0-12

Slaves
Trolls
Ogres

Irr E LMI IPW @ 3


Irr C Cr @ 48
Irr C Cr @ 40

0-6
0-6
0-8

Large Creatures
Behemoths

[Stone Giant, Wyvern]


[Ancient Wyvern]

0-1/1000
0-1/2000

Orc List Rules

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

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

Playtest Draft 4.1 (02/05/05)

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

Playtest Draft 4.1 (02/05/05)

35

UNDEAD [Evil/Cold or Dry/Black Magic or Necromancy]

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

Reg D Art, 3Crew @ 36


Irr D EL with 2x B @ 54
Irr B Cr @ 44 Fearsome.

0-4
0-2
0-2

If a Necropolis Army [Dry]


CINC as Crypt Lord or Liche King
as Reg B 2 horse HCh UA+JLS+B @ 132
Extra to add 2 horses @ +6
Extra to give CinC PA Std @ 30
SG as Crypt Warrior or Necromancer or Liche
Reg B 2 horse HCh UA+JLS+B @ 82
Extra to add 2 horses @ +6
Extra to SubGeneral P Std @ 10
Chariots
Reg B 4HCh UA+JLS+B @ 38
Or 2LCh UA+JLS or B @ 25
Tomb Guard
Reg B HI 1HCW or 2HCW, Sh @ 36
Extra to replace Tomb Guard 1HCW or 2HCW with 2HCT @ +4
Extra to upgrade Tomb Guard to EHI @ +8
Tomb Cultists
Irr A HC L, B, Sh @ 33
Mummies
Irr C HI 1HCW or 2HCW @ 24
Extra to upgrade complete units of Skeletal Archers with B to Poison Attack @ +4
Tomb Golems
Irr B Cr @ 56
Sand Swarm
Irr D LMI SA Poison Attack @ 25
Well of Souls
TBD
Carrion
TBD
Large Creature
[Giant Scorpion, Death Giant]
Behemoth
[Sphinx]
If a Graveyard Army [Cold]
CINC as Death Lord or Vampire King
SHK, L, Sh and 2 Reg B SHK, L, Sh @ 146
Extra to give CinC PA Std @ 30
SG as Death Knight or Vampire Prince
SHK, L, Sh and 2 Reg B SHK, L, Sh @ 96
SG as Wraithlord
Or as Reg B HI, 2HCW or SA and 3 Reg B HI 2HCW or SA @ 77
Extra to SubGeneral P Std @ 10
Death Knights
Reg B SHK, L, Sh @ 69
Extra to replace Skeleton Warrior LTS or JLS or SA with 2HCT @ +4
Extra to replace Skeleton Archer B with CB @ 0
Wraiths
Reg B HI 2HCW or SA @ 44
Ghouls
Irr E LMI, IPW @ 1.5
Zombies
Irr E LMI, IPW @ 10.5
Phantoms
Reg D LI 2HCW or SA @ 12
Banshees
Reg D LI SA, Sonic Attack @ 18
Specters
Irr D LMI SA @ 12
Werebeasts
Irr B LHI 3SA @ 21, Irr C LHI, 3SA @ 18
Dire Wolves
Irr B HC 3SA @ 36

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

Playtest Draft 4.1 (02/05/05)


Irr D LMI SA @ 35 Swarm.
Irr D LMI SA @ 20 Swarm.
TBD
[Skeletal Dragon , Devil Lord, Death Giant, Manticore]
[Ancient Skeletal Dragon, Greater Devil]

36
0-4
0-4
0-1/1000
0-1/2000

Undead List Rules


-Werebeasts that take 2CPF from prep shooting charge unprompted or waver. Steady Werebeasts count
shielded for hand-to-hand at first contact.
-Death Knights, Skeletal Knights, Warriors, Scouts, Beast and Archers are Skeletal.
-Skeletal Warriors, Beast, Archers, Tomb Guard, Mummies and Zombies are Slow.
-Bat Swarms, Ghosts and Tomb Swarms are Swarms. Bats tac move is 160p and it has 4 march segments.
-Phantoms, Wraiths, Specters and Ghosts are Ethereal.
-Banshees are Ethereal and may be in 1EU.
-Mummies, in addition to being Slow and Undead, are Relentless (replaces Implacable), Simple,
Vulnerable to Fire.
-Reg E Skeleton Archers use normal overhead shooting rules.
Undead Troops
Generals, Death Knights
Skeletal Knights, Warriors, Scouts, Beast and Archers
Chariots, Tomb Guard, Mummies, Tomb Golems
Zombies, Dire Wolves
Phantoms, Specters, Wraiths, Ghosts and Banshees
Skull Catapults/Death Cannon
This means the following are NOT undead: Ghouls, Tomb Cultists, Bat Swarms, Werebeasts, Sphinx,
Manticore, Giant Scorpion, Devil Lord, Minor Devil, Greater Devil

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

37

WOOD ELVES [Good/Warm/Grey Magic]

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

Wood Elf List Rules


-Wood Elf Foot Troops (including Tree Men, Tree Giants and Tree Colossi) are Arboreal.
Wood Elf Rangers have Marksmanship.
-Wood Elf LB counts as B for shooting eligibility and overhead shooting.
-Wood Elf regular troops counter as one class higher.
-Both kinds of foot scouts may be taken and may be in mixed units with the same number of each type of
element in a unit.
-Unicorns are fighting mounts. Unicorns are Antimagic 120p. An army may only have one unit of
Unicorns.
-Centaurs are Fast.
-A Wood Elf Player may add +2 to a W 14.31 terrain positioning die roll for any Woods feature. This may
be combined with the bonus for being in a home climate.
Wood Elf Wilders
1. Always count shielded to shooting and on the first bound of hth.
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.

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

CORONNA [Neutral/Warm/Grey Magic]


HC L, B, Sh with PA standard
and 2 Reg A HC L, B, Sh @ 158 pts
Or as EHC L, B, Sh with PA standard and 2 Reg A EHC L, B, Sh @ 162 pts

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

Irr B HI or LHI 1/2 2HCW, Sh,


1/2 2HCW or JLS, Sh @ 24 pts if HI, @ 18 pts if LHI
Extra to give 2HCW-armed FG JLS @ 4 pts if HI, @ 3 pts if LHI
Extra to upgrade HI Faeler Guard to Reg A @ 8 pts
Extra to give horses to Reg A Faeler Guard @ 8 pts
Extra to upgrade Reg Faeler Guard to EHI @ 8 pts
Line Infantry
Reg C MI 2/3 LTS, Sh, 1/3 B, Sh @ 16 pts
Extra to upgrade LTS-armed Line Infantry to HI @ 8 pts
Extra to upgrade HI Line Infantry to EHI @ 8 pts
Extra to give LTS-armed Line Infantry D @ 4 pts
Extra to give LTS-armed Line Infantry JLS @ 4 pts
Extra to mount Line Infantry on horses or mules as mounted infantry @ 8 pts
Extra to upgrade Line Infantry to Reg B as Veterans @ 4 pts
Reduction to downgrade Line Infantry to Reg D @ - 4 pts
Marines
Reg D LMI or LI, up to 1/2 S, rest JLS or B, Sh @ 12 pts
if LMI, @ 6 pts if LI
Velites
Reg D LI JLS or S or B, Sh @ 6 pts
Extra to upgrade Marines or Velites to Reg C @ 4 pts if LMI, @ 2 pts if LI
Reduction to delete Sh from B-armed Marines or Velites
@ 4 pts if LMI, @ 2 pts if LI
Island Slingers
Irr D LI 1/2 S, 1/2 SS or S @ 2 pts
Bronze Mtn. Spearmen
Irr C LMI or MI LTS, JLS, Sh @ 12 for LMI
or 16 pts for MI

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

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Extra to Bronze Mtn Spearmen to HI @ 8 pts


Bronze Mtn. Archers
Irr C MI or LMI or LI B @ 8 if MI
Or 6 pts if LMI, or 4 pts if LI
Extra to upgrade Bronze Mtn. Spearmen or Archers to Irr B @ 4 pts
Extra to give Bronze Mtn. Archers Sh @ 4 pts if MI, @ 2 pts if LI
Extra to mount close order Bronze Mtn. Spearmen or Archers on horses @ 8 pts

any

Gladiators

0-4

Irr B LHI 2SA or LTS or JLS or 2HCW, Sh @ 18

0-8
0-1/2
any
any

Light Bolt Shooter


Reg C Art with crew of 2 @ 20 pts
Extra to mount Light Bolt Shooter on cart @ 10 pts
Heavy Bolt Shooter
Reg C Art with crew of 3 and oxen @ 30 pts
Fire Syphoneers
Reg C MI or LMI, fire projector, Sh @ 56 pts
Extra to upgrade Fire Syphoneers to HI or LHI @ 8 pts, or to EHI @ 16 pts
Heavy Stone Thrower
Reg C Art with crew of 5 and oxen @ 50 pts

0-4
any
0-2
0-2
any
0-2

Large Creature
Behemoths

1/1000
1/2000

[Spirit Lord]
[Greater Spirit]

Coronna List Rules


-Coronnan Guard Cavalry, Cataphracts, lancers, Horse Archers, Line Infantry, Marines and Velites (all
native Coronnan troops) Hate native Traazorites.
-Gladiators with 2SA or 2HCW fight 1.5 ranks when charging, countercharging or pursuing.

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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*

Falkaaran List Rules


-Jendal Sword = always fight 1.5 ranks. Never count shieldless if steady.
-Jendal, Tlhar and Talor foot do not have their charge cancelled by being charged by impetuous or mounted
troops and may countercharge such troops. This is an exception to Warrior 6.163.
-Perrakir = flyer (special rule)
-Delan Lancers may choose evade as a charge response
* Falkaar did not have any such creatures fighting with its army, but they are included to allow the player to
field LCr and Be.
-A Falkaaran army may not contain more than 2 elements of Sheriffs Levy for each element of Ducal Foot.
-Falkaaran Foresters are Arboreal and have Marksmanship.
-Shadowcats are Arboreal and Feral.

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HARADEL [Good/Warm/White Magic]

Elements

CINC as King or Marshal SHK L, Sh and 2 Reg A SHK L, Sh @ 142


CINC as Marquis
SHK L, Sh and 2 Irr B SHK L, Sh @ 136
P Std for CINC @ 10 if King or Marshall, @ 5 if Marquis
Upgrade CINCs P std to PA @ +20 if King or Marshall,
@ +10 if Marquis
Upgrade PA standard to PAS as the Hand of Vidunar @ +120 if

1 OR
1
0-1

Regular or +85 if Irregular


SG as Marquis
SHK L, Sh and 2 Irr B SHK L, Sh @ 86
P Std for SubGeneral @ 5

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

The Muster of Haradel

Extra to mount Marines or Militia on Horses

@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*

Haradel List Rules


-All elements of Militia Infantry in a unit must be armed the same way.
-Militia Infantry and close order Militia Crossbowmen may be in mixed units.
-Bodies containing Haradelan K do not take a waver test for seeing Muster units rout.

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-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.

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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

Free Company (M)

varies, see below

0-6

Heavy Stone Thrower

Reg C Art w/crew of 5 and oxen @ 50 pts

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

Thormenal List Rules


-Knights of the Sun are Zealous.
-Militia Infantry and MI Militia Crossbow may fight in mixed units.
-Mountain Spiders have Poison Attack and Spiderclimb.
-Spitting Lizard has Breath Weapon [Acid], 4 figure equivalents shooting per element.
-Mercenaries (troops marked with (M)):
Agars Horde, the Thunder and the Silver Spears may declare an impetuous charge as long as all
conditions of W6.164 are met.
The Dark Sky shoot with +1 tactical factor against all targets.
The Red Guard fights 1.5 ranks if charging, countercharging or pursuing.
The Sea Serpents move through Marsh, Boggy ground and Minor Water Features as though Open
Terrain.
Each mercenary troop type must be in a single unit

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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.

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TRAAZOR (Arajan Province) [Neutral/Dry/White Magic] (Late)

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

Irr C LMI, JLS, B, Sh @ 12


Irr C LI JLS, Sh @ 6

0-12
0-8

Izchak Elite Warriors


Izchak Fanatics
Izchak Warriors

Reg B LMI 2HCW or JLS, D, Sh @ 24


Irr A LMI 2HCW, JLS or D, Sh @ 18
Irr C LMI or MI JLS, D or S, Sh @ 12 for LMI
Or 16 for MI

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

Light Bolt Shooter

0-4

Reg C Art with crew of 2 @ 20 pts

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

Extra to mount Light Bolt Shooter on cart @ 10 pts


Heavy Bolt Shooter
Reg C Art with crew of 3 and oxen @ 30 pts
Heavy Stone Thrower
Reg C Art with crew of 5 and oxen @ 50 pts

Large Creature
Behemoths

46
any
0-2
0-2

[Giant Dinosaur]
[Huge Dinosaur]

Traazor List Rules


-- Bodyguard Cavalry, Legionary Cavalry, Cataphracts, Horse Archers, Mounted Scouts and any troop
with Legionnaires or Legionary in its name Hate native Coronnans.
-- Legionaries and Legionary Archers may fight in mixed units as may Auxiliary Infantry and Auxiliary
Archers.

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47

MYTHIC ARAB [Neutral/Illusion]


Base Lists:
Bedouin Foot Nomads
Bedouin Tribes (Midianite)
Nabataean Arab
Arab Conquest
Arab Imperial
Arab Dynasty

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

MYTHIC AZTEC [Neutral/Grey Magic]


Base Lists: Any list from New World Warrior. No Spanish Troops may be used.
Additional Troops:
Jaguars
Irr A Expendable
Monkey Swarms
Irr D LMI Swarm
Demon Bats
Irr C FCr
Large Creature [Feathered Serpent or Giant Jaguar]
Behemoth [Feathered Serpent God or Jaguar God]
Jaguars fight as War Dogs and are Fast and Arboreal.
Giant Jaguar, LCr, Fast [+20], Arboreal [0]
Feathered Serpent, LCr, Arboreal [0], Fly [x2]
Jaguar God, Be Fast [+30], Arboreal [0]
Feathered Serpent God, Be, Arboreal [0], Fly [x2]

@ 53
@ 20
TBD

0-4
0-4
0-4
1/1000
1/2000

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48

FANTASY CREATURES LIST


Each army list will indicate which LCr and Be are available to that army.
LCr and Be special abilities are OPTIONAL purchases unless marked with [R] for Required.
2.6 Fantasy Creature Shooting (repeated here):
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.
Large Creatures

Irr B LCr @ 50

1/1000

Battle Engine

Power Attack [+10], Armor Plated [+10]

Chimera

TBD

Cockatrice

TBD

Demon Lord

Any single 10 point ability. [+10]

Devil Lord

May cast Charm once per magic phase. [+20]

Feathered Serpent

Arboreal [+0R] and Fly [x2R]

Giant Djinn or Efreet

Three Wishes. [+50]

Giant Dinosaur

Fast +20 points OR Armor-plated. +10 points.

Giant Insect

Fly TBD

Giant Scorpion

Poison Attack. [+10R] Armor Plated. [+10R]

Giant Spider

Poison Attack. [+10R] Spiderclimb. [+10R]

Dragons:
Fire Dragon

Breath Weapon [Fire (6)] [+30]

Ice Dragon

Breath Weapon [Frost (d5-2)] [+30]

Sky/Storm Dragon

Breath Weapon [Lightning (6)] [+30]

Earth/Forest Dragon

Earthmove. Breath Weapon [Acid (6)] [+30]

Sea/Marsh Dragon

Aquatic. Breath Weapon [Poison Gas (6)] [+30]

Skeletal Dragon

Undead. [+30R] Skeletal. [+0]

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Elementals:
Air Elemental

Elemental Attack [Lightning] [+10R] (Fly TBD)

Fire Elemental

Elemental Attack [Fire] [+10R] (Fly TBD)

Ice Elemental

Elemental Attack [Frost] [+10R] (Fly TBD)

Earth Elemental

Elemental Attack [Acid] [+10R] Earthmove

Water Elemental

Elemental Attack [Poison Gas] [+10R] Aquatic

Giants:
Death Giant

Undead. [+30R] Power Attack [+10]

Rock Giant

Thrown Rocks: 6 figures as artillery, +1 weapon factor against Armored


troops, -1 vs non-Armored [+30]

Stone Giant

Power Attack, [+10]

Tree Giant

Arboreal, Slow, Unyielding, Vulnerable to Fire. [+0 total, R]

Giant Mammals:
Giant Bull

Trample, [+10]

Giant Jaguar

Fast, [+20R] Arboreal [+0R]

Giant Moose
Giant Tiger
Griffon

Griffons do not disorder horses or camels in their own army.

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

Power Attack, [+10]

Spirit Lord

Spirit Troop. Ethereal. [+20R]

Wyvern

Fast, Simple. [+20 total, R]

Fantasy Warrior

Playtest Draft 4.1 (02/05/05)

Behemoths

Irr B Be @100

1/2000

Ancient Dragon

Same as Dragons, but +45 point version of Breath Weapons.

Ancient Skeletal Dragon Undead. [+45R] Skeletal. [+0R]


Ancient Hydra

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

Fast, Simple. [+30 total, R]

Battle Machine

Power Attack [+15], Armor Plated [+15]

Greater Demon

Spirit Troop. Any single 15 point ability [+15].

Greater Devil

Spirit Troop. May cast Charm once per magic phase. [+30]

Feathered Serpent God

Arboreal [+0R], Fly [x2R, TBD]

Greater Spirit

Spirit Troop. Ethereal. [+30]

Huge Beast

Trample. [+10]

Huge Dinosaur

Fast [+30] OR Armor-plated [+15]

Huge Djinn or Efreet

Three Wishes. [+50]

Huge Insect
Huge Scorpion

Poison Attack. [+15R] Armor Plated. [+15R]

Huge Spider

Poison Attack. [+15R] Spiderclimb. [+15R]

Jaguar God

Fast [+30R], Arboreal [+0R]

Sphinx

Mystery Revealed [+45]

Titan

Power Attack [+15]

Tree Colossus

Arboreal, Slow, Unyielding, Vulnerable to Fire. [+0 total, R]

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

Playtest Draft 4.1 (02/05/05)

51

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