| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc Bigboss | 4 | 6 | 3 | 4 | 5 | 2 | 5 | 3 | 8 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc Warboss | 4 | 7 | 3 | 5 | 5 | 3 | 6 | 4 | 9 | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Taur’ruk | 7 | 5 | 2 | 5 | 5 | 4 | 4 | 4 | 9 | 145 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Daemonsmith Sorcerer | 3 | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 9 | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hobgoblin Khan | 4 | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 7 | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Infernal Castellan | 3 | 6 | 4 | 5 | 5 | 3 | 3 | 4 | 10 | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Infernal Seneschal | 3 | 5 | 4 | 4 | 5 | 2 | 2 | 3 | 9 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sorcerer-Prophet | 3 | 5 | 4 | 4 | 5 | 3 | 2 | 3 | 10 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Orc | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | 12 |
| Black Orc Boss | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cutthroat | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 4 | 3 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Infernal Guard | 3 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | 11 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Infernal Ironsworn | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | 19 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bull Centaur Render | 7 | 4 | 2 | 4 | 5 | 3 | 3 | 2 | 8 | 56 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Deathshrieker Rocket Launcher | - | - | - | - | 6 | 3 | - | - | - | 120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bolt Thrower | - | - | - | - | 4 | 3 | - | - | - | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Infernal Ironsworn | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | 19 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Iron Daemon | 5 | - | - | 8 | 7 | 7 | - | - | - | 275 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| K’daai Fireborn | 6 | 4 | 2 | 5 | 4 | 2 | 4 | 3 | 7 | 41 |
| Manburner | 6 | 4 | 2 | 5 | 4 | 3 | 4 | 4 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Magma Cannon | - | - | - | - | 6 | 3 | - | - | - | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sneaky Git | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 5 | 6 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Taur’ruk | 7 | 5 | 2 | 5 | 5 | 4 | 4 | 4 | 9 | 145 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dreadquake Mortar | - | - | - | - | 7 | 4 | - | - | - | 165 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hellcannon | 3 | 4 | 3 | 5 | 6 | 5 | 1 | 5 | 4 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hobgoblin Wolf Rider | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 12 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bonegrinder Giant | 6 | 3 | 1 | 7 | 6 | 8 | 3 | * | 10 | 300 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Iron Daemon | 5 | - | - | 8 | 7 | 7 | - | - | - | +275 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | (Killing Blow), Flaming Attacks, Magical Attacks, Multiple Wounds (D3) |
Against models with the Flammable special rule, this weapon also has the Killing Blow special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Frenzy, Hatred (all enemies), Magical Attacks |
Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing Blow, Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Magical Attacks |
When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness.
The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules.
May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
Single use. The Breath of Hashut is a breath weapon with the following profile: R: N/A S: 4 AP: -2 Special Rules: Breath Weapon, Flaming Attacks, Magical Attacks
Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the armour value of any Ward or Regeneration save they have by 1, to a minimum of 6+.
The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used.
Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1.
The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| - | - | - | - |
Single use. Instead of attacking normally during the Combat phase, a model equipped with one or more vials of the Blood of Hashut can make a single attack to expend one vial. Make a single roll To Hit. If successful, the enemy suffers D6 hits. These hits can be directed against a unit or against a single enemy model. When rolling To Wound, the target number is the same as the armour value of the model(s) hit. For example, if the model(s) hit wear heavy armour, the target number for the rolls To Wound would be 5+, the same as the armour value of heavy armour. No armour save is permitted against wounds caused by the Blood of Hashut (Ward and Regeneration saves can be attempted as normal). Hits caused by the Blood of Hashut have the Flaming Attacks and Magical Attacks special rules.
| Range | Strength | AP | Special 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|
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| - | - | - | - |
A Darkforged weapon is a hand weapon, and can be used in conjunction with the Ensorcelled Weapons special rule. In addition, after deployment but before the first turn begins, roll on the table below to determine an attribute for the weapon. The weapon has this attribute for the duration of the battle: 1: Infernal Blade: This weapon gains the Flaming Attacks special rule. 2: Malignant: The bearer of this weapon gains the Hatred (all enemies) special rule. 3: Life Bane: This weapon gains the Multiple Wounds (D3) special rule. 4: Dweomer Leach: The bearer of this weapon gains the Magic Resistance (-1) special rule. 5: Hell-forged: This weapon has a Strength characteristic of S+1. 6: Spell-wrought: If the bearer of this weapon is a Wizard, they may apply a +1 modifier to any Casting roll they make. If the bearer of this weapon is not a Wizard, improve the Armour Piercing characteristic of this weapon by 1.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-48" | 3 (6) | (-3) | Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6) |
This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-60" 5(10) AP-2(-3) | 5 (10) | -2 (-5) | Bombardment, Move or Shoot, Cumbersome, Multiple Wounds (D3) |
This weapon shoots like a stone thrower, using the 'Bombardment' special rule a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-72" | 3 (6) | - (-3) | Bombardment, Cumbersome, Quake, Slow Reload |
This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (1), Requires Two Hands |
A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 4 | -1 | Armour Bane (1) |
A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | * | * |
*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -3 | Flaming Attacks, Strike First |
In combat, this model may make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 3 | -1 | Multiple Shots (D3), Volley Fire |
A model armed with a Hailshot blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. In addition, if 20 or more models belonging to the same unit shoot at the same target with Hailshot blunderbusses, they may re-roll any rolls of a natural 1 when rolling To Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-48" | 3 (3) | - (-) | Bombardment, Cumbersome, Flaming Attacks, Move or Shoot |
This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | - |
A Lammasu may make one additional attack each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6" | 3 | - | Flaming Attacks, Ponderous, Quick Shot |
If the roll To Hit is successful, a naptha bomb causes D3+1 hits to the target enemy unit, rather than the usual one.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| - | - | - | - |
An Iron Daemon equipped with a Skullcracker replaces the Impact Hits (D6+1) special rule with the Impact Hits (2D6+2) special rule and gains the Armour Bane (1) special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | -2 | Breath Weapon, Magical Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 5 | -1 | Armour Bane (1), Cannonade, Cumbersome |
When shooting with a steam cannonade, follow the normal Shooting phase sequence. This weapon does not have a 360° line of sight, it can only shoot into the Iron Daemon’s front arc.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Flaming Attacks |
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
A Hellbound model has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and gains both the Fear and Magical Attacks special rules. If the model already has the Fear special rule, it instead gains the Terror special rule. Additionally, once per game, a Hellbound model may re-roll one Scatter dice or one Artillery dice.
However, should a Hellbound model ever have to make a roll on a Misfire table, it suffers a -1 modifier to the result.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:
• Curse Of Hashut • Storm Of Ash • Flames Of Hashut
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model's Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.