MONSTERS
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Halflings
Woods: Halflings are natural woodsmen and can move swiftly and silently through wooded territory. Halflings therefore suffer no move penalty for moving through woods.
Harpies
Fly: Harpies can fly up to 24".
Harpy Units: Harpy units cannot have champions, standards or musicians. They cannot be led by characters.
Hippogriffs
Fly: The Hippogriff has towering wings which enable it to fly up to 24".
Terror: The Hippogriff causes terror.
Bound Monster: The Hippogriff is a bound monster.
Hydra
Terror: The Hydra causes terror.
Breathe Fire: The Hydra's heads can breath fire in the shooting phase, in the same way as a Dragon. Although there are many heads they all breath together, producing a single sheet of flame. Use the teardrop-shaped flame template to work out hits. Place the template as you wish, with the end lying over the targe and the narrow part coming from the front of the Hydra. Any model lying under the template area is hit on a 4+. Fire hits are a Strength 4.
Scaly Skin: Hydras have an exceptionally tough scaly skin. This acts like armour and give the Hydra an armour saving throw of 5+. As with Dragons, this is not modified by the Strength of the attack, so Hydras will always have the same save. Only if the attack discounts saves altogether is the save ignored.
Bound Monster: The Hydra is a bound monster.
Lammasu
Terror: The Lammasu causes terror.
Fly: The Lammasu can fly.
Sorcerous Exhalation: The Lammasu breathes out tendrils of magic which enwrap it in a cloud of protection. If a spell is cast on the Lammasu or its rider then it will fail on a 4+ - exactly as if a Dispel card had been played. Only one such roll may be made against each spell cast against the creature. Should you not succeed then Dispel cards may be used exactly as normal.
In addition, if any enemy attempts to hit the Lammasu or its rider with a magic weapon then the chance of hitting is always reduced by -1 regardless of any other bonuses or special considerations. The greatest chance of hitting is therefore a 2+, because even a weapon which would normally hit automatically must roll to hit requiring a 2+. An enemy armed with a magic weapon may choose to use an oridnary weapon instead, which hits and causes damage as normal. Note that this special ability only applies to weapons weilded in hand-to-hand combat and not to fire balls, lightning bolts, or other magic effects which a weapon may have - these would be cast as spells and can be stopped by the Lammasu's basic dispel as described above.
Manticore
Terror: The Manticore causes terror.
Fly: The Manticore can fly up to 24".
Enraged Bound Monster: Manticores are insanely dangerous and hard to control. If an army includes a Manticore, either as a mount or Bound Monster, then no other Bound Monsters may be included in the army either as individual Bound Monsters or as mounts.
In addition, Manticores must take a special Enraged Bound Monster test instead of the normal Bound Monster test. So unruly are these beasts that this test must also be taken by a ridden Manticore, although in this case the rider's Leadership can be used instead of the Manticore's Leadership. If the test if failed consult the chart below.
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24", and will leave a combat engagement it is already fighting in order to do so. It will continue to fight the enemy Monster until one or the other is dead, and will not break from combat against its rival. No further tests are required until the enemy is slain, thereafter they are taken at the start of the turn as normal. If there is no suitable enemy within 24" roll again: 1-3 the Manticore quits the battlefield as for 1 above, 4-6 the Manticore will do nothing that turn as for 6 below.
Struggle The Manticore bellows and roars as it attempts to break the magic that binds it or to wrest control from the rider. The Manticore and its rider can do nothing for this turn. If engaged in combat they cannot fight. However, if beaten in combat the Manticore will not break as it is far too enraged.
Swarms
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Frogs | 4 | 3 | 0 | 3 | 2 | 5 | 1 | 5 | 10 |
Lizards | 4 | 3 | 0 | 3 | 2 | 5 | 1 | 5 | 10 |
Bats | 8 | 3 | 0 | 3 | 2 | 5 | 1 | 5 | 10 |
Serpents | 3 | 3 | 0 | 4 | 2 | 5 | 1 | 5 | 10 |
Insects/Spiders | 4 | 3 | 0 | 3 | 2 | 5 | 1 | 5 | 10 |
Scorpions | 4 | 3 | 0 | 4 | 2 | 5 | 1 | 5 | 10 |
Rats | 6 | 3 | 0 | 3 | 2 | 5 | 1 | 5 | 10 |
Skaven get rat swarms at half price (50 points instead of 100) because they are naturally attracted to Skaven armies. However, you can buy a maximum of one half price rat swarm for each Skaven regiment in your army, including slaves but excluding packs of Giant Rats, Rat Ogres, Plague Censer Bearers and Poison Wind Globadiers. You can buy more Rat Swarms than this if you like but any extra cost the full price of 100 points each.
Lizardmen get lizard swarms and serpent swarms at half cost (50 points instead of 100). You can have a maximun of one half price lizard and/or serpent swarm for each Saurus Temple Guards, Saurus Warrios, Skink Warriors, or Cold One Riders in the army. You can have more Lizard and/or Serpent Swarms than this at the full cost of 100 points.
Base: Swarms are represented by a number of models mounted onto a single 40x40mm base. The exact number of models is not important, but there should be enough to convincingly fill the base. In most cases 5 models is sufficient. A swarms always consists of one type of creature - a swarms of frogs, ants, rats, etc.
Combat: A swarms moves and fights as a large monster with 5 wounds and 5 attacks. If your force includes several Swarms of the same type they must congregate and fight together, forming a mass rather like aunit of troops.
Leadership: Swarms are immune to all psychology and never take Break tests if defeated in hand-to-hand combat. They will automatically pass any Leadership based test they are obliged to take.
Pegasus
Fly: The Pegasus has broad wings which allow it to fly up to 24".
Treemen
Fear: Treemen are large and frighenting and therefore cause fear.
Woody Skin: Treemen have skin like thich bark. This acts like armour and gives the Treeman an armour saving throw of 5+. As with Dragons, this is not modified by the Strength of the attack, so Treemen will always have the same save. Only if the attack discounts saves altogether is the save ignored.
Fire: Treemen burn easily because of their dry, woody skin. Any Treeman hit by a flaming weapon or a fiery magic spell will take double wounds.
Hate: Treemen hate Orcs & Goblins because they burn the forests and cut down the oldest trees for war machines.
Move: Treemen may move in woods withouth penalty. Woodlands do not count as difficult terrain to Treemen.
Felled Treemen: When a Treeman is slain he may topple over onto any enemy or friends next to him. Roll a dice when the Treemen is killed. On a 6 the Treeman does not topple over, but just lurches on the spot, his root feet too embedded in the ground for him to fall over. On any other score, the Treeman is felled with a mighty crash. Roll the Scatter dice to see which direction the Treeman falls.
Place the Fallen Treeman template next to the Treeman in the direction he has toppled. Any models under the template must roll equal to or under their Initiative to get out of the way (a score of 1 always fails). Any models which manage to do this are moved slightly to one side of the template. Any models which fail to get out of the way are crushed by the massive trunk and removed as casualties. There is no armour save.
Tree Whack: The Treeman can use his bulk and limbs to smash things. Any Treeman in hand-to-hand combat with a war maching, wagon, chariot, howdah, or similar device can choose to whack the structure itself instaed of making his usual attacks. The Treeman forgoes his normal attacks and instead makes a single Strength 10 whack at the structure: a successful hit inflicts D6 wounds on the structure with absolutely no save possible. These wounds only apply to the structre; not to the crew, escorts, or creatures pulling it.
Rooted to the Spot: Treemen are not easily shifted by hordes of smaller enemies. Treemen do not have to take a Break test if beaten in hand-to-hand combat unless they suffer at least 1 wound during the fighting. If a group of Treemen fights together as a unit a test is required if 1 or more wounds is suffered by the unit.
Trolls
Fear: Trolls are large and repulsive and therefore cause fear.
Stupidity: Trolls are extremely stupid creatures and are affected by stupidity.
Regenerate: Trolls can regenerate damage if they are not too badly hurt. When Trolls are attacked calculate the number of wounds the unit suffers as normal. Once both sides involved in the combat have made all their attacks the Trolls may try to regenerate. Roll a D6 for each wound suffered during the combat. If you roll a 4+ that wound has regenerated. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are recovered.
The result of combat are worked out after the Trolls ahve regenerated, and the number of wounds inflicted on them does not include any that are regenerated.
Fire: Troll flesh cannot regenerate when it is burned. If a Troll sustains 1 or more wounds from flames then it cannot regenerate any wounds, not even those inflicted by ordinary weapons.
Vomit: A Troll has a particularly nasty alternate attack which is to vomit the highly corrosive contents of it's stomach on it's enemy. Should a Troll elect to vomit it may make no other attacks in hand-to-hand combat that turn. The Troll automatically inflicts 1 Strength 5 hit on his enemy. The Troll's vomit is penetrates armour so no armour saving throw is allowed.
Unicorns
Horn Attack: When a Unicorn charges it uses its horn like a lance. This confers the same +2 Strength bonus as a charging lance, so the Unicorn has a Strength of 6 when it charges into combat.
Natural Dispel: A Unicorn radiates a magic aura that can nullify the effects of other magic. If a spell is cast against the Unicorn rider, or a unit he is with, then it may be dispelled on a 4+. A dispelled spell has no effect.
Daemon Aura: A Unicorn's magic powers extends to its attacks, shrouding it in magic. This disrupts the daemonic auro of a Chaos Daemon and cancels out its daemonic saving throw in the same way as a magic weapon.
Dark Elf War Hydra
Terror: War Hydras cause terror.
Breathe FireL: The War Hydra's heads can breathe fire in the shooting phase. Although it has many heads, when the Hydra breathes fire several heads all breathe together, producing a single sheet of flame. The number of heads also means that a War Hydra is allowed to breathe fire even if it is engaged in hand-to-hand combat, and even if it charged in the same turn.
Use the teardrop-shaped flame template to work out hits. Place the template as you wish, with the end lying over the target and the narrow part coming from the front of the Hydra. Any model lying under the template area is hit on a 4+. Fire hits have a Strength equal to the number of hits the War Hydra has remaining. For example, a Hydra that has not suffered any wounds will have a fire attack with a Strength of 7, while a Hydra that has suffered 2 wounds will have a fire attack with a Strength of 5, and so on.
Scaly Skin: The War Hydra has scaly skin which acts like armour giving the Hydra an armour saving throw of 5+, but ingoring saving throw modifiers for the strength of the attack.
Wyvern
Terror: Wyverns cause terror.
Fly: Wyverns can fly up to 24".
Scaly Skin: The Wyvern has scaly skin which acts like armour, giving it an armour saving throw of 5+.
Bound Monster: The Wyvern is a bound monster.
Envenomed Tail: Before the Wyvern makes it normal attacks in hand-to-hand fighting it makes a special tail strike. Roll a single D6. Any enemy models in base contact with the Wyvern that have lower Initiative than the dice score are automatically hit by the sting. Models with Initiative equal to or higher than the roll have successfully dodged the sting and are not affected. In the case of large monster and riders, or crewed chariots, treat each rider, mount and crew separately.
Each model struck by the Wyvern's tail takes a Strength 5 hit.
Zombie Dragon
Cloud of Flies: Zombie Dragons are surrounded by a black cloud of flies. When the dragon is fighting, these creatures fly into the eyes and mouths of any opponents. This distraction means that any enemy fighting a Zombie Dragon must deduct -1 from their to hit rolls in hand-to-hand combat.
Combat Results: If a Zombie Dragon is beaten in combat, fails its Break test, and is forced to flee, then it is immediately destroyed. The magical hold that its master had over it is broken.
Fly: Zombie Dragons have tattered but functional wings and can fly.
Immune to Psychology: Zombie Dragons are not affected by psychology.
Pestilential Breath: Zombie Dragons can expel a black vapour from their jaws. Use the special teardrop-shaped template to represent the area covered by this attack. Place it with the broad end over the target and the narrow end at the dragon's mouth. Any model lying under the template area suffers 1 wounds on a 4+. No armour save is allowed except for magic armour.
Scaly Skin: Zombie Dragons still have the remains of scales which act like armour, protecting them with a saving throw of 5+.
Terror: Zombie Dragons are huge and frigenthing and cause terror.
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