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Hordes MkII Quick Start Rules - Privateer Press

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<strong>Quick</strong> start rules<br />

®<br />

Play HOrDes against<br />

®


intrODuctiOn<br />

Take control of a powerful warlock and wreak havoc on your foes with a<br />

horde of hulking warbeasts fueled by unbridled rage. In HORDES, only<br />

the strongest, fastest, and most cunning will survive—the rest are a feast<br />

served up for your warbeasts.<br />

HORDES is a fast-paced and aggressive 30 mm fantasy tabletop<br />

miniatures combat game set in the wilds of the Iron Kingdoms.<br />

Players jump into the action controlling powerful warrior-sorcerers<br />

or battle-shamans known as warlocks. While warlocks are formidable<br />

combatants in their own right, their true strength is drawn from their<br />

parasitic synergy with packs of savage warbeasts—large and monstrous<br />

creatures of flesh, blood, muscle, and bone—that allow the warlocks to<br />

contend on equal footing with the greatest modern armies of the Iron<br />

Kingdoms. Players collect, assemble, and paint fantastically detailed<br />

models representing the varied beasts, minions, and warriors in their<br />

horde. This book provides rules for using those models in brutal<br />

and visceral combat. This is monstrous miniatures combat, and your<br />

tabletop will never be the same!<br />

HORDES focuses on the wilder forces of the Iron Kingdoms. These<br />

<strong>Quick</strong> <strong>Start</strong> rules use cards from four HORDES factions and are designed<br />

to get you up and running with the contents of your battlegroup box set.<br />

They are streamlined to make it easier to learn the game’s fundamentals,<br />

so they omit some special rules and options. HORDES: Primal Mk II<br />

provides greatly expanded rules covering additional models including<br />

troops and characters as well as extensive background for the world of<br />

the Iron Kingdoms.<br />

HOrDes <strong>Quick</strong> start rules<br />

MODels & Materials<br />

WarlOcks<br />

A WARlOCk is a tremendously powerful sorcerer, shaman, or druid with the ability to<br />

control a group of warbeasts telepathically. A warlock is a deadly opponent highly skilled in<br />

both physical combat and arcane spellcasting. A warlock can force warbeasts to attack with<br />

greater accuracy, perform exceptional feats of strength, and launch deadly special attacks,<br />

all of which generate FURY. During a confrontation the warlock can leach this fury from his<br />

warbeasts and use it to boost his combat abilities, heal himself or his beasts, transfer his own<br />

injuries onto warbeasts, or cast formidable spells. A warlock can also tap the dormant innate<br />

power (called the “animus”) of the warbeasts brought to battle.<br />

Warlocks are both the tie that binds the horde and its weakest link. If a warlock falls, his<br />

warbeasts lose interest in the fight and head home.<br />

DESTROY YOUR OPPONENT’S WARlOCk TO WiN THE GAME!<br />

Warbeasts<br />

Warbeasts are mighty creatures born or trained to fight and drawn from the wilds of the<br />

continent of Immoren: deep in the forests, mountains, frozen tundra, or desert wastes. They<br />

are smarter than animals but more primitive and savage than the cultured races leading the<br />

battles across the face of Immoren. Each of the armies in HORDES brings distinct types of<br />

warbeasts to their battles and employs specialized techniques in recruiting and controlling<br />

them. Once warbeasts are brought to fight, the fury of their attacks strengthens their warlocks,<br />

and together they create an almost unstoppable synergy.<br />

Warbeasts would be termed the most terrible of monsters by civilized nations, for each is<br />

capable of ripping a dozen armed men limb from limb. Many have had their considerable<br />

natural abilities enhanced by being outfitted with heavy armor and the best-made weapons<br />

their warlocks can find. Most have endured considerable training to capitalize on their<br />

abilities and fight ably alongside both warriors and warlocks. Though warbeasts are capable<br />

of acting on their own, a warlock’s dominating will overrides their individuality in all but the<br />

most dire of circumstances.<br />

stat carDs<br />

Every model comes with a stat card that provides a quick reference of its profile and abilities.<br />

The primary card’s front shows the model’s stats, abilities, and damage track or damage<br />

spiral, while ability explanations appear on the back. Warlocks have a second card that<br />

describes their spells and feat. We recommend you place each card in a plastic card sleeve or a<br />

sheet protector, found in most game and hobby stores, so you can mark damage on the plastic<br />

sleeve with a dry-erase marker to avoid damaging the card itself.<br />

OtHer Materials yOu Will neeD<br />

In addition to card protectors, you will need a handful of six-sided dice, a flexible ruler or tape<br />

measure, and some tokens (coins or glass beads are fine) to represent focus points and spell effects.<br />

FunDaMentals<br />

MODel stats<br />

To the right of the warlock or warbeast picture, the first stat line represents that model’s<br />

combat capabilities.<br />

SPD, Speed – A model’s movement rate. A model moves up to its SPD in inches when making<br />

a full advance.<br />

STR, Strength – A model’s physical strength.<br />

MAT, Melee Attack – A model’s skill with melee weapons.<br />

RAT, Ranged Attack – A model’s accuracy with ranged<br />

weapons.<br />

DEF, Defense – A model’s ability to avoid being hit by an<br />

attack.<br />

ARM, Armor – A model’s ability to resist being damaged.<br />

FURY, Fury – FURY determines a warlock’s control area and<br />

beginning fury points. A warbeast’s FURY is a measure of<br />

how much the warbeast can be forced.<br />

lYlYTH<br />

SPD STR MAT RAT DEF ARM CMD<br />

7 4 5 7 16 14 8<br />

Hellsinger<br />

RNG ROF AOE POW<br />

12 2 — 12<br />

Bow Blade<br />

POW P+S<br />

3 7<br />

THR, Threshold – The measure of difficulty of controlling a warbeast. Warbeasts with lower<br />

THR are more likely to frenzy. (Only warbeasts have a THR stat.)<br />

WeaPOn stats<br />

Below the model stat line, weapon stat lines show the strength and special attributes of each<br />

weapon that model carries.<br />

or Type: The green gun symbol denotes a ranged attack weapon, and the brown sword<br />

symbol denotes a melee attack weapon.<br />

RNG, Range: The maximum distance, in inches, a ranged weapon can be used against a<br />

target.<br />

ROF, Rate of Fire: The maximum number of times a ranged weapon can be used in a turn.<br />

AOE, Area of Effect: The diameter, in inches, of the area of effect of a ranged weapon’s<br />

attack.<br />

POW, Power: The base amount of damage a melee or ranged weapon inflicts.<br />

P+S, Power plus Strength: For quick reference, the sum of a model’s melee weapon’s POW<br />

and its STR.<br />

aDVantages & WeaPOn Qualities<br />

Immediately below a model’s stat line or weapon’s stat line are a number of icons that<br />

represent common game rules.<br />

Reach – This weapon has a 2˝ melee range.<br />

Stealth – Ranged and magic attacks declared against this model when the point of origin<br />

of the attack is greater than 5˝ away automatically miss. This model does not block line of<br />

sight when determining line of sight from a model greater than 5˝ away.<br />

Tough – When the last damage box of this model’s damage track is marked, roll a d6. On<br />

a 5 or 6, this model heals 1 damage point and is knocked down.<br />

These same icons are used to represent common rules within spells and abilities.<br />

The remaining icons ( , , , , and ) are not used in these <strong>Quick</strong> <strong>Start</strong> rules.<br />

In addition to icons, models’ cards also contain the full text for their less common HORDES<br />

abilities.<br />

Each warlock also has a feat, a powerful ability unique to him. A feat can be used once per<br />

game at any time during the warlock’s activation.<br />

starting tHe gaMe<br />

After setting up the battlefield, both players roll a d6. The high roller chooses who goes first.<br />

The first player deploys his battlegroup up to 10˝ in from a table edge, and then his opponent<br />

does the same. These battlegroups should be deployed on opposite sides of the battlefield<br />

with at least 20˝ separating the opposing forces.<br />

HORDES battles are fought in a series of game rounds. Each game round, both players take a<br />

turn. The player who deployed his army first takes his turn first every game round. After the<br />

second player takes his turn, a new game round begins. A game effect with a duration of one<br />

round expires at the beginning of the current player’s next turn.<br />

The player turn is divided into three phases:<br />

Maintenance Phase: Remove any effects that expire on your turn. If any of your models have<br />

more fury points than their FURY stat, remove any excess fury points.<br />

Control Phase: During the Control Phase, perform the following steps in order:<br />

1. Your warlock leaches fury points up to its current FURY from warbeasts in its battlegroup<br />

in its control area as described below under Leaching.<br />

2. Your warlock can spend fury points to upkeep spells as described below under Upkeep<br />

Spells.<br />

3. Make a threshold check for each of your warbeasts with 1 or more fury points left on it.<br />

Any warbeasts that fail the check immediately frenzy as described below under Threshold<br />

& Frenzy.<br />

Activation Phase: Activate your models in any order. Each model can move and then make<br />

a combat action.<br />

Fury<br />

Warlocks begin the game with a number of fury points equal to their FURY stat, and warbeasts<br />

begin the game with 0 fury points. During the Activation Phase, warlocks can spend fury<br />

points, and warbeasts can be forced to gain fury points. During your Control Phase, your<br />

warlock replenishes his fury points by leaching fury from the warbeasts in his battlegroup,<br />

which simultaneously gives him more fury to spend and his warbeasts greater capacity to be<br />

forced. Warlocks can spend fury points only during their activations.<br />

A warlock can force his warbeasts or leach from those warbeasts only if they are in his control<br />

area. This control area covers 360°, to a distance equal to twice the warlock’s FURY in inches.


FOrcing Warbeasts<br />

A warbeast must be in its warlock’s control area (but does not require line of sight) to be<br />

forced. When a warbeast is forced, declare the desired effect and place 1 fury point on it. This<br />

fury point does not come from the warlock; the warbeast itself generates it. A warbeast can<br />

be forced several times during its activation, but it can never have a fury point total higher<br />

than its current FURY. A warbeast cannot be forced if the fury point gained would cause<br />

it to exceed its current FURY. Fury points remain on warbeasts until removed by leaching,<br />

reaving, or a special rule.<br />

leacHing<br />

Warlocks can use the fury points generated by their warbeasts, but they do not receive them<br />

automatically. A warlock can leach fury points from warbeasts in his battlegroup that are in<br />

his control area during his controller’s Control Phase. Fury points leached from a warbeast are<br />

removed from it and placed on the warlock.<br />

A warlock can also leach fury points from his own life force during his controller’s Control<br />

Phase. For each fury point a model leaches in this way, he suffers 1 damage point. This<br />

damage cannot be transferred.<br />

A warlock can leach any number of fury points but cannot exceed his FURY in fury points as<br />

a result of leaching. Leaching is performed at the start of the Control Phase before threshold<br />

checks are made or fury is spent to upkeep spells.<br />

reaVing:<br />

Warlocks are able to capture the life essence of their warbeasts as they are destroyed. When<br />

a warbeast in a warlock’s battlegroup is destroyed while in his control area, the warlock can<br />

reave the fury points on the warbeast. Before removing the destroyed model from the table,<br />

remove its fury points and place them on the warlock. A warlock cannot reave fury points<br />

from a warbeast in his battlegroup that was destroyed by a friendly attack or as a result of<br />

transferring damage to the warbeast.<br />

When reaving, a warlock must take all the warbeast’s fury, but the warlock cannot exceed his<br />

FURY in fury points as a result of reaving. Excess fury points gained from reaving are lost.<br />

sPenDing Fury POints<br />

A warlock can spend fury during his activation or a warbeast can be forced during its<br />

activation for the following effects:<br />

Additional Attack: A warlock can spend fury or a warbeast can be forced to make an<br />

additional melee or ranged attack as part of its combat action, at 1 fury point per additional<br />

attack.<br />

Boost Attack & Damage Rolls: A warlock can spend fury or a warbeast can be forced to add<br />

an extra die to any one of its attack or damage rolls, called boosting, at 1 fury point per roll.<br />

Boosting must be declared before rolling dice for the roll. Each attack or damage roll can be<br />

boosted only once, but a model can boost multiple rolls during its turn.<br />

Shake knockdown: During the Control Phase after resolving threshold checks and frenzies,<br />

a knocked down warlock can spend 1 fury point or a knocked down warbeast can be forced<br />

to stand up.<br />

Warbeasts can also be forced during their activation for the following effects:<br />

Run or Charge: A warbeast can be forced to run or charge this activation.<br />

Power Attack: A warbeast can be forced to make a power attack.<br />

Use Animus: Once per activation, at any time, a warbeast can be forced to use its animus as<br />

described under Animi below. Instead of gaining only 1 fury point when it is forced to use<br />

its animus, the warbeast gains a number of fury points equal to the COST of the animus. A<br />

warbeast cannot use its animus during an activation it runs.<br />

Rile: During its activation, a warbeast can be forced for the sole purpose of gaining fury<br />

points. When a warbeast is riled, it can gain any number of fury points but cannot exceed its<br />

current FURY. A warbeast can be riled even if it runs. (Riling does not have any immediate<br />

benefit, but it gives a warlock access to additional fury next turn.)<br />

Warlocks can also spend fury points during their activation for the following effects:<br />

Cast Spells: A warlock can spend fury points to cast spells. Each spell’s cost is specified in<br />

its description.<br />

Healing: At any time during its activation, a warlock can spend fury points to heal damage<br />

he or a warbeast in his battlegroup that is in his control area has suffered. For each fury point<br />

spent this way, the model heals 1 damage point.<br />

Discard Fury: During its activation, a warlock can remove any number of fury points from<br />

himself. He can discard fury even if it runs. (Discarding fury does not have any immediate<br />

benefit, but it allows a warlock to leach additional fury next turn.)<br />

Warlocks can also spend fury points when they would suffer damage for the following effect:<br />

Transferring Damage: When a warlock would suffer damage, he can immediately spend a<br />

fury point to transfer the damage to a warbeast in his battlegroup that is in his control area.<br />

The warbeast suffers the damage instead of the warlock suffering it. Determine where to mark<br />

the damage normally. Transferred damage is not limited by the warbeast’s unmarked damage<br />

circles, and any damage exceeding the warbeast’s unmarked damage circles is applied to the<br />

warlock and cannot be transferred again. A warlock cannot transfer damage to a warbeast<br />

that has a number of fury points equal to its FURY stat. A warlock is still considered to have<br />

suffered damage even if the damage is transferred.<br />

tHresHOlD & Frenzy<br />

Tapping into the primal energies of vicious warbeasts is not without risks. The fury generated<br />

by pushing a warbeast can potentially send it into a blind rage, causing it to frenzy. During<br />

your Control Phase, after your warlocks have leached fury from their warbeasts and spent<br />

fury to upkeep their spells, each of your warbeasts with 1 or more fury points remaining on<br />

it must make a successful threshold check or frenzy. To make a threshold check, roll 2d6 and<br />

add 1 to the roll for each fury point on the warbeast. If the roll exceeds the warbeast’s current<br />

Threshold (THR) stat, it fails and frenzies.<br />

A frenzied warbeast immediately activates and charges the nearest model in line of sight.<br />

A frenzied warbeast never makes special attacks. It chooses the initial melee attacks option<br />

and makes one attack with its highest POW melee weapon. The attack has boosted attack and<br />

damage rolls. The warbeast cannot make any additional attacks.<br />

At the end of the warbeast’s frenzy activation, you can remove any number of fury points from<br />

it. Because a frenzied warbeast activates in the Control Phase, it cannot activate during the<br />

Activation Phase that turn.<br />

cOMbat<br />

Facing<br />

The 180° arc in front of a model’s shoulders defines its front arc, which determines its<br />

perspective of the battlefield; the opposite 180° defines its back arc. A model is facing another<br />

model when the second model is within the first model’s front arc. A model is directly facing<br />

another model when the center of its front arc aligns with the center of the second model’s<br />

base.<br />

line OF sigHt<br />

A model has line of sight to another model if it can draw a straight, unobstructed line from its<br />

base to any part of the target model that remains in its front arc.<br />

A model can draw line of sight to a target over the bases of other models if those models have<br />

smaller bases than the target. A model cannot draw line of sight over the bases of models<br />

whose bases are equal to or larger than the target’s.<br />

MOVeMent<br />

The first part of a model’s activation is its movement. A model must move or forfeit its<br />

movement before making its combat action. A moving model’s base cannot pass over another<br />

model’s base. A model can change its facing anytime during its movement, but when it moves<br />

it must always move in the direction it is facing.<br />

Full Advance: A model making a full advance moves up to its current SPD in inches.<br />

Run: A running model moves up to twice its SPD in inches, and its activation ends immediately<br />

after it ends its movement. A warbeast must be forced in order to run. A model that forfeits<br />

its action cannot run during its normal movement that activation. A warlock that runs cannot<br />

cast spells or use feats that turn. A warbeast that runs cannot use its animus that turn.<br />

Charge: A charging model moves up to its SPD plus 3˝ along any straight line that will get it<br />

into melee range with its target. A warbeast must be forced in order to charge. A model with<br />

penalties to SPD or movement cannot charge. A model can attempt to charge any model in<br />

its line of sight. A charging model cannot change its facing while charging but must turn to<br />

directly face its target at the end of its movement. If a charging model does not reach its target,<br />

its activation immediately ends. If the charging model reaches its target, it can make melee<br />

attacks. If it moved at least 3˝, its first melee attack is a charge attack. Charge attack damage<br />

rolls are automatically boosted.<br />

cOMbat actiOns<br />

After its movement, a model can normally make one attack with each of its melee weapons or<br />

ranged weapons. A model cannot make both a ranged attack and a melee attack during the<br />

same activation. Warlocks can spend fury and warbeasts can be forced to make additional<br />

attacks, but a ranged weapon cannot exceed its ROF. A model making more than one attack<br />

can divide them among any eligible targets. Instead of attacking normally, a model can make<br />

one special attack (HAttack) and can still spend fury or be forced to make additional normal<br />

attacks of the same type (additional melee attacks after a HAttack from a melee weapon or<br />

additional ranged attacks after a HAttack from a ranged weapon).<br />

An attack hits its target if the attack roll total equals or exceeds the target’s DEF. When a model<br />

makes a melee attack roll, it rolls 2d6 + MAT, and when a model makes a ranged attack roll,<br />

it rolls 2d6 + RAT. Boosted attack rolls gain an additional die, significantly increasing their<br />

chances of success. An attack roll that results in all 1s is an automatic miss. If the attacking<br />

model rolled two or more dice, an attack roll that results in all 6s is an automatic hit. If the<br />

attack hits, make a damage roll and apply the special effects of that weapon.<br />

Melee attacks<br />

A model can make a melee attack against any target in its line of sight that is in melee range<br />

of the weapon being used. A model’s melee range extends 0.5˝ beyond its front arc for most<br />

weapons or 2˝ for a weapon with the Reach weapon ability . A model with an enemy model<br />

in its melee range is engaging that enemy, and a model in an enemy’s melee range is engaged<br />

by that enemy. A model that moves out of its enemy’s melee range suffers a free strike.<br />

Free Strike: A model can make a free attack with any melee weapon against an engaged<br />

opponent that moves out of its melee range or line of sight. It gets a +2 bonus to the attack roll<br />

and the damage roll is boosted.<br />

POWer attacks<br />

Power attacks are a type of special attack (HAttack) available to warbeasts. These <strong>Quick</strong> <strong>Start</strong><br />

rules provide just a sampling of the warbeast power attacks that shake the battlefields of<br />

HORDES.<br />

A warbeast must be forced to make a power attack. When a warbeast makes a power attack,<br />

do not apply the special abilities on its weapons.<br />

A model cannot make a power attack as its charge attack. Power attacks are melee attacks with<br />

a 0.5˝ range. As with other melee special attacks, warbeasts can be forced to make additional<br />

attacks with melee weapons after making a power attack.<br />

Head-butt: A model making a head-butt power attack smashes its head into a model to drive<br />

it to the ground. The attacking model makes a melee attack roll against its target. If the attack<br />

hits, the target is knocked down and suffers a damage roll with a POW equal to the attacker’s<br />

current STR.<br />

A model cannot head-butt a model with a larger base.<br />

Slam: A model making a slam power attack rams a model with the full force of its body to<br />

send the target model flying backward and knock it to the ground. Any effects that prevent a


model from charging, such as a penalty to its SPD, also prevent the model from making a slam<br />

power attack. A model must have both its normal movement and its action available in order<br />

to use its normal movement to make a slam power attack.<br />

During its activation, a model can attempt to slam any model that is in its line of sight at the<br />

beginning of its normal movement. A knocked down model cannot be slammed.<br />

Declare the slam attempt and its target, then turn the slamming model to directly face the<br />

slam target. The slamming model advances its full SPD plus 3˝ directly toward its target. The<br />

slamming model cannot voluntarily stop its movement unless its target is in its melee range,<br />

but it can end this movement at any point within 0.5˝ of its target. It must stop if it contacts<br />

another model. The slamming model cannot change its facing during or after this movement.<br />

A slamming model that ends its slam movement within 0.5˝ of its target has made a successful<br />

slam. If it advanced at least 3˝ it makes a melee attack roll against its target. A model that<br />

power attack slams a model with a larger base suffers –2 on its attack roll. If the attack hits,<br />

the target is slammed directly away from the attacker.<br />

If a slamming model makes a successful slam but moved less than 3˝, it has not moved fast<br />

enough to get its full weight and power into the blow. The model makes an attack roll against<br />

its target. If the target is hit, it suffers a damage roll with a POW equal to the attacker’s current<br />

STR but is not slammed.<br />

A model that does not end its slam movement within 0.5˝ of the target has failed its slam<br />

power attack, and its activation ends.<br />

Being Slammed: A slammed model is moved d6˝ directly away from its attacker and is then<br />

knocked down. If the slamming model has a smaller base than the slam target, the target<br />

model is slammed half the distance rolled. It then suffers slam damage as described below. A<br />

slammed model moves through models with smaller bases than its own but stops if it contacts<br />

a model with an equal or larger-sized base.<br />

Slam Damage: Apply slam damage after the movement and knockdown effects. The model hit<br />

suffers a damage roll with a POW equal to the attacker’s current STR. Add an additional die<br />

to the damage roll if the slammed model contacts a model with an equal or larger-sized base.<br />

Slam damage can be boosted.<br />

Collateral Damage: If a slammed model contacts a model with an equal-sized base or moves<br />

through a model with a smaller-sized base, the contacted model is knocked down and suffers<br />

collateral damage. A model taking collateral damage suffers a damage roll with a POW equal to<br />

the attacker’s current STR. Collateral damage cannot be boosted. A contacted model with a largersized<br />

base than the slammed model does not suffer collateral damage and is not knocked down.<br />

rangeD cOMbat<br />

A model in melee combat (either engaged by an enemy or engaging an enemy) cannot make<br />

ranged attacks. A model can declare a ranged attack against any target in its line of sight.<br />

Declare the attack before measuring range. If the target is beyond maximum range, the attack<br />

automatically misses.<br />

Aiming Bonus: A model can choose to forfeit its movement to gain a +2 aiming bonus to its<br />

ranged attack rolls during its combat action that turn.<br />

Target-in-Melee Penalty: A model that targets a model engaged by an enemy or engaging an<br />

enemy suffers a penalty of –4 to its ranged attack rolls and magic attack rolls.<br />

Spray Attacks: An attack with a RNG listed as “SP 6”, “SP 8”, or “SP 10” is a spray attack.<br />

Make a ranged attack roll against every model (friendly and enemy) in a straight path 1˝ wide<br />

and the indicated distance long (6˝, 8˝, or 10˝) from the attacker’s front arc. Spray attacks<br />

ignore the Stealth advantage, and an attacker never suffers a target-in-melee penalty when<br />

making a spray attack.<br />

attack sPecial eFFects<br />

Automatic Effects: Apply weapon abilities that affect a “model hit” any time the attack roll<br />

successfully hits the target. All models under the AOE are hit by an AOE attack.<br />

Critical Effects: Apply weapon abilities that trigger on a “critical hit” when the attack roll<br />

successfully hits the target and any two dice in the attack roll show the same number. All<br />

models under the AOE suffer the effects of a critical hit by an AOE attack.<br />

knockdown: Some attacks and special rules cause a model to be knocked down. While<br />

knocked down a model cannot move, make actions, make attacks, cast spells, use animi, or<br />

use feats and does not have a melee range. A knocked down model does not engage other<br />

models and cannot be engaged by them. A melee attack roll against a knocked down model<br />

automatically hits. A knocked down model has a base DEF of 5 against ranged and magic<br />

attacks. A knocked down model does not block line of sight and cannot be slammed.<br />

A knocked down model can stand up at the start of its next activation. If a model is knocked<br />

down during its controller’s turn, however, it cannot stand up until that player’s next turn<br />

even if it has not yet activated this turn. To stand up, a model must forfeit either its movement<br />

or its action for that activation. A model that forfeits its movement to stand can make an<br />

action, but it cannot make attacks involving movement, such as slams. A model that forfeits its<br />

action to stand can use its normal movement to make a full advance but not to run or charge.<br />

When a model stands, it ceases to be knocked down.<br />

battle DaMage<br />

DaMage rOlls<br />

A ranged or magic damage roll is 2d6 + POW. Melee attacks add the attacker’s STR as well.<br />

Boosted damage rolls gain an additional die. Mark one damage box for every point that the<br />

damage roll exceeds the target’s ARM.<br />

WarlOck DaMage<br />

Mark damage left to right. Remove the model from play when you mark its last damage<br />

box. Warbeasts go wild if their controlling warlock is removed from play, so destroy your<br />

opponent’s warlock to win the game!<br />

Warbeast DaMage<br />

Warbeasts have life spirals consisting of six branches of damage circles labeled with the<br />

numbers 1 through 6. Different life spirals might be slightly different in shape and number<br />

of damage circles, but they function the same way. When a model with a life spiral suffers<br />

damage, roll a d6 to determine which branch takes the damage. <strong>Start</strong>ing with the outermost<br />

unmarked circle in that branch and working inwards, mark one damage circle per damage<br />

point taken. Once a branch is full, continue recording damage in the next branch clockwise<br />

that contains an unmarked damage circle. Continue filling branches as required until every<br />

damage point taken has been recorded.<br />

DaMaging asPects<br />

Life spiral are divided into three aspects that can be crippled as a model suffers damage.<br />

As a warbeast’s aspects are crippled its performance on the battlefield suffers. While all the<br />

damage circles corresponding to an aspect are marked, that aspect is crippled. If 1 or more<br />

damage points are removed from a crippled aspect, the aspect is no longer crippled. The<br />

effects of crippled systems are as follows:<br />

• Crippled Body: The warbeast rolls one fewer die on damage rolls.<br />

• Crippled Mind: The warbeast rolls one fewer die on attack rolls. Additionally, the model<br />

cannot make chain attacks or special attacks, including power attacks.<br />

• Crippled Spirit: The warbeast cannot be forced.<br />

DestrOying a Warbeast<br />

When all a warbeast’s damage circles are marked, remove that warbeast from play.<br />

sPells & aniMi<br />

A warlock’s spells and his warbeasts’ animi can be used to enhance his army or hinder his<br />

enemy’s. Spells or animi that target a model other than the model using the spell or animus<br />

require line of sight to their targets. Unlike ranged attacks, being in melee does not prevent a<br />

model from using a spell or animus.<br />

sPell stats<br />

Warlock cards contain the full text of their spells as well as the following information, which<br />

is to the right of each spell name:<br />

COST, Fury Cost: The number of fury points a warlock must spend to cast the spell.<br />

RNG, Range: The maximum distance, in inches, the spell can be used against a target. If the<br />

RNG is “SELF,” the spell can be cast only on the warlock.<br />

AOE, Area of Effect: The diameter, in inches, of the spell’s area of effect. If the AOE is<br />

“CTRL,” the spell affects every model in the warlock’s control area.<br />

POW, Power: The base amount of damage the spell inflicts.<br />

UP, Upkeep: Whether the spell can be maintained. See below for details.<br />

OFF, Offensive: Whether the spell is offensive. See below for details.<br />

Upkeep Spells: Some spells can be maintained for more than one round. During your Control<br />

Phase, your warlock can spend fury to keep his upkeep spells in play, at 1 fury point per spell.<br />

An upkeep spell that is not upkept expires during your Control Phase.<br />

A warlock can have only one of each of his upkeep spells in play at a time, although he can<br />

maintain any number of different upkeep spells simultaneously. A model can have only one<br />

friendly and one enemy upkeep spell cast on it at a time. If another upkeep spell is cast on<br />

a model that already has one from the same source—friendly or enemy—the earlier upkeep<br />

spell expires and is replaced by the new one.<br />

Offensive Spells: Offensive spells require the warlock to make a magic attack roll, 2d6 +<br />

FURY, when casting them. Magic attacks require line of sight like ranged attacks, suffer the<br />

target-in-melee penalty, and can be boosted. Declare the attack before measuring range. If the<br />

target is beyond maximum range, the attack automatically misses.<br />

In addition to the spells on a warlock’s card, a warlock can cast the animus of any warbeast<br />

in his battlegroup that is in his control area, just as if the animus were a spell on his card.<br />

aniMi<br />

An animus is a dormant primal power innate within a warbeast. When a warbeast uses its<br />

animus, it gains a number of fury points equal to the COST of the animus. A warbeast cannot<br />

exceed its FURY in fury points as a result of using its animus. A warbeast can be forced to<br />

use its animus up to once per activation but cannot interrupt its movement or attack to use its<br />

animus. It can use its animus before moving, after moving, before an attack, or after an attack<br />

but not while moving or attacking. A warbeast cannot use its animus during an activation it<br />

ran.<br />

A model can have only one friendly animus in play on it at a time. If another friendly animus<br />

is cast on a model, the older friendly animus expires and is replaced by the new one when<br />

the affected model is hit by the animus. This applies to animi used by warbeasts as well as<br />

those cast as spells.<br />

unuseD terMs<br />

Some of the cards in your battlegroup box set use rules that are not covered here. Ignore these<br />

terms if you see them.<br />

Overtake: This ability on Master Tormentor Morghoul is not used in <strong>Quick</strong> <strong>Start</strong> games.<br />

Soulless: This ability on the Carnivean and Shredder is not used in <strong>Quick</strong> <strong>Start</strong> games.<br />

Terrain Effects: concealment, obstacle, obstruction, rough terrain, terrain<br />

Troop Terms: unit, Warrior<br />

WARMACHiNE Terms: focus<br />

©2001-2010 <strong>Privateer</strong> <strong>Press</strong> Inc. All Rights Reserved. All trademarks herein including <strong>Privateer</strong> <strong>Press</strong>,<br />

Iron Kingdoms, Immoren, WARMACHINE®, HORDES, Monstrous Miniatures Combat, Trollblood, Circle<br />

Orboros, Legion of Everblight, Skorne, warjack, warcaster, warbeast, and all associated logos are<br />

property of <strong>Privateer</strong> <strong>Press</strong>, Inc.


1<br />

2<br />

MIND<br />

6<br />

TROLL AXER<br />

5<br />

MADRAK IRONHIDE, THORNWOOD CHIEFTAIN<br />

TROLLBLOOD TROLLKIN WARLOCK<br />

FURY<br />

5<br />

IRONHIDE<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 8 7 6 14 16 9<br />

THROWN RATHROK<br />

RNG ROF AOE POW<br />

8 1 — 7<br />

RATHROK<br />

POW P +S<br />

7 15<br />

Our enemies are countless and our friends<br />

few. We must unite as one people or face<br />

extinction.<br />

—MADRAK IRONHIDE<br />

TROLL AXER<br />

TROLLBLOOD LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

BODY<br />

TROLL AXER<br />

THRESHOLD<br />

8<br />

4<br />

WB<br />

+6<br />

DAMAGE<br />

FA<br />

C<br />

TROLL AXER<br />

SPD STR MAT RAT DEF ARM CMD<br />

5 9 6 4 12 18 6<br />

3<br />

GREAT AXE<br />

POW P +S<br />

5 14<br />

—<br />

Outnumbered? Ha! That<br />

just means the axers<br />

earn their keep!<br />

—KITHKAR ELKEN FALLENTREE<br />

ANIMUS COST RNG AOE POW UP OFF<br />

RUSH 2 6 – – NO NO<br />

Target friendly warbeast gains +2˝ movement and Pathfi nder .<br />

Rush lasts for one turn.<br />

REGENERATION [D3] – This model can be forced to heal d3 damage<br />

points once per activation. This model cannot use Regeneration<br />

during an activation it runs.<br />

GREAT AXE<br />

THRESHER (★ATTACK) – This model makes one melee attack with this<br />

weapon against each model in its LOS and this weapon’s melee range.<br />

PC<br />

6<br />

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FA<br />

U<br />

IRONHIDE<br />

SNAP FIRE – When this model destroys one or more enemy models<br />

with a ranged attack during its combat action, immediately after that<br />

attack is resolved this model can make one normal ranged attack.<br />

Attacks gained from Snap Fire do not count against a weapon’s ROF<br />

and cannot generate additional attacks from Snap Fire.<br />

SCROLL OF GRINDAR’S PERSEVERANCE – This model can use Scroll of<br />

Grindar’s Perseverance once per game, when this model is directly hit<br />

by an attack. If this model uses the scroll, it suffers no damage roll<br />

from the attack. Declare use of the scroll after this model is hit but<br />

before the damage roll is made.<br />

TALISMAN OF SUBDUAL – This model cannot be charged or slam power<br />

attacked by a warbeast that began the charge or slam power attack<br />

in this model’s front arc. If a warbeast frenzies and would normally<br />

charge or slam Ironhide, it makes a full advance toward him instead.<br />

THROWN RATHROK<br />

CRITICAL GRIEVOUS WOUNDS – On a critical hit, the model hit by this<br />

weapon loses Tough, cannot heal or be healed, and cannot transfer<br />

damage for one round.<br />

THROWN – Add this model’s STR to the POW of this ranged attack.<br />

RATHROK<br />

MADRAK IRONHIDE, THORNWOOD CHIEFTAIN<br />

CRITICAL GRIEVOUS WOUNDS – See above.<br />

1<br />

2<br />

MIND<br />

6<br />

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All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

5<br />

TROLL IMPALER<br />

TROLL IMPALER<br />

TROLLBLOOD LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

BODY<br />

THRESHOLD<br />

9<br />

TROLL IMPALER<br />

4<br />

TROLL IMPALER<br />

SPD STR MAT RAT DEF ARM CMD<br />

5 9 5 5 12 16 6<br />

3<br />

THROWN SPEAR<br />

RNG ROF AOE POW<br />

8 1 — 4<br />

—<br />

BATTLE SPEAR<br />

POW P +S<br />

4 13<br />

—<br />

Do not underestimate<br />

the heft and weight of<br />

those spears. I’ve seen<br />

one lift a warpwolf and<br />

pin it to a tree.<br />

—BALDUR THE STONECLEAVER<br />

ANIMUS COST RNG AOE POW UP OFF<br />

FAR STRIKE 2 6 – – NO NO<br />

Target friendly model’s ranged weapons gain Snipe. Far Strike<br />

lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)<br />

REGENERATION [D3] – This model can be forced to heal d3 damage<br />

points once per activation. This model cannot use Regeneration<br />

during an activation it runs.<br />

THROWN SPEAR<br />

CRITICAL SMITE – On a critical hit, this model can slam the model hit<br />

instead of rolling damage normally. The model hit is slammed d6˝<br />

directly away from this model and suffers a damage roll with POW<br />

equal to this model’s STR plus the POW of this weapon. The POW of<br />

collateral damage is equal to this model’s STR.<br />

THROWN – Add this model’s STR to the POW of this ranged attack.<br />

PC<br />

5<br />

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FA<br />

U<br />

MADRAK IRONHIDE, THORNWOOD CHIEFTAIN<br />

SPELLS CO ST R NG A OE P OW UP OFF<br />

CARNAGE 3 SELF CTRL – NO NO<br />

Friendly Faction models gain +2 to melee attack rolls against enemy<br />

models in this model’s control area. Carnage lasts for one turn.<br />

STRANGLEHOLD 2 10 – 11 NO YES<br />

A model damaged by Stranglehold forfeits either its movement or its<br />

action during its next activation, as its controller chooses.<br />

SURE FOOT 3 6 – – YES NO<br />

Target friendly Faction model gains +2 DEF and cannot be knocked<br />

down. While within 3˝ of the affected model, friendly Faction models<br />

also gain +2 DEF and cannot be knocked down.<br />

1<br />

FEAT: CRUSHER<br />

While in Ironhide’s control area, friendly Faction<br />

models gain Overtake. Additionally, when a<br />

friendly Faction model destroys one or more<br />

enemy models with a melee attack while the enemy<br />

model is in Ironhide’s control area, the friendly<br />

model can make an additional melee attack.<br />

(When a model with Overtake destroys one or<br />

more enemy warrior models with a normal melee<br />

attack, after the attack is resolved this model can<br />

immediately advance up to 1˝.)<br />

2<br />

MIND<br />

6<br />

5<br />

TROLL IMPALER<br />

TROLL IMPALER<br />

TROLLBLOOD LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

BODY<br />

THRESHOLD<br />

9<br />

TROLL IMPALER<br />

4<br />

TROLL IMPALER<br />

SPD STR MAT RAT DEF ARM CMD<br />

5 9 5 5 12 16 6<br />

3<br />

THROWN SPEAR<br />

RNG ROF AOE POW<br />

8 1 — 4<br />

—<br />

BATTLE SPEAR<br />

POW P +S<br />

4 13<br />

—<br />

Do not underestimate<br />

the heft and weight of<br />

those spears. I’ve seen<br />

one lift a warpwolf and<br />

pin it to a tree.<br />

—BALDUR THE STONECLEAVER<br />

ANIMUS COST RNG AOE POW UP OFF<br />

FAR STRIKE 2 6 – – NO NO<br />

Target friendly model’s ranged weapons gain Snipe. Far Strike<br />

lasts for one turn. (An attack with a Snipe weapon gains +4 RNG.)<br />

REGENERATION [D3] – This model can be forced to heal d3 damage<br />

points once per activation. This model cannot use Regeneration<br />

during an activation it runs.<br />

THROWN SPEAR<br />

CRITICAL SMITE – On a critical hit, this model can slam the model hit<br />

instead of rolling damage normally. The model hit is slammed d6˝<br />

directly away from this model and suffers a damage roll with POW<br />

equal to this model’s STR plus the POW of this weapon. The POW of<br />

collateral damage is equal to this model’s STR.<br />

THROWN – Add this model’s STR to the POW of this ranged attack.<br />

PC<br />

5<br />

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FA<br />

U


1<br />

2<br />

MIND<br />

6<br />

WARPWOLF<br />

5<br />

KAYA THE WILDBORNE<br />

CIRCLE WARLOCK<br />

FURY<br />

6<br />

KAYA<br />

SPD STR MAT RAT DEF ARM CMD<br />

7 5 6 4 16 13 8<br />

SPLINTER<br />

POW P +S<br />

6 11<br />

She is bold, courageous, and utterly<br />

committed to Orboros. Kaya is untamed; she<br />

embodies what is best among us.<br />

—BALDUR THE STONECLEAVER<br />

FERAL WARPWOLF<br />

CIRCLE HEAVY WARBEAST<br />

FURY<br />

4<br />

SPIRIT<br />

BODY<br />

THRESHOLD<br />

9<br />

4<br />

WB<br />

+6<br />

DAMAGE<br />

FA<br />

C<br />

WARPWOLF<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 11 7 3 14 16 7<br />

3<br />

FERAL WARPWOLF<br />

BITE POW P +S<br />

3 14<br />

CLAW POW P +S<br />

4 15<br />

CLAW POW P +S<br />

4 15<br />

ANIMUS COST RNG AOE POW UP OFF<br />

BAYING OF CHAOS 2 SELF * – NO NO<br />

Remove 1 fury point from each enemy warbeast in this model’s<br />

command range. A warbeast can be affected by Baying of Chaos<br />

only once per turn.<br />

CONTROLLED WARPING – At the beginning of this model’s activation,<br />

choose one of the following warp effects. Warp effects last for one<br />

round. If this model frenzies it must choose Warp Strength at the start<br />

of its activation.<br />

• PROTECTIVE PLATES – This model gains +2 ARM.<br />

• WARP SPEED – This model gains +2 SPD.<br />

• WARP STRENGTH – This model gains +2 STR.<br />

REGENERATION [D3] – This model can be forced to heal d3 damage<br />

points once per activation. This model cannot use Regeneration<br />

during an activation it runs.<br />

H<br />

L<br />

R<br />

PC<br />

9<br />

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FA<br />

U<br />

KAYA<br />

KAYA THE WILDBORNE<br />

PACK HUNTERS – Living warbeasts in this model’s battlegroup in its<br />

control area gain +2 on melee attack rolls.<br />

SPLINTER<br />

CRITICAL KNOCKDOWN – On a critical hit, the model hit is knocked<br />

down.<br />

1<br />

ARGUS<br />

2<br />

MIND<br />

6<br />

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5<br />

ARGUS<br />

CIRCLE LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

ARGUS<br />

BODY<br />

THRESHOLD<br />

9<br />

4<br />

ARGUS<br />

SPD STR MAT RAT DEF ARM CMD<br />

7 8 5 4 15 14 6<br />

3<br />

DOPPLER BARK<br />

RNG ROF AOE POW<br />

SP 6 1 — —<br />

H<br />

BITE POW P +S<br />

4 12<br />

H<br />

BITE POW P +S<br />

4 12<br />

ANIMUS COST RNG AOE POW UP OFF<br />

TRACKER 1 6 – – NO NO<br />

Target friendly model gains Circular Vision and Pathfi nder .<br />

Tracker lasts for one turn.<br />

CIRCULAR VISION – This model’s front arc extends to 360˚.<br />

DOPPLER BARK<br />

PARALYSIS – The base DEF of a living model hit by this attack<br />

becomes 7, and the model hit cannot run or charge for one round.<br />

BITE<br />

COMBO STRIKE (★ATTACK) – Make a melee attack. Instead of making<br />

a normal damage roll, the POW of the damage roll is equal to this<br />

model’s STR plus twice the POW of this weapon.<br />

H<br />

PC<br />

4<br />

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FA<br />

U<br />

KAYA THE WILDBORNE<br />

SPELLS CO ST R NG A OE P OW UP OFF<br />

OCCULTATION 2 6 – – YES NO<br />

Target friendly model/unit gains Stealth .<br />

SOOTHING SONG 1 SELF CTRL – NO NO<br />

Remove up to 1 fury point from each friendly living Faction warbeast<br />

currently in this model’s control area. Soothing Song can only be cast<br />

once per turn.<br />

SPIRIT DOOR 3 CTRL – – NO NO<br />

Select a model in this model’s battlegroup in its control area. If this<br />

model is selected, immediately place it within 2˝ of another model<br />

in its battlegroup that was in its control area at the time the spell<br />

was cast. If another model in this model’s battlegroup is selected,<br />

immediately place that model within 2˝ of this model. A model<br />

cannot advance or attack after being placed by Spirit Door this turn.<br />

SPIRIT FANG 2 10 – 12 NO YES<br />

A model damaged by Spirit Fang suffers –2 SPD and DEF for one<br />

round.<br />

1<br />

ARGUS<br />

FEAT: WILD MASTERY<br />

Place up to 3 fury points on each friendly Faction<br />

warbeast in Kaya’s battlegroup that is in her control<br />

area. She can immediately leach fury points from<br />

warbeasts in her battlegroup in her control area.<br />

2<br />

MIND<br />

6<br />

5<br />

ARGUS<br />

CIRCLE LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

ARGUS<br />

BODY<br />

THRESHOLD<br />

9<br />

4<br />

ARGUS<br />

SPD STR MAT RAT DEF ARM CMD<br />

7 8 5 4 15 14 6<br />

3<br />

DOPPLER BARK<br />

RNG ROF AOE POW<br />

SP 6 1 — —<br />

H<br />

BITE POW P +S<br />

4 12<br />

H<br />

BITE POW P +S<br />

4 12<br />

ANIMUS COST RNG AOE POW UP OFF<br />

TRACKER 1 6 – – NO NO<br />

Target friendly model gains Circular Vision and Pathfi nder .<br />

Tracker lasts for one turn.<br />

CIRCULAR VISION – This model’s front arc extends to 360˚.<br />

DOPPLER BARK<br />

PARALYSIS – The base DEF of a living model hit by this attack<br />

becomes 7, and the model hit cannot run or charge for one round.<br />

BITE<br />

COMBO STRIKE (★ATTACK) – Make a melee attack. Instead of making<br />

a normal damage roll, the POW of the damage roll is equal to this<br />

model’s STR plus twice the POW of this weapon.<br />

H<br />

PC<br />

4<br />

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FA<br />

U


1<br />

2<br />

MIND<br />

6<br />

GLADIATOR<br />

5<br />

MASTER TORMENTOR MORGHOUL<br />

SKORNE WARLOCK<br />

FURY<br />

5<br />

TITAN GLADIATOR<br />

SKORNE HEAVY WARBEAST<br />

FURY<br />

4<br />

SPIRIT<br />

BODY<br />

THRESHOLD<br />

9<br />

4<br />

GLADIATOR<br />

SPD STR MAT RAT DEF ARM CMD<br />

4 12 6 3 12 19 7<br />

3<br />

TITAN GLADIATOR<br />

MORGHOUL<br />

SPD STR MAT RAT DEF ARM CMD<br />

7 6 8 4 17 13 8<br />

RIPPER<br />

POW P +S<br />

3 9<br />

I have learned to feed on treachery like<br />

meat and savor loyalty like rare wine. The<br />

terror you inspire in the ranks will serve in<br />

the place of true fi delity. —VINTER RAELTHORNE IV<br />

TUSKS POW P +S<br />

3 15<br />

H<br />

WAR GAUNTLET<br />

POW P +S<br />

4 16<br />

L<br />

WAR GAUNTLET<br />

POW P +S<br />

4 16<br />

ANIMUS COST RNG AOE POW UP OFF<br />

RUSH 2 6 – – NO NO<br />

Target friendly warbeast gains +2˝ movement and Pathfi nder .<br />

Rush lasts for one turn.<br />

BULLHEADED – When this model frenzies, if it would charge a model,<br />

it targets that model with a slam power attack instead. If it cannot, it<br />

frenzies normally.<br />

FOLLOW UP – When this model slams an enemy model, immediately<br />

after the slam is resolved this model can advance directly toward the<br />

slammed model up to the distance the slammed model was moved.<br />

GRAND SLAM – This model can make slam power attacks without<br />

spending focus or being forced. Models slammed by this model are<br />

moved an additional 2˝.<br />

TUSKS<br />

HARD HEAD – This model can add this weapon’s POW to its head-butt<br />

and slam power attack damage rolls.<br />

R<br />

WB<br />

+7<br />

PC<br />

8<br />

DAMAGE<br />

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FA<br />

C<br />

FA<br />

U<br />

MORGHOUL<br />

ANATOMICAL PRECISION – When this model’s melee damage roll fails<br />

to exceed the ARM of the living model hit, that model suffers 1<br />

damage point.<br />

MALTREATMENT – Once per turn during its activation, this model<br />

can remove 1 fury point from a warbeast in its battlegroup that is<br />

in its control area and add 1 fury point to its own current total. The<br />

warbeast suffers d3 damage points.<br />

OVERTAKE – When this model destroys one or more enemy warrior<br />

models with a normal melee attack, after the attack is resolved this<br />

model can immediately advance up to 1˝.<br />

PERFECT BALANCE – This model cannot be targeted by combined<br />

melee attacks, combined ranged attacks, or free strikes. Models do not<br />

gain back strike bonuses against this model. When knocked down,<br />

this model can stand up during its activation without forfeiting its<br />

movement or action if it is able to forfeit its movement or action to<br />

stand up.<br />

SPRINT – At the end of this model’s activation, if it destroyed one or<br />

more enemy models with melee attacks this activation it can make a<br />

full advance.<br />

RIPPER<br />

DOUBLE STRIKE – This model can make two additional attacks for each<br />

fury point spent to make additional attacks with this weapon.<br />

INFLICT PAIN – When it hits a warbeast with this weapon, this model<br />

can place 1 fury point on or remove 1 fury point from the warbeast.<br />

1<br />

SAVAGE<br />

2<br />

MIND<br />

6<br />

MASTER TORMENTOR MORGHOUL<br />

Illus. by Andrea Uderzo © <strong>Privateer</strong> <strong>Press</strong>, Inc. All R ight s Re serve d .<br />

All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

5<br />

CYCLOPS SAVAGE<br />

SKORNE LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

BODY<br />

THRESHOLD<br />

8<br />

4<br />

CYCLOPS SAVAGE<br />

SAVAGE<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 8 6 3 13 17 6<br />

3<br />

FALCHION<br />

POW P +S<br />

5 13<br />

ANIMUS COST RNG AOE POW UP OFF<br />

PRESCIENCE 1 6 – – NO NO<br />

Target friendly Faction model gains Future Sight. Prescience lasts<br />

for one turn.<br />

FUTURE SIGHT – This model can boost attack and damage rolls after rolling.<br />

Illus. by Brian Snoddy © <strong>Privateer</strong> <strong>Press</strong>, Inc. All R ight s Re serve d .<br />

All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

—<br />

It ignored my feint,<br />

stepped aside from my<br />

best cut, then nearly clove<br />

me in two before the<br />

impaler ran it through.<br />

—HORTHOL, LONG RIDER HERO<br />

PC<br />

5<br />

FA<br />

U<br />

SPELLS CO ST R NG A OE P OW UP OFF<br />

ABUSE 2 6 – – NO NO<br />

Target friendly warbeast gains +2 SPD and STR for one round but<br />

suffers d3 damage points.<br />

ADMONITION 2 6 – – YES NO<br />

When an enemy model advances and ends its movement within 6˝<br />

of target model in this model’s battlegroup, the affected model can<br />

immediately advance up to 3˝, then Admonition expires. The affected<br />

model cannot be targeted by free strikes during this movement.<br />

TORMENT 2 10 – 12 NO YES<br />

When a model is damaged by Torment, for one round it loses Tough,<br />

cannot heal or be healed, and cannot transfer damage.<br />

1<br />

SAVAGE<br />

MASTER TORMENTOR MORGHOUL<br />

FEAT: PAIN & SUFFERING<br />

While in Morghoul’s control area, enemy models cannot<br />

spend focus, be forced, or have damage transferred to<br />

them. Pain & Suffering lasts for one round.<br />

2<br />

MIND<br />

6<br />

5<br />

CYCLOPS SAVAGE<br />

SKORNE LIGHT WARBEAST<br />

FURY<br />

3<br />

SPIRIT<br />

BODY<br />

THRESHOLD<br />

8<br />

4<br />

CYCLOPS SAVAGE<br />

SAVAGE<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 8 6 3 13 17 6<br />

FALCHION<br />

POW P +S<br />

5 13<br />

ANIMUS COST RNG AOE POW UP OFF<br />

PRESCIENCE 1 6 – – NO NO<br />

Target friendly Faction model gains Future Sight. Prescience lasts<br />

for one turn.<br />

FUTURE SIGHT – This model can boost attack and damage rolls after rolling.<br />

3<br />

Illus. by Brian Snoddy © <strong>Privateer</strong> <strong>Press</strong>, Inc. All R ight s Re serve d .<br />

All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

—<br />

It ignored my feint,<br />

stepped aside from my<br />

best cut, then nearly clove<br />

me in two before the<br />

impaler ran it through.<br />

—HORTHOL, LONG RIDER HERO<br />

PC<br />

5<br />

FA<br />

U


1<br />

2<br />

MIND<br />

6<br />

CARNIVEAN<br />

5<br />

LYLYTH, HERALD OF EVERBLIGHT<br />

LEGION BLIGHTED NYSS WARLOCK<br />

FURY<br />

5<br />

CARNIVEAN<br />

LEGION HEAVY WARBEAST<br />

FURY<br />

4<br />

SPIRIT<br />

BODY<br />

CARNIVEAN<br />

THRESHOLD<br />

9<br />

4<br />

LYLYTH<br />

SPD STR MAT RAT DEF ARM CMD<br />

7 4 5 7 16 14 8<br />

CARNIVEAN<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 12 6 4 11 18 7<br />

3<br />

HELLSINGER<br />

RNG ROF AOE POW<br />

12 2 — 12<br />

BOW BLADE<br />

POW P +S<br />

3 7<br />

By Everblight’s blessing, I no longer require<br />

eyes to see. The world is colorless, and the<br />

living shadows bow before his majesty.<br />

—LYLYTH, HERALD OF EVERBLIGHT<br />

DRAGON BREATH<br />

RNG ROF AOE POW<br />

SP 10 1 — 14<br />

H<br />

BITE POW P +S<br />

6 18<br />

H<br />

TALON POW P +S<br />

4 16<br />

L<br />

TALON POW P +S<br />

4 16<br />

R<br />

WB<br />

+6<br />

PC<br />

11<br />

DAMAGE<br />

ANIMUS COST RNG AOE POW UP OFF<br />

SPINY GROWTH 2 6 – – NO NO<br />

Target friendly Faction model gains +2 ARM. If a warjack or<br />

warbeast hits the affected model with a melee attack, the attacking<br />

model suffers d3 damage points immediately after the attack has<br />

been resolved unless the affected model was destroyed or removed<br />

from play by the attack. Spiny Growth lasts for one round.<br />

ASSAULT – As part of a charge, after moving but before making its<br />

charge attack, this model can make one ranged attack targeting the<br />

model charged unless they were in melee with each other at the start<br />

of this model’s activation. When resolving an Assault ranged attack,<br />

the attacking model does not suffer the target in melee penalty. If the<br />

target is not in melee range after moving, this model can make the<br />

Assault ranged attack before its activation ends.<br />

BLOOD CREATION – This model never attacks friendly Faction warlocks<br />

and cannot choose them as its frenzy target.<br />

SOULLESS – This model does not generate a soul token when it is<br />

destroyed.<br />

Illus. by Karl Richardson © <strong>Privateer</strong> <strong>Press</strong>, Inc. All R ight s Re serve d .<br />

All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

FA<br />

C<br />

FA<br />

U<br />

LYLYTH<br />

1<br />

2<br />

MIND<br />

6<br />

SHREDDER<br />

LYLYTH, HERALD OF EVERBLIGHT<br />

BUSHWHACK – During its activation, this model can make its combat<br />

action before its normal movement. If it does, it must make a full<br />

advance as its normal movement this activation.<br />

HELLSINGER<br />

BLOOD LURE – Warbeasts in this model’s battlegroup can charge enemy<br />

models hit by this weapon this turn without being forced.<br />

WITCH MARK – If this attack hits an enemy model during this model’s<br />

activation, this model can target and automatically hit that model<br />

with spells, ignoring RNG and LOS, until the end of this model’s<br />

activation.<br />

Illus. by Andrea Uderzo © <strong>Privateer</strong> <strong>Press</strong>, Inc. All R ight s Re serve d .<br />

All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

5<br />

SHREDDER<br />

LEGION LESSER WARBEAST<br />

FURY<br />

2<br />

SPIRIT<br />

BODY<br />

SHREDDER<br />

THRESHOLD<br />

7<br />

4<br />

SHREDDER<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 6 5 3 13 12 7<br />

3<br />

BITE POW P +S<br />

4 10<br />

H<br />

There is no end to these<br />

tainted horrors. For<br />

every one we destroy,<br />

they spawn three more<br />

to take its place!<br />

—KAYA THE WILDBORNE<br />

ANIMUS COST RNG AOE POW UP OFF<br />

TENACITY 1 6 – – NO NO<br />

Target friendly model gains +1 DEF and ARM. Tenacity lasts for<br />

one round.<br />

BLOOD CREATION – This model never attacks friendly Faction warlocks<br />

and cannot choose them as its frenzy target.<br />

LESSER WARBEAST – This model cannot make power attacks.<br />

RABID – This model can be forced during its activation to gain +2 SPD,<br />

Pathfinder , and boosted attack and damage rolls for one turn.<br />

SNACKING – When this model boxes a living model with a melee<br />

attack, this model can heal d3 damage points. If this model heals, the<br />

boxed model is removed from play.<br />

SOULLESS – This model does not generate a soul token when it is<br />

destroyed.<br />

PC<br />

2<br />

Illus. by Karl Richardson © <strong>Privateer</strong> <strong>Press</strong>, Inc. All R ight s Re serve d .<br />

All faction names, logos, warjack, warcaster & warbeast are TM of <strong>Privateer</strong> <strong>Press</strong>, Inc.<br />

FA<br />

U<br />

SPELLS COST RNG AOE POW UP OFF<br />

BAD BLOOD 2 10 – – YES YES<br />

A warlock leaching from target warbeast suffers 1 damage point for<br />

each fury point leached. The affected warbeast cannot be healed or<br />

have damage transferred to it and loses Regenerate.<br />

PARASITE 3 8 – – YES YES<br />

Target model/unit suffers –3 ARM and this model gains +1 ARM.<br />

ERUPTION OF SPINES 3 10 – 10 NO YES<br />

If target model is hit, d6 nearest models within 5˝ of it suffer a<br />

POW 10 damage roll.<br />

1<br />

1<br />

1<br />

2<br />

MIND<br />

6<br />

LYLYTH, HERALD OF EVERBLIGHT<br />

While in Lylyth’s control area, friendly Faction models<br />

roll an additional die on attack rolls this turn.<br />

2<br />

MIND<br />

6<br />

5<br />

2<br />

FEAT: FIELD OF SLAUGHTER<br />

SHREDDER<br />

LEGION LESSER WARBEAST<br />

FURY<br />

2<br />

MIND<br />

6<br />

5<br />

SHREDDER<br />

LEGION LESSER WARBEAST<br />

SPIRIT<br />

BODY<br />

FURY<br />

2<br />

5<br />

SHREDDER<br />

LEGION LESSER WARBEAST<br />

SPIRIT<br />

BODY<br />

FURY<br />

2<br />

THRESHOLD<br />

7<br />

SPIRIT<br />

THRESHOLD<br />

BODY<br />

4<br />

7<br />

SHREDDER<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 6 5 3 13 12 7<br />

3<br />

4<br />

THRESHOLD<br />

7<br />

SHREDDER<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 There 6 5 is no 3 end 13 to these 12<br />

tainted horrors. For<br />

every one we destroy,<br />

7<br />

they spawn three more<br />

to take BITE its place!<br />

—KAYA THE POW WILDBORNE<br />

P +S<br />

4 10<br />

3<br />

SHREDDER<br />

SPD STR MAT RAT DEF ARM CMD<br />

6 There 6 5 is no 3 end 13 to these 12<br />

tainted horrors. For<br />

every one we destroy,<br />

7<br />

they spawn three more<br />

to take BITE its place!<br />

—KAYA THE POW WILDBORNE P +S<br />

4 10<br />

4<br />

3<br />

BITE POW P +S<br />

4 10<br />

H<br />

H<br />

H<br />

PC<br />

2<br />

PC<br />

2<br />

FA<br />

U<br />

There is no end to these<br />

tainted horrors. For<br />

every one we destroy,<br />

they spawn three more<br />

to take its place!<br />

—KAYA THE WILDBORNE<br />

PC<br />

2<br />

FA<br />

U<br />

FA<br />

U

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