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
Hidden
Commander is hidden from your opponent until engaged in combat or damaged. Darkborn Elves · 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

Cursed Standard40 pts
Unit has +1 Attack this turn. Activate once per battle.
War Banner25 pts
+1 Combat Score