Humans
Physique: "European"
Humans have the following Special Rules:
- Human wizards may substitute illusion or elemental spells for any or all battle magic spells. They may substitute any one necromancy spell for an equivalent level battle magic spell. They may substitute any one demonic spell for an equivalent level battle magic spell. Normal humans may not use more than one necromantic or demonic spell.
The basic human profile is as follows:
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Human | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 | 7 | 7 |
The pregenerated Hero profiles are as follows:
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Human 5 Hero | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 7 | 7 | 7 | 7 |
Human 10 Hero | 4 | 5 | 4 | 4 | 4 | 2 | 4 | 3 | 8+1 | 7 | 7 | 7 |
Human 15 Hero | 4 | 5 | 4 | 4 | 4 | 3 | 5 | 3 | 9+2 | 7 | 8+1 | 8+1 |
Human 20 Hero | 4 | 6 | 4 | 4 | 4 | 4 | 6 | 4 | 10+3 | 7 | 8+1 | 8+1 |
Human 25 Hero | 4 | 6 | 5 | 4 | 4 | 4 | 6 | 4 | 10+3 | 9+2 | 9+2 | 9+2 |
The pregenerated Wizard profiles are as follows:
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Human 5 Wizard | 4 | 4 | 3 | 4 | 3 | 1 | 3 | 1 | 7 | 8+1 | 8+1 | 8+1 |
Human 10 Wizard | 4 | 4 | 3 | 4 | 3 | 2 | 4 | 1 | 8+1 | 9+2 | 8+1 | 9+2 |
Human 15 Wizard | 4 | 5 | 3 | 4 | 4 | 3 | 4 | 1 | 9+2 | 9+2 | 9+2 | 9+2 |
Human 20 Wizard | 4 | 5 | 4 | 4 | 4 | 4 | 5 | 1 | 9+2 | 10+3 | 9+2 | 10+3 |
Human 25 Wizard | 4 | 6 | 5 | 4 | 4 | 4 | 6 | 1 | 10+3 | 10+3 | 10+3 | 10+3 |
Norse
Norse are subject to the following rules:
- Saga Animosity
- May field Berserkers
- My field wolf-warriors - weres with access to Wolf form, but fight in Human and Wolf-Man forms
Weres
Weres are a significant deviation from standard human rules, as shown:
- Units must enter battle in either uman or wolf-man form. Once wolf-man form is entered, they may not change back until the battle has ended.
- Were characters may transmute between human, wolf-man, and great wolf form during battle. This must be done in the presented order - they cannot skip the wolf-man stage.
- All models in a unit transmute at the same time with a single roll, excluding any attached leaders.
- At the start of the controlling player's turn, weres may attempt to transmute by rolling 1d6 with the following modifiers. +1 if within 6" of an enemy. +2 if engaged in melee. If the result is a six or higher, they successfully transmute into their other form.
- A unit of weres which is in wolf-man form while charging or being charged is frenzied.
- Were characters lose any associated magical abilities when not in human form.
- Were characters in giant wolf form Hate the nearest enemy, and are immune to Fear. In addition, they are frenzied when making or receiving charges.
- Were characters in giant wolf form must may only change to wolf-man form while in hand-to-hand combat, and must make an additional test should they fail with the following results:
- 1-4: The character remains under normal control.
- 5: The character must move towards the nearest table edge at normal speed, avoiding combat if possible and making a new transmutation test at the start of their turn. If they fail to turn back before reaching the edge, they flee the battlefield.
- 6: As above, but may not test to transmute.
- Units of weres must be lead by ordinary weres or were characters.
Weres have a unique statblock for their wolf-man and great wolf form, seperate to their normal statline and levelling up according to their normal rules. Great wolves do not modify there profiles on level up, instead gaining +1 Wound for every five levels except level 25. As the pregenerated statistics for the Human Hero and Wizards are identical to the prior list, they will not be repeated.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Wolf-Man | 4 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 6 | 8 | 8 |
As follows are the pregenerated statistics, with both Hero and Wizard using the same statline:
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Wolf-Man 5 | 4 | 5 | 4 | 5 | 4 | 1 | 5 | 2 | 8 | 6 | 8 | 8 |
Great Wolf 5 | 9 | 6 | 0 | 4 | 4 | 1 | 6 | 2 | 6 | 4 | 6 | 6 |
Wolf-Man 10 | 4 | 6 | 4 | 5 | 5 | 2 | 5 | 3 | 9+1 | 6 | 8 | 8 |
Great Wolf 10 | 9 | 6 | 0 | 4 | 4 | 2 | 6 | 2 | 6 | 4 | 6 | 6 |
Wolf-Man 15 | 4 | 6 | 4 | 5 | 5 | 3 | 6 | 3 | 10+2 | 6 | 9+1 | 9+1 |
Great Wolf 15 | 9 | 6 | 0 | 4 | 4 | 3 | 6 | 2 | 6 | 4 | 6 | 6 |
Wolf-Man 20 | 4 | 7 | 4 | 5 | 5 | 4 | 7 | 4 | 10+3 | 6 | 9+1 | 9+1 |
Great Wolf 20 | 9 | 6 | 0 | 4 | 4 | 4 | 6 | 2 | 6 | 4 | 6 | 6 |
Wolf-Man 25 | 4 | 7 | 5 | 5 | 5 | 4 | 7 | 4 | 10+3 | 8+2 | 10+2 | 10+2 |
Great Wolf 25 | 9 | 6 | 0 | 4 | 4 | 4 | 6 | 2 | 6 | 4 | 6 | 6 |
Chaos
As followers of chaos are radically overhauled by the Realms of Chaos, they will not be represented here.
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