wabforumarmies-book7

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WAB FORUM ARMIES BOOK VII: FANTASY Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd WAB Forum 1 v 0.1 CONTENT Old World VII/1 Dark Elves VII/2 Wood Elves VII/3 High Elves VII/4 The Empire VII/5 Bretonia VII/6 Chaos VII/7 Skaven VII/8 Orcs & Goblins VII/9 Dwarfs VII/10 Slann VII/11 Undead VII/12 Chaos Ally Contingent VII/13 Dwarf Ally Contingent VII/14 Dark Elf Ally Contingent VII/15 High Elf Ally Contingent VII/16 Wood Elf Ally Contingent VII/17 Fimir Ally Contingent VII/18 Old Worlder Ally Contingent VII/19 Orc & Goblin Ally Contingent VII/20 Pygmy Ally Contingent VII/21 Skaven Ally Contingent VII/22 Undead Ally Contingent VII/23 Halfling Ally Contingent VII/24 Zoat Ally Contingent VII/25 Dwarf Mercenaries VII/26 Giant Mercenaries VII/27 Ogre Mercenaries VII/28 Half Orc Mercenaries VII/29 Hobgoblin Mercenaries VII/30 Nippon Mercenaries VII/31 Orc Mercenaries VII/32 Norse Mercenaries VII/33 Old Worlder Mercenaries Middle Earth (mid 3rd age) VII/34 Angmar VII/35 Arnor - Arthedain VII/36 Arnor - Breeland VII/37 Arnor - The Shire VII/38 Arnor - Cardolan VII/39 Arnor - Cantons of Feotar VII/40 Arnor - Arnor - Saralainn VII/41 Arnor - Realm of the Warlord VII/42 Dol Guldur VII/43 Druedain VII/44 Dunland VII/45 Fangorn VII/46 Gondor – Anfalas & Tharagrond VII/47 Gondor – Belfalas VII/48 Gondor – Calenardhon VII/49 Gondor – Harondor & Harithilien VII/50 Gondor – Ithilien VII/51 Gondor – Lebennin VII/52 Gundabad VII/53 Ironhills VII/54 Lindon VII/55 Lorien VII/56 Lossoth VII/57 Mirkwood – Woodland Realm VII/58 Mirkwood - Woodmen VII/59 Mordor (late 3rd age) VII/60 Moria (Khazad-dum) VII/61 Nan-i-Naugrim VII/62 Northmen VII/63 Rhovanion VII/64 Rhudaur VII/65 Rivendell VII/66 Rohan (late 3rd age) VII/67 Thal&Esgaroth VII/68 Umbar PAGE 3 4 6 7 8 9 10 11 13 14 16 17 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28 29 30 31 31 32 32 33 33 34 35 35 36 37 38 39 40 41 41 42 42 43 43 44 44 45 45 46 46 47 47 48 48 49 49 50

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Page 1: WABforumArmies-Book7

WAB FORUM ARMIES BOOK VII: FANTASY

Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

WAB Forum 1 v 0.1

CONTENT Old World VII/1 Dark Elves VII/2 Wood Elves VII/3 High Elves VII/4 The Empire VII/5 Bretonia VII/6 Chaos VII/7 Skaven VII/8 Orcs & Goblins VII/9 Dwarfs VII/10 Slann VII/11 Undead VII/12 Chaos Ally Contingent VII/13 Dwarf Ally Contingent VII/14 Dark Elf Ally Contingent VII/15 High Elf Ally Contingent VII/16 Wood Elf Ally Contingent VII/17 Fimir Ally Contingent VII/18 Old Worlder Ally Contingent VII/19 Orc & Goblin Ally Contingent VII/20 Pygmy Ally Contingent VII/21 Skaven Ally Contingent VII/22 Undead Ally Contingent VII/23 Halfling Ally Contingent VII/24 Zoat Ally Contingent VII/25 Dwarf Mercenaries VII/26 Giant Mercenaries VII/27 Ogre Mercenaries VII/28 Half Orc Mercenaries VII/29 Hobgoblin Mercenaries VII/30 Nippon Mercenaries VII/31 Orc Mercenaries VII/32 Norse Mercenaries VII/33 Old Worlder Mercenaries Middle Earth (mid 3rd age) VII/34 Angmar VII/35 Arnor - Arthedain VII/36 Arnor - Breeland VII/37 Arnor - The Shire VII/38 Arnor - Cardolan VII/39 Arnor - Cantons of Feotar VII/40 Arnor - Arnor - Saralainn VII/41 Arnor - Realm of the Warlord VII/42 Dol Guldur VII/43 Druedain VII/44 Dunland VII/45 Fangorn VII/46 Gondor – Anfalas & Tharagrond VII/47 Gondor – Belfalas VII/48 Gondor – Calenardhon VII/49 Gondor – Harondor & Harithilien VII/50 Gondor – Ithilien VII/51 Gondor – Lebennin VII/52 Gundabad VII/53 Ironhills VII/54 Lindon VII/55 Lorien VII/56 Lossoth VII/57 Mirkwood – Woodland Realm VII/58 Mirkwood - Woodmen VII/59 Mordor (late 3rd age) VII/60 Moria (Khazad-dum) VII/61 Nan-i-Naugrim VII/62 Northmen VII/63 Rhovanion VII/64 Rhudaur VII/65 Rivendell VII/66 Rohan (late 3rd age) VII/67 Thal&Esgaroth VII/68 Umbar

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WAB FORUM ARMIES BOOK VII: FANTASY

Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

WAB Forum 2 v 0.1

SPECIAL RULES BREATH ATTACK Organ Gun fire-template, S3 FEARSOME Cause fear in models with Ld7 or less. For the Fear-test the Ld of a character can be used FIELD GUN (75pts) (See rulesbook page 130) Each machine has a four man crew (humans in the example).

M WS BS S T W I A Ld Pts Crew 4 3 3 3 3 3 3 1 7 - Cannon - - - - 7 3 - - - 75 Equipment: Hand weapon. The crew may have light armour (+6). Range 48”, S7, no save, D6 wounds per hit Special Rules: Cannon FLYING Up to 20” flying movement. GRENADOES - one use only - for each grenadoe place the 3” template within 8” (90° arc of sight) - roll artillery and scatter dice, S4 hits - in case of misfire place the template with the center above the thrower LIGHT BOLT THROWER (36pts) (See rulesbook page 180) Each machine has a two man crew (humans in the example.

M WS BS S T W I A Ld Pts Crew 4 3 3 3 3 1 3 1 7 - Thrower - - - - 6 2 - - - 36 Equipment: Hand weapon. The crew may have light armour (+4). Range 36”, S4/-1 per rank, no save, D3 wounds per hit Special Rules: Bolt Thrower POISON Poisoned attacks wound automatically on a to-hit- roll of 6. STUPIDITY Ld-test, if failed half profile movement straight forward and no use of missle weapons possible. UNDEAD - cause Fear - instead of fleeing unit loose as many models as the result is negative

BASE SIZES Human sized Infantry – 20x20mm Bigger than human but smaller than ogres Infantry – 25x25mm Ogre sized Infantry, Ghosts and Swarms – 40x40mm Large Targets – 50x50mm Cavalry – 25x50mm Light Chariots – 40x80mm Heavy Chariots – 60x80mm

MAGIC Each army only can have one wizard, which can be of magic level 1-4. There is a list of spells that can be cast from any wizard, regardless of list they come from. While spells 1-5 are equal for all wizards, but the level 6 summoned creature differs and can be found seperately within each list. No spell can be cast twice per round. Each spell is successfully cast with 4-6 on a D6, cannot be dispelled and it’s effect is immedately in the magic phase. Only the level 6 spell needs to be cast more carefully and take one full round to be cast successfully. During that time the caster isn’t allowed to loose the concentration, which simply is the case as soon as a successful hit took place in melee or by a missle at him/ his unit or he moves. Once the sixth spell was cast successfully it cannot be cast again. A wizard of magic level 1 can cast one power level 1-3 spell each round. A wizard of magic level 2 can cast two power level 1-3 spells each round. A wizard of magic level 3 can cast one power level 1-6 spell each round. A wizard of magic level 4 can cast two power level 1-6 spells each round. SPELLS 1- a friendly unit within 12” of the caster get a +1 to hit bonus this round or an enemy unit -1 2 - a friendly unit within 12” of the caster get a +1 to wound bonus this round or an enemy unit -1 3 - a friendly unit within 12” of the caster get a +1 to it’s armour save this round or an enemy unit -1 4 - a friendly unit within 12” of the caster is immune to fear and panic until next magic phase of the caster 5 - a friendly unit within 12” of the caster get a free move at half of it’s profile movement rate immedately or an enemy unit movement rate is halfed next turn. The free move can be used to charge an enemy unit. 6 – a creature may arrive within 12” of the wizard after the spell was cast successfully or the effect occurs. Roll another D6: 1 = Caster cannot cast spells for the remaining battle, 2= creature/effect don’t arrive, concentration is lost, 3= creature/effect don’t arrive, concentration remains, 4= creature/effect arrives and stay d6 turns, 5= creature/effect arrives and stay D6+3 turns, 6= creature/effect arrives and stay for the remaining battle

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WAB FORUM ARMIES BOOK VII: FANTASY

Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

WAB Forum 3 v 0.1

1. DARK ELVES (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 3 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY 0-1 HELLDRAKES

M WS BS S T W I A Ld Pts Elite - 4 4 3 - 1 5 1 8 37 Cold One 8 3 - 4 4 - 1 1 - - Equipment: Hand weapon, light armour, shield May have crossbow (+6) and lance (+4). May be Veterans (+2) 0-1 unit may have repeating crossbows (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity DOOMDRAKES

M WS BS S T W I A Ld Pts Elite - 4 4 3 - 1 4 1 8 35 Cold One 8 3 - 4 4 - 1 1 - - Equipment: Hand weapon, light armour, shield May have crossbow (+6) and lance (+4). 0-1 unit may have repeating crossbows (+8). Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity DOOMSTEEDS

M WS BS S T W I A Ld Pts Elite - 4 4 3 3 1 4 1 8 33 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, light armour, shield, lance May have crossbow (+6). 0-1 unit may have repeating crossbow (+8), horse barding (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus DARK RIDERS

M WS BS S T W I A Ld Pts Dark Elf 8 4 4 3 3 1 4 1 8 22 Equipment: Hand weapon, light armour, shield, horse May have crossbow (+6) and lance (+4). 0-1 unit may have repeating crossbow (+8), horse barding (+8)

INFANTRY 0-2 SHADOWS

M WS BS S T W I A Ld Pts Scout 4 4 4 3 3 1 3 1 8 13

Equipment: Hand weapon May have crossbow (+3), repeating crossbow (+4), shield (+1) and light armour (+2) Special Rules: Skirmishers CROSSBOWMEN

M WS BS S T W I A Ld Pts Dark Elf 4 4 4 3 3 1 3 1 8 13

Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+2) 0-1 unit may have repeating crossbow instead of crossbow (+1) Special Rules: Light Infantry WARRIORS

M WS BS S T W I A Ld Pts Dark Elf 4 4 4 3 3 1 3 1 8 11

Equipment: Hand weapon, light armour, shield May have thrusting spear (+2) 0-1 unit may have double-handed weapon (+2), halberd (+2) WITCH ELVES

M WS BS S T W I A Ld Pts Dark Elf 4 4 4 3 3 1 3 1 8 10

Equipment: Hand weapon, light armour May have additional hand weapon (+1) and poisoned attacks (+3) 0-1 unit may have crossbow (+3) Special Rules: Frenzy WHELP MASTERS

M WS BS S T W I A Ld Pts Dark Elf 4 4 4 3 3 1 3 1 8 13 Chaoshound 6 4 - 4 4 2 4 2 6 23 Warhound 6 3 - 3 3 1 3 1 6 4

Equipment: Hand weapon

The animal handler may have shield (+1) and light armour (+2)

Handler may either lead 1-3 chaoshounds or warhounds. Special Rules: Warband, Skirmishers 0-4 LIGHT BOLT THROWERS

ALLIES & MERCENARIES Allies: Chaos, Fimir, Skaven or Undead Mercenaries: Nippon, Hobgoblins or Ogres

SUMMONING CREATURE DRAGON

M WS BS S T W I A Ld Pts Dragon 8 6 - 6 6 6 6 6 8 - Special Rules: Fly, Breath Attack, Cause Terror, Large Target

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WAB FORUM ARMIES BOOK VII: FANTASY

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WAB Forum 4 v 0.1

2. WOOD ELVES (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 3 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY&CHARIOTS ELVEN LORDS

M WS BS S T W I A Ld Pts Elf - 4 4 3 3 1 4 1 8 31 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, light armour, shield, lance 0-1 unit may have horse barding (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus WOOD RIDERS

M WS BS S T W I A Ld Pts Elf 8 4 4 3 3 1 4 1 8 22 Equipment: Hand weapon, thrusting spear, shield, horse May have javelins (+1) and longbow (+4) Special Rules: Light Cavalry WAIN LORDS

M WS BS S T W I A Ld Pts Chariot 6 3 3 3 4 2 3 2 8 75

Equipment: Four crewmen armed with hand weapon and light armour and a driver May have shield (+8), long bow (+8) and javelins (+4). One crewman may be Falconer (+6) Hawk: 24”, S2, move&shoot Special Rules: Heavy Chariots

INFANTRY 0-1 GUARDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 15 Equipment: Hand weapon, light armour, longbow May have shield (+1), double-handed weapon (+2) or thrusting spear (+2) May be Veterans (+2)

LORD’S BOWMEN M WS BS S T W I A Ld Pts

Elf 4 4 4 3 3 1 4 1 8 15 Equipment: Hand weapon, longbow May have shield (+1), light armour (+2) Special Rules: Light Infantry BOWMEN

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) WARDANCERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon May have shield (+1), light armour (+2) double-handed weapon (+2), additional hand weapon (+2), throwing spear (+2) Choose one of the following dance in melee, not the same next turn: 1- Up to six attacks may be concentrate on one enemy model 2- All hits are armour piercing, -1 to armour save 3- Against opponents with less WS, automatic draw without fighting 4- normal attacks Special Rules: Light Infantry GLADE RUNNERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 16 Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush WARRIOR KINBANDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 9 Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) 0-1 unit may have additional hand weapon (+2), double-handed weapon (+2) BEAST MASTERS

M WS BS S T W I A Ld Pts Elf 5 4 4 3 3 3 4 1 8 13 Bear 4 3 - 4 4 2 3 2 6 20 Warhound 6 3 - 3 3 1 3 1 6 4 Boar 7 3 - 3 3 1 3 1 4 6 Wildcat 8 4 - 4 3 1 4 2 4 21

Equipment: Hand weapon

The animal handler may have shield (+1) and light armour (+2)

Handler may either lead 2-6 boar, wildcats, warhounds or 1-3 bears. Special Rules: Warband, Skirmishers, Bears cause Fear, Boars are Stubborn FALCONERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Hawk - 4 4 2 - - - 1 - - Equipment: Hand weapon, hawk May have shield (+1), light armour (+2), double-handed weapons (+2) Hawk: 24”, S2, move&shoot Special Rules: Skirmishers

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WAB Forum 5 v 0.1

0-8 SHAPECHANGERS M WS BS S T W I A Ld Pts

Elf 4 4 4 3 3 3 4 1 8 28 Bear 4 3 - 4 4 2 3 3 6 - Giant Wolf 8 4 - 3 3 1 3 2 3 - Boar 7 3 - 3 3 1 3 2 3 -

Equipment: Hand weapon May have thrusting spear (+2) and double-handed weapon (+2) Shapechanger: Up to 3 shapechanger can be hidden within each woodelf rank and file unit as normal trooper and change shape whenever they want. They are not allowed to leave the unit. Special Rules: Shapechanger

ALLIES & MERCENARIES Allies: High Elves, Halflings, Zoats

SUMMONING CREATURE TREEMEN

M WS BS S T W I A Ld Pts Treeman 6 4 - 6 6 6 4 4 9 - Special Rules: Cause Terror, Large Target

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WAB FORUM ARMIES BOOK VII: FANTASY

Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

WAB Forum 6 v 0.1

3. HIGH ELVES (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 3 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY&CHARIOTS SILVER HELMS

M WS BS S T W I A Ld Pts Elf - 4 4 3 3 1 5 1 8 31 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, light armour, shield, lance 0-1 unit may have horse barding (+8) and heavy armour (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus SHORE RIDERS

M WS BS S T W I A Ld Pts Elf 8 4 4 3 3 1 4 1 8 22 Equipment: Hand weapon, thrusting spear, shield, horse May have javelins (+1), light armour (+2) and bow (+2) Special Rules: Light Cavalry WAIN LORDS

M WS BS S T W I A Ld Pts Chariot 6 3 3 3 4 2 3 2 8 75

Equipment: Four crewmen armed with hand weapon, light armour and a driver May have shield (+8), long bow (+8) and javelins (+4) and light armour (+8) Special Rules: Heavy Chariots

INFANTRY ARCHERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 14 Equipment: Hand weapon, light armour, longbow SHIP’S COMPANIES

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 13 Equipment: Hand weapon, longbow, light armour May have shield (+1), double-handed weapon (+2) Special Rules: Light Infantry

0-1 GUARD M WS BS S T W I A Ld Pts

Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, thrusting spear, light armour 0-1 unit may have shield (+1), heavy armour (+2), halberd instead of spear (free) KITH

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, shield May have thrusting spear (+2), light armour (+2),longbow (+2), javelins (+1) MERCHANT COMPANIES

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have longbow (+3) placed in the rear ranks Special Rules: Combined Formation WARRIOR KINDREDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1), double-handed weapon (+2) and heavy armour (+2) 0-1 SEA ELF WARDANCERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon May have shield (+1), light armour (+2) double-handed weapon (+2), additional hand weapon (+2), throwing spear (+2) Choose one of the following dance in melee, not the same next turn: 1- Up to six attacks may be concentrate on one enemy model 2- All hits are armour piercing, -1 to armour save 3- Against opponents with less WS, automatic draw without fighting 4- normal attacks Special Rules: Light Infantry SEEKERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 16 Equipment: Hand weapon, longbow May have shield (+1), javelins 8+1), light armour (+2) Special Rules: Skirmishers, Ambush 0-4 LIGHT BOLT THROWERS

ALLIES & MERCENARIES Allies: Wood Elves

SUMMONING CREATURE DRAGON

M WS BS S T W I A Ld Pts Dragon 8 6 - 6 6 6 6 6 8 - Special Rules: Fly, Breath Attack, Cause Terror, Large Target

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WAB Forum 7 v 0.1

4. THE EMPIRE (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY TEMPLE RITTERBRUDEN

M WS BS S T W I A Ld Pts Elite - 4 3 3 3 1 4 1 8 33 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, heavy armour, shield, lance, barding May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus HOHENSKNECHTES

M WS BS S T W I A Ld Pts Elite 8 4 3 3 3 1 4 1 7 28 Equipment: Hand weapon, heavy armour, shield, lance, barding, horse May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus STADTSKNECHTES

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 24 Equipment: Hand weapon, heavy armour, shield, lance, horse May have barding (+3) Special Rules: Ferocious Charge and may have a +1 rank bonus KRIEGSRITTER

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 22 Equipment: Hand weapon, light armour, crossbow May have shield (+2) and thrusting spear (+2)

INFANTRY 0-1 REIKSGARD

M WS BS S T W I A Ld Pts Elite 4 4 3 3 3 1 4 1 7 12 Equipment: Hand weapon, heavy armour, shield 0-1 unit may have double-handed weapon (+2), halberd (+2)

ARMBRUSTSCHUTZEN M WS BS S T W I A Ld Pts

Human 4 3 3 3 3 1 3 1 7 12 Equipment: Hand weapon, crossbow, light armour Rules: Light Infantry 0-1 HAKBUTSCHUTZEN

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 10 Equipment: Hand weapon, handgun Rules: Light Infantry ERSATZSOLDER

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon May have halberd (+1), thrusting spear (+1), pike (+2), shield (+1), light armour (+2) LANDESTURM

M WS BS S T W I A Ld Pts Human 4 2 2 3 3 1 3 1 6 4 Equipment: Hand weapon May have thrusting spear (+1), shield (+1), light armour (+2) Rules: Levies 0-1 BERGJAGER

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 10 Equipment: Hand weapon, bow May have shield (+1) Rules: Skirmishers, Ambush FORSTJAGER

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon, bow, light armour May have shield (+1) and throwing spear (+1) Rules: Light Infantry FLEGLERS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon May have additional hand weapon (+2) and double-handed weapon (+2) Rules: Frenzy, Hate all Chaotics 0-3 FIELD GUNS

ALLIES & MERCENARIES Allies: Wood Elves, Halflings, Old Worlders Mercenaries: Dwarfs, Norse, Old Worlders, Ogres

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WAB Forum 8 v 0.1

5. BRETONNIA (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: At least 25% INFANTRY: Up to 50%% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY CHEVALIERS D’HONNEUR

M WS BS S T W I A Ld Pts Elite - 4 3 4 3 1 4 1 8 36 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, heavy armour, lance May have barding (+3) and shield (+2). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus CHEVALIERS DE NOTRE DAME DE BATAILLE

M WS BS S T W I A Ld Pts Elite - 4 3 3 3 1 4 1 7 33 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, heavy armour, lance May have barding (+3) and shield (+2). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus CHEVALIERS RAMPANTS

M WS BS S T W I A Ld Pts Elite 8 4 3 3 3 1 4 1 7 28 Equipment: Hand weapon, heavy armour, lance, horse May have barding (+3) and shield (+2). Special Rules: Ferocious Charge and may have a +1 rank bonus NOBLESSE D’EPEE

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 24 Equipment: Hand weapon, heavy armour, lance, horse May have barding (+3) and shield (+2). Special Rules: Ferocious Charge and may have a +1 rank bonus CHASSEURS DE LA MORT

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and crossbow (+3)

INFANTRY VILLAINS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon, light armour, halberd May have shield (+1) ARBLASTIERS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 12 Equipment: Hand weapon, crossbow, light armour May have shield (+1) Rules: Light Infantry BRIGANDS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 7 Equipment: Hand weapon, light armour May have halberd (+1), thrusting spear (+1), crossbow (+3), shield (+1), handgun (+3) and double-handed-weapon (+2) RIBALDS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 5 Equipment: Hand weapon May have halberd (+1), thrusting spear (+1), shield (+1) and double-handed-weapon (+2) RAPSCALLIONS

M WS BS S T W I A Ld Pts Human 4 2 2 3 3 1 3 1 6 5 Equipment: Hand weapon, bow May have shield (+1) Rules: Levies RASCALS

M WS BS S T W I A Ld Pts Human 4 2 2 3 3 1 3 1 6 4 Equipment: Hand weapon May have thrusting spear (+1), shield (+1) Rules: Levies 0-4 FIELD GUNS

ALLIES & MERCENARIES Allies: Wood Elves, Halflings, Old Worlders Mercenaries: Dwarfs, Norse, Old Worlders, Ogres, Half Orcs

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6. CHAOS (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.. May ride a horse (+8, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY 0-1 CHAOS WARRIOR HORSE

M WS BS S T W I A Ld Pts Elite - 4 3 4 3 1 4 2 9 50 Warhorse 8 3 - 3 - - 1 1 - - Chaossteed 8 4 - 4 - - 1 2 - - Equipment: Hand weapon, heavy armour, shield May have lance (+5) and barding (+3). May ride a chaos steed (+20) May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome CHAOS MARAUDER HORSE

M WS BS S T W I A Ld Pts Elite - 4 4 3 3 1 4 2 8 40 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, heavy armour, shield May have lance (+5) and barding (+3). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus THUG HORSE

M WS BS S T W I A Ld Pts Thug 8 3 3 3 3 1 7 1 7 20 Equipment: Hand weapon, light armour May have shield (+2) and heavy armour (+2) 0-1 unit may have lance (+3), thrusting spear (+2) and pistols (+3)

INFANTRY 0-1 CHAOS WARRIOR

M WS BS S T W I A Ld Pts Elite 4 4 3 4 3 1 4 2 9 24 Equipment: Hand weapon, heavy armour, shield May have additional hand weapon (+4), double-handed weapon (+3) and halberd (+3) May be Veterans (+2), Drilled (+2) and Stubborn (+2) Special Rules: Fearsome

MARAUDERS M WS BS S T W I A Ld Pts

Elite 4- 4 4 3 3 1 4 2 8 20 Equipment: Hand weapon, heavy armour, shield May have additional hand weapon (+4), double-handed weapon (+3), halberd (+3), bow (+3) or crossbow (+5) May be Veterans (+2), Drilled (+2) and Stubborn (+2) THUGS

M WS BS S T W I A Ld Pts Thug 4 3 3 3 3 1 7 1 7 8 Equipment: Hand weapon, light armour May have shield (+1), heavy armour (+3) 0-1 may have additional hand weapon (+3), double-handed weapon (+2), halberd (+2), bow (+2) or bow (+1), thrusting spear (+2) and pistols (+3) BEASTMEN

M WS BS S T W I A Ld Pts Beastman 4 3 3 3 4 1 3 1 7 7 Equipment: Hand weapon May have shield (+1) and light armour (+2) 0-1 may have additional hand weapon (+3), double-handed weapon (+2), halberd (+2), throwing spear (+2) Rules: Light Infantry, Warband BEASTMASTERS

M WS BS S T W I A Ld Pts Handler 4 3 3 3 4 1 3 1 7 13 Chaoshound 6 4 - 4 4 2 4 2 6 23 Chaosspawn D6+2 4 - D6 4 2 1 D6 6 25

Equipment: Hand weapon

The animal handler may have shield (+1) and light armour (+2)

Handler may either lead 1-3 chaoshounds or chaos spawn. Special Rules: Warband, Skirmishers MINOTAURS

M WS BS S T W I A Ld Pts Minotaur 6 3 3 4 4 3 3 2 8 40 Equipment: Hand weapon May have additional hand weapon (+3), double-handed weapon (+2) and light armour (+2) TROLLS

M WS BS S T W I A Ld Pts Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration

ALLIES & MERCENARIES Allies: Chaos Allies, Skaven, Undead, Dark Elves, Orcs&Goblins Mercenaries: Giants, Hobgoblins, Ogres, Orcs, Half Orcs

SUMMONING CREATURE GREATER DEMON

M WS BS S T W I A Ld Pts Demon 8 6 - 6 6 6 6 6 9 - Special Rules: Fly, Cause Terror, Large Target

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7. SKAVEN (OLD WORLD) CHARACTERS: Up to 25% INFANTRY: At least 50% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 CLANRAT STORMVERMIN

M WS BS S T W I A Ld Pts Elite 4 4 3 3 3 1 4 1 6 10 Equipment: Hand weapon, light armour May have double-handed weapon (+2) and shield (+1) Rules: Warband (rule 5 only) 0-1 BLACK SKAVEN CLANRATS

M WS BS S T W I A Ld Pts Elite 4 3 3 3 3 1 4 1 6 8 Equipment: Hand weapon, light armour May have halberd (+1) and shield (+1) Rules: Warband (rule 5 only) CLANRAT WARRIORS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 5 7 Equipment: Hand weapon, light armour, shield May have thrusting spear (+1) 0-1 unit may have double-handed weapon (+2) Rules: Warband (rule 5 only) SKAVENSLAVES

M WS BS S T W I A Ld Pts Skaven 4 2 2 3 3 1 4 1 3 3 Equipment: Hand weapon May have thrusting spear (+1) , sling (+1) and shield (+1) Rules: Warband (rule 5 only), Levy 0-1 NIGHT RUNNERS

M WS BS S T W I A Ld Pts Skaven 4 4 3 3 3 1 4 1 6 7 Equipment: Hand weapon May have additional hand weapon (+2), shield (+1) and light armour (+2) Rules: Skirmishers 0-1 GUTTER RUNNERS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 6 7 Equipment: Hand weapon May have shield (+1) and light armour (+2) 0-1 unit may have additional hand weapon (+2), throwing stars (+2), sling (+1) Rules: Skirmishers, Ambush

0-6 PLAGUE SENSER BEARERS M WS BS S T W I A Ld Pts

Skaven 4 3 3 3 3 1 4 1 6 40 Equipment: Plague senser. May have light armour (+2) Plague senser bearers may be hidden in any skaven unit. Plague Senser: As soon as an enemy unit is within 8” of the unit the censer bearers reveals themselves and move (artillery dice for distance) to the enemy unit. Place the 3” template with the center exactly over the point the bearer moved, S3 hits. In case of misfire put the center of the template above the bearer while he is part of the skaven unit. Rules: Plague Senser 0-1 PLAGUE MONKS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 5 8 Equipment: Hand weapon. May have light armour (+2) Rules: Warband (rule 5 only), Frenzy CLAN MOULDER BEASTMASTERS

M WS BS S T W I A Ld Pts Handler 4 3 3 3 3 1 4 1 6 10 Chaoshound 6 4 - 4 4 2 4 2 6 23 Giant Rats 6 2 - 3 3 1 3 1 4 2 Giant Wolf 8 4 - 3 3 1 3 1 3 8 Rat Ogre 6 3 - 4 5 3 3 2 5 38

Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may either lead 2-6 chaoshounds, giant rats, giant wolves or rat ogres Special Rules: Warband, Skirmishers 0-1 POISONED WIND GLOBADIERS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 6 20 Equipment: Hand weapon, poisoned wind globe (count as grenadoe) May have light armour (+2) Special Rules: Skirmishers 0-6 WARPFIRE-THROWER TEAMS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 6 80 Equipment: Hand weapon, warpfire-thrower, light armour Only one team per skaven unit allowed. Warpfire-Thrower: organ gun fire-template, artillery dice (2-12”), S5, on a misfire the thrower is destroyed (3”template) Rules: Warpfire-Thrower 0-1 JEZZAILACHIS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 6 39 Equipment: Hand weapon, warplock-jezzail Jezzail: 36”, S6, on a 1 to hit the jezzail is destroyed Rules: Skirmishers, Warplock-Jezzail

ALLIES & MERCENARIES Allies: Chaos Allies, Orks&Goblins, Dark Elves

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8. ORCS&GOBLINS (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 50% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 2 2 9 150 Sub-Gen. 4 5 5 4 4 2 2 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General (Orc) is Army General and may be upgraded to Black Orc with Ld10 (+50). One sub-commander (Orc or Goblin) can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY&CHARIOTS 0-1 SNORTAS

M WS BS S T W I A Ld Pts Elite - 4 3 3 4 1 2 1 7 25 Warboar 6 3 - 3 - - 3 1 - - Equipment: Hand weapon, light armour, shield May have thrusting spear (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus GRUNTAS

M WS BS S T W I A Ld Pts Orc 6 3 3 3 4 1 2 1 7 18 Equipment: Hand weapon, boar May have thrusting spear (+2), bow (+2), shield (+2) and light armour (+2) ORC BATTLE CHARIOTS

M WS BS S T W I A Ld Pts Chariot 6 3 3 3 4 1 3 2 7 60

Equipment: Two crewmen armed with hand weapon, light armour and a driver Crew may have shield (+5) and bow (+5). Special Rules: Heavy Chariots GOBBO WULFBOYZ

M WS BS S T W I A Ld Pts Goblin 8 2 2 3 3 1 2 1 5 14 Equipment: Hand weapon, wolf May have thrusting spear (+2), bow (+2), shield (+2) and light armour (+2) GOBLIN BATTLE CHARIOTS

M WS BS S T W I A Ld Pts Chariot 8 2 2 3 3 1 3 2 5 30

Equipment: Two crewmen armed with hand weapon, light armour and a driver Crew may have shield (+5) and bow (+5). Special Rules: Light Chariots

0-2 SNOTLING PUMP WAGONS M WS BS S T W I A Ld Pts

Pumpwagon 2d6 2 2 3 3 1 3 3 4 30 Equipment: Snotling crew armed with hand weapon and a driver Special Rules: Heavy Chariots

INFANTRY BIGUNS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 7 13 Equipment: Hand weapon, light armour, shield May have double-handed weapon (+2), additional hand weapon (+3) and thrusting spear (+3) Special Rules: Warband BOYZ

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 11 Equipment: Hand weapon, light armour, shield May have halberd (+2) , additional hand weapon (+3) and thrusting spear (+2) 0-1 unit may have double-handed weapon (+2) Special Rules: Warband ARRER BOYZ

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 9 Equipment: Hand weapon, bow May have shield (+1) and light armour (+2) 0-1 unit may crossbow instead of bow (+3) Special Rules: Warband STICKAS

M WS BS S T W I A Ld Pts Goblin 4 2 2 3 3 1 2 1 5 4 Equipment: Hand weapon, bow May have shield (+1) and light armour (+2) GOBBOS

M WS BS S T W I A Ld Pts Goblin 4 2 2 3 3 1 2 1 5 3 Equipment: Hand weapon, javelins May have shield (+1), thrusting spear (+1) and light armour (+2) 0-1 unit may have halberd (+1) and double-handed weapons (+2) 0-3 GOBLIN FANATICS PER GOBLIN UNIT (30pts each) In case an enemy unit is 8” within the goblin unit: 3”-template within 8”, scatter dice, S3, on a misfire the fanatic is destroyed, fanatic is removed right after that and the enemy unit continues to move or charge SAVAGE BOYZ

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 10 Equipment: Hand weapon May have shield (+1) 0-1 unit may have additional hand weapon (+3) have double-handed weapon (+2) Special Rules: Frenzy, Warband

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0-1 SAVAGE ARRERS M WS BS S T W I A Ld Pts

Orc 4 3 3 3 4 1 2 1 7 11 Equipment: Hand weapon, bow May have shield (+1) 0-1 unit may have additional hand weapon (+3) Special Rules: Frenzy, Warband BLACK ORCS

M WS BS S T W I A Ld Pts Blackorc 4 4 3 4 4 1 2 1 8 16 Equipment: Hand weapon, light armour May have double-handed weapon (+2), additional hand weapon (+3) and shield (+1) 0-1 unit may have halberd (+1) 0-1 SCABBIES

M WS BS S T W I A Ld Pts Halforc 4 3 3 3 3 1 3 1 7 5 Equipment: Hand weapon May haveshield (+1) and light armour (+2) 0-1 unit may have additional hand weapon (+3), double-handed weapon (+2), bow (+1) and thrusting spear (+2) TROLLS

M WS BS S T W I A Ld Pts Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration 0-2 ORGAN GUNS (Goblin Crew) 0-4 BOLT THROWERS (Orc Crew) 0-4 LIGHT BOLT THROWERS (Goblin Crew)

ALLIES & MERCENARIES Allies: Chaos Allies, Skaven, Fimir Mercenaries: Giants, Half Orcs, Hobgoblins, Ogres, Orcs

SUMMONING CREATURE WYVERN

M WS BS S T W I A Ld Pts Wyvern 6 4 - 5 6 4 4 3 5 - Special Rules: Fly, Cause Terror, Large Target

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9. DWARF (OLD WORLD) CHARACTERS: Up to 25% INFANTRY: At least 50% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 2 2 9 150 Sub-Gen. 4 5 5 4 4 2 2 2 9 100

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 HAMMERERS

M WS BS S T W I A Ld Pts Elite 4 4 3 4 4 1 2 1 9 20 Equipment: Hand weapon, heavy armour, double-handed weapon, shield May be Drilled (+2), Veterans (+2) and Stubborn (+2) 0-1 IRON BREAKERS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 9 16 Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) May be Drilled (+2), Veterans (+2) and Stubborn (+2) 0-1 LONGBEARDS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 9 16 Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) May be Veterans (+2) DWARF CLANSMEN

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 9 14 Equipment: Hand weapon, light armour, shield May have double-handed-weapon (+3) and heavy armour (+2) DWARF CROSSBOWMEN

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+3) and heavy armour (+2) Special Rules: Light Infantry

DWARF WARRIORS M WS BS S T W I A Ld Pts

Dwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have pike (+2) and crossbow (+3) TROLL SLAYERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3) and light armour (+2) 0-1 unit may be upgraded to Giant Slayers with WS4 (+2) Special Rules: Frenzy, Immune to Fear 0-1 THUNDERERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, handgun May have double-handed-weapon (+3) Special Rules: Light Infantry 0-1 SAPPERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour(+2) Special Rules: Ambush GNOME WARRIORS

M WS BS S T W I A Ld Pts Gnome 4 3 3 3 2 1 3 1 8 6 Equipment: Hand weapon May have shield (+1), double-handed weapon (+2), thrusting spear (+2), light armour (+2) and heavy armour (+3) 0-3 FIRE-THROWER TEAMS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 80 Equipment: Hand weapon, fire-thrower, light armour Fire-Thrower: organ gun fire-template, artillery dice (2-12”), S5, on a misfire the thrower is destroyed (3”template) Rules: Fire-Thrower 0-4 BOLT THROWER 0-2 FIELD GUNS 0-1 ORGAN GUN

ALLIES & MERCENARIES Allies: Halflings, Old Worlder Mercenaries: Old World, Norse, Ogres

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10. SLANN (OLD WORLD) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 4 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a cold one (+16, M8). May have a War Altar as Superior Battle Standard. 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY BULL SLANN RIDERS

M WS BS S T W I A Ld Pts Elite - 4 2 3 4 1 4 1 8 37 Cold One 8 3 - 4 - - 1 1 - - Equipment: Hand weapon, thrusting spear May have shield (+2), light armour (+2) and darts (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity

INFANTRY 0-1 WARRIOR PRIESTS

M WS BS S T W I A Ld Pts Elite 4 4 2 4 4 1 4 1 8 13

Equipment: Hand weapon May have shield (+1) May be Drilled (+2), Veterans (+2) and Stubborn (+2) Special Rules: Frenzy EAGLE WARRIORS

M WS BS S T W I A Ld Pts Elite 4 4 2 4 4 1 3 1 8 14

Equipment: Hand weapon, light armour, shield May have double-handed weapon (+3) and darts (+1) May be Veterans (+2) and Stubborn (+2) JAGUAR WARRIORS

M WS BS S T W I A Ld Pts Elite 4 4 2 3 4 1 3 1 8 14

Equipment: Hand weapon, light armour, shield May have javelins (+1) and darts (+1) ALLIGATOR WARRIORS

M WS BS S T W I A Ld Pts Elite 4 3 2 3 4 1 3 1 8 12

Equipment: Hand weapon, heavy armour May additional hand weapon (+3), shield (+1) and double-handed weapon (+3)

BULL SLANN M WS BS S T W I A Ld Pts

Elite 4 3 2 3 4 1 3 1 8 12 Equipment: Hand weapon, light armour, shield May have darts (+1) 0-1 VENOM TRIBES

M WS BS S T W I A Ld Pts Elite 4 3 3 3 4 1 3 1 8 12

Equipment: Hand weapon, blowpipe May have darts (+1), shield (+1) and light armour (+2) Special Rules: Skirmishers, Poison 0-1 SCOUTS

M WS BS S T W I A Ld Pts Slann 4 3 2 3 4 1 3 1 8 12

Equipment: Hand weapon May have darts (+1), shield (+1) blowpipe (+1) and Poison (+2) Special Rules: Skirmishers, Ambush SPAWN BANDS

M WS BS S T W I A Ld Pts Slann 4 3 2 3 4 1 3 1 8 12

Equipment: Hand weapon, light armour May have shield (+1) and double-handed weapon (+2) SLANN LEVY

M WS BS S T W I A Ld Pts Slann 4 2 2 3 4 1 2 1 7 5

Equipment: Hand weapon May have shield (+1) 0-1 unit may have blowpipe (+1) and darts (+1) Special Rules: Levies HUMAN SLAVES

M WS BS S T W I A Ld Pts Slave 4 2 2 3 3 1 2 1 5 4

Equipment: Hand weapon, shield Special Rules: Levies 0-1 TROGLODYTES

M WS BS S T W I A Ld Pts Troglodyte 4 3 3 4 4 2 1 2 9 36 Equipment: Hand weapon May have shield (+2) and double-handed weapon (+4) Special Rules: Fearsome, Stupidity LIZARDMEN

M WS BS S T W I A Ld Pts Lizardman 4 3 3 3 4 2 1 2 9 20 Equipment: Hand weapon May have shield (+2), thrusting spear (+2) and double-handed weapon (+4) Special Rules: Fearsome

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SLANN ANIMAL HANDLERS M WS BS S T W I A Ld Pts

Handler 4 3 2 3 4 1 3 1 8 12 CWarhound 6 3 - 3 3 1 2 2 2 8 Giant Scorp 5 3 - 5 4 4 1 2 8 45 Giant Spide 5 3 - 5 4 4 1 2 8 45 Sabre Tooth 6 4 - 5 4 2 4 3 4 38

Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may either lead 2-6 Cold One Warhounds, Giant Scorpions, Giant Spiders or Sabre Tooth Tigers. Giant Scorpion and Spider: Poison, Fearsome Special Rules: Warband, Skirmishers

ALLIES & MERCENARIES Allies: Pygmies

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11. UNDEAD (OLD WORLD) CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: Undead, General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY DEATH RIDERS

M WS BS S T W I A Ld Pts Undead 8 2 2 3 3 1 2 1 5 22 Equipment: Hand weapon, shield May have light armour (+2) 0-1 unit may have lance (+3), thrusting spear (+2) and bow (+2) Rules: Undead UNDEAD CHARIOTS

M WS BS S T W I A Ld Pts Chariot 8 2 2 3 3 1 2 2 5 40

Equipment: Two crewmen armed with hand weapon, light armour and a driver Crew may have shield (+5) and bow (+5). Special Rules: Light Chariots, Undead 0-1 PLAGUE CART

M WS BS S T W I A Ld Pts Chariot 6 2 2 3 3 1 2 2 5 100

Equipment: An unarmed driver Crew may have shield (+5) and bow (+5). Special Rules: Light Chariots, Undead, Cause Terror

INFANTRY SKELETON WARRIORS

M WS BS S T W I A Ld Pts Skeleton 4 2 2 3 3 1 2 1 5 10 Equipment: Hand weapon May have shield (+1) and light armour (+2) 0-1 unit may have thrusting spear (+1) Rules: Undead

SKELETON CROSSBOWS M WS BS S T W I A Ld Pts

Skeleton 4 2 2 3 3 1 2 1 5 13 Equipment: Hand weapon, crossbow May have light armour (+2) 0-1 unit may have handgun instead of crossbow (free) Rules: Undead GRIM REAPERS

M WS BS S T W I A Ld Pts Skeleton 4 2 2 3 3 1 2 1 5 12 Equipment: Hand weapon, double-handed weapon May have shield (+1) and light armour (+2) Rules: Undead SKELETON ARCHERS

M WS BS S T W I A Ld Pts Skeleton 4 2 2 3 3 1 2 1 5 12 Equipment: Hand weapon, bow 0-1 unit may have light armour (+2) Rules: Undead 0-1 MUMMIES

M WS BS S T W I A Ld Pts Mummy 3 3 - 4 5 4 3 2 9 80 Equipment: Hand weapon Rules: Undead ZOMBIES

M WS BS S T W I A Ld Pts Zombie 4 2 - 3 3 1 1 1 5 5 Equipment: Hand weapon May have shield (+1), light armour (+2) and double-handed weapon (+2) Rules: Undead GHOULS

M WS BS S T W I A Ld Pts Ghoul 4 2 - 3 4 1 3 2 2 8 Equipment: Hand weapon Rules: Undead

ALLIES & MERCENARIES Allies: Chaos Allies, Dark Elves

SUMMONING CREATURE Casualties can be raised again: D6 Death Riders 2D6 Infantry Skeletons Spell can be cast more than once, but one round for concentration is needed for any try to cast. No need to roll another D6 if successfully cast.

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12. CHAOS ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 3 5 2 9 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army General but only for units from his contingent. May ride a horse (+8, M8). The Ally-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY CHAOS CENTAURS

M WS BS S T W I A Ld Pts Centaur 8 3 4 4 3 2 3 2 7 32 Equipment: Hand weapon May have shield (+2), light armour (+2), lance (+3), double-handed weapon (+3), halberd (+2), additional hand weapon (+3), bow (+4).

INFANTRY 0-1 CHAOS WARRIOR

M WS BS S T W I A Ld Pts Elite 4 4 3 4 3 1 4 2 9 24 Equipment: Hand weapon, heavy armour, shield May have additional hand weapon (+4), double-handed weapon (+3) and halberd (+3) May be Veterans (+2), Drilled (+2) and Stubborn (+2) Special Rules: Fearsome MINOTAURS

M WS BS S T W I A Ld Pts Minotaur 6 3 3 4 4 3 3 2 8 40 Equipment: Hand weapon May have additional hand weapon (+3), double-handed weapon (+2) and light armour (+2) CHAOS BEASTMEN

M WS BS S T W I A Ld Pts Beastman 4 3 3 3 4 1 3 1 7 7 Equipment: Hand weapon May have shield (+1), crossbow (+3) and light armour (+2) 0-1 may have additional hand weapon (+3), double-handed weapon (+2), halberd (+2), throwing spear (+2) Rules: Light Infantry CHAOS GOBLINS

M WS BS S T W I A Ld Pts Goblin 4 2 2 3 3 1 2 1 5 3 Equipment: Hand weapon May have shield (+1), thrusting spear (+1), bow (+1) and light armour (+2)

0-1 CHAOS DWARF BERSERKERS M WS BS S T W I A Ld Pts

Chaosdwarf 4 3 3 3 4 1 2 1 9 13 Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3) and light armour (+2) Special Rules: Frenzy CHAOS DWARFS

M WS BS S T W I A Ld Pts Chaosdwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and heavy armour (+2) 0-3 CHAOS DWARF BAZUKA

M WS BS S T W I A Ld Pts Chaosdwarf 4 3 3 3 4 1 2 1 9 70 Equipment: Hand weapon, light armour, bazuka (count as grenadoe) May have heavy armour (+2) Bazuka: 3”-template within 36”, scatter dice, S3, on a misfire the bazukais destroyed (3”template) 0-3 CHAOS DWARF WAR MACHINES

M WS BS S T W I A Ld Pts Machine 7 3 3 3 4 2 2 2 9 75

Equipment: A boar centaur armed with hand weapon,heavy armour and barding Special Rules: Heavy Chariots 0-2 CHAOS DWARF MORTARS (100pts, counts as stone thrower)

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13. DWARF ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 4 3 2 2 10 100

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent.

INFANTRY 0-1 IRON BREAKERS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 9 16 Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) May be Drilled (+2), Veterans (+2) and Stubborn (+2) DWARF CROSSBOWMEN

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+3) and heavy armour (+2) Special Rules: Light Infantry DWARF WARRIORS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have pike (+2) and crossbow (+3)

14. DARK ELF ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 2 5 2 9 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8). May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY 0-1 DOOMDRAKES

M WS BS S T W I A Ld Pts Elite - 4 4 3 - 1 4 1 8 35 Cold One 8 3 - 4 4 - 1 1 - - Equipment: Hand weapon, light armour, shield May have crossbow (+6) and lance (+4). 0-1 unit may have repeating crossbows (+8). Special Rules: Ferocious Charge and may have a +1 rank bonus, Fearsome, Stupidity 0-1 DOOMSTEEDS

M WS BS S T W I A Ld Pts Elite - 4 4 3 3 1 4 1 8 33 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, light armour, shield, lance May have crossbow (+6). 0-1 unit may have repeating crossbow (+8), horse barding (+8) Special Rules: Ferocious Charge and may have a +1 rank bonus

INFANTRY WARRIORS

M WS BS S T W I A Ld Pts Dark Elf 4 4 4 3 3 1 3 1 8 11

Equipment: Hand weapon, light armour, shield May have thrusting spear (+2) 0-1 unit may have double-handed weapon (+2), halberd (+2) WITCH ELVES

M WS BS S T W I A Ld Pts Dark Elf 4 4 4 3 3 1 3 1 8 10

Equipment: Hand weapon, light armour May have additional hand weapon (+1) and poisoned attacks (+3) 0-1 unit may have crossbow (+3) Special Rules: Frenzy

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15. HIGH ELF ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 2 5 2 9 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8). May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY SILVER HELMS

M WS BS S T W I A Ld Pts Elf - 4 4 3 3 1 5 1 8 31 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, light armour, shield, lance 0-1 unit may have horse barding (+8) and heavy armour (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus

INFANTRY ARCHERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 14 Equipment: Hand weapon, light armour, longbow WARRIOR KINDREDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1), double-handed weapon (+2) and heavy armour (+2) 0-1 MERCHANT COMPANIES

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have longbow (+3) placed in the rear ranks Special Rules: Combined Formation

16. WOOD ELF ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 2 5 2 9 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8). May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 LORD’S BOWMEN

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 15 Equipment: Hand weapon, longbow May have shield (+1), light armour (+2) Special Rules: Light Infantry ARCHERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) 0-1 WARDANCERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon May have shield (+1), light armour (+2) double-handed weapon (+2), additional hand weapon (+2), throwing spear (+2) Choose one of the following dance in melee, not the same next turn: 1- Up to six attacks may be concentrate on one enemy model 2- All hits are armour piercing, -1 to armour save 3- Against opponents with less WS, automatic draw without fighting 4- normal attacks Special Rules: Light Infantry 0-1 GLADE RUNNERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 16 Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush

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17. FIMIR ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 4 5 5 4 5 3 8 185

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May be designate as Wizard (free, WS/BS/S/I 4 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY FIANNA FIMM

M WS BS S T W I A Ld Pts Elite 4 4 3 5 5 2 4 2 6 42 Equipment: Hand weapon, light armour May have heavy armour (+4) FIMM WARRIORS

M WS BS S T W I A Ld Pts Fimir 4 3 3 4 5 2 3 2 6 32 Equipment: Hand weapon May have shield (+4). 0-1 unit may have light armour (+4)

18. OLD WORLDER ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 CAVALRY: Up to 50% INFANTRY: At least 25%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army General but only for units from his contingent. May ride a horse (+8, M8).

CAVALRY 0-1 IMPERIAL TEMPLARS

M WS BS S T W I A Ld Pts Elite - 4 3 3 3 1 4 1 7 39 Warhorse 8 3 - 3 - - 1 1 - - Equipment: Hand weapon, heavy armour, shield, lance, barding May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus BRETONIAN CHEVALIERS ERRANTS

M WS BS S T W I A Ld Pts Elite 8 4 3 3 3 1 4 1 7 28 Equipment: Hand weapon, heavy armour, lance, horse May have shield (+2) and barding (+3) May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus BORDER HORSE

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 20 Equipment: Hand weapon, light armour May have shield (+2), bow (+2) and thrusting spear (+2)

INFANTRY IMPERIAL INFANTRY

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon, halberd, light armour KISLEVITES

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon, double-handed weapon May be Stubborn (+2)

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19. ORCS&GOBLINS ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 4 3 2 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (Orc) acts as Army General but only for units from his contingent. May be designate as Wizard (free, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 BIGUNS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 7 13 Equipment: Hand weapon, light armour, shield May have double-handed weapon (+2), additional hand weapon (+3) and thrusting spear (+3) BOYZ

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 11 Equipment: Hand weapon, light armour, shield May have halberd (+2) , additional hand weapon (+3) and thrusting spear (+2) 0-1 unit may have double-handed weapon (+2) ARRER BOYZ

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 9 Equipment: Hand weapon, bow May have shield (+1) and light armour (+2) GOBBOS

M WS BS S T W I A Ld Pts Goblin 4 2 2 3 3 1 2 1 5 3 Equipment: Hand weapon, javelins May have shield (+1), thrusting spear (+1) and light armour (+2)

20. PYGMY ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 4 3 3 3 4 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May be designate as Wizard (free, A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 PYGMY IMPIS

M WS BS S T W I A Ld Pts Elite 4 4 3 2 2 1 4 1 8 6 Equipment: Hand weapon May have shield (+1), javelins (+1) PYGMY WARRIORS

M WS BS S T W I A Ld Pts Pygmy 4 3 3 2 2 1 3 1 7 4 Equipment: Hand weapon, shield May have javelins (+1) PYGMY BRAVES

M WS BS S T W I A Ld Pts Pygmy 4 3 3 2 2 1 3 1 7 4 Equipment: Hand weapon, blowpipe May have Poison (+2) Special Rules: Skirmishers 0-1 PYGMY SCOUTS

M WS BS S T W I A Ld Pts Pygmy 4 3 3 2 2 1 3 1 7 4 Equipment: Hand weapon, blowpipe May have Poison (+2), shield (+1), javelins (+1) Special Rules: Skirmishers, Ambush

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21. SKAVEN ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 3 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY CLANRAT WARRIORS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 5 7 Equipment: Hand weapon, light armour, shield May have thrusting spear (+1) 0-1 unit may have double-handed weapon (+2) Rules: Warband (rule 5 only) 0-1 GUTTER RUNNERS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 6 7 Equipment: Hand weapon May have shield (+1) and light armour (+2) 0-1 unit may have additional hand weapon (+2), throwing stars (+2) Rules: Skirmishers, Ambush 0-1 PLAGUE MONKS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 5 8 Equipment: Hand weapon. May have light armour (+2) Rules: Warband (rule 5 only), Frenzy 0-4 WARPFIRE-THROWER TEAMS

M WS BS S T W I A Ld Pts Skaven 4 3 3 3 3 1 4 1 6 80 Equipment: Hand weapon, warpfire-thrower, light armour Only one team per skaven unit allowed. Warpfire-Thrower: flame-template, artillery dice (2-12”), S5, on a misfire the thrower is destroyed (3”template) Rules: Warpfire-Thrower

22. UNDEAD ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 CAVALRY: Up to 25% INFANTRY: At least 50%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 3 3 3 3 3 3 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: Undead, The Ally-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8). Must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY DEATH RIDERS

M WS BS S T W I A Ld Pts Undead 8 2 2 3 3 1 2 1 5 22 Equipment: Hand weapon, shield May have light armour (+2) 0-1 unit may have lance (+3), thrusting spear (+2) and bow (+2) Rules: Undead

INFANTRY GRIM REAPERS

M WS BS S T W I A Ld Pts Skeleton 4 2 2 3 3 1 2 1 5 12 Equipment: Hand weapon, double-handed weapon May have shield (+1) and light armour (+2) Rules: Undead SKELETON WARRIORS

M WS BS S T W I A Ld Pts Skeleton 4 2 2 3 3 1 2 1 5 10 Equipment: Hand weapon May have shield (+1), thrusting spear (+1) and light armour (+2) 0-1 unit may have bow (+1) Rules: Undead ZOMBIES

M WS BS S T W I A Ld Pts Zombie 4 2 - 3 3 1 1 1 5 5 Equipment: Hand weapon May have shield (+1), light armour (+2) and double-handed weapon (+2) Rules: Undead

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23. HALFLING ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army General but only for units from his contingent. May ride a horse (+8, M8).

INFANTRY HALFLING MILITIA

M WS BS S T W I A Ld Pts Human 4 2 4 2 2 1 4 1 6 4 Equipment: Hand weapon May have shield (+1), light armour (+2), thrusting spear (+1), bow (+4) and sling (+2) HALFLING SCOUTS

M WS BS S T W I A Ld Pts Human 4 2 4 2 2 1 4 1 6 8 Equipment: Hand weapon, bow Special Rules: Skirmishers

24. ZOAT ALLY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 7 5 3 5 5 4 5 2 10 200

Equipment: Hand weapon Special Rules: The Ally-General acts as Army General but only for units from his contingent. Must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY ZOAT WARRIORS

M WS BS S T W I A Ld Pts Fimir 7 4 3 4 5 3 4 2 10 50 Equipment: Hand weapon May have double-handed weapon (+8)

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25. DWARF MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 4 3 2 2 10 100

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent.

INFANTRY DWARF MERCENARY WARRIORS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have and crossbow (+3) 0-1 SAPPERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour(+2) Special Rules: Ambush 0-4 FIELD GUNS

26. GIANT MERCENARIES (OLD WORLD) 0-6 GIANTS

M WS BS S T W I A Ld Pts Giant 6 3 3 6 6 6 3 special 10 250 Special Rules: Cause Terror, Large Target Roll a D6 before at the start of each combat round: 1 – D6 S6 attacks 2 – 2D6 S3 attacks 3 – one S8 attack, D6 wounds 4 – combat ends immediately as draw 5 – giant pick up one human sized model and stuff it into bag (Ld-test of the victim to avoid it), not possible against taller opponents (roll again) 6 – giant falls and is not able to attack this round, opponent attack normal

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27. OGRE MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 6 5 5 5 5 4 4 3 9 150

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent.

INFANTRY OGRE MERCENARIES

M WS BS S T W I A Ld Pts Ogre 6 3 2 4 4 3 3 2 7 38 Equipment: Hand weapon May have double-handed-weapon (+8), shield (+4), thrusting spear (+4), additional hand weapon (+4), halberd (+4), light armour (+4), heavy armour (+8)

28. HALF ORC MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 4 3 2 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent. May be designate as Wizard (free, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 HENCHMEN

M WS BS S T W I A Ld Pts Elite 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon, light armour shield May have double-handed weapon (+2), thrusting spear (+2) 0-1 may have heavy armour (+2) BUSHWACKERS

M WS BS S T W I A Ld Pts Halforc 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, bow May have light armour (+2), shield (+1) and crossbow instead of bow (+3) Special Rules: Light Infantry WARRIORS

M WS BS S T W I A Ld Pts Halforc 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, shield May have light armour (+2), halberd (+1), double-handed weapon (+2) and thrusting spear (+2)

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29. HOBGOBLIN MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 4 3 2 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent. May be designate as Wizard (free, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY HOBYARS

M WS BS S T W I A Ld Pts Elite 4 3 3 3 4 1 3 1 7 10 Equipment: Hand weapon, light armour shield May have double-handed weapon (+2), bow (+1) MOURNGUL RENEGADES

M WS BS S T W I A Ld Pts Hobgoblin 4 3 3 3 4 1 3 1 7 7 Equipment: Hand weapon May have light armour (+2), shield (+1), bow (+1), thrusting spear (+2) 0-6 HOBHOUND HANDLERS

M WS BS S T W I A Ld Pts Handler 4 3 2 3 4 1 3 1 7 10 Hobhound 6 4 - 3 3 1 3 2 8 10

Equipment: Hand weapon The animal handler may have shield (+1) and light armour (+2) Handler may lead 2-6 Hobhounds, Special Rules: Warband, Skirmishers

30. NIPPON MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary General acts as Army General but only for units from his contingent. May ride a horse (+8, M8).

INFANTRY SAMURAI

M WS BS S T W I A Ld Pts Elite 4 4 3 3 3 1 3 1 7 8 Equipment: Hand weapon, light armour May have double-handed weapon (+3), longbow (+3) and heavy armour (+3) ASHIGARU

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 5 Equipment: Hand weapon May have spear (+1) and light armour (+2) 0-1 unit may have longbow (+3), handgun (+5)

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31. ORC MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 4 3 2 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent.

INFANTRY ORC RENEGADES

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 7 Equipment: Hand weapon May have halberd (+2) , additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) ORC RENEGADE ARRER BOYZ

M WS BS S T W I A Ld Pts Orc 4 3 3 3 4 1 2 1 7 9 Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2)

32. NORSE MERCENARY CONTINGENT (OLD WORLD) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army General but only for units from his contingent.

INFANTRY NORSE WARRIORS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, shield May have double-handed weapon (+2), thrusting spear (+1) and light armour (+2) 0-1 unit may have throwing axes (+1), throwing spear (+1) and bow (+1) BERSERKERS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 10 Equipment: Hand weapon May have double-handed weapon (+2), shield (+1) and additional hand weapon (+2) Special Rules: Frenzy 0-1 ULFWERENAR

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 15 Wolfman 4 4 - 4 4 1 4 1 8 -

Equipment: Hand weapon May have additional had weapon (+2), shield (+1) and double-handed weapon (+2).Weapons and shield cannot be used as Wolfman Special Rules: Shapechanger NORSE DWARFS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 10 Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 NORSE DWARF BERSERKERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3), throwing axes (+1) Special Rules: Frenzy 0-1 NORSE DWARF TROLL SLAYERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 13 Equipment: Hand weapon May have double-handed-weapon (+3), shield (+1), additional hand weapon (+3) and light armour (+2) Special Rules: Frenzy, Immune to Fear

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33. OLD WORLDER MERCENARY CONTINGENT (OLD WORLD)

CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8).

CAVALRY TILEAN CONDOTTIERI

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 26 Equipment: Hand weapon, heavy armour, lance, horse May have shield (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus ESTALIAN CABALLEROS

M WS BS S T W I A Ld Pts Human 8 4 3 3 3 1 7 1 7 26 Equipment: Hand weapon, light armour, lance, horse May have shield (+2) and heavy armour (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus KISLEVITE DRUZHINA

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 22 Equipment: Hand weapon, light armour, thrusting spear, horse May have shield (+2) and heavy armour (+2)

INFANTRY TILEAN CROSSBOWMEN

M WS BS S T W I A Ld Pts Elite 4 3 4 3 3 1 3 1 7 12 Equipment: Hand weapon, crossbow May have shield (+1) and light armour (+2) Rules: Light Infantry ESTALIAN HOMBRES VILLANOS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 3 1 3 1 7 10 Equipment: Hand weapon, light armour, shield 0-1 ESTALIAN BANDOLLEROS GRINGOS

M WS BS S T W I A Ld Pts Elite 4 3 4 3 3 1 3 1 7 16 Equipment: Hand weapon, handgun, light armour Rules: Light Infantry

0-1 BRETONNIAN MERCENARY BRIGANDS M WS BS S T W I A Ld Pts

Human 4 3 3 3 3 1 3 1 7 7 Equipment: Hand weapon, light armour May have thrusting spear (+1), shield (+1), handgun (+4), crossbows (+3), halberd (+2) and double-handed weapons (+2) NULNER LANDSKNECHTS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 9 Equipment: Hand weapon, light armour, pike May have heavy armour (+2), halberd or double-handed weapon instead of pike (free) 0-1 FREIFORSTJAGER

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 12 Equipment: Hand weapon, bow May have shield (+1) and light armour (+2) Rules: Light Infantry

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34. ANGMAR (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). The General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY CAVALRY

M WS BS S T W I A Ld Pts Human 8 3 3 3 3 1 7 1 7 22 Equipment: Hand weapon, light armour, thrusting spear, horse May have shield (+2) and heavy armour (+2)

INFANTRY ORC WARRIORS

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 5 Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband ORC ARCHER

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 6 Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband HUMAN WARRIORS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon May have light armour (+2), halberd or double-handed weapon (+2) Rules: Unreliable HUMAN ARCHERS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 12 Equipment: Hand weapon, bow May have shield (+1) and light armour (+2) Rules: Light Infantry, Unreliable

TROLLS M WS BS S T W I A Ld Pts

Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration WOLVES

M WS BS S T W I A Ld Pts Warhound 6 3 - 3 3 1 3 1 6 4

Equipment: Teeth Special Rules: Warband, Skirmishers 0-3 BAT SWARMS

M WS BS S T W I A Ld Pts Swarm 6 - - - 4 4 - - - 20

Equipment: Bats Special Rules: Bat Swarm, Skirmishers

ALLIES&MERCENARIES Allies: Realm of the Warlord Mercenaries: Gundabad

SUMMONING CREATURE GHOSTS

M WS BS S T W I A Ld Pts Ghost 6 - - - - - - - - - Special Rules: Fly, Cause Terror

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35. ARTHEDAIN (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY ROYAL CAVALRY

M WS BS S T W I A Ld Pts Guard 8 4 3 3 3 1 4 1 8 33 Equipment: Hand weapon, heavy armour, shield, lance, warhorse May have barding (+3). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus if mounted FEUDAL CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 4 3 3 3 1 4 1 7 26 Equipment: Hand weapon, light armour, shield, thrusting spear May have heavy armour (+2) and lance (+2) CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2)

INFANTRY ROYAL RANGER

M WS BS S T W I A Ld Pts Ranger 4 4 4 3 3 1 4 1 8 16

Equipment: Hand weapon, light armour, bow May have double-handed weapon (+3) and additional hand weapon (+2) May be Veterans (+2) Special Rules: Skirmishers ROYAL PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 4 3 3 3 1 4 1 7 13

Equipment: Hand weapon, heavy armour, pike May be Stubborn (+2)

PIKEMEN M WS BS S T W I A Ld Pts

Dunedain 4 3 3 3 3 1 3 1 7 8 Equipment: Hand weapon, pike May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 10

Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers

ALLIES Allies: Lindon, The Shire, Breeland

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36. BREELAND (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8).

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 6 7

Equipment: Hand weapon, pike May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Human 4 2 2 3 3 1 3 1 6 5

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS

M WS BS S T W I A Ld Pts Human 4 2 2 3 3 1 3 1 6 7

Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers HOBBITS

M WS BS S T W I A Ld Pts Hobbit 4 2 3 2 2 1 3 1 7 5 Equipment: Hand weapon May have shield (+1), light armour (+2), thrusting spear (+1), bow (+1) and sling (+2)

37. THE SHIRE (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 4 5 3 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May ride a pony (+6, M6).

INFANTRY HOBBIT MILITIA

M WS BS S T W I A Ld Pts Hobbit 4 2 4 2 2 1 4 1 7 5 Equipment: Hand weapon May have shield (+1), light armour (+2), thrusting spear (+1), bow (+4) and sling (+2) HOBBIT SCOUTS

M WS BS S T W I A Ld Pts Hobbit 4 2 4 2 2 1 4 1 7 9 Equipment: Hand weapon, bow Special Rules: Skirmishers

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38. CARDOLAN (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY MERCENARY CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2)

INFANTRY HOUSEHOLD WARRIORS

M WS BS S T W I A Ld Pts Dunedain 4 4 3 3 3 1 4 1 7 11 Equipment: Hand weapon, light armour, shield May have double-handed weapon (+2), thrusting spear (+2) 0-1 may have heavy armour (+2) PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 10

Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers

ALLIES&MERCENARIES Mercenaries: Sarlainn, Cantons of Feotar

39. CANTONS OF FEOTAR (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army General but only for units from his contingent.

INFANTRY NORTHMEN

M WS BS S T W I A Ld Pts Northmen 4 4 3 3 3 1 3 1 7 10 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) 0-1 NORTHMEN BERSERKS

M WS BS S T W I A Ld Pts Beserk 5 3 3 3 3 1 3 1 5 8

Equipment: Hand weapon Special Rules: Warband, Frenzy JAVELINMEN

M WS BS S T W I A Ld Pts Northman 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers MILITIA ARCHERS

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 6 5 Equipment: Hand weapon, bow Special Rules: Light Infantry MILITIA LEVIES

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies

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40. SARALAINN (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent.

INFANTRY WARRIORS

M WS BS S T W I A Ld Pts Dunlander 4 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Warband ARCHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 4 Equipment: Hand weapon, bow Special Rules: Light Infantry LEVIES

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies

41. REALM OF THE WARLORD (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General (or Mercenary General) acts as Army General but only for units from his contingent.

INFANTRY TROLLS

M WS BS S T W I A Ld Pts Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration WARG WOLFS

M WS BS S T W I A Ld Pts Warg 8 3 3 4 4 1 3 2 6 16 Equipment: Hand weapon Special Rules: Warband, Skirmishers SLAVES

M WS BS S T W I A Ld Pts Human 4 2 2 3 3 1 3 1 5 3

Equipment: Hand weapon. Special Rules: Levies

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42. DOL GULDUR (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). The General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY ORC WARRIORS

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 5 Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband ORC ARCHER

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 6 Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband TROLLS

M WS BS S T W I A Ld Pts Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration WOLVES

M WS BS S T W I A Ld Pts Warhound 6 3 - 3 3 1 3 1 6 4

Equipment: Teeth Special Rules: Warband, Skirmishers GIANT SPIDER

M WS BS S T W I A Ld Pts Spider 5 3 - 5 4 4 1 2 8 45

Equipment: Teeth Special Rules: Warband, Skirmishers, Poison, Fearsome

ALLIES&MERCENARIES Allies: Realm of the Warlord, Angmar

SUMMONING CREATURE GHOST

M WS BS S T W I A Ld Pts Ghost 6 - - - - - - - - - Special Rules: Fly, Cause Terror, Can be cast more than once

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43. DRÚEDAIN (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 4 4 3 3 3 5 2 9 150 Sub-Gen. 4 4 4 3 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. 0-1 sub-general may be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 DRUEDAIN GUARD

M WS BS S T W I A Ld Pts Elite 4 3 3 2 2 1 4 1 7 6 Equipment: Hand weapon May have shield (+1), javelins (+1) DRUEDAIN WARRIORS

M WS BS S T W I A Ld Pts Druedain 4 2 3 2 2 1 3 1 6 4 Equipment: Hand weapon, shield May have javelins (+1) DRUEDAIN BRAVES

M WS BS S T W I A Ld Pts Druedain 4 2 3 2 2 1 3 1 6 4 Equipment: Hand weapon, blowpipe May have Poison (+2) Special Rules: Skirmishers 0-1 DRUEDAIN SCOUTS

M WS BS S T W I A Ld Pts Druedain 4 2 3 2 2 1 3 1 6 4 Equipment: Hand weapon, blowpipe May have Poison (+2), shield (+1), javelins (+1) Special Rules: Skirmishers, Ambush

SUMMONING CREATURE PUKELMAN

M WS BS S T W I A Ld Pts Pukelman 3 3 - 6 - - 3 3 - - Special Rules: Stone, Cause Terror, Large Target

44. DUNLAND (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 50%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The Ally-General acts as Army General but only for units from his allied contingent.

INFANTRY 0-1 GUARD

M WS BS S T W I A Ld Pts Guard 4 4 3 3 3 1 3 1 6 10

Equipment: Hand weapon, throwing spear May have shield (+1) and light armour (+2) Special Rules: Warband 0-1 NOBILITY

M WS BS S T W I A Ld Pts Noble 4 3 3 3 3 1 3 1 7 6

Equipment: Hand weapon, throwing spear May have shield (+1) and light armour (+2). Special Rules: Light Infantry WARRIORS

M WS BS S T W I A Ld Pts Dunlander 4 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Warband ARCHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 4 Equipment: Hand weapon, bow Special Rules: Light Infantry SKIRMISHERS

M WS BS S T W I A Ld Pts Skirmisher 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon, sling. May have bow instead of sling (+1) Special Rules: Skirmishers LEVIES

M WS BS S T W I A Ld Pts Levy 5 2 2 3 3 1 3 1 5 3

Equipment: Hand weapon Special Rules: Levies

ALLIES

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45. FANGORN (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 6 4 - 6 6 6 4 4 9 400 Special Rules: Cause Terror, Large Target. The Ally-General acts as Army General but only for units from his contingent.

INFANTRY TREEMEN

M WS BS S T W I A Ld Pts Treeman 6 4 - 5 5 5 3 3 8 250 Special Rules: Cause Terror, Large Target HUORN

M WS BS S T W I A Ld Pts Huorn 4 3 - 4 5 2 2 2 4 50 Special Rules: Stupidity, Large Target, 2-5 Huorns per unit

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46. ANFALAS & THARAGROND (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 10

Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers WARRIORS

M WS BS S T W I A Ld Pts Dunlander 4 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Warband ARCHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 4 Equipment: Hand weapon, bow Special Rules: Light Infantry

DRUEDAIN WARRIORS M WS BS S T W I A Ld Pts

Druedain 4 2 3 2 2 1 3 1 6 4 Equipment: Hand weapon, shield May have javelins (+1) DRUEDAIN BRAVES

M WS BS S T W I A Ld Pts Druedain 4 2 3 2 2 1 3 1 6 4 Equipment: Hand weapon, blowpipe May have Poison (+2) Special Rules: Skirmishers

ALLIES Allies: Belfalas, Calenardhon, Harondor & Harithilien, Ithilien, Lebennin

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47. CALENARDHON (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike. May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry WARRIORS

M WS BS S T W I A Ld Pts Dunlander 4 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Warband ARCHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 4 Equipment: Hand weapon, bow Special Rules: Light Infantry SKIRMISHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon, sling. May have bow instead of sling (+1) Special Rules: Skirmishers

ALLIES Allies: Anfalas&Tharagrond, Belfalas, Harondor & Harithilien, Ithilien, Lebennin

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48. BELFALAS (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY HEAVY CAVALRY

M WS BS S T W I A Ld Pts Guard 8 4 3 3 3 1 4 1 8 33 Equipment: Hand weapon, heavy armour, shield, lance, warhorse May have barding (+3). May be Veterans (+2) Special Rules: Ferocious Charge and may have a +1 rank bonus if mounted

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 10

Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers FEUDAL NAVAL TROOPER

M WS BS S T W I A Ld Pts Dunedain 4 4 4 3 3 1 4 1 7 11 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation

NAVAL TROOPER M WS BS S T W I A Ld Pts

Dunedain 4 3 3 3 3 1 4 1 7 8 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation MILITIA SPEARMEN

M WS BS S T W I A Ld Pts Dunedain 4 2 2 3 3 1 3 1 7 5

Equipment: Hand weapon, thrusting spear May have light armour (+2) and shield (+1) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 2 3 3 1 3 1 7 5

Equipment: Hand weapon, bow May have light armour (+2) 0-1 HARBOUR GUARD

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 9 Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) WARRIORS

M WS BS S T W I A Ld Pts Dunlander 4 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Warband ARCHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 4 Equipment: Hand weapon, bow Special Rules: Light Infantry

ALLIES Allies: Anfalas&Tharagrond, Calenardhon, Harondor & Harithilien, Ithilien, Lebennin

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49. HARONDOR & HARITHILIEN (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY GONDOR CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2) SOUTHLAND CAVALRY

M WS BS S T W I A Ld Pts Horseman 8 3 3 3 3 1 3 1 6 18 Equipment: Hand weapon, bow May have light armour (+2) and buckler (+1) Special Rules: Skirmishers, Feigned Flight

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike. May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow. May have light armour (+2). Special Rules: Light Infantry CROSSBOWMEN AND SLINGERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 10

Equipment: Hand weapon, crossbow. May have light armour (+2). May have sling instead of crossbow (-3) Special Rules: Skirmishers SOUTHLAND WARRIORS

M WS BS S T W I A Ld Pts Warrior 4 3 3 3 3 1 3 1 7 6

Equipment: Hand weapon, javelins, buckler Special Rules: Light Infantry

SOUTHLAND TRIBESMEN M WS BS S T W I A Ld Pts

Tribal 5 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, thrusting spear May have shield (+1) Special Rules: Warband

ALLIES Allies: Anfalas&Tharagrond, Calenardhon, Belfalas, Ithilien, Lebennin

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50. ITHILIEN (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY CAVALRY

M WS BS S T W I A Ld Pts Dunedain 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and heavy armour (+2)

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike. May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry MILITIA SPEARMEN

M WS BS S T W I A Ld Pts Dunedain 4 2 2 3 3 1 3 1 7 5

Equipment: Hand weapon, thrusting spear May have light armour (+2) and shield (+1)

ALLIES Allies: Anfalas&Tharagrond, Belfalas, Harondor & Harithilien, Calenardhon, Lebennin

51. LEBENNIN (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

INFANTRY PIKEMEN

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 3 1 7 8

Equipment: Hand weapon, pike May have light armour (+2) ARCHERS

M WS BS S T W I A Ld Pts Dunedain 4 2 3 3 3 1 3 1 7 7

Equipment: Hand weapon, bow May have light armour (+2). Special Rules: Light Infantry NAVAL TROOPER

M WS BS S T W I A Ld Pts Dunedain 4 3 3 3 3 1 4 1 7 8 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation NAVAL MILITIA

M WS BS S T W I A Ld Pts Dunedain 4 2 2 3 3 1 4 1 7 6 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+2) placed in the rear ranks Special Rules: Combined Formation

ALLIES Allies: Anfalas&Tharagrond, Calenardhon, Harondor & Harithilien, Ithilien, Belfalas

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52. GUNDABAD (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent.

INFANTRY URUK-HAI

M WS BS S T W I A Ld Pts Uruk 4 3 3 3 4 1 2 1 7 8 Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1), bow (+1) and light armour (+2) Rules: Unreliable ORC WARRIORS

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 5 Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband ORC ARCHER

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 6 Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband TROLLS

M WS BS S T W I A Ld Pts Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration WARG WOLFS

M WS BS S T W I A Ld Pts Warg 8 3 3 4 4 1 3 2 6 16 Special Rules: Warband, Skirmishers

53. IRONHILLS (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 4 3 2 2 10 100

Equipment: Hand weapon, shield, light armour Special Rules: The Mercenary-General acts as Army General but only for units from his contingent.

INFANTRY GUARDS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 9 16 Equipment: Hand weapon, heavy armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2). May be Veterans (+2) DWARF WARRIORS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 11 Equipment: Hand weapon, light armour May have double-handed-weapon (+3), shield (+1) and thrusting spear (+2) 0-1 unit may have and crossbow (+3) 0-1 SAPPERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour (+2) Special Rules: Ambush

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54. LINDON (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 2 5 2 9 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8). Must be a Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY ARCHERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) 0-1 SCOUTS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 16 Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush SHIP’S COMPANIES

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 13 Equipment: Hand weapon, longbow, light armour May have shield (+1), double-handed weapon (+2) Special Rules: Light Infantry 0-4 LIGHT BOLT THROWERS

ALLIES & MERCENARIES Allies: Lorien, Rivendell, Mirkwood - Woodland Realm

SUMMONING EFFECT FAITH Special Rules: All friendly elf units get Ld+1 for the remaining Battle

55. LORIEN (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 3 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY 0-1 KEEPER

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 15 Equipment: Hand weapon, light armour, longbow May have shield (+1), double-handed weapon (+2) or thrusting spear (+2) May be Veterans (+2) BOWMEN

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) SCOUTS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 16 Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush WARRIOR KINBANDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 9 Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) 0-1 unit may have additional hand weapon (+2), double-handed weapon (+2)

ALLIES & MERCENARIES Allies: Lindon, Rivendell, Mirkwood - Woodland Realm

SUMMONING EFFECT DESPAIR Special Rules: All enemy units get Ld-1 for the remaining Battle

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56. LOSSOTH (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army General but only for units from his contingent.

INFANTRY LOSSOTH ARCHERS

M WS BS S T W I A Ld Pts Lossoth 4 2 3 3 3 1 3 1 6 6

Equipment: Hand weapon, bow Special Rules: Light Infantry LOSSOTH WARRIORS

M WS BS S T W I A Ld Pts Lossoth 4 3 3 3 3 1 3 1 7 6

Equipment: Hand weapon, javelins, buckler Special Rules: Light Infantry UMLI

M WS BS S T W I A Ld Pts Umli 4 3 3 3 4 1 3 1 8 11

Equipment: Hand weapon, thrusting spear May have shield (+1)

57. MIRKWOOD – WOODLAND REALM (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES & MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 3 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8). 0-1 Sub-General may be designate as Wizard (free, WS/BS/S/I 3 and A 1, no armour or shield, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY WOOD RIDERS

M WS BS S T W I A Ld Pts Elf 8 4 4 3 3 1 4 1 8 26 Equipment: Hand weapon, thrusting spear, shield, horse May have javelins (+1) and longbow (+4) Special Rules: Light Cavalry

INFANTRY 0-1 GUARDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 15 Equipment: Hand weapon, light armour, longbow May have shield (+1), double-handed weapon (+2) or thrusting spear (+2) May be Veterans (+2), Drilled (+2) and Stubborn (+2) BOWMEN

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 13 Equipment: Hand weapon, longbow May have shield (+1), light armour (+2) Special Rules: Light Infantry RANGER

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) Special Rules: Skirmishers WARRIOR KINBANDS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 9 Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) 0-1 unit may have additional hand weapon (+2), double-handed weapon (+2)

ALLIES Allies: Lorien, Rivendell, Lindon

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58. MIRKWOOD - WOODMEN (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent.

INFANTRY WARRIOR

M WS BS S T W I A Ld Pts Northmen 4 3 3 3 3 1 3 1 7 7 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Light Infantry JAVELINMEN

M WS BS S T W I A Ld Pts Northman 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers ARCHERS

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 6 5 Equipment: Hand weapon, bow Special Rules: Light Infantry

59. MORDOR (MIDDLE EARTH, LATE 3 RD AGE) CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES&MERCENARIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The General must be designate as Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

CAVALRY WARG RIDERS

M WS BS S T W I A Ld Pts Orc 4 3 3 2 3 1 3 1 6 21 Warg 8 3 - 4 - 1 - 1 - - Equipment: Hand weapon. May have light weapon (+2) Special Rules: Warband, Skirmishers

INFANTRY ORC WARRIORS

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 5 Equipment: Hand weapon May have halberd (+2), additional hand weapon (+3), thrusting spear (+2), double-handed weapon (+2), shield (+1) and light armour (+2) Rules: Unreliable, Warband ORC ARCHER

M WS BS S T W I A Ld Pts Orc 4 3 3 3 3 1 2 1 6 6 Equipment: Hand weapon, bow May have shield (+1), light armour (+2) and crossbow instead of bow (+2) Rules: Unreliable, Warband TROLLS

M WS BS S T W I A Ld Pts Troll 6 3 3 5 4 3 3 3 4 60 Equipment: Hand weapon Special Rules: Stupidity, Regeneration

ALLIES&MERCENARIES Mercenaries: Umbar

SUMMONING CREATURE NAZGUL

M WS BS S T W I A Ld Pts Nazgul 8 6 - 6 6 6 6 6 9 - Special Rules: Fly, Cause Terror, Large Target

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60. KHAZAD-DUM (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 50% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 2 2 9 150 Sub-Gen. 4 5 5 4 4 2 2 2 9 100

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.

INFANTRY 0-1 HOUSEHOLD GUARDS

M WS BS S T W I A Ld Pts Elite 4 4 3 3 4 1 2 1 9 16 Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) and plate armour (+3) May be Drilled (+2), Veterans (+2) and Stubborn (+2) Special Rules: Shieldwall DWARF WARRIORS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 14 Equipment: Hand weapon, heavy armour, shield May have double-handed-weapon (+3) and thrusting spear (+2) Special Rules: Shieldwall DWARF CROSSBOWMEN

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+3) and heavy armour (+2) Special Rules: Light Infantry 0-1 SAPPERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour (+2) Special Rules: Ambush

ALLIES & MERCENARIES Allies: Nan-I-Naugrimm, Ironhills

61. NAN-I-NAUGRIMM (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 4 2 2 2 9 140

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent.

INFANTRY DWARF WARRIORS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 12 Equipment: Hand weapon, light armour, shield May have heavy armour (+2) May have double-handed-weapon (+3) and thrusting spear (+2) Special Rules: Shieldwall DWARF CROSSBOWMEN

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, crossbow May have shield (+1) 0-1 unit may have double-handed weapon (+3) Special Rules: Light Infantry 0-1 SAPPERS

M WS BS S T W I A Ld Pts Dwarf 4 3 3 3 4 1 2 1 9 15 Equipment: Hand weapon, light armour, double-handed weapon May have heavy armour (+2) Special Rules: Ambush

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62. NORTHMEN FROM ANDUIN VALLEYS (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army General but only for units from his contingent.

INFANTRY 0-1 BEORNINGIANS

M WS BS S T W I A Ld Pts Human 4 3 3 3 3 1 3 1 7 15 Bear 4 3 - 4 4 2 3 3 6 -

Equipment: Hand weapon May have additional had weapon (+2), shield (+1) and double-handed weapon (+2).Weapons and shield cannot be used as Bear Special Rules: Shapechanger GUARD OF MAETHELBURG

M WS BS S T W I A Ld Pts Northmen 4 4 3 3 3 1 3 1 7 10 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) JAVELINMEN

M WS BS S T W I A Ld Pts Northman 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers MILITIA ARCHERS

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 6 5 Equipment: Hand weapon, bow Special Rules: Light Infantry MILITIA LEVIES

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies

63. RHOVANION (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY 0-1 GUARD

M WS BS S T W I A Ld Pts Eothraim 8 4 3 3 3 1 4 1 8 28 Equipment: Hand weapon, thrusting spear, heavy armour, warhorse May have barding (+3). Special Rules: Ferocious Charge, may count rank bonus up to +1 CAVALRY

M WS BS S T W I A Ld Pts Eothraim 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) Special Rules: Light Cavalry

INFANTRY WARRIORS

M WS BS S T W I A Ld Pts Gramuz 4 3 3 3 3 1 3 1 6 6

Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Light Infantry ARCHERS

M WS BS S T W I A Ld Pts Gramuz 4 2 3 3 3 1 3 1 6 6

Equipment: Hand weapon, bow Special Rules: Light Infantry SKIRMISHERS

M WS BS S T W I A Ld Pts Gramuz 4 2 2 3 3 1 3 1 5 3

Equipment: Hand weapon, sling. May have bow instead of sling (+1) Special Rules: Skirmishers

ALLIES Allies: Thal & Esgaroth, Northmen,

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64. RHUDAUR (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 50%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General. One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken.

INFANTRY HILLMEN WARRIORS

M WS BS S T W I A Ld Pts Hillman 4 3 3 3 3 1 3 1 6 6

Equipment: Hand weapon, thrusting spear May have shield (+1) DUNLAND WARRIORS

M WS BS S T W I A Ld Pts Dunlander 4 3 3 3 3 1 3 1 5 6 Equipment: Hand weapon, shield May have light armour (+2) and throwing spear (+2) Special Rules: Warband DUNLAND ARCHERS

M WS BS S T W I A Ld Pts Dunlander 4 2 2 3 3 1 3 1 5 4 Equipment: Hand weapon, bow Special Rules: Light Infantry SKIRMISHERS

M WS BS S T W I A Ld Pts Skirmisher 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon, sling. May have bow instead of sling (+1) Special Rules: Skirmishers LEVIES

M WS BS S T W I A Ld Pts Levy 5 2 2 3 3 1 3 1 5 3

Equipment: Hand weapon Special Rules: Levies EASTERLINGS

M WS BS S T W I A Ld Pts Easterling 4 3 3 3 3 1 3 1 6 6 Equipment: Hand weapon, throwing spear May have shield (+1) Special Rules: Light Infantry

ALLIES Allies: Angmar

65. RIVENDELL (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Ally-Gen. 4 5 5 4 3 2 5 2 9 85

Equipment: Hand weapon, shield, light armour Special Rules: The Ally-General acts as Army General but only for units from his contingent. May ride a horse (+8, M8). Must be a Wizard (free, Magic Level 1). Can upgrade magic level up to 4 (+50 per level)

INFANTRY ARCHERS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 11 Equipment: Hand weapon, longbow May have shield (+1) 0-1 unit may have light armour (+2) and double-handed weapon (+2) 0-1 SCOUTS

M WS BS S T W I A Ld Pts Elf 4 4 4 3 3 1 4 1 8 16 Equipment: Hand weapon, longbow May have shield (+1) Special Rules: Skirmishers, Ambush

SUMMONING EFFECT FAITH Special Rules: All friendly units are Immune to Fear for the remaining Battle

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66. ROHAN, LATE 3rd AGE (MIDDLE EARTH) CHARACTERS: Up to 25% CAVALRY: At least 50% INFANTRY: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

CAVALRY GUARD

M WS BS S T W I A Ld Pts Rohirrim 8 4 3 3 3 1 4 1 8 30 Equipment: Hand weapon, thrusting spear, heavy armour, warhorse May have barding (+3). May be Veterans (+2 Special Rules: Ferocious Charge, may count rank bonus up to +1 CAVALRY

M WS BS S T W I A Ld Pts Rohirrim 8 3 3 3 3 1 3 1 7 22 Equipment: Hand weapon, light armour, thrusting spear May have shield (+2) and bow (+2) Special Rules: Light Cavalry

INFANTRY WARRIORS

M WS BS S T W I A Ld Pts Rohirrim 4 3 3 3 3 1 3 1 6 6

Equipment: Hand weapon, shield May have light armour (+2) and thrusting spear (+2) ARCHERS

M WS BS S T W I A Ld Pts Rohirrim 4 2 3 3 3 1 3 1 6 6

Equipment: Hand weapon, bow Special Rules: Light Infantry

67. THAL & ESGAROTH (MIDDLE EARTH) CHARACTERS: 1 INFANTRY: At least 75%

CHARACTERS

M WS BS S T W I A Ld Pts Merc-Gen. 4 5 5 4 3 3 5 2 8 140

Equipment: Hand weapon, shield, light armour Special Rules: The Mrecenary-General acts as Army General but only for units from his contingent.

INFANTRY CITY GUARD

M WS BS S T W I A Ld Pts Northmen 4 4 3 3 3 1 3 1 7 9 Equipment: Hand weapon, shield May have light armour (+2), bow (+1) and thrusting spear (+2) JAVELINMEN

M WS BS S T W I A Ld Pts Northman 4 3 3 3 3 1 3 1 7 6 Equipment: Hand weapon, javelins and buckler Special Rules: Skirmishers MILITIA SPEARMEN

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 6 5 Equipment: Hand weapon, thrusting spear Special Rules: Light Infantry MILITIA LEVIES

M WS BS S T W I A Ld Pts Northman 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon. May have shield (+1). Special Rules: Levies

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68. UMBAR (MIDDLE EARTH) CHARACTERS: Up to 25% INFANTRY: At least 75% ALLIES: Up to 25%

CHARACTERS

M WS BS S T W I A Ld Pts General 4 5 5 4 4 3 5 2 9 150 Sub-Gen. 4 5 5 4 3 2 5 2 8 85

Equipment: Hand weapon, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a horse (+8, M8).

INFANTRY BLACK NUMENORIAN WARRIORS

M WS BS S T W I A Ld Pts Numerorian 4 4 3 3 3 1 3 1 7 12 Equipment: Hand weapon, shield, light armour May have heavy armour (+2), bow (+1) and thrusting spear (+2) BLACK NUMENORIAN NAVAL TROOPER

M WS BS S T W I A Ld Pts Numenorian 4 3 3 3 3 1 4 1 7 8 Equipment: Hand weapon, light armour May have shield (+1), thrusting spear (+2), halberd (+1) Up to half must have bow (+1) placed in the rear ranks Special Rules: Combined Formation CORSAIRS

M WS BS S T W I A Ld Pts Corsair 4 3 3 3 3 1 3 1 6 6

Equipment: Hand weapon, shield May have bow (+1) and light armour (+2) Special Rules: Light Infantry CORSAIR NAVAL TROOPER

M WS BS S T W I A Ld Pts Corsair 4 3 3 3 3 1 3 1 6 6 Equipment: Hand weapon, shield May have light armour (+2), thrusting spear (+2), halberd (+1) Up to half must have bow (+1) placed in the rear ranks Special Rules: Combined Formation HARADRIM SPEARMEN

M WS BS S T W I A Ld Pts Haradrim 4 2 2 3 3 1 3 1 6 6

Equipment: Hand weapon, thrusting spear Special Rules: Light Infantry LEVIES

M WS BS S T W I A Ld Pts Levy 4 2 2 3 3 1 3 1 5 3

Equipment: Hand weapon. May have shield (+1). Special Rules: Levies

ALLIES Allies: Mordor

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SPECIAL THANKS Many thanks to the WAB Forum members for providing the template and their great support, the authors of LotR and of the WFB hardcover books of the 3rd edition for their excellent work, which still is a milestone for wargaming.

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