Reference
Glossary
Every weapon, property, ability and spell in the army lists, with what it does. It's the same text you see when you tap a property in the game.
Weapon sets
What a unit fights with in melee.
- Claws
- Charge Bonus: +1 Power Abyssal Demons · Abyssal Legions · Darkborn Elves · Deepwood Guardians · Elven Conclaves · Empires of Men · Goatmen Raiders · Knights of Avalon · Ratkin Clans
- Fangs
- Charge Bonus: +1 Power Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Greatweapon
- +1 Power. Charge Bonus: +1 Power. Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Dwarf Holds · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Halberd
- Charge Bonus: +1 Power. Damage Saves against this weapon are never better than 4+. Abyssal Legions · Darkborn Elves · Elven Conclaves · Empires of Men · Knights of Avalon · Ratkin Clans
- Hand Weapon
- Charge Bonus: +1 Power Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Hand Weapon and Shield
- +1 Defense. Charge Bonus: +1 Power Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Dwarf Holds · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Hooves
- Charge Bonus: +1 Power Darkborn Elves · Knights of Avalon
- Horns
- Charge Bonus: +1 Power, +1 Attack Deepwood Guardians · Reptilian Kingdoms
- Lance and Shield
- +1 Defense. Charge Bonus: +2 Power Darkborn Elves · Dead Nations · Elven Conclaves · Empires of Men · Knights of Avalon
- Ramming Speed
- Charge Bonus: +1 Power Dwarf Holds · Empires of Men
- Spear and Shield
- +1 Defense. Extra Rank supporting attacks when not charging. Darkborn Elves · Dead Nations · Deepwood Guardians · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Tusks
- Charge Bonus: +1 Power, +1 Attack Abyssal Legions
- Two Hand Weapons
- +1 Attack Abyssal Demons · Abyssal Legions · Darkborn Elves · Deepwood Guardians · Dwarf Holds · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Ratkin Clans · Reptilian Kingdoms
- Unarmed
- Unarmed attacks Dead Nations
Ranged weapons
Bows, guns, war machines and breath weapons.
- Bolt Thrower
- Range 48. 3x Power 6. Darkborn Elves · Dwarf Holds · Elven Conclaves · Greenskin Tribes
- Boulder Throw
- Throw a boulder at an enemy unit. Range 18, 2D3 Power 5. Goatmen Raiders
- Bows
- Range: 20. 2x Power 3. Darkborn Elves · Deepwood Guardians · Elven Conclaves
- Brace of Pistols
- Range 18. 2x Power 4. Empires of Men
- Cannon
- Range 48. D3 hits, Power 8. Dwarf Holds · Empires of Men
- Catapult
- Range 48. 2D3 hits, Power 5. Dead Nations · Dwarf Holds · Greenskin Tribes · Knights of Avalon
- Crossbows
- Range: 30. Power 3. Darkborn Elves · Dwarf Holds · Empires of Men
- Dwarf Pistol
- Range 18. 2x Power 4. Dwarf Holds
- Explosive Charges
- Range 8. 1D6 power 4. One use per battle. Dwarf Holds
- Fire Breath
- Range 12. 2D3 Power 5. Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Elven Conclaves · Empires of Men · Reptilian Kingdoms
- Flamer
- Range 12. D3 Power 4. Abyssal Demons
- Flamer
- Range 12. D3 Power 5. Ratkin Clans
- Handguns
- Range: 24. Power 4. Dwarf Holds · Empires of Men
- Hunters Bow
- Range: 30. 3x Power 3. Deepwood Guardians
- Inferno Cannon
- Range 16. 3D3 Power 5. Dwarf Holds
- Javelins
- Range: 12. 4x Power 3. Abyssal Legions
- Javelins
- Range: 12. Power 2. Reptilian Kingdoms
- Javelins
- Range: 12. Power 3. Abyssal Legions · Goatmen Raiders
- Light Crossbow
- Range: 24. Power 3. Darkborn Elves
- Longbows
- Range: 30. Power 3. Dead Nations · Deepwood Guardians · Elven Conclaves · Empires of Men · Knights of Avalon
- Longrifle
- Range 48. Power 5. Ratkin Clans
- Marksman Rifle
- Range 48. Power 4. Deadly Shots (Deals 2x Wounds) Dwarf Holds
- Mortar
- Range 48. 2D3+1 hits, Power 4. Empires of Men
- Newt Shortbows
- Range: 20. 4x Power 3. Reptilian Kingdoms
- Shortbows
- Range: 20. Power 3. Deepwood Guardians · Elven Conclaves · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Reptilian Kingdoms
- Sling
- Range: 20. Power 2. Ratkin Clans
- Steam Gun
- Range 12. 2D3 Power 3. Dwarf Holds · Empires of Men
- Throwing Stars
- Range: 8. Power 2. Ratkin Clans
Unit properties
Armour, special rules and traits.
- Abyssal Armor
- +1 to Damage Saves Abyssal Demons · Abyssal Legions
- Ambusher
- Deploys anywhere on your half of the battlefield, up to 2" from the centre line. Darkborn Elves · Deepwood Guardians · Dwarf Holds · Elven Conclaves · Goatmen Raiders · Knights of Avalon · Ratkin Clans
- Armor Plating
- +1 Defense. -4 Move Speed. Empires of Men
- Barkskin
- -1 Movement. +1 Defense Deepwood Guardians
- Bodyguard
- If a Commander is part of this unit it re-rolls failed Discipline tests. Dwarf Holds · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Reptilian Kingdoms
- Crewed Weapon
- Always counts as being in Cover. -2 Defense in Close Combat. Unit can't charge. Darkborn Elves · Dead Nations · Dwarf Holds · Elven Conclaves · Empires of Men · Greenskin Tribes · Knights of Avalon
- Crushing Charge
- Charge Bonus: +2 Power +2 Attacks Abyssal Legions · Darkborn Elves · Deepwood Guardians · Elven Conclaves · Goatmen Raiders · Greenskin Tribes · Ratkin Clans
- Demonic
- Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges. Abyssal Demons · Abyssal Legions
- Doom Bell
- All your units have Frenzy (reroll failed Attack Rolls) this turn. Activate once per battle. Ratkin Clans
- Elven Accuracy
- Re-roll missed Ranged Attack Rolls. Deepwood Guardians
- Elven Mastery
- Re-roll missed Attack Rolls. Deepwood Guardians · Elven Conclaves
- Fearless
- Ignores all penalties to Discipline tests. Abyssal Legions · Darkborn Elves · Deepwood Guardians · Dwarf Holds · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Fey
- Reroll all successful Attack and Ranged Attack rolls against this unit. Ignores Difficult Terrain. Knights of Avalon
- Flying
- Fly Speed 20. Ignore Terrain. Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Dwarf Holds · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Reptilian Kingdoms
- Forest Spirit
- A spirit of nature. Ignores Difficult Terrain. Deepwood Guardians
- Frenzy
- Re-roll missed Attack Rolls in the first round of combat. Can't flee from charges. Darkborn Elves · Dwarf Holds · Goatmen Raiders · Ratkin Clans
- Full Steam
- Activate for +4 Movement this turn. Empires of Men
- Gift Of Decay
- Favoured by Decay. +1 Wounds. -1 Move Speed. Abyssal Demons
- Gift Of Trickery
- Favoured by Trickery. Unit has Ambush Deployment and +1 Move Speed. Can Flee from Charges. Abyssal Demons
- Gift Of War
- Favoured by War. Unit has Frenzy (re-roll failed Attack Rolls in the first round of combat). Abyssal Demons · Abyssal Legions
- Heavy Armor
- -1 Movement. +1 Defense Darkborn Elves · Dead Nations · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans
- Horse Masters
- Ignores movement penalty from Heavy Armor. When deployed 3 wide, models in flanks can attack as if in the front rank. Knights of Avalon
- Lethal Shots
- This units ranged attack deals 2x wounds against multiwound targets. Darkborn Elves · Dwarf Holds · Elven Conclaves · Empires of Men · Greenskin Tribes · Ratkin Clans
- Lord of Decay
- Once per battle, all friendly units with Gift of Decay re-roll failed damage saves. Abyssal Demons
- Lord of Trickery
- Once per battle, all friendly units with Gift of Trickery gain +3 move speed and Cover for one turn. Abyssal Demons
- Lord Of War
- Once per battle, all friendly units with Gift of War gain Deadly Strikes (2x Wounds caused). Abyssal Demons
- Masterwork Armor
- +1 to Damage Saves Dwarf Holds
- Phase Out
- Activate for +4 Movement and Flying for one turn. Abyssal Demons
- Poisoned Attacks
- Enemies re-roll 6s on Damage Saves. Darkborn Elves · Greenskin Tribes · Ratkin Clans · Reptilian Kingdoms
- Putrid Stench
- Opponents re-roll hits in close combat. Dead Nations
- Reanimated
- -1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges. Dead Nations
- Regeneration
- Heals all missing wounds at end of turn. Darkborn Elves · Greenskin Tribes
- Reposition
- +6 Movement this turn. Darkborn Elves · Dead Nations · Dwarf Holds · Elven Conclaves · Empires of Men · Greenskin Tribes · Knights of Avalon
- Scaly Skin
- -1 Movement. +1 Defense Abyssal Legions · Reptilian Kingdoms
- Scout
- Ignore movement penalties from Difficult Terrain Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Dwarf Holds · Elven Conclaves · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Sturdy
- -1 Movement. Ignore the movement penalty from Heavy Armor. Dwarf Holds
- Swift
- +1 Movement Darkborn Elves · Deepwood Guardians · Elven Conclaves · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
Commander abilities
Abilities a commander activates, usually once per battle. A few can be used in every activation, and a few are always active.
- Ancient Knowledge
- Restore all used spell charges. Reptilian Kingdoms
- Aura of Protection
- Maiden and retinue rerolls 1s on Damage Saves. Knights of Avalon
- Aura of Vengeance
- Paladin and retinue rerolls 1s on Attack Rolls. Knights of Avalon
- Blood Fury
- +2 Attacks this turn. Activate once per battle when wounded. Goatmen Raiders
- Cruel Motivation
- Retinue gets +2 Movement Speed and re-rolls missed Attack Rolls for one Turn. It loses one model. Ratkin Clans
- Deadly Strike
- Activate once per battle. Melee attacks deal 2x wounds against multiwound targets for one turn. Darkborn Elves · Ratkin Clans
- Demonic Possession
- Gain +3 Attacks this turm. Lose 1 Wound. Abyssal Legions
- Eternal Reign
- Reduce Crumble by 1. Regeneration (restore all lost wounds at end of turn). Dead Nations
- Feint
- Target another friendly unit. It immediately makes a retreat move. One use per battle. Darkborn Elves
- Furious Charge
- Activate once per battle. Commander and Retinue rerolls Attack Rolls for one turn. Empires of Men
- Howl
- All your Northmen are Fearless for one turn. Activate once per battle. Abyssal Legions
- Hunters Call
- All your units have +1 Skill for one turn. Deepwood Guardians
- Inspire Valor
- Activate once per battle. Give all your units +1 Combat Score for one turn. Empires of Men
- Mechanical Expertise
- Target Warmachine gets +2 Defense and rerolls 1s on Ranged Attack rolls this battle. Dwarf Holds
- Mountain's Will
- Activate once per battle: All your units have +1 Defense for one turn. Dwarf Holds
- Pack Tactics
- Target a friendly unit that is attacking an enemy unit in the flank/rear. It re-rolls failed Attack rolls this turn. Abyssal Legions
- Power Of Many
- All your Goblins are Fearless for one turn. Activate once per battle. Greenskin Tribes
- Raider
- Commanders retinue deploys with Ambush. Goatmen Raiders
- Rallying Cry
- Rally a fleeing unit. One use per battle. Elven Conclaves
- Ranger
- Re-rolls missed ranged Attack rolls. Retinue has +2 Move Speed Dwarf Holds
- Roar!
- All enemy units have -2 Discipline for one turn. Can only be activated when damaged. Reptilian Kingdoms
- Take Root
- For one turn, reduce move speed to zero. Re-roll failed damage saves and discipline tests. Activate once per battle. Deepwood Guardians
- Warcry
- All your units have +1 Power for one turn. Goatmen Raiders · Greenskin Tribes · Reptilian Kingdoms
Spells
Cast by spellcasters as their ability. Each spell has a set number of charges per battle, usually 1, 2 or 3. Cantrips are the lesser spells.
- Arcane Web
- Reduce target units movement speed to 0 for one turn. Abyssal Demons · Abyssal Legions · Darkborn Elves · Deepwood Guardians · Elven Conclaves · Knights of Avalon · Reptilian Kingdoms
- Blood FrenzyCantrip
- Target unit loses D3 wounds and gains +1 Attack this turn. Abyssal Demons · Abyssal Legions · Darkborn Elves · Goatmen Raiders · Ratkin Clans
- Divine FavourCantrip
- Target unit gets +1 Skill and rerolls failed Discipline tests for one turn. Deepwood Guardians · Elven Conclaves · Empires of Men · Knights of Avalon · Reptilian Kingdoms
- Fiery BladesCantrip
- Target unit gets +1 Power on their next Ranged or Close Combat Attack. Elven Conclaves · Reptilian Kingdoms
- Fireball
- D6 Power 5 hits. Range 30. Abyssal Legions · Elven Conclaves · Empires of Men · Reptilian Kingdoms
- Frost WardCantrip
- Target unit gets +1 to Damage Saves for one turn. It must re-roll succesfull Attack and Ranged Attack rolls. Abyssal Demons · Darkborn Elves · Elven Conclaves · Empires of Men · Knights of Avalon · Reptilian Kingdoms
- Hex Of Ruin
- Target unit has -2 Defense for one turn. Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Empires of Men · Goatmen Raiders · Greenskin Tribes · Ratkin Clans · Reptilian Kingdoms
- Holy BladeCantrip
- Caster has +1 Power and deals double wounds against Monsters this turn. Knights of Avalon
- PlagueCantrip
- Target unit has -1 Skill and -1 Move Speed. Lasts until end of battle. Abyssal Demons · Abyssal Legions · Dead Nations · Ratkin Clans
- Primal Fury
- Target unit has +1 Power and rerolls missed Attack Rolls for one turn. Goatmen Raiders · Greenskin Tribes · Ratkin Clans · Reptilian Kingdoms
- Radiant Shield
- Target unit rerolls failed damage saves for one turn. Deepwood Guardians · Elven Conclaves · Empires of Men · Knights of Avalon · Reptilian Kingdoms
- Raise DeadCantrip
- Raise D3+3 models on a Zombie or Skeleton Warrior, Spear or Archer unit. Dead Nations
- Reality Rift
- Caster and retinue gains Flying and Move Speed 20 for one turn Abyssal Legions · Darkborn Elves · Elven Conclaves · Reptilian Kingdoms
- Reanimate
- Restore D3+1 wounds to a Reanimated unit. Dead Nations
- RegrowthCantrip
- Restore D3 wounds to a Forest Spirit unit. Deepwood Guardians
- Shadow BoltCantrip
- 3 x Power 3 hits. Range: 18. Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Elven Conclaves · Empires of Men · Goatmen Raiders · Greenskin Tribes · Ratkin Clans · Reptilian Kingdoms
- ShroudCantrip
- Target unit counts as being in Cover against ranged attacks until it's next combat. Abyssal Demons · Abyssal Legions · Darkborn Elves · Dead Nations · Deepwood Guardians · Elven Conclaves · Goatmen Raiders · Greenskin Tribes · Knights of Avalon · Ratkin Clans · Reptilian Kingdoms
- Thousand Mouths
- 3D6 Power 1 hits. Range 18. Deepwood Guardians · Goatmen Raiders · Greenskin Tribes · Ratkin Clans
- Unholy VigourCantrip
- Increase the move speed of target Reanimated unit by 3 until its next combat. Dead Nations
- Web
- Reduce an enemy units Move Speed by 4. Range 12. Greenskin Tribes
- WildformCantrip
- Caster has +1 Power, +1 Defense and +2 Attacks for one turn. Deepwood Guardians · Goatmen Raiders · Greenskin Tribes · Reptilian Kingdoms
Magic items
Commanders can carry a magic weapon or item, and some units a magic banner, if their card says so. Each item's cost is added to the unit.
Magic weapons
- Cruelty20 pts
- Opponent re-rolls successful damage saves.
- Flametongue15 pts
- +1 Power.
- Heart Seeker10 pts
- +1 to Hit rolls.
- Relentless15 pts
- +1 Attack.
- True Strike10 pts
- Reroll missed attacks.
Magic items
- Command10 pts
- +1 Discipline
- Potion of Power25 pts
- One use, +2 Power and + 1 Attack until end of turn.
- Prowess10 pts
- +2 Skill
- Unnatural Power20 pts
- +1 Power. +1 Defense
- Unyielding10 pts
- Reroll failed damage saves.
- Vitality15 pts
- +1 Defense. +1 Wounds
Magic banners
- Banner of Fury20 pts
- Charge Bonus: +1 Power
- Banner of Mist25 pts
- Unit counts as being in Cover. (-1 to Ranged attack rolls against it).
- Banner of Swiftness25 pts
- +1 Movement
- Banner of Valor15 pts
- Reroll failed Discipline Tests
- Cursed Standard40 pts
- Unit has +1 Attack this turn. Activate once per battle.
- War Banner25 pts
- +1 Combat Score