| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bruiser | 6 | 5 | 3 | 5 | 5 | 4 | 4 | 4 | 8 | 110 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Butcher | 6 | 3 | 2 | 4 | 5 | 4 | 2 | 3 | 7 | 105 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Firebelly | 6 | 3 | 2 | 4 | 5 | 4 | 2 | 3 | 7 | 110 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hunter | 6 | 5 | 4 | 5 | 5 | 4 | 3 | 4 | 9 | 115 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Slaughtermaster | 6 | 4 | 3 | 4 | 5 | 5 | 3 | 4 | 8 | 230 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tyrant | 6 | 6 | 4 | 5 | 5 | 5 | 5 | 5 | 9 | 185 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gnoblar Fighter | 4 | 2 | 3 | 2 | 3 | 1 | 3 | 1 | 5 | 2 |
| Groinbiter | 4 | 2 | 3 | 2 | 3 | 1 | 3 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gnoblar Trapper | 4 | 2 | 3 | 2 | 3 | 1 | 3 | 1 | 5 | 5 |
| Snarefinger | 4 | 2 | 4 | 2 | 3 | 1 | 3 | 1 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Irongut | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 8 | 39 |
| Gutlord | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 4 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ogre | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 7 | 31 |
| Crusher | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sabretusk | 8 | 4 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | 17 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Scraplauncher | - | - | - | 5 | 5 | 5 | - | - | - | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ironblaster | - | - | - | 5 | 6 | 5 | - | - | - | 185 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Leadbelcher | 6 | 3 | 3 | 4 | 4 | 3 | 2 | 3 | 7 | 41 |
| Thunderfist | 6 | 3 | 4 | 4 | 4 | 3 | 2 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Maneater | 6 | 4 | 4 | 5 | 4 | 3 | 3 | 4 | 8 | 54 |
| Maneater Captain | 6 | 4 | 4 | 5 | 4 | 3 | 3 | 5 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ogre | - | 3 | 2 | 4 | 4 | 4 | 2 | 3 | 7 | 64 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Yhetee | 7 | 3 | 0 | 5 | 4 | 3 | 4 | 3 | 7 | 46 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gorger | 6 | 3 | 0 | 5 | 5 | 4 | 2 | 4 | 8 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Stonehorn | 7 | 3 | - | 6 | 6 | 6 | 2 | 4 | - | 245 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Thundertusk | 6 | 3 | - | 6 | 6 | 6 | 2 | 4 | - | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bonegrinder Giant | 6 | 3 | 1 | 7 | 6 | 8 | 3 | * | 10 | 300 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks, Requires Two Hands, Strike Last |
Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Killing Blow, Magical Attacks, Strike First |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Extra Attacks (+1), Magical Attacks, Multiple Wounds (D3), Strike Last |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Armour Bane (1), Magical Attacks, Requires Two Hands, Strike Last |
Rather than attacking normally, the wielder of the Thundermace may choose to make a special ‘Thunderstrike’ attack. If they do, make a single roll To Hit. If this is successful, place a small (3") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon.
The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound.
The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered.
A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits.
A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule.
When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard’s controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast.
The bearer of Daemon-slayer Scars gains the Terror special rule.
Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test.
The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test.
After making a Casting roll, the bearer of Grut’s Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3" of the bearer immediately loses a single Wound. Note that the result of this additional D3 cannot cause a miscast or a perfect invocation.
The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range ‘self ’ spells) by 3".
Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast.
A Cathayan Jet Pendant gives its bearer a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again.
Once per turn, this character may re-roll a single failed roll To Wound made against an enemy model with the Large Target special rule.
Once per game, you may make your opponent re-roll a single roll To Wound made against this character.
This character (but not their mount) has a +1 modifier to their Strength characteristic. However, this character cannot refuse a challenge and neither they, nor any unit they have joined, can Flee as a charge reaction.
Models whose troop type is ‘infantry’ only. This character has a +1 modifier to their Movement characteristic.
Models whose troop type is ‘infantry’ only. This character has a +1 modifier to their Toughness characteristic. However, this character is also subject to the Stupidity special rule.
Models whose troop type is ‘infantry’ only. This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 4 | -1 | Ignores Cover, Move & Shoot, Quick Shot |
| 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 |
|---|---|---|---|
| Combat | S | - | Extra Attacks (1), Requires Two Hands |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 4 | -1 | Armour Bane (1), Multiple Shots (2), Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | -1 | Breath Weapon |
A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 10 | -3 | Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | S+1 | - | Killing Blow |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | -1 | Breath Weapon, Multiple Wounds (D3) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Killing Blow |
In combat, this model must make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | - | Breath Weapon, Flaming Attacks |
| 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 |
|---|---|---|---|
| 12" | S+1 | -1 | Move & Shoot, Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (2) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 6 | -2 | Multiple Wounds (D3), Ponderous |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18 | 3 | - | Armour Bane (1) |
A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24 | 5 | -2 | Armour Bane (1), Cumbersome, Multiple Wounds (2) |
A Leadbelcher gun has two profiles, representing its two modes of firing.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 4 | -1 | Armour Bane (1), Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-48" | 3 (4) | - (-2) | Bombardment, Cumbersome, Multiple Wounds (2) |
This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) 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 | -2 | - |
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.
This character replaces the Impact Hits (2) special rule with the Impact Hits (D3+1) special rule. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, a character with a Butcher’s Cauldron may attempt to make an offering to the Great Maw 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 Regeneration (5+) special rule. However, if this test is failed, this character immediately loses a single Wound.
| D6 | Result |
|---|---|
| 1 | Kaboom!: Constantly mistreated by the Ogres, the cannon explodes spectacularly. The model is destroyed and immediately removed from play |
| 2-3 | Krrack! With a tremendous crack, the cannon splits along its length, rendering it useless. The model cannot shoot with this weapon for the remainder of the game. |
| 4-6 | Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in the mechanism. The model does not shoot this turn and cannot shoot with this weapon during the next round. |
Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.
A champion or character that has joined a unit with this special rule may make a “Look Out, Sir!” roll if there are two or more rank and file models in the unit (rather than the usual five). In addition, you may re-roll a “Look Out, Sir!” roll if there are five or more rank and file models in the unit.
A Wizard with the ‘Lore of the Great Maw’ 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 • Toothcracker • Trollguts
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.
When a Gorger declares a charge, it may re-roll its Charge roll.
A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.
This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
This habit can prove quite perilous to any enemy or predator that ventures too close.
Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.