As the player, it is your duty to command your army on the battlefield, but first you will have to pick one of the different factions available to you. Each Army Book contains a description of the different units that are available to its faction, as well as their characteristics and special rules that apply to them.
To start building your army, you create an Army List, which includes the selection of units, spells and options you want to use along with their point costs. Every unit, weapon, upgrade, and Magic Item has a specific point cost, which is used to balance the game and ensure fair play between players.
Planning, strategy, knowing terrain, learning about the ponent – very useful for a heist! What? You were asking about battles? Oh yes, Klepa knows them too. We goblins are Warborn after all – that’s the name us and orc pals call ourselves together. Klepa has seen all the great battles, seen loads of action! Normally from quite far away – so you know I had a good view.
Main thing I’ve learned is you’ve got to get there early if you want the best spot for hiding and picking over the loot at the end. You want some loot? Genuine, authentikarated battle gear, picked from the choiciest corpses! Just step quietly over to Appendicitis Numero Two and we’ll have a little chat about the low low prices.
Army Books
The rules for playing the various factions are detailed in Army Books and supplement Army Books (remember that using a supplement requires the agreement of your opponent or event organiser).
Unit Entries
Each entry in an Army Book is categorised into different Army Categories, each represented by specific icons in the unit entries of the Army Book. Each Army Category has its own points limit, as defined in the Army Book, determining how many points a player can allocate to that particular category. This allows players to create a balanced and strategic army composition for their games.
characterCharactersThis category typically allows players to spend up to 40% of the Army Size. All entries that belong to this Category follow the rules for Characters and Attachable Models.Characters are the leaders and exceptional individuals in the army, wielding various skills such as brute force, tactical acumen, spellcasting ability, or engineering knowledge. They play a crucial role in influencing the outcome of battles, and one of them usually serves as the army's General, responsible for leading and inspiring your forces.
coreCoreThis Army Category always has a minimum amount of points that must be spent on it, usually 25% of the Army Size.
Core units represent the most readily available warriors in the faction, serving as essential rank-and-file troops under the command of the Characters. They are always present in some combination as part of your fighting force.specialSpecialThis Army Category has no maximum or minimum limit. You are free to spend any amount of points on units in this Category.
The Special Army Category represents less common and more unique forces that are found in some but not all of your faction's armies. While they might make up the largest portion of your host, , the availability of each unit is still limited. They can often fill a range of useful and impactful roles.
EoSArmy-SpecificThis Army Category has a maximum amount of points that can be spent on it; the limit is defined within individual Army Books.
Army-Specific Categories introduce additional options and limitations in army building, reflecting the nature of the faction. Army-Specific Categories can include thematic groupings of units, limitations based on specific functions, and sometimes the faction’s most rare and powerful forces.
Belonging to more than one Army Category
Some units can be included in more than one Army Category, which is represented by more than one icon in their entry. In these cases, simply count the unit’s Point Cost towards the limits of all its Army Categories, but only once towards the army’s Point Cost.
Adding Army Categories to a Unit
Choosing certain options can make a unit count towards another Army Category in addition to its original Army Category. For example, giving a unit Shooting Weapons might make it also count towards the Ranged Support Army Category. This is marked by a small icon of the additional Army Category, displayed underneath the original Army Category icon(s), together with the conditions for counting towards this additional Army Category.
Splitting Point Cost between Army Categories
In some rare cases, a unit’s Point Cost can be split between different Army Categories, where the Point Cost for some particular option is additionally counted towards a different Army Category than the unit. This is marked in the unit entry by a split icon, with the two halves representing the two Army Categories the unit counts towards.
For example, a 250 pts Elf Character, counted towards the Characters Army Category, decides to ride a 500 pts Dragon, which is an option marked to count additionally towards Beasts and Monsters. In this case, the player must count the entire unit’s Point Cost (250 + 500 = 750 pts) towards Characters, and the Dragon’s Point Cost (500 pts) towards “Beasts and Monsters”. Here too, of course, only 750 pts are added towards the army’s total limit.
Rarity - Restrictions for Units and Items
Certain units and options in the army have limitations on how many times they can be included.
• Maximum Points cost: Unless mentioned otherwise, no unit can have a points cost above 600 points. A unit entry with a different maximum points cost different than this, follows its own defined limits instead. For example, a unit with (max. 800 pts) listed next to its unit size limits can cost up to 800 points.
• Max. X Items per Army: Some items have an amount of Max. X allowed per army. For example, it might be Max. 2 Units, Max. 2 Models, or Max. 2 Mounts per Army. This means you can choose to include a maximum of X instances of these items in your army.
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• Regular: These items are limited to a maximum of once per 500 Army Points, rounding fractions up. For example, at 4000 Army Points Regular items are restricted to Max. 8 per Army. Unless noted otherwise, all units taken from Core are Regular.
• Common: These items are limited to a maximum of once per 1000 Army Points, rounding fractions up. For example, at 4000 Army Points Regular items are restricted to Max. 4 per Army. Unless noted otherwise, all units taken from outside Core are Common.
• Uncommon: These items are limited to a maximum of once per 1500 Army Points, rounding fractions up. For example, at 4000 Army Points Regular items are restricted to Max. 3 per Army.
• Rare: These items are limited to a maximum of once per 2500 Army Points, rounding fractions up. For example, at 4000 Army Points Regular items are restricted to Max. 2 per Army.
• Extraordinary: These items are limited to a maximum of once per 5000 Army Points, rounding fractions up. For example, at 4000 Army Points Regular items are restricted to Max. 1 per Army.
• Legendary: These items can only be taken once per army.
• Max. X Combined Items per Army: Some combinations of items may be restricted in combination. In these cases this will be detailed in the Army Organisation part of the Army Book.
• Max. X Items per Unit: Some items have a maximum limitation allowed per unit. This means you can choose to include up to X instances of these items for each unit.
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h2 class='ruleTitle'>Spell SelectionModels that can cast spells of any kind are called Casters. Casters able to cast Learned Spells are called Wizards.
If a Caster has a choice between spells, or knows Learned Spells, the chosen spells must be written on the Army List. Casters know different numbers of spells, and select them as described in their unit entries, except for Wizards. They all follow the same general rules for selecting their Learned Spells:
Each of the following Wizard types must choose a Path of Magic to select spells from. Which Paths it has access to is specified under each Wizard's unit entry. The chosen Path of Magic must be written on the Army List.
Wizards know different numbers of Learned Spells, and can choose spells depending on their type:
• Wizard Apprentice: 1 spell that is the Apprentice Spell (#1).
• Wizard Adept: 3 spells chosen from Apprentice Spell and Adept Spells (#1 - #4).
• Wizard Master: 5 spells chosen from Apprentice Spell, Adept Spells, and Master Spells (#1 - #6).
If either of the following types, then the Wizard does not select a Path of Magic:
• Wizard Conclave (X): X spells from the list of Learned spells specified under each unit entry with Wizard Conclave.
• Protean Magic (X): X Apprentice spells, chosen from any Path it has access to.
During Pre-game Selections, Casters may swap spells. See 3.2 Pregame Selections for details.
To save time and space on Army List writing, we recommend that the wizard level of a model is followed by the path name with the numbers of the selected spells in brackets. \
For example, Wizard Adept, Alchemy (2, 3, 4).