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Quick start rules


LYLYTH
Introduction STR, Strength – A model’s physical strength.
MAT, Melee Attack – A model’s skill with melee weapons.
SPD STR MAT RAT DEF ARM CMD
7 4 5 7 16 14 8

RAT, Ranged Attack – A model’s accuracy with ranged


Take control of a powerful warlock and wreak havoc on your foes with a weapons. Hellsinger
RNG ROF AOE POW
horde of hulking warbeasts fueled by unbridled rage. In HORDES, only DEF, Defense – A model’s ability to avoid being hit by an 12 2 — 12
the strongest, fastest, and most cunning will survive—the rest are a feast attack.
served up for your warbeasts. ARM, Armor – A model’s ability to resist being damaged. Bow Blade
POW P+S
HORDES is a fast-paced and aggressive 30 mm fantasy tabletop FURY, Fury – FURY determines a warlock’s control area and 3 7
miniatures combat game set in the wilds of the Iron Kingdoms. beginning fury points. A warbeast’s FURY is a measure of
Players jump into the action controlling powerful warrior-sorcerers how much the warbeast can be forced.
or battle-shamans known as warlocks. While warlocks are formidable THR, Threshold – The measure of difficulty of controlling a warbeast. Warbeasts with lower
combatants in their own right, their true strength is drawn from their THR are more likely to frenzy. (Only warbeasts have a THR stat.)
parasitic synergy with packs of savage warbeasts—large and monstrous
creatures of flesh, blood, muscle, and bone—that allow the warlocks to WEAPON STATS
Below the model stat line, weapon stat lines show the strength and special attributes of each
contend on equal footing with the greatest modern armies of the Iron
weapon that model carries.
Kingdoms. Players collect, assemble, and paint fantastically detailed
models representing the varied beasts, minions, and warriors in their or Type: The green gun symbol denotes a ranged attack weapon, and the brown sword
horde. This book provides rules for using those models in brutal symbol denotes a melee attack weapon.
and visceral combat. This is monstrous miniatures combat, and your RNG, Range: The maximum distance, in inches, a ranged weapon can be used against a
tabletop will never be the same! target.

HORDES focuses on the wilder forces of the Iron Kingdoms. These ROF, Rate of Fire: The maximum number of times a ranged weapon can be used in a turn.
Quick Start rules use cards from four HORDES factions and are designed AOE, Area of Effect: The diameter, in inches, of the area of effect of a ranged weapon’s
to get you up and running with the contents of your battlegroup box set. attack.
They are streamlined to make it easier to learn the game’s fundamentals,
POW, Power: The base amount of damage a melee or ranged weapon inflicts.
so they omit some special rules and options. HORDES: Primal Mk II
provides greatly expanded rules covering additional models including P+S, Power plus Strength: For quick reference, the sum of a model’s melee weapon’s POW
and its STR.
troops and characters as well as extensive background for the world of
the Iron Kingdoms.
ADVANTAGES & WEAPON QUALITIES
Immediately below a model’s stat line or weapon’s stat line are a number of icons that
represent common game rules.
Hordes QUICK START RULES  Reach – This weapon has a 2˝ melee range.
MODELS & MATERIALS  Stealth – Ranged and magic attacks declared against this model when the point of origin
WARlockS of the attack is greater than 5˝ away automatically miss. This model does not block line of
A warlock is a tremendously powerful sorcerer, shaman, or druid with the ability to sight when determining line of sight from a model greater than 5˝ away.
control a group of warbeasts telepathically. A warlock is a deadly opponent highly skilled in
 Tough – When the last damage box of this model’s damage track is marked, roll a d6. On
both physical combat and arcane spellcasting. A warlock can force warbeasts to attack with
a 5 or 6, this model heals 1 damage point and is knocked down.
greater accuracy, perform exceptional feats of strength, and launch deadly special attacks,
all of which generate fury. During a confrontation the warlock can leach this fury from his These same icons are used to represent common rules within spells and abilities.
warbeasts and use it to boost his combat abilities, heal himself or his beasts, transfer his own
The remaining icons ( , , , , and ) are not used in these Quick Start rules.
injuries onto warbeasts, or cast formidable spells. A warlock can also tap the dormant innate
power (called the “animus”) of the warbeasts brought to battle. In addition to icons, models’ cards also contain the full text for their less common HORDES
abilities.
Warlocks are both the tie that binds the horde and its weakest link. If a warlock falls, his
warbeasts lose interest in the fight and head home. Each warlock also has a feat, a powerful ability unique to him. A feat can be used once per
game at any time during the warlock’s activation.
Destroy your opponent’s warlock to win the game!

WARbeasts
Warbeasts are mighty creatures born or trained to fight and drawn from the wilds of the
STARTING THE GAME
After setting up the battlefield, both players roll a d6. The high roller chooses who goes first.
continent of Immoren: deep in the forests, mountains, frozen tundra, or desert wastes. They The first player deploys his battlegroup up to 10˝ in from a table edge, and then his opponent
are smarter than animals but more primitive and savage than the cultured races leading the does the same. These battlegroups should be deployed on opposite sides of the battlefield
battles across the face of Immoren. Each of the armies in HORDES brings distinct types of with at least 20˝ separating the opposing forces.
warbeasts to their battles and employs specialized techniques in recruiting and controlling
them. Once warbeasts are brought to fight, the fury of their attacks strengthens their warlocks, HORDES battles are fought in a series of game rounds. Each game round, both players take a
and together they create an almost unstoppable synergy. turn. The player who deployed his army first takes his turn first every game round. After the
second player takes his turn, a new game round begins. A game effect with a duration of one
Warbeasts would be termed the most terrible of monsters by civilized nations, for each is round expires at the beginning of the current player’s next turn.
capable of ripping a dozen armed men limb from limb. Many have had their considerable
natural abilities enhanced by being outfitted with heavy armor and the best-made weapons The player turn is divided into three phases:
their warlocks can find. Most have endured considerable training to capitalize on their Maintenance Phase: Remove any effects that expire on your turn. If any of your models have
abilities and fight ably alongside both warriors and warlocks. Though warbeasts are capable more fury points than their FURY stat, remove any excess fury points.
of acting on their own, a warlock’s dominating will overrides their individuality in all but the
most dire of circumstances. Control Phase: During the Control Phase, perform the following steps in order:
1. Your warlock leaches fury points up to its current FURY from warbeasts in its battlegroup
STAT CARDS in its control area as described below under Leaching.
Every model comes with a stat card that provides a quick reference of its profile and abilities.
The primary card’s front shows the model’s stats, abilities, and damage track or damage 2. Your warlock can spend fury points to upkeep spells as described below under Upkeep
spiral, while ability explanations appear on the back. Warlocks have a second card that Spells.
describes their spells and feat. We recommend you place each card in a plastic card sleeve or a 3. Make a threshold check for each of your warbeasts with 1 or more fury points left on it.
sheet protector, found in most game and hobby stores, so you can mark damage on the plastic Any warbeasts that fail the check immediately frenzy as described below under Threshold
sleeve with a dry-erase marker to avoid damaging the card itself. & Frenzy.
OTHER MATERIALS YOU WILL NEED Activation Phase: Activate your models in any order. Each model can move and then make
In addition to card protectors, you will need a handful of six-sided dice, a flexible ruler or tape a combat action.
measure, and some tokens (coins or glass beads are fine) to represent focus points and spell effects.

Fundamentals Fury
Warlocks begin the game with a number of fury points equal to their FURY stat, and warbeasts
begin the game with 0 fury points. During the Activation Phase, warlocks can spend fury
MODEL STATS points, and warbeasts can be forced to gain fury points. During your Control Phase, your
To the right of the warlock or warbeast picture, the first stat line represents that model’s warlock replenishes his fury points by leaching fury from the warbeasts in his battlegroup,
combat capabilities. which simultaneously gives him more fury to spend and his warbeasts greater capacity to be
SPD, Speed – A model’s movement rate. A model moves up to its SPD in inches when making forced. Warlocks can spend fury points only during their activations.
a full advance. A warlock can force his warbeasts or leach from those warbeasts only if they are in his control
area. This control area covers 360°, to a distance equal to twice the warlock’s FURY in inches.
Forcing Warbeasts A frenzied warbeast immediately activates and charges the nearest model in line of sight.
A warbeast must be in its warlock’s control area (but does not require line of sight) to be A frenzied warbeast never makes special attacks. It chooses the initial melee attacks option
forced. When a warbeast is forced, declare the desired effect and place 1 fury point on it. This and makes one attack with its highest POW melee weapon. The attack has boosted attack and
fury point does not come from the warlock; the warbeast itself generates it. A warbeast can damage rolls. The warbeast cannot make any additional attacks.
be forced several times during its activation, but it can never have a fury point total higher
than its current FURY. A warbeast cannot be forced if the fury point gained would cause At the end of the warbeast’s frenzy activation, you can remove any number of fury points from
it to exceed its current FURY. Fury points remain on warbeasts until removed by leaching, it. Because a frenzied warbeast activates in the Control Phase, it cannot activate during the
reaving, or a special rule. Activation Phase that turn.

Leaching
Warlocks can use the fury points generated by their warbeasts, but they do not receive them Combat
automatically. A warlock can leach fury points from warbeasts in his battlegroup that are in
his control area during his controller’s Control Phase. Fury points leached from a warbeast are FACING
removed from it and placed on the warlock. The 180° arc in front of a model’s shoulders defines its front arc, which determines its
perspective of the battlefield; the opposite 180° defines its back arc. A model is facing another
A warlock can also leach fury points from his own life force during his controller’s Control model when the second model is within the first model’s front arc. A model is directly facing
Phase. For each fury point a model leaches in this way, he suffers 1 damage point. This another model when the center of its front arc aligns with the center of the second model’s
damage cannot be transferred. base.
A warlock can leach any number of fury points but cannot exceed his FURY in fury points as
a result of leaching. Leaching is performed at the start of the Control Phase before threshold
LINE OF SIGHT
A model has line of sight to another model if it can draw a straight, unobstructed line from its
checks are made or fury is spent to upkeep spells.
base to any part of the target model that remains in its front arc.
Reaving: A model can draw line of sight to a target over the bases of other models if those models have
Warlocks are able to capture the life essence of their warbeasts as they are destroyed. When smaller bases than the target. A model cannot draw line of sight over the bases of models
a warbeast in a warlock’s battlegroup is destroyed while in his control area, the warlock can whose bases are equal to or larger than the target’s.
reave the fury points on the warbeast. Before removing the destroyed model from the table,
remove its fury points and place them on the warlock. A warlock cannot reave fury points MOVEMENT
from a warbeast in his battlegroup that was destroyed by a friendly attack or as a result of The first part of a model’s activation is its movement. A model must move or forfeit its
transferring damage to the warbeast. movement before making its combat action. A moving model’s base cannot pass over another
model’s base. A model can change its facing anytime during its movement, but when it moves
When reaving, a warlock must take all the warbeast’s fury, but the warlock cannot exceed his
it must always move in the direction it is facing.
FURY in fury points as a result of reaving. Excess fury points gained from reaving are lost.
Full Advance: A model making a full advance moves up to its current SPD in inches.
SPENDING FURY POINTS Run: A running model moves up to twice its SPD in inches, and its activation ends immediately
A warlock can spend fury during his activation or a warbeast can be forced during its after it ends its movement. A warbeast must be forced in order to run. A model that forfeits
activation for the following effects: its action cannot run during its normal movement that activation. A warlock that runs cannot
cast spells or use feats that turn. A warbeast that runs cannot use its animus that turn.
Additional Attack: A warlock can spend fury or a warbeast can be forced to make an
additional melee or ranged attack as part of its combat action, at 1 fury point per additional Charge: A charging model moves up to its SPD plus 3˝ along any straight line that will get it
attack. into melee range with its target. A warbeast must be forced in order to charge. A model with
penalties to SPD or movement cannot charge. A model can attempt to charge any model in
Boost Attack & Damage Rolls: A warlock can spend fury or a warbeast can be forced to add
its line of sight. A charging model cannot change its facing while charging but must turn to
an extra die to any one of its attack or damage rolls, called boosting, at 1 fury point per roll.
directly face its target at the end of its movement. If a charging model does not reach its target,
Boosting must be declared before rolling dice for the roll. Each attack or damage roll can be
its activation immediately ends. If the charging model reaches its target, it can make melee
boosted only once, but a model can boost multiple rolls during its turn.
attacks. If it moved at least 3˝, its first melee attack is a charge attack. Charge attack damage
Shake Knockdown: During the Control Phase after resolving threshold checks and frenzies, rolls are automatically boosted.
a knocked down warlock can spend 1 fury point or a knocked down warbeast can be forced
to stand up. COMBAT ACTIONS
After its movement, a model can normally make one attack with each of its melee weapons or
Warbeasts can also be forced during their activation for the following effects: ranged weapons. A model cannot make both a ranged attack and a melee attack during the
Run or Charge: A warbeast can be forced to run or charge this activation. same activation. Warlocks can spend fury and warbeasts can be forced to make additional
attacks, but a ranged weapon cannot exceed its ROF. A model making more than one attack
Power Attack: A warbeast can be forced to make a power attack. can divide them among any eligible targets. Instead of attacking normally, a model can make
Use Animus: Once per activation, at any time, a warbeast can be forced to use its animus as one special attack (HAttack) and can still spend fury or be forced to make additional normal
described under Animi below. Instead of gaining only 1 fury point when it is forced to use attacks of the same type (additional melee attacks after a HAttack from a melee weapon or
its animus, the warbeast gains a number of fury points equal to the COST of the animus. A additional ranged attacks after a HAttack from a ranged weapon).
warbeast cannot use its animus during an activation it runs. An attack hits its target if the attack roll total equals or exceeds the target’s DEF. When a model
Rile: During its activation, a warbeast can be forced for the sole purpose of gaining fury makes a melee attack roll, it rolls 2d6 + MAT, and when a model makes a ranged attack roll,
points. When a warbeast is riled, it can gain any number of fury points but cannot exceed its it rolls 2d6 + RAT. Boosted attack rolls gain an additional die, significantly increasing their
current FURY. A warbeast can be riled even if it runs. (Riling does not have any immediate chances of success. An attack roll that results in all 1s is an automatic miss. If the attacking
benefit, but it gives a warlock access to additional fury next turn.) model rolled two or more dice, an attack roll that results in all 6s is an automatic hit. If the
attack hits, make a damage roll and apply the special effects of that weapon.
Warlocks can also spend fury points during their activation for the following effects:
Cast Spells: A warlock can spend fury points to cast spells. Each spell’s cost is specified in
MELEE ATTACKS
A model can make a melee attack against any target in its line of sight that is in melee range
its description.
of the weapon being used. A model’s melee range extends 0.5˝ beyond its front arc for most
Healing: At any time during its activation, a warlock can spend fury points to heal damage weapons or 2˝ for a weapon with the Reach weapon ability  . A model with an enemy model
he or a warbeast in his battlegroup that is in his control area has suffered. For each fury point in its melee range is engaging that enemy, and a model in an enemy’s melee range is engaged
spent this way, the model heals 1 damage point. by that enemy. A model that moves out of its enemy’s melee range suffers a free strike.
Discard Fury: During its activation, a warlock can remove any number of fury points from Free Strike: A model can make a free attack with any melee weapon against an engaged
himself. He can discard fury even if it runs. (Discarding fury does not have any immediate opponent that moves out of its melee range or line of sight. It gets a +2 bonus to the attack roll
benefit, but it allows a warlock to leach additional fury next turn.) and the damage roll is boosted.
Warlocks can also spend fury points when they would suffer damage for the following effect:
Transferring Damage: When a warlock would suffer damage, he can immediately spend a
POWER ATTACKS
fury point to transfer the damage to a warbeast in his battlegroup that is in his control area. Power attacks are a type of special attack (HAttack) available to warbeasts. These Quick Start
The warbeast suffers the damage instead of the warlock suffering it. Determine where to mark rules provide just a sampling of the warbeast power attacks that shake the battlefields of
the damage normally. Transferred damage is not limited by the warbeast’s unmarked damage HORDES.
circles, and any damage exceeding the warbeast’s unmarked damage circles is applied to the
A warbeast must be forced to make a power attack. When a warbeast makes a power attack,
warlock and cannot be transferred again. A warlock cannot transfer damage to a warbeast
do not apply the special abilities on its weapons.
that has a number of fury points equal to its FURY stat. A warlock is still considered to have
suffered damage even if the damage is transferred. A model cannot make a power attack as its charge attack. Power attacks are melee attacks with
a 0.5˝ range. As with other melee special attacks, warbeasts can be forced to make additional
Threshold & Frenzy attacks with melee weapons after making a power attack.
Tapping into the primal energies of vicious warbeasts is not without risks. The fury generated
by pushing a warbeast can potentially send it into a blind rage, causing it to frenzy. During Head-butt: A model making a head-butt power attack smashes its head into a model to drive
your Control Phase, after your warlocks have leached fury from their warbeasts and spent it to the ground. The attacking model makes a melee attack roll against its target. If the attack
fury to upkeep their spells, each of your warbeasts with 1 or more fury points remaining on hits, the target is knocked down and suffers a damage roll with a POW equal to the attacker’s
it must make a successful threshold check or frenzy. To make a threshold check, roll 2d6 and current STR.
add 1 to the roll for each fury point on the warbeast. If the roll exceeds the warbeast’s current A model cannot head-butt a model with a larger base.
Threshold (THR) stat, it fails and frenzies.
Slam: A model making a slam power attack rams a model with the full force of its body to
send the target model flying backward and knock it to the ground. Any effects that prevent a
model from charging, such as a penalty to its SPD, also prevent the model from making a slam numbers 1 through 6. Different life spirals might be slightly different in shape and number
power attack. A model must have both its normal movement and its action available in order of damage circles, but they function the same way. When a model with a life spiral suffers
to use its normal movement to make a slam power attack. damage, roll a d6 to determine which branch takes the damage. Starting with the outermost
unmarked circle in that branch and working inwards, mark one damage circle per damage
During its activation, a model can attempt to slam any model that is in its line of sight at the
point taken. Once a branch is full, continue recording damage in the next branch clockwise
beginning of its normal movement. A knocked down model cannot be slammed.
that contains an unmarked damage circle. Continue filling branches as required until every
Declare the slam attempt and its target, then turn the slamming model to directly face the damage point taken has been recorded.
slam target. The slamming model advances its full SPD plus 3˝ directly toward its target. The
slamming model cannot voluntarily stop its movement unless its target is in its melee range, Damaging Aspects
but it can end this movement at any point within 0.5˝ of its target. It must stop if it contacts Life spiral are divided into three aspects that can be crippled as a model suffers damage.
another model. The slamming model cannot change its facing during or after this movement. As a warbeast’s aspects are crippled its performance on the battlefield suffers. While all the
damage circles corresponding to an aspect are marked, that aspect is crippled. If 1 or more
A slamming model that ends its slam movement within 0.5˝ of its target has made a successful damage points are removed from a crippled aspect, the aspect is no longer crippled. The
slam. If it advanced at least 3˝ it makes a melee attack roll against its target. A model that effects of crippled systems are as follows:
power attack slams a model with a larger base suffers –2 on its attack roll. If the attack hits,
the target is slammed directly away from the attacker. • Crippled Body: The warbeast rolls one fewer die on damage rolls.

If a slamming model makes a successful slam but moved less than 3˝, it has not moved fast • Crippled Mind: The warbeast rolls one fewer die on attack rolls. Additionally, the model
enough to get its full weight and power into the blow. The model makes an attack roll against cannot make chain attacks or special attacks, including power attacks.
its target. If the target is hit, it suffers a damage roll with a POW equal to the attacker’s current • Crippled Spirit: The warbeast cannot be forced.
STR but is not slammed.
DESTROYING A WARBEAST
A model that does not end its slam movement within 0.5˝ of the target has failed its slam When all a warbeast’s damage circles are marked, remove that warbeast from play.
power attack, and its activation ends.
Being Slammed: A slammed model is moved d6˝ directly away from its attacker and is then
knocked down. If the slamming model has a smaller base than the slam target, the target SPELLS & ANIMI
model is slammed half the distance rolled. It then suffers slam damage as described below. A A warlock’s spells and his warbeasts’ animi can be used to enhance his army or hinder his
slammed model moves through models with smaller bases than its own but stops if it contacts enemy’s. Spells or animi that target a model other than the model using the spell or animus
a model with an equal or larger-sized base. require line of sight to their targets. Unlike ranged attacks, being in melee does not prevent a
model from using a spell or animus.
Slam Damage: Apply slam damage after the movement and knockdown effects. The model hit
suffers a damage roll with a POW equal to the attacker’s current STR. Add an additional die SPELL STATS
to the damage roll if the slammed model contacts a model with an equal or larger-sized base. Warlock cards contain the full text of their spells as well as the following information, which
Slam damage can be boosted. is to the right of each spell name:
Collateral Damage: If a slammed model contacts a model with an equal-sized base or moves COST, Fury Cost: The number of fury points a warlock must spend to cast the spell.
through a model with a smaller-sized base, the contacted model is knocked down and suffers RNG, Range: The maximum distance, in inches, the spell can be used against a target. If the
collateral damage. A model taking collateral damage suffers a damage roll with a POW equal to RNG is “SELF,” the spell can be cast only on the warlock.
the attacker’s current STR. Collateral damage cannot be boosted. A contacted model with a larger-
sized base than the slammed model does not suffer collateral damage and is not knocked down. AOE, Area of Effect: The diameter, in inches, of the spell’s area of effect. If the AOE is
“CTRL,” the spell affects every model in the warlock’s control area.

RANGED COMBAT POW, Power: The base amount of damage the spell inflicts.
UP, Upkeep: Whether the spell can be maintained. See below for details.
A model in melee combat (either engaged by an enemy or engaging an enemy) cannot make
ranged attacks. A model can declare a ranged attack against any target in its line of sight. OFF, Offensive: Whether the spell is offensive. See below for details.
Declare the attack before measuring range. If the target is beyond maximum range, the attack
automatically misses. Upkeep Spells: Some spells can be maintained for more than one round. During your Control
Phase, your warlock can spend fury to keep his upkeep spells in play, at 1 fury point per spell.
Aiming Bonus: A model can choose to forfeit its movement to gain a +2 aiming bonus to its An upkeep spell that is not upkept expires during your Control Phase.
ranged attack rolls during its combat action that turn.
A warlock can have only one of each of his upkeep spells in play at a time, although he can
Target-in-Melee Penalty: A model that targets a model engaged by an enemy or engaging an maintain any number of different upkeep spells simultaneously. A model can have only one
enemy suffers a penalty of –4 to its ranged attack rolls and magic attack rolls. friendly and one enemy upkeep spell cast on it at a time. If another upkeep spell is cast on
Spray Attacks: An attack with a RNG listed as “SP 6”, “SP 8”, or “SP 10” is a spray attack. a model that already has one from the same source—friendly or enemy—the earlier upkeep
Make a ranged attack roll against every model (friendly and enemy) in a straight path 1˝ wide spell expires and is replaced by the new one.
and the indicated distance long (6˝, 8˝, or 10˝) from the attacker’s front arc. Spray attacks Offensive Spells: Offensive spells require the warlock to make a magic attack roll, 2d6 +
ignore the Stealth  advantage, and an attacker never suffers a target-in-melee penalty when FURY, when casting them. Magic attacks require line of sight like ranged attacks, suffer the
making a spray attack. target-in-melee penalty, and can be boosted. Declare the attack before measuring range. If the
target is beyond maximum range, the attack automatically misses.

ATTACK SPECIAL EFFECTS In addition to the spells on a warlock’s card, a warlock can cast the animus of any warbeast
in his battlegroup that is in his control area, just as if the animus were a spell on his card.
Automatic Effects: Apply weapon abilities that affect a “model hit” any time the attack roll
successfully hits the target. All models under the AOE are hit by an AOE attack.
Critical Effects: Apply weapon abilities that trigger on a “critical hit” when the attack roll ANIMI
successfully hits the target and any two dice in the attack roll show the same number. All An animus is a dormant primal power innate within a warbeast. When a warbeast uses its
models under the AOE suffer the effects of a critical hit by an AOE attack. animus, it gains a number of fury points equal to the COST of the animus. A warbeast cannot
exceed its FURY in fury points as a result of using its animus. A warbeast can be forced to
Knockdown: Some attacks and special rules cause a model to be knocked down. While use its animus up to once per activation but cannot interrupt its movement or attack to use its
knocked down a model cannot move, make actions, make attacks, cast spells, use animi, or animus. It can use its animus before moving, after moving, before an attack, or after an attack
use feats and does not have a melee range. A knocked down model does not engage other but not while moving or attacking. A warbeast cannot use its animus during an activation it
models and cannot be engaged by them. A melee attack roll against a knocked down model ran.
automatically hits. A knocked down model has a base DEF of 5 against ranged and magic
attacks. A knocked down model does not block line of sight and cannot be slammed. A model can have only one friendly animus in play on it at a time. If another friendly animus
is cast on a model, the older friendly animus expires and is replaced by the new one when
A knocked down model can stand up at the start of its next activation. If a model is knocked the affected model is hit by the animus. This applies to animi used by warbeasts as well as
down during its controller’s turn, however, it cannot stand up until that player’s next turn those cast as spells.
even if it has not yet activated this turn. To stand up, a model must forfeit either its movement
or its action for that activation. A model that forfeits its movement to stand can make an
action, but it cannot make attacks involving movement, such as slams. A model that forfeits its
UNUSED TERMS
Some of the cards in your battlegroup box set use rules that are not covered here. Ignore these
action to stand can use its normal movement to make a full advance but not to run or charge.
terms if you see them.
When a model stands, it ceases to be knocked down.
Overtake: This ability on Master Tormentor Morghoul is not used in Quick Start games.

BATTLE DAMAGE Soulless: This ability on the Carnivean and Shredder is not used in Quick Start games.
DAMAGE ROLLS Terrain Effects: concealment, obstacle, obstruction, rough terrain, terrain
A ranged or magic damage roll is 2d6 + POW. Melee attacks add the attacker’s STR as well.
Troop Terms: unit, Warrior
Boosted damage rolls gain an additional die. Mark one damage box for every point that the
damage roll exceeds the target’s ARM. WARMACHINE Terms: focus

WARLOCK DAMAGE
Mark damage left to right. Remove the model from play when you mark its last damage
box. Warbeasts go wild if their controlling warlock is removed from play, so destroy your
©2001-2010 Privateer Press Inc. All Rights Reserved. All trademarks herein including Privateer Press,
opponent’s warlock to win the game!
Iron Kingdoms, Immoren, WARMACHINE®, HORDES, Monstrous Miniatures Combat, Trollblood, Circle
WARBEAST DAMAGE Orboros, Legion of Everblight, Skorne, warjack, warcaster, warbeast, and all associated logos are
Warbeasts have life spirals consisting of six branches of damage circles labeled with the property of Privateer Press, Inc.
MADRAK IRONHIDE, THORNWOOD CHIEFTAIN
TROLLBLOOD TROLLKIN WARLOCK MADRAK IRONHIDE, THORNWOOD CHIEFTAIN MADRAK IRONHIDE, THORNWOOD CHIEFTAIN
IRONHIDE IRONHIDE SPELLS COST RNG AOE POW UP OFF
SPD STR MAT RAT DEF ARM CMD
SNAP FIRE – When this model destroys one or more enemy models
6 8 7 6 14 16 9 CARNAGE 3 SELF CTRL – NO NO
with a ranged attack during its combat action, immediately after that Friendly Faction models gain +2 to melee attack rolls against enemy
attack is resolved this model can make one normal ranged attack. models in this model’s control area. Carnage lasts for one turn.
Attacks gained from Snap Fire do not count against a weapon’s ROF
THROWN RATHROK and cannot generate additional attacks from Snap Fire. STRANGLEHOLD 2 10 – 11 NO YES
RNG ROF AOE POW SCROLL OF GRINDAR’S PERSEVERANCE – This model can use Scroll of A model damaged by Stranglehold forfeits either its movement or its
8 1 — 7 Grindar’s Perseverance once per game, when this model is directly hit action during its next activation, as its controller chooses.
by an attack. If this model uses the scroll, it suffers no damage roll
from the attack. Declare use of the scroll after this model is hit but SURE FOOT 3 6 – – YES NO
before the damage roll is made. Target friendly Faction model gains +2 DEF and cannot be knocked
RATHROK down. While within 3˝ of the affected model, friendly Faction models
TALISMAN OF SUBDUAL – This model cannot be charged or slam power
POW P+S also gain +2 DEF and cannot be knocked down.
attacked by a warbeast that began the charge or slam power attack
7 15 in this model’s front arc. If a warbeast frenzies and would normally
FURY charge or slam Ironhide, it makes a full advance toward him instead.
THROWN RATHROK
5 CRITICAL GRIEVOUS WOUNDS – On a critical hit, the model hit by this
weapon loses Tough, cannot heal or be healed, and cannot transfer
damage for one round.
THROWN – Add this model’s STR to the POW of this ranged attack. FEAT: CRUSHER
RATHROK
Our enemies are countless and our friends CRITICAL GRIEVOUS WOUNDS – See above. While in Ironhide’s control area, friendly Faction
few. We must unite as one people or face models gain Overtake. Additionally, when a
extinction. friendly Faction model destroys one or more
—MADRAK IRONHIDE
enemy models with a melee attack while the enemy
model is in Ironhide’s control area, the friendly
model can make an additional melee attack.
(When a model with Overtake destroys one or
DAMAGE more enemy warrior models with a normal melee
attack, after the attack is resolved this model can
WB FA Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. immediately advance up to 1˝.)
+6 C All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

TROLL AXER TROLL IMPALER TROLL IMPALER


TROLLBLOOD LIGHT WARBEAST TROLLBLOOD LIGHT WARBEAST TROLLBLOOD LIGHT WARBEAST

TROLL AXER TROLL IMPALER TROLL IMPALER


SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD
5 9 6 4 12 18 6 5 9 5 5 12 16 6 5 9 5 5 12 16 6

GREAT AXE THROWN SPEAR THROWN SPEAR


POW P+S RNG ROF AOE POW RNG ROF AOE POW
5 14 8 1 — 4 8 1 — 4
— — —

BATTLE SPEAR BATTLE SPEAR


ESHOL ESHOL
POW P+S ESHOL
POW P+S
HR HR 4 13 HR 4 13
D

D
T

T
FURY 8 FURY 9 — FURY 9 —

3 3 3
2 2 2
1 1 1
BODY
3 Outnumbered? Ha! That
BODY
3 Do not underestimate
the heft and weight of BODY
3 Do not underestimate
the heft and weight of
just means the axers
earn their keep! those spears. I’ve seen those spears. I’ve seen
IN 4 IN 4 one lift a warpwolf and IN 4 one lift a warpwolf and
M

D —KITHKAR ELKEN FALLENTREE D D


pin it to a tree. pin it to a tree.
—BALDUR THE STONECLEAVER —BALDUR THE STONECLEAVER
IT

IT

IT
IR

IR

IR

SP SP SP

6 6 6
PC FA PC FA PC FA
5 6 U 5 5 U 5 5 U

TROLL AXER TROLL IMPALER TROLL IMPALER


ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF
RUSH 2 6 – – NO NO FAR STRIKE 2 6 – – NO NO FAR STRIKE 2 6 – – NO NO
Target friendly warbeast gains +2˝ movement and Pathfinder . Target friendly model’s ranged weapons gain Snipe. Far Strike Target friendly model’s ranged weapons gain Snipe. Far Strike
Rush lasts for one turn. lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.) lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)

TROLL AXER TROLL IMPALER TROLL IMPALER


REGENERATION [D3] – This model can be forced to heal d3 damage REGENERATION [D3] – This model can be forced to heal d3 damage REGENERATION [D3] – This model can be forced to heal d3 damage
points once per activation. This model cannot use Regeneration points once per activation. This model cannot use Regeneration points once per activation. This model cannot use Regeneration
during an activation it runs. during an activation it runs. during an activation it runs.
GREAT AXE THROWN SPEAR THROWN SPEAR
THRESHER (★ATTACK) – This model makes one melee attack with this CRITICAL SMITE – On a critical hit, this model can slam the model hit CRITICAL SMITE – On a critical hit, this model can slam the model hit
weapon against each model in its LOS and this weapon’s melee range. instead of rolling damage normally. The model hit is slammed d6˝ instead of rolling damage normally. The model hit is slammed d6˝
directly away from this model and suffers a damage roll with POW directly away from this model and suffers a damage roll with POW
equal to this model’s STR plus the POW of this weapon. The POW of equal to this model’s STR plus the POW of this weapon. The POW of
collateral damage is equal to this model’s STR. collateral damage is equal to this model’s STR.
THROWN – Add this model’s STR to the POW of this ranged attack. THROWN – Add this model’s STR to the POW of this ranged attack.

Illus. by Daren Bader © Privateer Press, Inc. All Rights Reserved. Illus. by Daren Bader © Privateer Press, Inc. All Rights Reserved. Illus. by Daren Bader © Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.
KAYA THE WILDBORNE KAYA THE WILDBORNE KAYA THE WILDBORNE
CIRCLE WARLOCK

KAYA KAYA SPELLS COST RNG AOE POW UP OFF


SPD STR MAT RAT DEF ARM CMD
PACK HUNTERS – Living warbeasts in this model’s battlegroup in its
7 5 6 4 16 13 8 OCCULTATION 2 6 – – YES NO
control area gain +2 on melee attack rolls. Target friendly model/unit gains Stealth .
SPLINTER
SOOTHING SONG 1 SELF CTRL – NO NO
CRITICAL KNOCKDOWN – On a critical hit, the model hit is knocked
SPLINTER Remove up to 1 fury point from each friendly living Faction warbeast
down.
POW P+S currently in this model’s control area. Soothing Song can only be cast
6 11 once per turn.
SPIRIT DOOR 3 CTRL – – NO NO
Select a model in this model’s battlegroup in its control area. If this
model is selected, immediately place it within 2˝ of another model
in its battlegroup that was in its control area at the time the spell
was cast. If another model in this model’s battlegroup is selected,
immediately place that model within 2˝ of this model. A model
FURY
cannot advance or attack after being placed by Spirit Door this turn.

6 SPIRIT FANG 2 10
A model damaged by Spirit Fang suffers –2 SPD and DEF for one
– 12 NO YES

round.

She is bold, courageous, and utterly


committed to Orboros. Kaya is untamed; she
embodies what is best among us.
—BALDUR THE STONECLEAVER
FEAT: WILD MASTERY
Place up to 3 fury points on each friendly Faction
DAMAGE
warbeast in Kaya’s battlegroup that is in her control
area. She can immediately leach fury points from
WB FA Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. warbeasts in her battlegroup in her control area.
+6 C All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

FERAL WARPWOLF ARGUS ARGUS


CIRCLE HEAVY WARBEAST CIRCLE LIGHT WARBEAST CIRCLE LIGHT WARBEAST

WARPWOLF ARGUS ARGUS


SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD
6 11 7 3 14 16 7 7 8 5 4 15 14 6 7 8 5 4 15 14 6

BITE DOPPLER BARK DOPPLER BARK


POW P+S RNG ROF AOE POW RNG ROF AOE POW
3 14 SP 6 1 — — SP 6 1 — —
H H H

CLAW BITE BITE


ESHOL
POW P+S ESHOL
POW P+S ESHOL
POW P+S
HR 4 15 HR 4 12 HR 4 12
D

D
T

T
FURY 9 L FURY 9 H FURY 9 H

4 CLAW
POW P+S
3 BITE
POW P+S
3 BITE
POW P+S
4 15 4 12 4 12
2 R 2 H 2 H
1 1 1
BODY
3 BODY
3 BODY
3

IN 4 IN 4 IN 4
M

D D D
IT

IT

IT
IR

IR

IR

SP SP SP

6 6 6
PC FA PC FA PC FA
5 9 U 5 4 U 5 4 U

FERAL WARPWOLF ARGUS ARGUS


ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF
BAYING OF CHAOS 2 SELF * – NO NO TRACKER 1 6 – – NO NO TRACKER 1 6 – – NO NO
Remove 1 fury point from each enemy warbeast in this model’s Target friendly model gains Circular Vision and Pathfinder . Target friendly model gains Circular Vision and Pathfinder .
command range. A warbeast can be affected by Baying of Chaos Tracker lasts for one turn. Tracker lasts for one turn.
only once per turn.
ARGUS ARGUS
WARPWOLF CIRCULAR VISION – This model’s front arc extends to 360˚. CIRCULAR VISION – This model’s front arc extends to 360˚.
CONTROLLED WARPING – At the beginning of this model’s activation,
DOPPLER BARK DOPPLER BARK
choose one of the following warp effects. Warp effects last for one
round. If this model frenzies it must choose Warp Strength at the start PARALYSIS – The base DEF of a living model hit by this attack PARALYSIS – The base DEF of a living model hit by this attack
of its activation. becomes 7, and the model hit cannot run or charge for one round. becomes 7, and the model hit cannot run or charge for one round.
• PROTECTIVE PLATES – This model gains +2 ARM. BITE BITE
• WARP SPEED – This model gains +2 SPD. COMBO STRIKE (★ATTACK) – Make a melee attack. Instead of making COMBO STRIKE (★ATTACK) – Make a melee attack. Instead of making
• WARP STRENGTH – This model gains +2 STR. a normal damage roll, the POW of the damage roll is equal to this a normal damage roll, the POW of the damage roll is equal to this
model’s STR plus twice the POW of this weapon. model’s STR plus twice the POW of this weapon.
REGENERATION [D3] – This model can be forced to heal d3 damage
points once per activation. This model cannot use Regeneration
during an activation it runs.

Illus. by Carlos Cabrera © Privateer Press, Inc. All Rights Reserved. Illus. by Carlos Cabrera © Privateer Press, Inc. All Rights Reserved. Illus. by Carlos Cabrera © Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.
MASTER TORMENTOR MORGHOUL MASTER TORMENTOR MORGHOUL MASTER TORMENTOR MORGHOUL
SKORNE WARLOCK

MORGHOUL MORGHOUL SPELLS COST RNG AOE POW UP OFF


SPD STR MAT RAT DEF ARM CMD
ANATOMICAL PRECISION – When this model’s melee damage roll fails
7 6 8 4 17 13 8 ABUSE 2 6 – – NO NO
to exceed the ARM of the living model hit, that model suffers 1 Target friendly warbeast gains +2 SPD and STR for one round but
damage point. suffers d3 damage points.
MALTREATMENT – Once per turn during its activation, this model
RIPPER can remove 1 fury point from a warbeast in its battlegroup that is ADMONITION 2 6 – – YES NO
POW P+S in its control area and add 1 fury point to its own current total. The When an enemy model advances and ends its movement within 6˝
3 9 warbeast suffers d3 damage points. of target model in this model’s battlegroup, the affected model can
OVERTAKE – When this model destroys one or more enemy warrior immediately advance up to 3˝, then Admonition expires. The affected
models with a normal melee attack, after the attack is resolved this model cannot be targeted by free strikes during this movement.
model can immediately advance up to 1˝. TORMENT 2 10 – 12 NO YES
PERFECT BALANCE – This model cannot be targeted by combined When a model is damaged by Torment, for one round it loses Tough,
melee attacks, combined ranged attacks, or free strikes. Models do not cannot heal or be healed, and cannot transfer damage.
gain back strike bonuses against this model. When knocked down,
FURY this model can stand up during its activation without forfeiting its
movement or action if it is able to forfeit its movement or action to
5 stand up.
SPRINT – At the end of this model’s activation, if it destroyed one or
more enemy models with melee attacks this activation it can make a
full advance.
RIPPER
I have learned to feed on treachery like DOUBLE STRIKE – This model can make two additional attacks for each
meat and savor loyalty like rare wine. The fury point spent to make additional attacks with this weapon.
terror you inspire in the ranks will serve in INFLICT PAIN – When it hits a warbeast with this weapon, this model
the place of true fidelity. can place 1 fury point on or remove 1 fury point from the warbeast.
—VINTER RAELTHORNE IV
FEAT: PAIN & SUFFERING
While in Morghoul’s control area, enemy models cannot
DAMAGE
spend focus, be forced, or have damage transferred to
WB FA Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved.
them. Pain & Suffering lasts for one round.
+7 C All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

TITAN GLADIATOR CYCLOPS SAVAGE CYCLOPS SAVAGE


SKORNE HEAVY WARBEAST SKORNE LIGHT WARBEAST SKORNE LIGHT WARBEAST

GLADIATOR SAVAGE SAVAGE


SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD
4 12 6 3 12 19 7 6 8 6 3 13 17 6 6 8 6 3 13 17 6

TUSKS FALCHION FALCHION


POW P+S POW P+S POW P+S
3 15 5 13 5 13
H — —

WAR GAUNTLET
ESHOL
POW P+S ESHOL ESHOL
HR 4 16 HR HR
D

D
T

T
FURY 9 L FURY 8 FURY 8

4 WAR GAUNTLET
POW P+S
3 3
4 16
2 R 2 2
1 1 1
BODY
3 BODY
3 It ignored my feint,
BODY
3 It ignored my feint,
stepped aside from my stepped aside from my
best cut, then nearly clove best cut, then nearly clove
IN 4 IN 4 me in two before the IN 4 me in two before the
M

D D D
impaler ran it through. impaler ran it through.
—HORTHOL, LONG RIDER HERO —HORTHOL, LONG RIDER HERO
IT

IT

IT
IR

IR

IR

SP SP SP

6 6 6
PC FA PC FA PC FA
5 8 U 5 5 U 5 5 U

TITAN GLADIATOR CYCLOPS SAVAGE CYCLOPS SAVAGE


ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF
RUSH 2 6 – – NO NO PRESCIENCE 1 6 – – NO NO PRESCIENCE 1 6 – – NO NO
Target friendly warbeast gains +2˝ movement and Pathfinder . Target friendly Faction model gains Future Sight. Prescience lasts Target friendly Faction model gains Future Sight. Prescience lasts
Rush lasts for one turn. for one turn. for one turn.

GLADIATOR SAVAGE SAVAGE


BULLHEADED – When this model frenzies, if it would charge a model, FUTURE SIGHT – This model can boost attack and damage rolls after rolling. FUTURE SIGHT – This model can boost attack and damage rolls after rolling.
it targets that model with a slam power attack instead. If it cannot, it
frenzies normally.
FOLLOW UP – When this model slams an enemy model, immediately
after the slam is resolved this model can advance directly toward the
slammed model up to the distance the slammed model was moved.
GRAND SLAM – This model can make slam power attacks without
spending focus or being forced. Models slammed by this model are
moved an additional 2˝.
TUSKS
HARD HEAD – This model can add this weapon’s POW to its head-butt
and slam power attack damage rolls.

Illus. by Brian Snoddy © Privateer Press, Inc. All Rights Reserved. Illus. by Brian Snoddy © Privateer Press, Inc. All Rights Reserved. Illus. by Brian Snoddy © Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.
LYLYTH, HERALD OF EVERBLIGHT
LEGION BLIGHTED NYSS WARLOCK LYLYTH, HERALD OF EVERBLIGHT LYLYTH, HERALD OF EVERBLIGHT
LYLYTH LYLYTH SPELLS COST RNG AOE POW UP OFF
SPD STR MAT RAT DEF ARM CMD
BUSHWHACK – During its activation, this model can make its combat
7 4 5 7 16 14 8 BAD BLOOD 2 10 – – YES YES
action before its normal movement. If it does, it must make a full A warlock leaching from target warbeast suffers 1 damage point for
advance as its normal movement this activation. each fury point leached. The affected warbeast cannot be healed or
HELLSINGER have damage transferred to it and loses Regenerate.
HELLSINGER BLOOD LURE – Warbeasts in this model’s battlegroup can charge enemy
RNG ROF AOE POW PARASITE 3 8 – – YES YES
models hit by this weapon this turn without being forced.
12 2 — 12 Target model/unit suffers –3 ARM and this model gains +1 ARM.
WITCH MARK – If this attack hits an enemy model during this model’s
activation, this model can target and automatically hit that model ERUPTION OF SPINES 3 10 – 10 NO YES
with spells, ignoring RNG and LOS, until the end of this model’s If target model is hit, d6 nearest models within 5˝ of it suffer a
BOW BLADE activation. POW 10 damage roll.
POW P+S
3 7
FURY

By Everblight’s blessing, I no longer require


eyes to see. The world is colorless, and the
living shadows bow before his majesty.
—LYLYTH, HERALD OF EVERBLIGHT

FEAT: FIELD OF SLAUGHTER


DAMAGE
While in Lylyth’s control area, friendly Faction models
WB FA Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. roll an additional die on attack rolls this turn.
+6 C All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

CARNIVEAN SHREDDER SHREDDER


LEGION HEAVY WARBEAST LEGION LESSER WARBEAST LEGION LESSER WARBEAST

CARNIVEAN SHREDDER SHREDDER


SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD SPD STR MAT RAT DEF ARM CMD
6 12 6 4 11 18 7 6 6 5 3 13 12 7 6 6 5 3 13 12 7

DRAGON BREATH BITE BITE


RNG ROF AOE POW POW P+S POW P+S
SP 10 1 — 14 4 10 4 10
H H H

BITE
ESHOL
POW P+S ESHOL ESHOL
HR 6 18 HR HR
D

D
T

T
FURY 9 H FURY 7 FURY 7

4 TALON
POW P+S
2 2 SHREDDER
LEGION LESSER WARBEAST
4 16
2 L 2 2 SHREDDER
1 1 1 SPD STR MAT RAT DEF ARM CMD
3 TALON 3 There is no end to these 3 6 6 is
There 5 no 3end to
13these
12 7
BODY POW P+S BODY tainted horrors. For BODY tainted horrors. For
4 16 every one we destroy, every one we destroy,
IN 4 IN 4 they spawn three more IN 4 they spawn three more
M

D R D
to take its place!
D BITE
to take its place!
—KAYA THE WILDBORNE —KAYA THEPOW
WILDBORNEP+S
4 10
IT

IT

IT
IR

IR

IR

SP SP SP H

6 6 6
PC FA PC FA PC FA
5 11 U 5 2 U 5 HR
ESHOL
2 U
D
T

FURY 7

CARNIVEAN SHREDDER
2 SHREDDER
LEGION LESSER WARBEAST

ANIMUS COST RNG AOE POW UP OFF ANIMUS COST RNG AOE POW UP OFF 2 SHREDDER
1 SPD STR MAT RAT DEF ARM CMD
SPINY GROWTH 2 6 – – NO NO TENACITY 1 6 – – NO NO
Target friendly Faction model gains +2 ARM. If a warjack or Target friendly model gains +1 DEF and ARM. Tenacity lasts for BODY
3 6 6 is
There 5 no 3end to
13these
12 7
tainted horrors. For
warbeast hits the affected model with a melee attack, the attacking one round. every one we destroy,
model suffers d3 damage points immediately after the attack has IN 4 they spawn three more
M

been resolved unless the affected model was destroyed or removed SHREDDER D BITE
to take its place!
from play by the attack. Spiny Growth lasts for one round. BLOOD CREATION – This model never attacks friendly Faction warlocks —KAYA THEPOW
WILDBORNEP+S
and cannot choose them as its frenzy target. 4 10
IT

CARNIVEAN
IR

LESSER WARBEAST – This model cannot make power attacks.


SP H
ASSAULT – As part of a charge, after moving but before making its
RABID – This model can be forced during its activation to gain +2 SPD,
charge attack, this model can make one ranged attack targeting the
model charged unless they were in melee with each other at the start
Pathfinder , and boosted attack and damage rolls for one turn. 6
SNACKING – When this model boxes a living model with a melee PC FA
of this model’s activation. When resolving an Assault ranged attack,
attack, this model can heal d3 damage points. If this model heals, the 5 HR
ESHOL
2 U
the attacking model does not suffer the target in melee penalty. If the
D
T

target is not in melee range after moving, this model can make the boxed model is removed from play. FURY 7
Assault ranged attack before its activation ends. SOULLESS – This model does not generate a soul token when it is
BLOOD CREATION – This model never attacks friendly Faction warlocks
and cannot choose them as its frenzy target.
destroyed.
2
SOULLESS – This model does not generate a soul token when it is
destroyed.
2
1
BODY
3 There is no end to these
tainted horrors. For
every one we destroy,
IN 4 they spawn three more
M

D
to take its place!
—KAYA THE WILDBORNE
IT
IR

SP

6
PC FA
5
Illus. by Karl Richardson © Privateer Press, Inc. All Rights Reserved. Illus. by Karl Richardson © Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. 2 U

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