• 1230 pts (27.00 %) Characters (40 Max)
  • 1366 pts (30.00 %) Core (25 Least)
  • 1462 pts (32.00 %) Special (0 NoLimit)
Characters
270 points
Vizier #1

Vizier - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
3" 9" 9
Defensive HP Def Res Arm
3 6 5 0
Offensive Att Off Str Ap Agi
Vizier 3 6 4 1 3
Options Battle Standard Bearer • Shield • Spear • Blunderbuss (5+) • Talisman of the Void • Rod of Battle
575 points
Prophet #1

Prophet - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
3" 9" 9
Defensive HP Def Res Arm
3 4 5 0
Offensive Att Off Str Ap Agi
Prophet 2 4 4 1 2
Options Shield • Alchemy • Wizard Master • General • Prophet of Ashuruk • Lugar's Dice • Tablet of Vezodinezh
385 points
Prophet #2

Prophet - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
3" 9" 9
Defensive HP Def Res Arm
3 4 5 0
Offensive Att Off Str Ap Agi
Prophet 2 4 4 1 2
Options Shield • Occultism • Wizard Adept • Prophet of Nezibkesh • Blunderbuss (5+) • Book of Arcane Mastery
Core
440 points
Infernal Warriors #1

Infernal Warriors x20 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
3" 9" 9
Defensive HP Def Res Arm
1 4 4 0
Offensive Att Off Str Ap Agi
Infernal Warrior 1 4 3 0 2
Options Shield • Musician • Blunderbuss (5+)
200 points
Shackled Slaves #1

Shackled Slaves x40 - Standard - Infantry - 25x25

Global Adv Mar Dis Model Rules
4" 8" 4
Defensive HP Def Res Arm
1 2 4 0
Offensive Att Off Str Ap Agi
Shackled Slave 1 2 3 0 1
Options Shield
371 points
Vassal Levies #1

Vassal Levies x32 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Vassal Levy 1 3 3 0 3
Options Bow (4+) • Paired Weapons • Musician • Standard Bearer • Vassal Chieftain • Flaming Standard
355 points
Vassal Levies #2

Vassal Levies x40 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Vassal Levy 1 3 3 0 3
Options Musician • Standard Bearer • Shield and Spear • Vassal Chieftain • Flaming Standard
Special
155 points
Infernal Artillery #1

Infernal Artillery - Large - Construct - 75

Global Adv Mar Dis Model Rules
3" 3" 9
Defensive HP Def Res Arm
5 1 4 0
Offensive Att Off Str Ap Agi
Crew 3 4 3 0 2
Options Naphtha Thrower and Fires of Industry (1)
155 points
Infernal Artillery #1

Infernal Artillery - Large - Construct - 75

Global Adv Mar Dis Model Rules
3" 3" 9
Defensive HP Def Res Arm
5 1 4 0
Offensive Att Off Str Ap Agi
Crew 3 4 3 0 2
Options Naphtha Thrower and Fires of Industry (1)
290 points
Infernal Artillery #1

Infernal Artillery - Large - Construct - 75

Global Adv Mar Dis Model Rules
3" 3" 9
Defensive HP Def Res Arm
5 1 4 0
Offensive Att Off Str Ap Agi
Crew 3 4 3 0 2
Options Rocket Battery (4+) and Fires of Industry (2)
280 points
Taurukh Enforcers #1

Taurukh Enforcers x5 - Standard - Beast - 25x50

Global Adv Mar Dis Model Rules
7" 14" 9
Defensive HP Def Res Arm
1 4 5 0
Offensive Att Off Str Ap Agi
Taurukh Enforcer 2 4 4 1 2
Options Shield • Great Weapon • Standard Bearer • Blunderbuss (5+)
582 points
Taurukh Anointed #1

Taurukh Anointed x5 - Large - Beast - 50x75

Global Adv Mar Dis Model Rules
7" 12" 9
Defensive HP Def Res Arm
3 5 5 0
Offensive Att Off Str Ap Agi
Taurukh Anointed 3 5 5 2 3
Options Shield • Great Weapon • Musician • Standard Bearer

Magics

Racial Trait Spell

Casting Type Duration Effect
H Curse of Nezibkesh The target suffers −1 Offensive Skill and Defensive Skill {and an additional −1 for every Incendiary marker on the target (if the number of markers changes, so will the modifier)}, up to a maximum of −3.
Mf (36"){18"} Hex Range (6+){7+} One Turn
Alchemy

Alchemy

Casting Range Type Duration Effect
1 Quicksilver Lash 7+ 24" Hex Missile Damage Instant The target suffers D3+1 hits with Flaming Attacks, Magical Attacks, and Armour Penetration 10. These hits always wound on a roll equal to or greater than “7 minus the target’s Armour”. An unmodified ‘6’ always wounds and an unmodified ‘1’ always fails to wound.
2 Word of Iron <5+> {9+} <24"> {18"} Augment One Turn The target gains <+1> {+2} to its Armour.
3 Glory of Gold 8+ 18" Augment One Turn The target gains +1 Armour Penetration, Flaming Attacks and Magical Attacks.
4 Silver Spike <6+> {9+} <18"> {36"} Hex Missile Damage Instant The target suffers 1 hit with Strength 4 [6], Armour Penetration 10, Magical Attacks, [Multiple Wounds (D3)], and Area Attack (1×5).
5 Corruption of Tin 8+ 36" Hex Permanent The target suffers -1 Armour.
6 Molter Copper 7+ 24" Hex Missile Damage Instant The target suffers D3+4 hits with Strength X, Armour Penetration 4, Flaming Attacks, and Magical Attacks, where X is equal to the target’s Armour.
A Alchemical Fire 18" Hex One Turn The target gains Flammable against Melee Attacks.
Occultism

Occultism

The Sacrifice: When casting a non-Bound Spell from this Path, immediately after the casting roll, but before any Dispelling Attempt, the Active Player may choose the Caster’s unit or another friendly unengaged unit within 24″.
A unit may only be chosen once per phase. The chosen unit suffers X hits that wound automatically with Armour Penetration 10 and Magical Attacks, and with no saves of any kind allowed, where X is determined by the Discipline value of the largest fraction of models in the unit, ignoring all Discipline modifiers. In case of a tie, use the lower value:
• 0 to 4: 3 hits
• 5 to 7: 2 hits
• 8 to 10: 1 hit
Any Health Point loss from The Sacrifice that would remove the last model of the chosen unit as a casualty is discarded.
These Health Points losses never cause Panic Tests.
If at least one Health Point loss was caused, the spell is cast with the {amplified} version. In that case, use any text marked with {}.

Casting Range Type Duration Effect
1 Breath of Corruption 6+ [9+] Caster [12"] [Augment] Focused One Turn The target gains Breath Attack (Magical Attacks, Toxic Attacks).
[This spell may only target Characters, Champions, and single model units.]
{If the Breath Attack is used as a Shooting Attack, its range is increased to 18″.}
2 Hand of Glory 6+ [8+] Caster [12"] [Augment] Focused One Turn The target <<, all models in its unit when the spell is cast, and Raised models in the unit>> gain Aegis (6+) and Aegis (+1, max 3+).
{This spell may only target Characters, Champions, and single model units.}
3 The Rot Within 6+ 24" Hex Permanent The target suffers -1 Offensive Skill and -1 Defensive Skill.
{The Caster gains +1 Offensive Skill and +1 Defensive Skill.}
4 Pentagram of Pain 5+[6+] 24"[12"Aura] |Hex| |Direct| [Universal] |Damage| Instant The target suffers D6 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
[The Caster's unit is unaffected.]
{If one or more unsaved wounds are caused with this spell, the Caster Recovers 1 Health Point.}
5 Marked for Doom 9+ 24" Hex Damage Direct Instant The target suffers 1 hit with Strength 10, Armour Penetration 10, Multiple Wounds (D3), and Magical Attacks.
{If the target is within 12" of the Caster, the spell targets a single Character or Champion joined to the target unit.}
6 The Grave Calls 11+ 12" Hex Damage Direct Instant The target suffers 2D6 hits with Strength 5, Armour penetration 2, and Magical Attacks.
{The hits gain +1 Strength and +1 Armour Penetration.}

Magic items

Rod of Battle: The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Talisman of the Void: The bearer gains Channel (1).

Lugar's Dice: A single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.

Tablet of Vezodinezh: When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.

Book of Arcane Mastery: The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Magic banners

Flaming Standard: One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.

Model Rules

Accurate:

Bodyguard: When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.

Cannot be Stomped:

Enslaved Porters: Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6&quot;: • If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover. • If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of '1' with its Close Combat Attacks. The effects last until the start of the next friendly Player Turn.

Fear: Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.

Hand Weapon: All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Higher Calibre: The maximum range of the model's Artillery Weapon is doubled. Enemy units hit by the weapon suffer -1&quot; Advance Rate to a minimum of 3&quot; and -2&quot; March Rate to a minimum of 6&quot; until the start of the next friendly Player Turn.

Impact Hits: At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.

Infernal Armour: Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Brand: The model gains Commanding Presence with the following restrictions: it has a range of 6&quot; and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.

Insignificant:

Light Armour: Armor +1

Move or Fire: The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.

Oil Flasks: If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.

Scoring: Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.

Secrets of Nezibkesh: When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.

Tall:

War Machine: The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.

Wizard Apprentice: - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.