Mercenaries

Mercenaries

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Weapon Runes
Equipment

Special Rules

Mercenaries

Badlands Ogre Bulls

MWSBSSTWIALdPoints
Ogre63244323731
Crusher632443247-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command [pick 0-1]

Weapons [pick 0-1]

Armour [pick 1, required]

Default Equipment

Special Rules

Bonegrinder Giant

MWSBSSTWIALdPoints
Bonegrinder Giant6317683*10300
Troop Type
Behemoth
Base Size
50 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Doomseeker

MWSBSSTWIALdPoints
Doomseeker35054232D31050
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
1

Runes

Default Equipment

Special Rules

Imperial Dwarf Mercenaries

MWSBSSTWIALdPoints
Imperial Dwarf Warrior3433412198
Imperial Dwarf Veteran343341229-
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
5+

Equipment

Weapons [pick 0-1]

Command

Runes

Unit Options

Default Equipment

Special Rules

Restrictions

Imperial Ogres

MWSBSSTWIALdPoints
Imperial Ogre63344323731
Ogre Captain634443247-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command [pick 0-1]

Weapons [pick 0-1]

Armour [pick 1, required]

Default Equipment

Special Rules

Restrictions

Prince Ulther's Dragon Company

MWSBSSTWIALdPoints
Borri Forkbeard345341229-
Dragon Company trooper343341219-
Dragon Company trooper343341219-
Dragon Company trooper34334121914
Prince Ulther Stonehammer3554522310-
Troop Type
Heavy infantry (named character)
Base Size
25 x 25 mm
Unit Size
4+

Default Equipment

Special Rules

Restrictions


Magic Items

Magic Weapons

Backstabber's Blade (25 pts)

RangeStrengthAPSpecial Rules
CombatS+1-1Magical Attacks

Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound.

Battleaxe of the Last Big Waaagh! (75 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last

No description available.

Bigger, Choppier Axe (55 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last

No description available.

Da Akrit Axe (30 pts)

RangeStrengthAPSpecial Rules
CombatS+1-Armour Bane (1), Magical Attacks

The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier applies only against enemy models the wielder charged this turn.

Da Choppiest Choppa (35 pts)

RangeStrengthAPSpecial Rules
CombatS+1-3Magical Attacks

No description available.

Hammer of Righteousness (50 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Magical Attacks, Requires Two Hands, Strike Last

Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.

Mace of Helsturm (65 pts)

RangeStrengthAPSpecial Rules
CombatS-Magical Attacks

No description available.

Mace of Helsturm (65 pts)

RangeStrengthAPSpecial Rules
Combat10-5Magical Attacks, Multiple Wounds (D6), Requires Two Hands

No description available.

Martog’s Best Basha (50 pts)

RangeStrengthAPSpecial Rules
CombatS+1-2Magical Attacks, Requires Two Hands

The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics.

Pearl Daggers (35 pts)

RangeStrengthAPSpecial Rules
CombatS-1Extra Attacks (D3), Magical Attacks, Requires Two Hands

The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the combat phase.

Porko's Pigstikka (40 pts)

RangeStrengthAPSpecial Rules
Combat+1-1Armour Bane (1), Magical Attacks

Models whose troop type is 'cavalry', 'monster' or 'chariot' only.This weapon’s Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has.

Runefang (100 pts)

RangeStrengthAPSpecial Rules
CombatS-2Magical Attacks, Strike First

When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.

Sword of Justice (50 pts)

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Magical Attacks, Multiple Wounds (2)

The wielder of the Sword of Justice may re-roll any failed rolls To Wound.

Wollopa's One Hit Wunda (15 pts)

RangeStrengthAPSpecial Rules
Combat10-3Magical Attacks, Strike First

Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.

Magic Armour

Armour of Fortune (45 pts)

The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the [Killing Blow] special rule. If the wearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.

Armour of Mork (30 pts)

The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).

Dead ’Ard Armour (35 pts)

Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.

Spiteful Shield (20 pts)

The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.

Trollhide Trousers (40 pts)

May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.

Twice-Blessed Armour (25 pts)

The Twice-Blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.

Magic Standards

A unit carrying the Banner of the Wildz gains the Move through Cover special rule.

A unit carrying the Banner of Duty may re-roll any failed Rally test.

Da Angry Ladz Flag (35 pts)

A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.

Da Banner Of Da Nomadz (25 pts)

When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.

Da Banner of Butchery (35 pts)

All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.

Da Spider Banner (35 pts)

A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.

Griffon Standard (50 pts)

When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.

Guff's Windy Banner (20 pts)

A unit carrying the Guff's Windy Banner may re-roll any failed Panic test.

Icon of Morr (25 pts)

A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.

Imperial Banner (60 pts)

All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a [Fear], Panic or [Terror] test and discard the highest result.

Tapestry of Sigmar's Triumph (40 pts)

A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.

The Big Red Raggedy Flag (50 pts)

A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, whilst calculating its combat result, the unit may count an additional bonus of +1 combat result point.

The Gleaming Pennant (15 pts)

Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.

Waaagh! Banner (40 pts)

A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and when it makes a Charge roll may apply a +D3 modifier to the result.

Enchanted Items

'Eadbuttin''At (15 pts)

An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.

Big Boss 'At (50 pts)

During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.

Da Thinkin’ Orc’s ’At (25 pts)

The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.

Fungus Wine (10 pts)

Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.

Grisly Trophy Rack (30 pts)

Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).

Laurels of Victory (40 pts)

When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.

Necklace Of Blessed Teef (50 pts)

The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.

Ring of Fortune (20 pts)

Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.

Ring of Taal (20 pts)

Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.

Shroud of Iron (10 pts)

The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.

The Silver Horn (15 pts)

Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.

Arcane Items

Book of Ashur (85 pts)

The bearer of the Book of Ashur increases their Dispel rangeby 3" and, unless they roll any natural double, may apply a +1modifier to any of their Casting or Dispel rolls. However, ifthe bearer rolls any natural double when making a Casting orDispel roll, the book has proven to be a poor reproduction,full of glaring errors, and the +1 modifier cannot be applied tothat roll.

Buzgob’s Knobbly Staff (35 pts)

Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.

Crystal Ball (20 pts)

Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.

Glittering Wotnots (40 pts)

If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.

Idol Of Gork (40 pts)

The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.

Idol of Mork (30 pts)

The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.

Staff Of Baduumm (55 pts)

The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again.

Tome of Midnight (30 pts)

The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic, or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.

Twin-Tailed Wand (40 pts)

Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

Wizard's Familiar (35 pts)

0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.

Wizard's Staff (20 pts)

The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.

Talismans

Effigy Of Mork (35 pts)

Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.

Glowy Green Amulet (35 pts)

If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.

Jade Amulet (25 pts)

The bearer is immune to the [Killing Blow] special rule. If the bearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.

Slayer's Hourglass (10 pts)

Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer's Hourglass

Sparkly Wizard Finda (45 pts)

The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.

The Collar of Zorga (20 pts)

Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.

The White Cloak (30 pts)

The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the [Flaming Attacks] special rule.

Witch Hunter's Ward (20 pts)

A model that bears a Witch Hunter's Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter's Ward can re-roll a single failed Armour Save roll.

Weapon Runes

Grudge Rune (20 pts)

For each Grudge Rune inscribed upon a weapon, its wielder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.

Rune of Fury (25 pts)

For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.

Equipment

Weapon

Bonegrinder Giant’s Club

RangeStrengthAPSpecial Rules
Combat***

A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules. Bonegrinder Giant Attacks Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table ||||| |:--|:--|:--|:--| |D6|Little Things|Big Things|Bigger Things| |1-2|Crush Underfoot|Crush Underfoot|Wallop| |3-4|Grind its Bones|Vomit|Mighty Swing| |5-6|Vomit|Mighty Swing|’Eadbutt|

Dragonblade

RangeStrengthAPSpecial Rules
CombatS+2-2Armour Bane (1), Magical Attacks

Dragonblade is inscribed with a Rune of fury and Grudge Rune, as described on page 34 of Forces of Fantasy

Light cannon

RangeStrengthAPSpecial Rules
18"4-1Armour Bane (2)

If the roll To Hit is successful when firing a light cannon, it causes D3 hits to the target enemy unit, rather than the usual one

Ogre Pistol

RangeStrengthAPSpecial Rules
24"4-1Armour Bane (1), Quick Shot

Special Rules

Bonegrinder Giant Attacks

Crush UnderfootThe Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3.
’EadbuttThe Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its BonesFaced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty SwingThe Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
VomitPeering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2.
WallopThe Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.

Doomseeker

At the end of the battle, a Doomseeker that has been slain is worth no Victory Points. However, if a Doomseeker is still alive, the enemy players win a bonus number of Victory Points equal to 100% of its points cost.

First to the Fray

This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a + D3 modifier to the result.

Whirlwind of Death

Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness.