Azyr Composition - Louisville Wargaming

Transcription

Azyr Composition - Louisville Wargaming
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Published Date: 5/21/2016
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During the design process of this system, I initially started out trying to write a mathematical formula that
would allow us to point the models exactly as we have been doing for the past twenty plus years. I started
noticing that this was the general direction that everyone was taking, and that each formula being put out
online was very similar to each other, though had minor differences.
I then decided to move from the 1000 based precision system that I have pretty much used exclusively, and
take a note from games like Warmachine or SAGA and go simpler.
The system contained in these pages is one that I wish to use for narrative campaigns as opposed to
tournaments. I do believe that these would work fine for tournaments as well, but a general system is about
being able to loosely gauge an overall force and determine that they are in the same ballpark as each other,
whereas a precision-based system is going to attempt to point cost each model as finely as it can.
The problem I have with a precision system is that there is more to the model than its statline, and while
formulas work great for statlines, once you throw in situational modifiers from scenarios or abilities the math
gets thrown out. Sometimes it just happens to work, but if you’ve played any point-based system for any
length of time you will find that some models work above what they are pointed at in certain situations, and
may be totally bad in others (and this is where arguments over scenarios come in, where people want a
universal set of scenarios that don’t highlight the good or bad parts that the math misses, which in my
opinion can lead to gross stagnation)
While looking at this system, be aware that it is designed to give you a loose feeling of two forces being
relatively balanced between one another overall. A unit of 10 something may be 1 point, and another unit of
10 something may be 1 point – this does not mean they are precision pointed at 1 point – this means that
generally overall they are a tier 1 unit and overall the army should match up against another army at the
same point level. This packet may not be to the taste of a player that needs precision points, but this packet is
not trying to accomplish precision pointing in the first place, but rather a loose outline of balance between
two forces.
The rules modifications were put in to clean up the rules and to work with the comp. Summoning I felt
needed serious restrictions because you are in essence generating free points. Shooting into combat was the
other because if a missile armed model can both shoot into combat and fight in melee, it becomes worth more
than a melee-only model.
Any playtesting findings that you may have or questions feel free to contact me at [email protected]
and we will discuss. Its been fun creating and I look forward to the campaigns that will stem from this
packet.
Azyr Composition Rules
Page 2
Skirmish
Patrol
Small Battle
Large Battle
Apocalypse
5
10
15
20
25
2
5
8
12
20
10
20
30
40
50
15
30
45
60
75
Max Units: The maximum number of scrolls total that can be taken
Max Hero/Warmachine/Monster Points: The maximum point value of all heroes combined. Monstrous
heroes count against the hero limit. The maximum number of points spent on Warmachines allowed.
The maximum number of points spent on monsters allowed. (All three categories are separate, so in a 20
point game you could spend 5 points on heroes, 5 on monsters, and 5 on warmachines)
Max Points: The maximum number of points that may be deployed overall on your force. Entries are
listed as either the flat point cost or in the format of X points per Y models.
Banners, Champions, Musicians: All Command Elements are included in the scroll free of cost unless
otherwise indicated.
If an entry can be combined with another (ex: cauldron of blood and Hellebron) – you pay for both
separate. If an entry lists both in its points cost (ex: flame phoenix and anointed) you only pay once.
All minimum unit sizes based on the army scroll must be observed.
If a unit has a number in parenthesis after it (ie 2 for 5 (2)) the number in parentheses is how many
models you can add by spending 1 point (useful if you have a point left over!)
Total Pool Size: You may bring to your game the total pool size amount in points. You may only
deploy the Max Points however. Unused models may be summoned if you possess a summoner that can
bring them on the table. This gives you some flexibility in how you deploy.
Formats
Azyr format uses the above slot restrictions.
Azyr-Heroic format uses only the points, but no slot restrictions. IE – you may field as many heroes or
warmachines or monsters as you wish.
Azyr Composition Rules
Page 3
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Scenarios that use victory points count up the points values of the units slain or removed.
Summoned units count toward this total. For units that were composed of multiple selections (ie
a unit of 20 models that were bought 1 for 10 would have been 2 for 20), points are scored for
each selection removed. In the above example, if 10 or more models were removed from the unit
of 20 models, the other player would score 1 point as he removed 1 point worth of models from
the unit.
For scenarios that use victory points, wiping out your opponent does not guarantee victory. If
they still score more points than you do, they win (ie summoning gives up points – your opponent
faced insurmountable odds and overcame by sacrificing the lives of their men to hold your forces
up)
Summoning Pool – Summoners use a special Summoning Pool. This pool constitutes the part of
the army that does not deploy (reference Total Pool Size above). Once these models are
exhausted, the summoner may not summon anymore.
o Opponents who declare that they will not be summoning anything during the game may
field half of their remaining pool that they did not deploy in addition to their normal
forces IF their opponent will be summoning during the game. Note that by declaring this
bonus, that player may not summon anything regardless of if they have a summoner
capable of doing so.
(DEVIATION) Summoning – any unit summoned onto the table comes in at the minimum value
listed on their scroll unless otherwise indicated by the spell
(DEVIATION) Summoning – units summoned may not activate powers in the hero phase that
they were summoned on
(DEVIATION) Look out Sir! – The army commander that is within 3” of a like-sized friendly
unit that are not engaged in melee may claim a Look Out Sir roll for every ranged attack that
strikes them. If the commander is within 3” of a like-sized friendly unit and is attacked by
missile weapons, then for every successful hit the owning player may roll a D6, and for every 4+
that is rolled, the unit takes the hits instead. This only applies to the army commander.
Like-sized is defined as an infantry character would be like-size to infantry units, cavalry
characters would be like-size to cavalry units, monstrous infantry units would be like-size to
monstrous-infantry units, monstrous cavalry heroes would be like-size to monstrous-cavalry
units, etc.
Cover Saves – these are largely covered in the terrain scrolls. Use them!
o (CLARIFICATION) A model that is not in cover does not get a cover save just because
part of his unit is in cover. The majority of the unit should be in cover for the unit to
gain cover.
(DEVIATION) Measure from base to base. Ranges for weapons come from the base, not the
model. Players should never stack their bases on top of their own or other players’ bases.
(DEVIATION) A roll of a “1” is always considered a failure
(DEVIATION) War Machine Crew: When shooting at War Machines, the player that controls
the warmachine chooses where to allocate the wounds (to machine or crew)
Scenario Clarifications: This comp packet is not intended to always be used in perfectly balanced
scenarios. Some of the campaign scenarios will state an imbalance exists. For example, one side
may have half the number of models as the other. In those cases, one side has half the number of
points as the other. Other examples include one monster vs several models. In instances like
these, follow the scenario and if you can apply points to it, do so – otherwise do not.
Azyr Composition Rules
Page 4
The following rules are optional and may be used if both players agree or if your event
coordinator wishes to use it.

Miscasts – when spellcasters roll a double 1 to cast, they have had magical feedback
harm them. The more powerful the spell, the more feedback they take. When a
spellcaster rolls a double one, consult the below and apply the damage to the caster.
o Spell attempted to cast was power level 4 or less, caster takes 1 Mortal Wound
o Spell attempted to cast was power level 5 – 8, caster takes D3 Mortal Wounds
o Spell attempted to cast was power level 9+, caster takes D6 Mortal Wounds
o Summoning spells that are miscast are successful, but the opposing player
controls the models and they are considered hostile to the summoning player.
Alternate Activation
Alternate Activation is an optional rule.
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Roll for initiative as normal
The player that wins initiative may activate one hero, unit, monster, or warmachine.
o Activation means that that entity does all of its actions from the Hero, Movement,
Shooting, and Combat phase
o If a HERO is activated, then the player may also activate one unit (defined as a
unit, monster, or warmachine) that is within 3” of the model and who also has the
same keywords defining them. For example, two models that are both marked as
Chaos, Khorne, Bloodbound would be eligible. However, if one model is marked
Chaos, Nurgle, Pestilence, and the other is marked Chaos, Nurgle, those two
models do not share the same keywords as one is missing Pestilence.
Heroes group activating in this way must always take their activation before the
unit that they are group activating
Summoned entities may not go before their summoner re-rolls to keep them on the table
After the player has activated his models, the other player does the same. This goes on
until there are no more models left to activate.
All effects that state “lasts until the models next X phase” are changed to read “lasts until
the end of the current turn”
Units that have the ability to pile in and attack again may be activated again to do so on a
separate activation
Take Battleshock tests as normal at the very end of the turn
Azyr Composition Rules
Page 5
P.7 – 25 (Army Point Values)
P.27 – 28 (Army Formations)
P.29 – 31 (Change History)
Note: all units and formations italicized were removed from the original warscroll but are being
kept to reflect their old rules and for backwards compatibility.
Azyr Composition Rules
Page 6
Type
Unit
Army Standard Bearer
Beastlord
Doombull
Ghorros Warhoof
Gorthor the Beastlord
Great Bray Shaman
Khazrak One Eye
Malagor the Dark Omen
Morghur Master of Skulls
Cygor
Ghorgon
Chaos Gargant
Jabberslythe
Bestigors
Bullgors
Centigors
Chaos Spawn
Chaos Warhounds
Gors
Harpies
Razorgors
Tuskgor Chariots
Ungor Raiders
Ungors
Azyr Composition Rules
Points #Models Stars Core?
1
2
3
3
5
2
3
3
3
4
5
5
5
2
4
2
1
1
1
2
1
2
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
5(2)
3
5(2)
1
5
10
5(2)
1
1
10
10
*
*
*
*
**
*
*
*
*
Y
Y
Y
Y
Y
Page 7
Type
Unit
Army Standard Bearer
Bull Centaur Taur’ruk
Daemonsmith
Drazhoath Ashen
Infernal-Castellan
Siege Gargant
Deathshrieker Rocket Launcher
Dreadquake Mortar
Iron Daemon War Engine
Magma Cannon
Skullcracker
Infernal Guard with Fire Glaives
Infernal Ironsworn
Bull Centaur Renders
K’daai Fireborn
Azyr Composition Rules
Points #Models Stars Core?
2
5
3
9
2
5
2
3
4
3
5
2
3
4
2
1
1
1
1
1
1
1
1
1
1
1
5(2)
10
3
3(1)
*
**
*
***
*
Y
Y
Page 8
Type
Unit
Pts
#
7
3
9
1
1
1
***
*
***
10
1
****
12
1
****
3
5
3
1
1
1
*
**
*
Great Unclean
One
Bloodmaster
Herald of Khorne
Herald of Nurgle
Herald of
Tzeentch
Herald of
Slaanesh
Herald on
Burning Chariot
Herald of
Tzeentch on Disc
Herald on Exalted
Chariot
Herald on Seeker
Chariot
Skullmaster
Herald on
Juggernaut
Kairos Fateweaver
Karanak
7
1
***
2
1
*
2
2
1
1
2
Keeper of Secrets
Lord of Change
Masque of
Slaanesh
Skarbrand
Skulltaker
The Changeling
Be’lakor
Blood Throne
Bloodthirster
(Insensate Rage)
Bloodthirster
(Unfettered Fury)
Bloodthirster
(Wrath)
Blue Scribes
Daemon Prince
Epidemius
Azyr Composition Rules
Stars Type
Unit
Pts
#
Soul Grinder
Beast of Nurgle
Bloodcrushers of
Khorne
Bloodletters of
Khorne
Burning Chariot
of Tzeentch
Daemonettes
Exalted Flamer
Exalted Seeker
Chariot
Fiend of Slaanesh
9
2
1
1
1
1
Core
2
5(2)
4
1
2
3
3
5(2)
1
1
2
1
4
3
Y
*
*
Flamers of
Tzeentch
Flesh Hounds
Furies
4
2
5(1)
5(2)
Y
1
*
Hellflayer
2
1
4
1
**
Nurglings
2
3(1)
Y
3
1
*
Pink Horrors
3
10(2)
Y
4
1
**
Plague Bearers
3
10(2)
Y
3
1
*
Plague Drones
5
3
3
1
*
Screamers
4
3
7
3
1
1
***
*
1
2
1
5
7
5
3
1
1
1
***
**
*
Seeker Chariot
Seekers of
Slaanesh
Skull Cannon
3
1
8
3
2
1
1
1
***
*
*
Y
Y
Page 9
Type
Unit
Pts
#
Pts
#
Army Standard
Bearer
2
1
*
Kharibdyss
5
1
Assassin
2
4
1
1
*
**
War Hydra
7
2
1
1
4
1
2
3
1
1
1
1
**
*
*
*
3
1
3
2
5(1)
5
1
1
12
1
****
4
5(1)
1
1
*
3
10(2)
Y
Hellebron
Lokhir Fellheart
Malekith
3
2
15
1
1
1
*
*
*****
4
3
4
5(1)
10(2)
5(1)
Y
Y
Malus Darkblade
Morathi
Shadowblade
3
4
3
2
1
1
1
1
*
**
*
*
Blackguard
Bleakswords
Bloodrack Shrine
Drakespawn
Chariots
Drakespawn
Knights
Black Ark
Corsairs
Dark Riders
Darkshards
Doomfire
Warlocks
Dreadspears
Executioners
Dreadlord on
Black Dragon
Black Ark
Fleetmaster
1
3
2
2
10
5(1)
5(2)
1
Y
Sorceress on Cold
One
2
1
*
Shades
2
5(2)
Sorceress on Black
Dragon
7
1
***
Sisters of
Slaughter
Witch Aelves
2
5(2)
2
5(2)
Beastmaster on
Manticore
Cauldron of Bood
Death Hag
Dreadlord
Dreadlord on
Cold One
Sorceress
Azyr Composition Rules
Stars Type
Unit
Reaper Bolt
Thrower
Harpies
Scourgerunner
Chariots
Core
Y
Page 10
Type
Unit
Pts
#
Army Standard
Bearer
Belegar
Ironhammer
Dragon Slayer
Dwarf Lord on
Foot/On Shield
2
1
*
3
1
3
3
Cog Master
Grimm
Burlocksson
High King
Thorgrim
Grudgebreaker
Josef Bugman
Kraggi (free with
Thorek)
Runelord
Thorek Ironbrow
Ungrim Ironfist
Unforged
Warden King
Stars Type
Unit
Pts
#
Bolt Thrower
2
1
*
Cannon
2
1
1
1
*
*
Flame Cannon
Grudge Thrower
2
2
1
1
2
3
1
1
*
*
Gyrocopter
Gyrobomber
2
2
1
1
6
1
**
Organ Gun
2
1
2
0
1
1
*
*
Warriors
Hammerers
1
3
5
5(1)
1
4
3
3
3
1
1
1
1
1
*
**
*
*
*
Ironbreakers
Longbeards
2
2
2
2
2
2
5(2)
5(2)
5(2)
5(2)
5(2)
5(2)
Miners
Quarrelers
Slayers
Thunderers
Azyr Composition Rules
Core
Y
Y
Y
Y
Page 11
Type
Unit
Ghoul King on Terrorgheist
Ghoul King on Zombie Dragon
Ghoul King
Varghulf Courtier
Crypt Ghast Courtier
Crypt Haunter Courtier
Crypt Infernal Courtier
Crypt Ghouls
Crypt Horrors
Crypt Flayers
Terrogheist
Zombie Dragon
Azyr Composition Rules
Points #Models Stars Core?
12
13
3
4
2
3
4
2
1
2
10
9
1
1
1
1
1
1
1
5(2)
1
1
1
1
****
****
*
**
*
**
**
Y
Page 12
Ty pe
Unit
Amber Battle
Wizard on
Griffon
Pts
8
#
1
Pts
2
#
1
Balthaser Gelt
3
1
*
7
1
***
Celestial
Hurricanum
Mortar
Celestial Wizard
on Hurricanum
7
1
2
1
Battle Wizard (on
or off horse)
2
1
*
Steam Tank
8
1
Gunmaster
Freeguild General
of the Empire
Freeguild General
of the Empire on
Griffon
1
2
1
1
*
*
2
2
1
1
10
1
****
Hellblaster
Helstorm Rocket
Battery
Luminark
5
1
Grandmaster
Karl Franz
2
11
1
1
*
****
3
3
10(2)
10(2)
Kurt Helborg
Ludwig
Schwarhelm
Luthor Huss
3
2
1
1
*
*
Freeguild Archers
Freegiuld
Crossbowmen
Demigryph Knights
Flagellants
1
3
1
10(2)
2
1
*
2
5(2)
Marius Leitdorf
3
1
*
Freegiuld
Greatswords
Freeguild
Handgunners
3
10(2)
Markus Wulfhart
Engineer on
Mechanical Steed
Valten (off or on
horse)
Volkmar
Volkmar on Altar
2
1
1
1
*
*
Knights
Freeguild Outriders
3
3
5(1)
5(1)
3
1
*
Freeguild Pistoliers
3
5(1)
3
5
5
2
5
1
1
1
1
1
*
**
**
*
**
Freeguild Guard
3
3
10
5(1)
1
1
*
War Altar
Warrior Priest
White Wizard on
Luminark
Witch Hunter
Azyr Composition Rules
Sta rs
***
Ty p e
Unit
Cannon
Reiksguard Knights
Core
Y
Y
Y
Y
Page 13
Type
Unit
Auric Runefather on Magmadroth
Auric Runesmiter on Magmadroth
Auric Runeson on Magmadroth
Auric Runefather
Auric Runesmiter
Auric Runeson
Grimwrath Berzerker
Auric Runemaster
Battlesmith
Vulkite Berzerkers
Auric Hearthguard
Hearthguard Berzerkers
Azyr Composition Rules
Points #Models Stars Core?
9
7
8
3
3
2
3
2
2
2
4
3
1
1
1
1
1
1
1
1
1
5(2)
5(1)
5(1)
***
***
***
**
**
*
**
*
*
Y
Page 14
Ty pe
Unit
Pts
3
4
2
#
1
1
1
Archmage on
Dragon
9
1
***
Caradryan
3
8
8
3
4
2
2
2
2
11
11
6
2
4
1
1
1
1
1
1
1
1
1
1
1
1
1
1
*
***
***
*
**
*
*
*
*
****
****
**
*
**
4
9
1
1
**
***
Alarielle
Alith Anar
Anointed
Drakeseer
Eltharion
Handmaiden
Dragon Noble
Korhill
Loremaster
ArchMage
Prince Althran
Prince Imrik
Dragon Lord
Prince on Griffon
Sea Helm
Sea Helm on
Cutter
Teclis
Tyrion
Sta rs
*
**
*
Ty p e
Unit
Flame Phoenix
Frost Phoenix
Repeater Bolt
Thrower
Archers
Dragon Blades
Great Eagles
Lion Chariot
Phoenix Guard
Reavers
Sea Guard
Shadow Warriors
Silver Helms
Sisters of Avelorn
Sky Cutter Chariot
Spearmen
Swordmasters
Chariot
White Lions
Pts
4/5*
6/7*
2
#
1
1
1
Core
3
10(2)
Y
4
2
3
3
4
2
3
2
2
2
3
3
1
3
5(1)
1
1
5(1)
5(1)
5(2)
5(1)
5(2)
5(2)
1
10(2)
5(1)
1
5(1)
Y
Y
Phoenix Costs are for unridden and ridden
Sisters of Avelorn are now known as the Sisters of the Watch in the Wood Elf faction
Azyr Composition Rules
Page 15
Ty pe
Unit
Chakax the
Eternity Warden
Gor-Rok
Kroq Gar
Lord Kroak
Oxyotl
Saurus Astrolith
Bearer
Saurus Eternity
Warden
Saurus Oldblood
Saurus Oldblood
on Carnosaur
Saurus Scar
Veteran on Cold
One
Saurus Sunblood
Scar Veteran on
Carnosaur
Skink Chief
Skink Priest
Skink Starseer
Slaan Starmaster
Tetto’Eko
Thenhauin
Prophet of Sotek
Azyr Composition Rules
Pts
3
#
1
Sta rs
*
3
8
7
2
2
1
1
1
1
1
*
***
***
*
*
3
1
*
2
8
1
1
*
***
2
1
3
6
1
2
3
5
3
2
Ty p e
Unit
Bastiladon
Pts
7
#
1
Core
Dread Saurian
Engine of the Gods
Stegadon
Troglodon
Chameleon Skins
14
6
6
5
3
1
1
1
1
5(2)
Jungle Swarm
1
2
Kroxigor
Razordons
4
2
3
1
*
Ripperdactyl Riders
4
3
1
1
*
**
Salamanders
Saurus Knights
2
4
1
5(1)
1
1
1
1
1
1
*
*
*
**
*
*
Saurus Warriors
Skinks
Saurus Guard
Terradon Riders
2
1
3
4
5(2)
5
5(1)
3
Y
Y
Page 16
Ty pe


Unit
Azhag the
Slaughterer
Black Orc Boss
Goblin Boss on
Spider
Goblin Shaman
Pts
8
#
1
Sta rs
***
3
2
1
1
*
*
2
1
Goblin Warboss
Gorbad Ironclaw
Grimgor Ironhide
Grom the Paunch
Night Goblin
Warboss
Night Goblin
Shaman
Night Goblin
Warboss on Squig
Orc Bully
Orc Shaman
Orc Warboss
1
4
3
3
2
Orc Warboss on
Wyvern
Savage Orc
Shaman
Savage Orc Boss
Skarsnik Warlord
Wurzag the
Prophet
Ty p e
Unit
Arachnarok
Pts
6
#
1
Core
Gargant
Mangler Squig
5
7
1
1
*
Doom Diver
2
1
1
1
1
1
1
*
**
*
*
*
Rock Lobber
Spear Chukka
Arrer Boyz
Black Orcs
Cave Squigs*
2
2
3
3
2
1
1
10(2)
5(1)
10
2
1
*
2
5(2)
2
1
*
1
1
1
2
2
1
1
1
*
*
*
2
1
2
5(2)
10
5(2)
Y
6
1
**
Forest Goblin
Spider Riders
Goblin Wolf
Chariot
Goblin Wolf Riders
Goblins**
Night Goblin Squig
Hoppers
Night Goblins
1
5
Y
2
1
*
1
1
2
3
3
1
1
1
*
*
*
Night Goblin
Fanatics
Orc Boar Boyz
Orc Boar Chariot
Orc Boyz
3
2
1
5(1)
1
5
River Trolls
Rugluds Armored
Orcs
Savage Orc Boar
Boyz
Savage Orcs
Snotling Pump
Wagon
Snotlings
Stone Trolls
Trolls
4
3
3
10(2)
2
5(1)
1
1
5
1
1
4
4
2
3
3
Y
Y
Y
For every unit of cave squigs in the army you can take 2
squig herders
** for every unit of 10 goblins you may take one nasty
sneak
Azyr Composition Rules
Page 17
Ty pe
Unit
Army Standard
Bragg the
Gutsman
Bruiser
Butcher
Firebelly
Golgfag Maneater
Greasus
Goldtooth
Hunter
Hunter on
Stonehorn
Skrag the
Slaughterer
Tyrant
Azyr Composition Rules
Pts
3
3
#
1
1
Sta rs
*
*
3
3
1
1
*
*
3
3
4
1
1
1
3
10
Ty p e
Unit
Gargant
Stonehorn
Pts
5
9
#
1
1
Core
10
3
1
1
*
*
**
Thundertusk
Gnoblar
Scraplauncher
Ironblaster
Gnoblars
Gorger
4
1
2
1
10
1
1
1
*
****
Ironguts
Leadbelchers
4
4
3
3
3
1
*
Maneaters
4
3
4
1
**
Mournfang Cavalry
Ogres
Sabretusks
Trappers
Yhetees
2
1
1
1
2
1
1
1
10
3(1)
Y
Y
Page 18
Type
Unit
Gordrakk the Fist of Gork
Megaboss on Maw-Krusha
Megaboss
Warchanter
Weirdnob Shaman
Brutes
Gore Gruntas
Ardboyz
Azyr Composition Rules
Points #Models Stars Core?
20
17
4
2
2
4
4
3
1
1
1
1
1
3
3
5(1)
X
X
**
*
*
Y
Page 19
Ty pe
Unit
Arch-Warlock
Pts
3
#
1
Army Standard
2
1
*
Assassin
3
1
*
Deathmaster
Snikch
3
1
*
Grey Seer
Lord Skreech
2
8
2
1
2
1
1
1
1
1
*
***
*
*
*
Plague Furnace
7
1
***
Plague Priest
2
3
6
1
1
1
*
*
*
Skaven Warlord
Thanquol &
Boneripper
3
15
1
1
*
*****
Throt the
Unclean
Tretch Craventail
2
1
*
2
8
2
2
1
1
1
1
*
***
*
*
Lord Skrolk
Packmaster
Packmaster
Skweel Gnawtoot
Queek Headtaker
Screaming Bell
Verminlord (any)
Warlock Engineer
Warlord Spinetail
Azyr Composition Rules
Sta rs
*
Ty p e
Unit
Hellpit
Abomination
Doom Wheel
Pts
8
#
1
3
1
Plagueclaw
Catapult
Warp Lightning
Cannon
Clanrats
Doom Flayer Team
Giant Rats
Gutter Runners
Night Runners
3
1
3
1
1
1
1
2
3
10
1
10
5(2)
10(2)
Plague Censer
Bearers
Plague Monks
Skryre Acolytes
Poison Wind
Mortar Team
Rat Ogores
Rat Swarms
2
5(1)
3
2
2
10(2)
5(2)
1
4
1
3
2
Ratling Gun Team
2
1
Slaves
1
2
3
1
10
1
5(2)
1
1
1
4
5(1)
Stormfiends
Stormvermin
Warp Grinder
Team
Warpfire Thrower
Team
Warplock Jezzails
Core
Y
Y
Y
Page 20
Type
Unit
Knight Questor
Mistweaver Saih
Tenebrael Shard
Doomseeker
Excelsior Warpriest
Darkoath Chieftain
Ogroid Thaumaturge
Skaven Deathrunner
Blue Horrors*
Brimstone Horrors*
Tzaangors
Kairic Acolytes
Grot Scuttlings
Pink Horrors **
Points #Models Stars Core?
2
2
2
2
2
2
3
2
0
0
1
2
1
5
1
1
1
1
1
1
1
1
0
0
5
5
5
10
*
*
*
*
*
*
**
*
*Blue Horrors and Brimstone Horrors are not bought. Instead, whenever a Pink Horror is killed, two blue
horrors emerge, and when a blue horror is killed, a brimstone horror emerges.
**If using the rules where pink horrors split into blue horrors, use the points value given here. Otherwise
use the points value of pink horrors in the chaos demon section.
Azyr Composition Rules
Page 21
Type
Unit
Kayzk
Sayl the Faithless
Tamurkhan
Gigantic Chaos Spawn
War Mammoth
Bile Trolls
Nightmaw
Plague Ogores
Plague Toads
Pox Riders
Azyr Composition Rules
Points #Models Stars Core?
3
2
12
4
10
4
1
1
2
1
1
1
1
1
1
3
1
1
3(1)
1
*
*
****
Page 22
Type
Unit
Casket of Souls
Khalida
Liche Priest
Necrotect
Prince Apophas
Settra
Tomb Herald
Tomb King
Tomb King in Chariot
Royal Warsphinx
Bone Gargant
Necrosphinx
Warsphinx
Screaming Skull Catapult
Carrion
Chariots
Necropolis Knights
Sepuchral Stalkers
Skeleton Archers
Skeleton Horse Archers
Skeleton Horsemen
Skeleton Warriors
Tomb Guard
Tomb Scorpion
Tomb Swarm
Ushabti

Points #Models Stars Core?
3
3
2
2
2
6
2
3
4
8
4
10
7
2
2
2
2
1
3
3
2
3
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
3(1)
3(1)
1
1
10(2)
5(1)
5(2)
10
5(2)
1
2
1
*
*
*
*
*
**
*
*
**
***
Y
Y
Y
All Tomb Kings banners that heal the unit
cost an additional +1 point to the unit
Azyr Composition Rules
Page 23
Ty pe
Unit
Arkhan
Black Coach
Cairn Wraith
Pts
10
9
1
4
7
1
#
1
1
2
5(1)
5
1
Core
Crypt Ghouls
2
5(2)
Y
*
Crypt Horror
2
3(1)
1
*
Dire Wolves
2
5(2)
3
10
1
1
*
****
Fell Bats
Grave Guard
2
2
3(1)
5(1)
15
2
10
1
1
1
*****
*
****
Hex Wraiths
Morghast Archai
Morghast
Harbringers
4
4
4
5(1)
1
1
3
1
*
Mortis Engine
5
1
2
3
4
1
1
1
*
*
**
Skeleton Warriors
Spirit Hosts
Vargeist
3
2
2
10
3(1)
1
Vampire Lord on
Zombie Dragon
11
1
****
Vargulf
4
1
Vlad Von
Carstein
3
1
*
Zombies
1
5
Wight King
Wight King with
Black Axe
2
3
1
1
*
*
Count Mannfred
Coven Throne
Ghoul King on
Terrorgeist
Heinrich
Kemmler
Isabella Von
Carstein
Konrad Von
Carstein
Krell
Mannfred
Mortarch of the
Night
Nagash
Necromancer
Neferata
Mortarch of
Blood
Strigoi Ghoul
King
Tomb Banshee
Vampire Lord
Vampire Lord on
Abyssal
Pts
8
3
2
4
7
12
#
1
1
1
1
1
1
Sta rs
***
*
*
**
***
****
3
1
*
2
1
3
Ty p e
Unit
Terrorgheist
Zombie Dragon
Bat Swarms
Black Knights
Blood Knights
Corpse Cart
Y
Y
Y
* Any banners that regenerate the unit cost
an additional +1 point to the unit
Azyr Composition Rules
Page 24
Ty pe
Unit
Pts
6
20
1
6
#
1
1
1
1
Pts
5
8
5
5
#
1
1
1
1
2
1
*
Hellcannon
5
1
Lord of Slaanesh
Lord on Mount
Lord on
Manticore
Chaos Sorcerer
Lord
2
3
9
1
1
1
*
*
***
Blightknights
Chaos Knights
Chaos Marauders
2
4
1
3(1)
5(1)
10
2
1
*
Chaos Ogores
1
1
Sorcerer on Steed
3
3
1
5
5
1
1
1
1
1
*
*
*
**
**
Chaos Trolls
4
2
4
4
4
3
1
5(1)
1
3
Gaunt Summoner
Glottkin
3
11
3
13
1
1
1
1
*
****
*
*****
2
3
3
4
5(1)
1
1
5(1)
Gutrot Spume
4
1
**
2
5(2)
Harbringer of
Decay
Lord of Plagues
Morbidex
Twiceborn
Orghotts
Daemonspew
Rotbringer
Sorcerer
3
1
*
1
1
3
8
1
1
*
***
Varanguard
Warhounds
3
1
1
5
7
1
***
Warriors of Chaos
3
5(2)
2
1
*
Warshrine
4
1
Sigvald
4
3
1
1
**
*
8
1
***
3
3
1
1
*
*
2
1
*
1
1
*
Archaon (classic)
Archaon (new)
Army Standard
Bloab
Rotspawned
Chaos Lord
Curseling
Exalted Hero
Daemon Prince
Dragon Ogor
Shaggoth
Festus
Galrauch
Slaanesh Lord on
Mount
Sorcerer on
Manticore
Throgg
Tzeentch Lord on
Disc
Tzeentch Sorc
Lord
Wulfrik the
Wanderer
Azyr Composition Rules
Sta rs
**
X
*
**
Ty p e
Unit
Chaos Gargant
Chimera
Slaughterbrute
Vortex Beast
Chariots
Chosen
Cockatrice
Dragon Ogores
Forsaken
Gorebeast Chariot
Great Taurus
Hellstrider of
Slaanesh
Marauder
Horsemen
Spawn
Core
Y
Y
Page 25
Type
Unit
Araloth
Army Standard
Branchwraith
Durthu
Nomad Prince
Glade Lord on Eagle
Glade Lord on Stag
Glade Lord on Dragon
Mounted Glade Lord
Orion
Shadowdancer
Sisters of Twilight on Dragon
Spellweaver
Wayfinder
Waystrider
Waywatcher
Treelord
Treelord Ancient
Dryads
Eternal Guard
Glade Guard
Glade Riders
Great Eagles
Hunting Hounds
Sisters of the Thorn
Sisters of the Watch
Treekin
Wardancers
Warhawk Riders
Waywatchers
Wild Riders
Wildwood Rangers
Azyr Composition Rules
Points #Models Stars Core?
2
2
2
11
3
3
3
8
3
6
2
10
2
2
3
2
9
8
3
1
3
3
2
2
4
2
1
2
2
2
4
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
10(2)
5
10(2)
5(1)
1
5(2)
5(1)
5(2)
1
5(2)
3(1)
5(2)
5(1)
5(1)
*
*
*
****
*
*
*
***
*
**
*
****
*
*
*
*
Y
Y
Y
Y
Page 26
Type

Unit
Points #Models Stars Core?
Bretonnian Lord
Damsel of the Lady
King Louen Leoncour
Paladin
Paladin Standard Bearer
The Fay Enchantress
The Green Knight
Field Trebuchet
3
2
8
2
3
4
6
3
1
1
1
1
1
1
1
1
Battle Pilgrims
Grail Knights
Knights Errant
Knights of the Realm
Men At Arms
Mounted Yeoman
Peasant Bowmen
Pegasus Knights
Questing Knights
1
4
2
3
1
2
2
4
4
5*
5(1)
5(2)
5(2)
10
5(2)
5(2)
3
5(1)
*
*
***
*
*
**
**
Y
Y
Y
Y
Battle Pilgrims min size is 6, so
add the extra man to the initial size for
free
Azyr Composition Rules
Page 27
Type
Unit
Celestant Prime
Drakesworn Templar
Knight Azyroth
Knight Heraldor
Knight Venator
Knight Vexillor
Lord Castellant
Lord Celestant on Dracoth
Lord Celestant on Stardrake
Lord Celestant
Lord Relictor
Concussors
Desolators
Decimators
Fulminators
Gryph Hounds
Judicators
Liberators
Prosecutors
Protectors
Retributors
Tempestors

Points #Models Stars Core?
7
13
3
2
3
3
3/4*
5
15
3
3
4
4
1
4
2
4
3
2
1
1
4
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
5(2)
5(1)
5(2)
3(1)
1
1
1
***
*****
*
*
*
*
*/**
**
*****
*
*
Y
Y
Lord Castellant with a gryph hound
cost 4 points
Azyr Composition Rules
Page 28
Type
Unit
Aspiring Deathbringer
Bloodsecrator
Bloodstoker
Exalted Deathbringer
Khorne Hero
Khorne Lord on Juggernaut
Lord of Khorne
Skullgrinder
Scyla Anfingrimm
Skaarac the Bloodborn
Skarr Bloodwrath
Slaughterpriest
Valkia the Bloody
Blood Reavers
Blood Warriors
Skullcrushers
Skullreapers
Wrathmongers
Khorgorath
Points #Models Stars Core?
2
3
1
3
3
4
4
3
3
12
3
2
3
1
3
4
2
2
3
1
1
1
1
1
1
1
1
1
1
1
1
1
5
5(2)
3
3(1)*
3(1)*
1
*
*
*
*
*
**
**
*
*
****
*
*
*
Y
Y
* modified from their original min size on scroll
Azyr Composition Rules
Page 29
Type
Unit
Skaven Warlord on Brood Horror
Troll Hag
Fimir Warriors
Squig Gobba
Skin Wolves
Wolf Rats
Basilisk
Bonegrinder Giant
Brood Horror
Carmine Dragon
Colossal Squig
Curs’d Ettin
Dread Maw
Incarnate Elemental of Beasts
Incarnate Elemental of Fire
Magma Dragon
Merwyrm
Mourngul
Preyton
Rogue Idol of Gork / Mork
Warpfire Dragon
Azyr Composition Rules
Points #Models Stars Core?
5
10
4
1
4
2
7
8
3
18
10
6
12
8
9
20
8
8
5
17
7
1
1
3
1
3
5(2)
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
**
****
Page 30
When using any of the formations found on the warscrolls, you pay for the units as normal, and then pay an
additional cost for the formation as listed below. Additionally, if the formation breaks the composition rules noted
in the beginning of this ruleset, the formation’s composition takes preced ent.
Beastmen
Ungor Raiders Ambush ................................2
Bloodscorch Bulltribe ..................................3
Furious Brayherd .........................................3
Bullgor Stampede .........................................2
Wyldstalker Breyherd ..................................4
Bretonnia
Defenders of the Realm ................................1
Peasant Militia .............................................1
Chaos Dwarves
Blackshard Warhost .....................................2
Hashut’s Wrath Artillery Train ....................1
Daemons
Bloodhost of Khorne ....................................4
Changehost of Tzeentch...............................3
Daemon Cohort of Khorne...........................2
Daemon Cohort of Nurgle ...........................1
Daemon Cohort of Tzeentch ........................3
Daemon Cohort of Slaanesh ........................2
Infernal Tetrarchy ........................................3
Nurgles Deluge ............................................2
Tallyband of Nurgle .....................................4
Dark Elves
Bloodwrack Sisterhood ................................2
Ebondrake Warhost......................................2
Exiled Warhost.............................................1
Exiled Blood Cult ........................................2
Realm Reavers .............................................3
Thrall Warhost .............................................2
Dwarves
Dispossesed Clan Throng ............................2
Dispossessed Artillery Battery.....................1
Grudgebound War Throng ...........................3
Flesh-Eater Courts
Royal Family................................................3
Azyr Composition Rules
Attendants at Court ......................................3
Deadwatch....................................................3
Abattoir ........................................................3
Ghoul Patrol .................................................4
King’s Ghouls ..............................................3
Royal Mordants............................................2
Royal Menagerie ..........................................4
Flesh-Eater Court .........................................4
Free Peoples
State Troop Detachment...............................1
Artillery Detachment....................................2
Brotherhood of Knights ...............................1
Freeguild Regiment......................................3
Pilgramage of Wrath ....................................3
Taurai Warclan.............................................3
War Council .................................................1
Fyreslayers
Arngard’s Berzerker Fyrd ............................3
Guardians of the Great Chain.......................3
Lords of the Lodge .......................................3
Warrior Kinband ..........................................2
Forge Brethren .............................................2
Grand Fyrd ...................................................3
High Elves
Glittering Host..............................................2
Dragon Host .................................................3
Dragonlord Host...........................................3
Spyreheart Warhost......................................3
Ironjawz
Brutefist........................................................2
Gorefist.........................................................2
Ardfist ..........................................................3
Weirdfist.......................................................3
Ironfist ..........................................................2
Brawl ............................................................3
Page 31
Khorne Bloodbound
Bloodstorm...................................................2
Bloodbound Warband ..................................3
Bloodbound Warhorde .................................2
Brass Stampede ............................................2
Dark Feast ....................................................3
Goreblade Warband .....................................2
Redblade Vanguard......................................3
Red Headsmen .............................................2
Skulltake.......................................................2
The Gorechosen .......................................2**
Vengeful Skullhunt ......................................3
Seraphon
Eternal Starhost ............................................2
Firelance Starhost.........................................1
Klaq-Tors Talons .........................................3
Skink Patrol..................................................2
Saurus Host ..................................................3
Shadowstrike Starhost..................................2
Starbeast Constellation.................................2
Sunclaw Starhost..........................................2
Thunderquake Starhost ................................3
Ogres
Gutbuster Wartribe.......................................1
Beastclaw Avalanche ...................................2
Orcs & Goblins
Great Gitmob................................................1
Great Moonclan............................................1
Greenskinz Big Mob ....................................1
Iron Jaws Big Mob .......................................1
Sons of Behemat ..........................................3
Spiderfang Venom Mob...............................2
Bonesplittas Big Mob ..................................1
Skaven
Bringers of the Rotsmog ..............................1
Clan Skryre Whyrlblade Threshik ...............1
Clan Skryre Gascloud Chokelung................1
Clan Skryre Rattlegauge Warplock..............1
Clan Skryre Arkhspark Voltik .....................1
Clan Skryre Gautfyre Skorch .......................3
Congregation of Filth ...................................2
Foulrain Congregation .................................3
Plaguesmog Congregation ...........................3
Skulkers of Runestruck Pass ........................3
Azyr Composition Rules
Virulent Procession ......................................3
Pestilent Clawpack.......................................2
Eshin Clawpack............................................1
Verminus Clawpack .....................................2
Moulder Clawpack .......................................1
Stormcast Eternals
Annihilation Brotherhood ............................2
Brotherhood of the Great Bolts ....................4
Devastation Brotherhood .............................2
Drakesworn Temple .....................................4
Extremis Chamber........................................5
Thunderstrike Brotherhood ..........................3
Grymn’s Brotherhood ..................................3
Heroes of the Host........................................1
Knights Excelsior Vengeful Storm ..............2
Lightning Echelon........................................4
Skyborne Slayers..........................................6
Lords of the Storm .......................................2
Thunderhead Brotherhood ...........................2
Thunderwave Echelon..................................4
Hammerstrike Force.....................................3
Vanguard Wing ............................................2
Wardens of the Realmgate .........................3*
Warrior Chamber .........................................5
Harbinger Chamber......................................4
Host Azyric ................................................8*
Royal Victrians ............................................3
Merciless Host..............................................2
Hallowed Hunt .............................................3
Tamurkhan
Maggot Formation........................................1
Leaping Pox .................................................3
Tomb Kings
Royal Legion of Chariots .............................1
Tomb Legion ................................................2
Vampire Counts
Deathrattle Horde ........................................1
Charnel Pit Carrion .....................................2
Legion of Death Formation..........................2
Neferata’s Blood Court ................................2
The Spirits of Fellblood ...............................2
Warriors of Chaos
Archaon’s Grand Host .................................4
Page 32
Blighted Warband ........................................1
Blightguard...................................................3
Bloab’s Swarmbrothers................................3
Bloodmarked Warband ................................3
Chaos Warband ...........................................3
Fatesworn Warband .....................................3
Godsworn Champions of Ruin.....................3
Lascilion’s Wanton Horde ...........................3
Marauder Raiders ........................................1
Overlords of Chaos ......................................3
Plaguetouched Warband ..............................3
Pleasurebound Warband ..............................2
The Watcher King’s Horde ..........................5
Torglug’s Bodyguard ...................................3
Wood Elves
Alarielle’s Heartwood Guard .......................3
Forest Spirit Wargrove.................................3
Guardians of the Deepwood.........................3
Wanderer Host .............................................1
Waystone Pathfinders ..................................4
Azyr Composition Rules
*Wardens of the Realmgate and Host Azyric
are both formations that allow the
controlling player to summon units. For
either, treat the hero that is required to make
the summoning count as the summoner and
use the Azyr limitations on summoning
based on their points cost.
** The Gorechosen (and any other
formation that allows you to break Azyr
Standard comp guidelines) allows you to
take more heroes than the comp would
normally allow. Players may opt to break
the comp guidelines by fielding formations
that allow for this, so long as they pay the
proper points. This applies to any formation
in the game that breaks comp guidelines for
slots (such as hero slots, warmachine slots,
monster slots etc)
Page 33
11/8/2015 – Version 1.7
Dark Elf Executioners raised up a point to 3 for 5
Khorne units moved out of Warriors of Chaos to the Khorne Bloodbound
Seraphon replace Lizardmen
Slaan renamed to Slaan Starmaster
Oldblood on Cold one renamed to Scar Veteran on Cold One
Saurus Sunblood added (3 pts)
Saurus Oldblood on Carnosaur added (8 pts)
Saurus Eternity Warden added (3 pts)
Temple Guard renamed to Saurus Guard
Scar Veteran Battle Standard renamed to Saurus Astrolith Bearer
Saurus Cavalry renamed to Saurus Knights
Skink Priest renamed to Skink Starpriest
Skink Starseer added (3 pts)
Units and heroes not found in battle tome italicized to denote they are not in book
Added new formations
Azyr Composition Rules
Page 34
11/15/2015 – Version 1.8
Added Dread Saurian to Seraphon List (14 pts)
Changed event rule for summoning – casters may summon a unit within the rules of their spell or
ability regardless of if it is on the table or not. After much discussion on several forums, this is
the way that seems to make “more sense”, though it is more unrestricted, and thus more open to
abuse. Summoners are restricted to summoning from their own faction.
Added a caveat that unique characters cannot exist more than once on the table.
Added clarification to summoned units. They may not charge, but they may move, run, and
shoot as normal.
Added clarification that chaos lords reinforcement ability is a form of summoning for Azyr rules
purposes.
Added Glade Riders to PC app as they were mistakenly left off
In an effort to make the undead factions more balanced, and this affects Dwarf Rangers and
Empire state troops as well, troops that provide extra attacks or bonuses to hit based on their size
are now broken out by size and costed accordingly. It was not fair to play a 10 point game with
undead and be paying for skeletons (for example) as if you were fielding 30 of them when you
wanted to only field 10 of them for a very small battle.
Because zombies can be combined, their cost remains the same (the average damage they will
put out at mid level). This prevents players from taking advantage of their discount at small unit
sizes and then simply combining them to get their fairly considerate bonus.
Banners remain the same as they were if they heal into the unit. Banners on average heal 8-15
wounds a game, which is about +2 points of skeletons extra.
Tomb Kings & Vampire Counts
Skeleton Warriors (up to 20) are 1 points for 5 models
Skeleton Warriors 21-40 are 3 points for 10 models
Skeleton Warriors 40+ are 2 points for 5 models
Skeleton Archers (Tomb Kings) (1-20) drop to 3 points for 10
Skeleton Archers (Tomb Kings) (21+) drop to 2 points for 5
Empire
Empire State Troops (1-30) will cost 1 for 5 still
Empire State Troops (31+) will cost 3 for 10
Dwarves
Quarellers (1-20) cost the same at 2 for 5
Quarellers (21+) cost 3 for 5
Azyr Composition Rules
Page 35
Version 1.81 – 11/21/2015
Added optional rules Summoned units may not summon and added optional rule miscast
Added clarification – having two of the same weapon does not give you double the attacks unless
the rules on the warscroll specifically said so.
Removed points increases for units that had double attacks: Blood Warriors, Chaos Warriors
Shooting into combat – damage is halved, not number of attacks. This takes care of things like
warmachines that only do one attack always only hitting the enemy in combat and sparing their
friends.
Trebuchets were raised to 3 pts to account for their ability to auto hit
Version 1.82 – 12/1/2015
Skaven Jezzails increased from 2 for 5 to 4 for 5.
Version 1.9 – 12/12/2015
Max Points for 50 pt games increased to 20 to account for the new Archaon
Beastman Shaman – increased from 1 to 2
Mortar – increased from 1 to 2
Archaon the Everchosen – 20 pts
Varanguard – 3 pts for 1 model
Gaunt Summoner of Tzeentch – 3 pts
Archaon’s Grand Host, Overlords of Chaos, Bloodmarked Warband, Plaguetouched Warband,
Fatesworn Warband, and Pleasurebound Warband
For some undead units, the cost of the healing banners was a little unfair. Example: Grave
Guard paying 1 pt for 5 models is a bit steep. Made it so infantry pay 1 pt for 10 models, cavalry
1 pt for 5 models, and all others like chariots 1 pt for 3 models in the unit.
Version 1.10 1/24/2016
Added Summoning Points to event rules change
Ripperdactyls mistakenly listed as 1 for 1, should be 4 for 3.
Knight Vexillor for Stormcast Eternals raised from 2 pts to 3 pts to account for his teleporting
Skaven Plague Catapult bumped from 2 points to 3 to account for the extra D6 damage it does to
larger formations
Fyreslayers added to the comp
New format for upcoming Azyr Empires used for Fyreslayer layout (core is used to denote core
units for Azyr Empires, Stars the level requirements)
Azyr Composition Rules
Page 36
Version 1.11
Changed Giant to Gargant
New monster format and warmachine format, moving from slots to points to become just like
heroes
Added Skaarac the Bloodborn from Forge World
Grand Alliance: Chaos Changes
Several units and formations deprecated as they are no longer present in the book
Several formations added
Chaos Lords – drop to 2 points as they can no longer bring in new units
Bel’akor is now listed under daemons
Skaven – Ikit Claw becomes Arch-Warlock
Poison Wind Globadiers become Scryre Acolytes
Rat Ogres become Rat Ogors
Crom the Conqueror becomes Exalted Hero of Chaos
Nurgle Chaos Lord becomes Lord of Plagues
Nurgle Chaos Sorcerer becomes Rotbringer Sorcerer
Nurgle Lord on Mount becomes Harbringer of Decay
Vilich the Curseling becomes Curseling Lord of Tzeentch
Dragon Ogres become Dragon Ogors
Shaggoth becomes Dragon Ogor Shaggoth
Version 1.12
Removed the -1 Bravery for units shot at in combat by friendly units as it was excessive book
keeping.
Expanded on miscasts by noting summoning spells that are miscast generate hostile models.
Version 2.0
New layout
New Azyr Empires data
Summoned units cannot move or do anything, the part on summoning made it seem like they
could, but that was for summoned units that were summoned OUTSIDE of the spell (ala the old
chaos lord summoning command ability)
Warmachine crew and machine no longer randomized – the controlling player allocates wounds
as they want.
Death Grand Alliance – obsoleting removed units, adding new formation
Azyr Composition Rules
Page 37
Version 2.01
Corrected some mistakes from the 2.0 conversion.
Modified slot restrictions: Monsterous Heroes now only occupy Hero points not both Hero and
Monster.
Clarified units in cover.
Clarified Campaign Scenarios and Time of War
Version 2.02
Grave Guard dropped to 2 for 5 just like Tomb Guard (they are the same unit)
Tomb Kings Skeleton Archers just 3 for 10
Tomb Kings and VC Skeletons are now 3 for 10
Undead banners cost +1 point overall to the unit if they regenerate wounds
Empire State Troops now 3 for 10 period
Duaradin Quarrelers now just 2 for 5 period
Version 2.03
Zombies dropped to 1 for 5
Version 2.04
Bastilladon upped to 7 points
Pestilence Book added
Version 2.05
Added clarification that models in base contact may move around so long as they stay within
base contact during pile in phase to let other models move in
Added
Added
Added
Added
Added
Added
Added
Lord Celestant on Stardrake (15 pts)
Drakesworn Templar (13 pts)
Fulminators (4 pts for 1)
Tempestors (4 pts for 1)
Concussors (4 pts for 1)
Desolators (4 pts for 1)
new Stormcast Formations
Version 2.06
New summoning rules
Fixed terrorgheist points
Version 2.07
Forge world Monstrous Arcana added
Azyr Composition Rules
Page 38
Version 2.08
Grand Alliance Order changes
Version 2.09
Stormcast Celestant Prime raised to 7 points
Chaos Warriors 3 for 5 points
Blood Warriors raised to 3 for 5 points
Liberators raised to 3 for 5 points
Godbeasts Formations
Version 2.091
Stormvermin raised to 3 for 5 points
Chameleon Skinks raised to 3 for 5 points
Azyr Composition Rules
Page 39