MONSTERS LIST
Chaos Dragon ........................... 625 points
Profile M WS BS S T W I A LD
Chaos Dragon 6 6 0 7 7 7 6 8 8
Terror: Chaos Dragons cause terror.
Fire of Chaos: The dragon can breathe fire of Chaos in the shooting phase. Use the teardrop-shaped flame template to work out hits. Place the template with the end lying over the target and the narrow part coming from the Chaos Dragon's mouth. Any model lying under the template area is hit on a 4+. Fire hits have a Strength 4.
Fumes of Contagion: The dragon can breathe fumes of contagion in the shooting phase. Use the teardrop-shaped flame template to work out hits. Place the template with the end lying over the target and the narrow part coming from the Chaos Dragon's mouth. Any model lying under the template area is hit on a 4+. It is a Strength 4. With no armour save.
Fly: Chaos Dragons can fly up to 24".
Chimera ........................... points
The Chimera is a huge monster with three bestial heads: one resembling a lion, one with horns like a ram, and one reptilian and scaly like a dragon.
Profile M WS BS S T W I A LD
Chimera 6 4 0 7 6 6 4 6 8
Terror: Chimeras are horrifying and cause terror.
Breathe Fire: The Chimera's dragon head can breathe fire in the shooting phase. Use the teardrop-shaped flame template to work out hits. Place the template with the end lying over the target and the narrow part coming from the Chimera's mouth. Any model lying under the template area is hit on a 4+. Fire hits have a Strength 4.
Fly: Chimeras have wings and can fly up to 24".
Bound Monster: The Chimera is a bound monster.
COCKATRICE....................................150pts.
Profile M WS BS S T W I A Ld
Cockatrice 4 3 0 4 4 2 4 3 6
Fear: The Cockatrice causes fear as described in the Psychology section of the Warhamer rulebook.
Petrify: The gaze of the Cockatrice can petrify its opponents turning them into stone and slaying them. It may be used in shooting phase and has a range of 8", and can be used against any model that Cockatrice can see. If a model can roll less than its Initiative value on a D6 then it looks away in time and is unaffected; otherwise it is turned to stone. On a roll of 6 the target is always affected, even if its Initiative is 6 or more.
Fly: Cockatrices can fly up to 24".
Bound Monster: The Cockatrice is subject to Bound Monster rule.
DRAGON.....................................450 pts.
GREAT DRAGON........................600pts.
EMPEROR DRAGON..................750pts.
Profile M WS BS S T W I A Ld
Dragon 6 6 0 6 6 7 8 7 7
GreatDragon 6 7 0 7 7 8 7 8 8
Emp.Dragon 6 8 0 8 8 9 6 9 9
Fly: Dragons have wings and can fly up to 24" as described in the Warhammer rulebook.
Scaly Skin: Dragon has a saving throw of 4+ on D6 which is not modified by usual saving throw modifier for Strength. Only if the attack discounts saves altogether is the save ignored.
Terror: Dragons are huge and frightening monsters that cause terror as described in the Psychology section of the Warhammer rulebook. Remember that creatures which cause terror also cause fear.
Dragon's Breath : Type of breath depends on the colour of Dragon. Except where noted otherwise, breath attacks are worked out in the same way. Take the teardrop-shaped flame template and place it with the broad end over your target and the narrow end at the Dragon's mouth. Any model lying under the template area is hit on a D6 score of 4 or more. Dragons breathe in the shooting phase. Dragons fighting hand-to-hand can continue to breathe in the shooting phase, but must direct their attacks against the units they are fighting. Models removed as result of breath are not counted towards the combat result.
White Dragons breathe a freezing chill mist so cold that enemy are numbed and frozen. Any frozen modelsuffers 1 wound on a D6 roll of a 6 regardless of its Toughness with no saving throws for armour. Any unit which is hit by freezing chill is automatically frozen to the spot. A frozen unit may fight if attacked, but require 6's to hit, otherwise it may not do anything else until it thaws out. Frozen units are automatically frozen for 1 turn and subsequently must test to see whether they thaw out at the beginning of the player's following turns. Units frozen by Dragon require a D6 roll of 2+ to thaw out, those frozen by a Great Dragon require a 3+ and units frozen by an Emperor Dragon must roll a 4+.
Black Dragons breathe thick oil smoke which can overhelm and choke an enemy. Each model hit by the oily smoke suffers a number of wounds equal to D6 minus the target's Toughness. No armour save is allowed for armour. Black Great Dragons inflict one extra wound on top on any wound they would otherwise inflict, whilst Emperor Black Dragons inflict 2 extra wounds on top on any wound they would otherwise inflict.
Red or Fire Dragons breathe flames. Each enemy hit suffers a Strength 4 hit from Dragons, a Strength 5 hit from Great Dragons, and a Strength 6 hit from Emperor Dragons. Damage and saving throws are worked out normally. In addition, the Dragons cause extra damage on targets which burn easily such as Treemen and Mummies.
Green Dragons belch corrosive green fumes. Any model hit suffers a Strength 4 hit with no saving throw for armour. In addition a unit attacked by corrosive fumes may be forced to give groung before the choking clouds. The unit takes a Leadership test. If test is passed unit holds its ground. If unit fails it is moved directly away from the attack by D6". This does not affect unit's move next turn.
Blue Dragons generate an electric charge which they spit out in the form of arcing forks of lightnin. This is not worked out using flame template but as follows. The lightning has an initial range of 12" - nominate a single enemy model within range as target. Target is hit on a D6 roll of 4+. If target is hit then lightning will leap to the model touching the original target on 4+ and so on. The Dragon can direct the bolt leaps to in cases where there is a choice. Any model struck by ligtning suffers a Strength 6 hit from a Dragon, a Strength 7 hit from a Great Dragon and a Strength 8 hit from a Emperor Dragon with damage and armour saving throws as normal.
GREAT EAGLE...................................75pts.
Profile M WS BS S T W I A Ld
Eagle 2 7 0 5 4 3 5 2 8
Fly: Eagles can fly up to 24" as described in the Warhammer rulebook.
GRIFFON.............................................150pts.
Profile M WS BS S T W I A Ld
Griffon 6 5 0 6 5 5 7 4 8
Fly: Griffons have wings and can fly up to 24" as described in the rulebook.
Terror : Griffons are huge and frightening monsters that cause terror as described in the Psychology section of the Warhammer rulebook. Remember that creatures which cause terror also cause fear.
Bound Monster : The Griffon is subject to the Bound Monster rule.
GIANT SCORPION .................................. 50 pts
The Giant Scorpion has a shiny armoured shell and chitinous claws with saw edges and knife-like bristles. Its most deadly weapon is its venomous sting.
M WS BS S T W I A LD
5 3 0 5 4 4 1 2 7
Pincer Attack: The Giant Scorpion attacks with its 2 pincers. If both pincers hit, then they have grabbed hold of their target and the Giant Scorpion brings its tail down to sting its victim. Where both attacks hit, both hits are resolved at double normal Strength. If only 1 hit is scored this is resolved at the normal Strength of 5.
Fear: Giant Scorpions are horrible and cause fear.
Chitinous Armour: A Giant Scorpion's body is protected by thick plates of chitin. These act just like layers of armour and give the Giant Scropion an armour saving throw of 4+.
Bound Monster: The Giant Scorpion is a bound monster.
GIGANTIC SPIDER .................................. 50 pts
M WS BS S T W I A LD
5 3 0 5 4 4 1 2 7
Fear: Gigantic Spiders cause fear.
Move: Spiders have eight hairy legs which enable them to move over obstacles and rough terrain. To represent this spiders are not slowed down by crossing difficult ground or obstacles.
Chitinous Armour: A Gigantic spider's body is protected by thick plates of chitin which give the spider an armour saving throw of 4+.
Bound Monster: The Gigantic Spider is a bound monster.
GREAT TAURUS ............................ 225 pts
M WS BS S T W I A LD
6 6 0 6 6 5 7 4 8
Fly: The Great Taurus has huge wings and can fly.
Terror: The Great Taurus causes terror.
Fiery Skin: The Great Taurus's hid glow red hot and flickers with sparks, and therefore has an armour saving throw of 4+.
Fiery Breath: The Great Taurus can breathe flames over its enemy. Use the teardrop-shaped template and place the narrow end at the mouth of the Great Taurus and the broad end over the target. Any model lying under the template is hit on a 4+. Each model hit suffers a single Strength 3 attack. Damage and saving throws are worked out normally. In addition, it is possible to set buildings on fire and to cause extra damage to targets which burn easily such as Treemen and Mummies.
HIPPOGRIFF......................................145pts.
Profile M WS BS S T W I A Ld
Hippogriff 8 5 0 6 5 5 6 3 8
Fly: Hippogriffs have wings and can fly up to 24" as described in the rulebook.
Terror: Hippogriffs are huge and frightening monsters that cause terror as described in the Psychology section of the Warhammer rulebook. Remember that creatures which cause terror also cause fear.
Bound Monster: The Hippogriff is subject to the Bound Monster rule.
HYDRA ........................................... points
Profile M WS BS S T W I A LD
Hydra 6 3 0 5 6 7 3 5 6
Terror: The Hydra causes terror.
Breathe Fire: The Hydra's heads can breath fire in the shooting phase, in the same way as a Dragon. Although there are many heads they all breath together, producing a single sheet of flame. Use the teardrop-shaped flame template to work out hits. Place the template as you wish, with the end lying over the targe and the narrow part coming from the front of the Hydra. Any model lying under the template area is hit on a 4+. Fire hits are a Strength 4.
Scaly Skin: Hydras have an exceptionally tough scaly skin. This acts like armour and give the Hydra an armour saving throw of 5+. As with Dragons, this is not modified by the Strength of the attack, so Hydras will always have the same save. Only if the attack discounts saves altogether is the save ignored.
Bound Monster: The Hydra is a bound monster.
LAMMASU ........................................ points
Profile M WS BS S T W I A LD
Lammasu 6 6 0 6 7 5 6 3 8
Terror: The Lammasu causes terror.
Fly: The Lammasu can fly.
Sorcerous Exhalation: The Lammasu breathes out tendrils of magic which enwrap it in a cloud of protection. If a spell is cast on the Lammasu or its rider then it will fail on a 4+ - exactly as if a Dispel card had been played. Only one such roll may be made against each spell cast against the creature. Should you not succeed then Dispel cards may be used exactly as normal. In addition, if any enemy attempts to hit the Lammasu or its rider with a magic weapon then the chance of hitting is always reduced by -1 regardless of any other bonuses or special considerations. The greatest chance of hitting is therefore a 2+, because even a weapon which would normally hit automatically must roll to hit requiring a 2+. An enemy armed with a magic weapon may choose to use an oridnary weapon instead, which hits and causes damage as normal. Note that this special ability only applies to weapons weilded in hand-to-hand combat and not to fire balls, lightning bolts, or other magic effects which a weapon may have - these would be cast as spells and can be stopped by the Lammasu's basic dispel as described above.
MANTICORE.....................................200pts.
Profile M WS BS S T W I A Ld
Manticore 6 6 0 7 7 5 4 4 8
SPECIAL RULES
Fly : Manticores have wings and can fly up to 24" as described in the rulebook.
Terror: Manticores are huge and frightening monsters that cause terror as described in the Psychology section of the Warhammer rulebook. Remember that creatures which cause terror also cause fear.
Enraged Bound Monster: If army includes a Manticore (either as monster or as mount for character) it cannot include any other Bound Monster. Manticores must take a special Enraged Bound Monster test instead of the normal Bound Monster test. If manticore has a rider then a rider's Leadership may be used instead of Manticore's Leadership. If test is failed roll a D6 and check the chart below:
1. Deserts. Manticore quits the battlefield. It does not return. If it has a rider he is taken away. Neither of them is killed and no Victory points are awarded to enemy.
2-5. Attack Monster. Manticore attacks the nearest Bound Monster within 24", and leaves combat engagement if it's already fighting. It will continue to fight enemy monster untill one or other is dead, and will not break from combat against it's rival. No further tests are required until the enemy is slain, thereafter they are taken at the start of the turn as normal. If there is no suitable enemy within 24" roll again: 1-3 Manticore quits battlefield. 4-6 Manticore will do nothing till the next turn.
6. Struggle. Manticore and it's rider can do nothing this turn. If engaged in combat they will do nothing. However if beaten in combat Manticore will not break.
PEGASUS...........................................50pts.
Profile M WS BS S T W I A Ld
Pegasus 8 3 0 4 4 3 4 2 5
SPECIAL RULE
Fly : Pegasus has wings and can fly up to 24" as described in the rulebook.
SWARMS ..................................... 100 points (except if otherwise stated)
Profile M WS BS S T W I A LD
Frogs 4 3 0 3 2 5 1 5 10
Lizards 4 3 0 3 2 5 1 5 10
Bats 8 3 0 3 2 5 1 5 10
Serpents 3 3 0 4 2 5 1 5 10
Insects/Spiders 4 3 0 3 2 5 1 5 10
Scorpions 4 3 0 4 2 5 1 5 10
Rats 6 3 0 3 2 5 1 5 10
Skaven Rats: Skaven get rat swarms at half price (50 points instead of 100) because they are naturally attracted to Skaven armies. However, you can buy a maximum of one half price rat swarm for each Skaven regiment in your army, including slaves but excluding packs of Giant Rats, Rat Ogres, Plague Censer Bearers and Poison Wind Globadiers. You can buy more Rat Swarms than this if you like but any extra cost the full price of 100 points each.
Lizardmen Lizards/Snakes: Lizardmen get lizard swarms and serpent swarms at half cost (50 points instead of 100). You can have a maximun of one half price lizard and/or serpent swarm for each Saurus Temple Guards, Saurus Warrios, Skink Warriors, or Cold One Riders in the army. You can have more Lizard and/or Serpent Swarms than this at the full cost of 100 points.
Base: Swarms are represented by a number of models mounted onto a single 40x40mm base. The exact number of models is not important, but there should be enough to convincingly fill the base. In most cases 5 models is sufficient. A swarms always consists of one type of creature - a swarms of frogs, ants, rats, etc.
Combat: A swarms moves and fights as a large monster with 5 wounds and 5 attacks. If your force includes several Swarms of the same type they must congregate and fight together, forming a mass rather like aunit of troops.
Leadership: Swarms are immune to all psychology and never take Break tests if defeated in hand-to-hand combat. They will automatically pass any Leadership based test they are obliged to take.
UNICORN...........................................90pts.
Profile M WS BS S T W I A Ld
Unicorn 9 5 0 4 4 3 4 2 9
SPECIAL RULES
Horn Attack: When Unicorn charges it uses its horn like a lance to pierce its enemy. This confers the same +2 Strength bonus as a charging lance.
Natural Dispel: If a spell is cast against the Unicorn rider, or a unit he is with, then it may be dispelled on a D6 roll of 4+. A dispelled spell has no effect.
Daemon Aura: A Unicorn's magic power extends to its attacks, shrouding it in magic. This disrupts the daemonic aura of Chaos Daemon and cancels out its daemonic saving throw in the same way as a magic weapon.
WAR HYDRA ......................... points
Profile M WS BS S T W I A LD
War Hydra 6 4 0 5 6 7 3 5 8
Terror: War Hydras cause terror.
Breathe Fire: The War Hydra's heads can breathe fire in the shooting phase. Although it has many heads, when the Hydra breathes fire several heads all breathe together, producing a single sheet of flame. The number of heads also means that a War Hydra is allowed to breathe fire even if it is engaged in hand-to-hand combat, and even if it charged in the same turn. Use the teardrop-shaped flame template to work out hits. Place the template as you wish, with the end lying over the target and the narrow part coming from the front of the Hydra. Any model lying under the template area is hit on a 4+. Fire hits have a Strength equal to the number of hits the War Hydra has remaining. For example, a Hydra that has not suffered any wounds will have a fire attack with a Strength of 7, while a Hydra that has suffered 2 wounds will have a fire attack with a Strength of 5, and so on.
Scaly Skin: The War Hydra has scaly skin which acts like armour giving the Hydra an armour saving throw of 5+, but ingoring saving throw modifiers for the strength of the attack.
WYVERNS ......................... 180 points
Profile M WS BS S T W I A LD
Wyvern 6 5 0 5 6 4 4 3 5
Terror: Wyverns cause terror.
Fly: Wyverns can fly up to 24".
Scaly Skin: The Wyvern has scaly skin which acts like armour, giving it an armour saving throw of 5+.
Bound Monster: The Wyvern is a bound monster.
Envenomed Tail: Before the Wyvern makes it normal attacks in hand-to-hand fighting it makes a special tail strike. Roll a single D6. Any enemy models in base contact with the Wyvern that have lower Initiative than the dice score are automatically hit by the sting. Models with Initiative equal to or higher than the roll have successfully dodged the sting and are not affected. In the case of large monster and riders, or crewed chariots, treat each rider, mount and crew separately. Each model struck by the Wyvern's tail takes a Strength 5 hit.
ZOMBIE DRAGON ............................ points
Profile M WS BS S T W I A LD
Zombie Dragon 4 4 0 7 6 7 3 6 8
Cloud of Flies: Zombie Dragons are surrounded by a black cloud of flies. When the dragon is fighting, these creatures fly into the eyes and mouths of any opponents. This distraction means that any enemy fighting a Zombie Dragon must deduct -1 from their to hit rolls in hand-to-hand combat.
Combat Results: If a Zombie Dragon is beaten in combat, fails its Break test, and is forced to flee, then it is immediately destroyed. The magical hold that its master had over it is broken.
Fly: Zombie Dragons have tattered but functional wings and can fly.
Immune to Psychology: Zombie Dragons are not affected by psychology.
Pestilential Breath: Zombie Dragons can expel a black vapour from their jaws. Use the special teardrop-shaped template to represent the area covered by this attack. Place it with the broad end over the target and the narrow end at the dragon's mouth. Any model lying under the template area suffers 1 wounds on a 4+. No armour save is allowed except for magic armour.
Scaly Skin: Zombie Dragons still have the remains of scales which act like armour, protecting them with a saving throw of 5+.
Terror: Zombie Dragons are huge and frigenthing and cause