Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Amazons (Abridged)*
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Amazons

Based on PDF Version 1.44, Last Modified: 2024 January 08 @ 20:32

Army Special Rules

This section of the book describes all the different units used in an Amazon army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Amazon units, and these are detailed here.

Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest result.

All models with this special rule may re-roll the distance they pursue a broken enemy from combat.

In any close combat phase in which a unit with this special rule does not break or break their enemy, it may choose to disengage from combat instead of doing a combat reform (if the unit lost the combat they must pass a Leadership test just like when attempting to Reform from Defeat). If the unit manages to disengage from combat, the unit will make a Flee move as if it had broken from combat. This Flee move follows the rule for Feigned Flight (though only Fast Cavalry and Skirmishers may choose to move normally in the Remaining Moves phase after rallying). After finishing its move, the unit rallies automatically. The enemy unit is not allowed to Pursue, but may make a Combat Reform as normal.

Models with this upgrade gain the Frenzy special rule, and they do not lose Frenzy by losing a round of combat.

Sunstaffs have a range of 24", Strength 4, Armour Piercing (1), Magical Attacks and Quick to Fire special rules.

Hand weapon. Claws of the Old Ones have +1 Strength, Armour Piercing (1) and Magical Attacks special rules.

Pistol. All shots from a Sun Gauntlet have the Magical Attacks special rule.

Against missile attacks, an Amulet of the Moon gives the wearer -1 to be Hit and a Ward Save (5+).

Lords

Matriarch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Matriarch465443649

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May take an additional hand weapon (+3 pts), spear (+4 pts), great weapon (+8 pts), polearm (+8 pts) or Claw of the Old Ones (+20 pts).

  • May take a bow (+5 pts), javelins (+5 pts), Sunstaff (+10 pts) or Sun Gauntlet (+10 pts).

  • May wear light armour (+3 pts).

  • May take a shield (+3 pts).

  • May take an Amulet of the Moon (+10 pts).

  • May take Koka (+10 pts).

  • May be mounted on a Jaguar (+21 pts), Culchan (+24 pts), Cold One (+30 pts), Terradon (+45 pts), Stegadon, replacing one of the crew (+215 pts) or a Pterossus (+260 pts).

  • May take Magic Items up to a total of 100 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics

Serpent High Priestess. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Serpent High Priestess444443429

Troop Type: Infantry (Character, Human)

Magic: Serpent High Priestess is a Level 3 Wizard who uses spells from the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light or the Lore of the Serpent.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May take a Claw of the Old Ones (+10 pts).

  • May take a Sunstaff (+6 pts) or Sun Gauntlet (+6 pts).

  • May take an Amulet of the Moon (+10 pts).

  • May take Koka (+5 pts).

  • May be mounted on a Jaguar (+21 pts), Culchan (+24 pts), Cold One (+30 pts), Terradon (+45 pts), Stegadon, replacing one of the crew (+215 pts) or a Pterossus (+260 pts).

  • May take Magic Items up to a total of 100 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics

Heroes

Mistress. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Mistress455442538

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May take an additional hand weapon (+3 pts), spear (+4 pts), great weapon (+8 pts), polearm (+8 pts) or Claw of the Old Ones (+20 pts).

  • May take a bow (+5 pts), javelins (+5 pts), Sunstaff (+10 pts) or Sun Gauntlet (+10 pts).

  • May wear light armour (+2 pts).

  • May take a shield (+2 pts).

  • May take an Amulet of the Moon (+10 pts).

  • May take Koka (+10 pts).

  • May be mounted on a Jaguar (+14 pts), Culchan (+16 pts), Cold One (+20 pts) or Terradon (+30 pts).

  • May take Magic Items up to a total of 50 pts.

  • One Mistress in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics

Priestess. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Priestess444432418

Troop Type: Infantry (Character)

Magic: Priestess is a Level 1 Wizard who uses spells from the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light or the Lore of the Serpent.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May take a Claw of the Old Ones (+5 pts).

  • May take a Sunstaff (+6 pts) or Sun Gauntlet (+6 pts).

  • May take an Amulet of the Moon (+10 pts).

  • May take Koka (+5 pts).

  • May be mounted on a Jaguar (+14 pts), Culchan (+16 pts), Cold One (+20 pts) or Terradon (+30 pts).

  • May take Magic Items up to a total of 50 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics

Mounts

Jaguar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Jaguar830431415

Troop Type: War Beast (Animal)

Forest Strider, Strength Bonus (1)

Culchan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Culchan830431415

Troop Type: War Beast (Animal)

Armour Piercing (1), Forest Strider

Cold One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Cold One730441223

Troop Type: War Beast (Animal)

Fear, Forest Strider, Natural Armour (6+), Stupidity

Terradon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Terradon230432213

Troop Type: War Beast (Animal)

Drop Rocks, Fear, Fly (9), Forest Strider

Once per game, during the Remaining Moves sub-phase, models with this special rule may drop rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the same time. To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That target immediately suffers D3 Strength 4 hits for each Terradon in the unit, distributed as for shooting attacks.

Great Wyrm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Great Wyrm640666356

Troop Type: Monster (Animal)

Fly (7), Natural Armour (4+)

Core Units

Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Warrior433331317
Adept433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, shield.

  • May take spears (+1 pt/model), replace shields with additional hand weapons (free) or replace shields with bows (+2 pt/model).

  • May upgrade one Warrior to an Adept (+10 pts).

  • May upgrade one Warrior to a Musician (+10 pts).

  • May upgrade one Warrior to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics

Skirmishers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Skirmisher433331317
Tracker434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, javelins.

  • May replace javelins with blowpipes (free) or slings (free).

  • May upgrade javelins to have Poisoned Attacks (+1 pt/model).

  • May take shields (+1 pt/model).

  • May upgrade one Skirmisher to a Tracker (+10 pts).

  • May upgrade one Skirmisher to a Musician (+10 pts).

Forest Strider, Garland Warfare, Guerrilla Tactics, Skirmishers

Huntresses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Huntress433331317
Prowler433331327
Jaguar830431415

Unit Size: 5+

Troop Type: Cavalry (Human)

Spear, shield.

  • May replace spears with javelins (+1 pt/model) or replace spears & shields with shortbows (free).

  • May upgrade one Huntress to a Prowler (+10 pts).

  • May upgrade one Huntress to a Musician (+10 pts).

  • May upgrade one Huntress to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fast Cavalry, Forest Strider, Garland Warfare, Guerrilla Tactics, Strength Bonus (1) (Jaguar only)

Jaguar Hunting Packs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Jaguar830431415
Beastmistress433331417

Unit Size: 5+

Troop Type (Jaguar): War Beast (Animal)

Troop Type (Beastmistress): Infantry (Human)

Two hand weapons.

  • One Beastmistress must be included for every 5 Jaguars (+5 pts/model).

Forest Strider, Garland Warfare, Guerrilla Tactics, Mixed Unit, Skirmishers, Strength Bonus (1)

Forest Strider, Garland Warfare, Guerrilla Tactics, Mixed Unit, Skirmishers

Snake Swarms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per model

MWSBSSTWIALd
Snake Swarm530226163

Unit Size: 2+

Troop Type: Swarm (Animal)

Aquatic, Cold-blooded, Poisoned Attacks

Special Units

Piranha Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Piranha Warrior434331418
Tracker435331418

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, javelins.

  • May replace javelins with Sunstaffs (+5 pts/model).

  • May upgrade javelins to have Poisoned Attacks (+1 pt/model).

  • May take shields (+1 pt/model).

  • May take Amulets of the Moon (+2 pts/model).

  • May take Koka (+1 pt/model).

  • May upgrade one Piranha Warrior to a Razorfin (+10 pts).

  • May upgrade one Piranha Warrior to a Musician (+10 pts).

  • May upgrade one Piranha Warrior to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics, Skirmishers

Eagle Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Eagle Warrior444331418
Eagle Spirit444331428

Unit Size: 10+

Troop Type: Infantry (Human)

Spear, shield.

  • May take Sun Gauntlets (+3 pts/model).

  • May take Amulets of the Moon (+2 pts/model).

  • May take Koka (+1 pt/model).

  • May upgrade one Eagle Warrior to a Skyfeather (+10 pts).

  • May upgrade one Eagle Warrior to a Musician (+10 pts).

  • May upgrade one Eagle Warrior to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics, Vanguard

Jaguar Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Jaguar Warrior443331428
Bloodclaw443331438

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, shield.

  • May replace shields with additional hand weapons (free).

  • May take Claws of the Old ones (+3 pts/model).

  • May take Amulets of the Moon (+2 pts/model).

  • May take Koka (+1 pt/model).

  • May upgrade one Jaguar Warrior to a Bloodclaw (+10 pts).

  • May upgrade one Jaguar Warrior to a Musician (+10 pts).

  • May upgrade one Jaguar Warrior to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Ambushers, Forest Strider, Garland Warfare, Guerrilla Tactics

Jungle Stalkers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Jungle Stalker434331417
Sharpshooter435331417

Unit Size: 5+

Troop Type: Infantry (Human)

Hand weapon, bow.

  • May take additional hand weapons (+1 pt/model).

  • May upgrade one Jungle Stalker to a Sharpshooter (+10 pts).

  • May upgrade one Jaguar Warrior to a Musician (+10 pts).

Forest Strider, Garland Warfare, Guerrilla Tactics, Poisoned Attacks, Rapid Fire, Scouts, Skirmishers

Units with this special rule can fire Multiple Shots even if they moved during their turn.

Culchan Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 pts per model

MWSBSSTWIALd
Culchan Rider444331418
Feather-foot444331428
Culchan830431415

Unit Size: 5+

Troop Type: Cavalry (Human)

Spear, shield.

  • May replace spears with javelins (+2 pts/model) or replace spears & shields with shortbows (+1 pt/model).

  • May upgrade one Huntress to a Featherfoot (+10 pts).

  • May upgrade one Huntress to a Musician (+10 pts).

  • May upgrade one Huntress to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Armour Piercing (1) (Culchan only), Fast Cavalry, Forest Strider, Garland Warfare, Guerrilla Tactics

Cold One Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Noblewoman443331418
Headwoman443331428
Cold One730441223

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, shield.

  • May take spears (+1 pt/model) or Claws of the Old Ones (+3 pts/model).

  • May take light armour (+2 pt/model).

  • May take Amulets of the Moon (+2 pts/model).

  • May upgrade one Noblewoman to a Headwoman (+10 pts).

  • May upgrade one Noblewoman to a Musician (+10 pts).

  • May upgrade one Noblewoman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Fear, Forest Strider, Garland Warfare, Guerrilla Tactics, Natural Armour (6+), Stupidity

Terradon Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 pts per model

MWSBSSTWIALd
Terradon Rider433331417
Swiftwing433331427
Terradon230432213

Unit Size: 3+

Troop Type: Cavalry (Human)

Hand weapon.

  • May take spears (+1 pt/model), javelins (+2 pts/model) or shortbows (+2 pts/model).

  • May take shields (+2 pts/model).

  • May upgrade one Terradon Rider to a Swiftwing (+10 pts).

Drop Rocks, Fear, Fly, Forest Strider, Garland Warfare, Guerrilla Tactics

Gorols. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per model

MWSBSSTWIALd
Gorol640543436
Silverback640543446

Unit Size: 3+

Troop Type: Monstrous Infantry (Animal)

Hand weapon.

  • May take great weapons (+6 pts/model).

  • May take light armour (+3 pts/model).

  • May upgrade one Gorol to a Silverback (+10 pts).

Forest Strider

Rare Units

Serpent Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Serpent Guard454431418
Totem Sentinel454431428

Unit Size: 10+

Troop Type: Infantry (Human)

Polearm, light armour, shield.

  • May replace polearms with Claws of the Old Ones (+2 pts/model).

  • May take Sun Gauntlets (+3 pts/model) or Sunstaffs (+5 pts/model).

  • May take Amulets of the Moon (+2 pts/model).

  • May take Koka (+1 pt/model).

  • May upgrade one Serpent Guard to a Shorn One (+10 pts).

  • May upgrade one Serpent Guard to a Musician (+10 pts).

  • May upgrade one Serpent Guard to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Forest Strider, Garland Warfare, Guerrilla Tactics, Stubborn

Bolt Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Bolt Thrower----7----
Crew433331317

You may take 1-2 Bolt Throwers as a single Rare choice.

Unit Size: 1 Bolt Thrower & 2 Crew.

Troop Type: War Machine (Bolt Thrower, Human)

Hand weapon.

Ancient Sentinels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Ancient Sentinel6305531310

Unit Size: 3+

Troop Type: Monstrous Infantry (Animated Construct)

Hand weapon.

  • May take great weapons (+6 pts/model).

Animated Construct, Magic Resistance (2), Magical Attacks, Natural Armour (4+)

Stegadon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts per model

MWSBSSTWIALd
Stegadon630565246
Crew-333--318

Unit Size: 1 Stegadon and 3 Crew.

Troop Type: Monster (Human, Animal)

Javelins (Crew only).

  • May replace javelins with bows (free).

  • May take a Great Bow (+20 pts) or a Gyroscope of Eternal Radiance (+40 pts).

Great bows follow the rules for Bolt Throwers with Strength 5, Armour Piercing (1) and Multiple Wounds (D3) special rules.

Magic Items / Abilities: Gyroscope of Eternal Radiance

Cold-blooded, Garland Warfare, Immunity (Psychology), Impact Hits (D6+1), Natural Armour (4+), Stubborn

Amaxon Swamp Python. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Amaxon Swamp Python840666457

Troop Type: Monster (Animal)

Aquatic, Cold-blooded, Constrict, Natural Armour (4+)

This is a special attack that can be used instead of Stomp (even against units that are normally immune to Stomp). Choose one model in base contact. The model must pass a Toughness test or suffer D6 Wounds which Ignores Armour Saves.

0-1 Avatar of Rigg. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 pts

MWSBSSTWIALd
Avatar of Rigg6655546510

Troop Type: Monstrous Infantry (Diety)

Blessings of Rigg, Magical Attacks, Terror, Unstable, Ward Save (4+)

At the start of the Amazon turn, the Avatar of Rigg may choose one of the following Blessings to bestow. Each blessing affects all friendly units within 12", and lasts until the start of the next Amazon turn.

  • Warfare: The units may re-roll all failed charge distances.

  • Blood: The units gain the Hatred special rule.

  • Violent Death: The units gain the Killing Blow special rule.

Special Characters - Lords

Thalestris Queen of the Amazons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Thalestris4754436510

Troop Type: Infantry (Special Character, Human)

Hand weapon.

  • May take a bow (+5 pts).

  • May take a shield (+3 pts).

Magic Items / Abilities: Sword of Rigg, Crown of the Amazon Queens, Pendant of Delmair

All attacks with this sword have the Ignores Armour Saves and Multiple Wounds (D3) special rules. If the opponent carries a magic weapon, roll a D6 for each hit caused by the sword. On a 4+, the enemy’s magic weapon is destroyed.

The crown gives the wearer a Ward Save (4+).

If the wearer loses a round of combat they may choose to transform into a were-jaguar for the duration of the next turn. While in were-jaguar form the wearer's Strength and Toughness are increased by 1 and they gain the Fear, Hatred and Frenzy special rules. However, they cannot use any weapon or shield while in this form.

Forest Strider, Garland Warfare, Guerrilla Tactics, Queen of the Amazons

Thalestris, and all friendly Amazon units within 12" her gain the Immunity (Psychology) special rule. However, if she is removed as a casualty, all Amazon break tests are taken at -1 for the rest of the game.

Lwaxana Curse Witch of Blue Stumps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .345 pts

MWSBSSTWIALd
Lwaxana444443429

Troop Type: Infantry (Special Character, Human)

Magic: Lwaxana is a Level 4 Wizard who uses spells from the Lore of Shadow, the Lore of Death or the Lore of the Serpent.

Hand weapon.

Magic Items / Abilities: Blue Nightshade Dagger , Amulet of the Great Toad, Staff of Retribution, Voodoo Dolls

All close combat attacks with this dagger have the Poisoned Attacks special rule. In addition, these attacks automatically Wound on a To Hit roll of 5+.

Any spell cast at the wearer of this Amulet or any unit they are with is automatically dispelled on a 4+. Roll before making any normal dispel attempt.

Bound Spell, Power Level 4. The Staff of Retribution contains a magic missile with a range of 24" that causes D6 Strength 5 hits. Roll a D6 each time the Staff has been used. On a roll of a 1 the staff's power is dissipated, and it can no longer be used for the rest of the battle.

Instead of attacking normally, the caster may opt to pluck the hair of their opponent. Roll to hit as normal, if successful, they quickly take a hair (or other small piece) from an enemy model in base contact. They may then use the Voodoo Doll to curse the enemy model in the beginning of each their Magic phases. The enemy model must take a Strength test or suffer D3 Wounds, with no saves of any kind allowed.

Forest Strider, Garland Warfare, Guerrilla Tactics

Special Characters - Heroes

Azura The Ice Maiden. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Azura465442639

Troop Type: Infantry (Special Character, Human)

Hand weapon.

Magic Items / Abilities: Azure Fire, The Talisman of Rendar

Claw of the Old Ones. Enemies attacking the wielder in close combat suffer -1 to Hit. In the shooting phase, Azure Fire follows the rules for Sunstaffs with Strength 5 and Multiple Shots (D3) special rules.

The Talisman of Rendar gives the wearer the Immunity (Flaming Attacks) and Ward Save (5+) special rules.

Forest Strider, Garland Warfare, Guerrilla Tactics, Immunity (Psychology), Mesmerising Dance

All models in base contact with Azura must take a Psychology test at the start of each close combat phase. If they fail they cannot attack this round.

Melandra Hawkeye The Adventuress. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Melandra Hawkeye455442638

Troop Type: Infantry (Special Character, Human)

Bow, Amulet of the Moon.

Magic Items / Abilities: Blade of the Hawk, Pendant of the Old Ones

This blade gives the wielder +1 Attack and +1 to Hit.

Unless the model has charged or is fleeing, they may teleport anywhere on the battlefield (facing any direction) in the Remaining Moves sub-phase instead of moving, but they may not be placed within 1" of enemy models.

Dodge (5+), Evasion, Forest Strider, Garland Warfare, Guerrilla Tactics, Scouts

At the end of each combat Melandra is in, before Break Tests are taken, she may choose tomove out of combat. Place her anywhere within 1" of the enemy unit she was fighting. She may move as normal in her next turn.

Pentheselia The Mark of the Serpent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Pentheselia465442638

Troop Type: Infantry (Special Character, Human)

Hand weapon.

Magic Items / Abilities: Throatcutter

Additional hand weapon. This dagger gives the wielder the Poisoned Attacks and Killing Blow special rules.

Forest Strider, Frenzy, Garland Warfare, Guerrilla Tactics, Hatred, Mark of the Serpent

Penthesilea has the Always Strikes First rule. Enemy models attacking her must re-roll successful rolls to Hit in Close Combat.

Lysippe The Mounted Avenger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Lysippe455442538
Blackfang840431427

Troop Type: Cavalry (Special Character, Human)

Hand weapon, light armour.

Magic Items / Abilities: Lizard Bane, Lysippe’s Horned Helmet

Spear. All attacks with this weapon always Hit on a 2+. Against Lizardmen, it always Wounds on at least a 3+.

This helmet gives Lysippe a 6+ armour save. In addition, she becomes subject to Frenzy.

Fast Cavalry, Forest Strider, Garland Warfare, Guerrilla Tactics, Hatred (Lizardmen), Lysippe's War Cry, Strength Bonus (1) (Blackfang only)

Whenever Lysippe charges, she causes Fear. In addition, any unit charged suffers -1 to their Weapon Skill and Ballistic Skill when being charged by her. This has no effect on models with Immunity (Fear).

Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Amazons. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

The Star Sword gives the wielder the Always Strikes First, Ignores Armour Saves, and Parry (6+) special rules.

Two hand weapons. Attacks made with the Arc Claws have the Lightning Attacks special rule, and the wielder may reroll any failed To Wound rolls in close combat.

All attacks made with the Hand of Rigg are resolved at Strength 8 and have the Always Strikes Last special rule.

Sunstaff. The Bright Staff has a range of 30" and the Multiple Shots (D6) special rule.

The wielder gains the Armour Piercing (1) special rule, and enemies attacking the wielder in close combat suffer -1 To Hit.

Spear. Attacks made with the Meteor Spear have the Flaming Attacks special rule. When charging, all attacks made with it have +1 Strength with the Armour Piercing (1) and Multiple Wounds (D3) special rules.

Sun Gauntlet. Shots from the Roar of Chotec have Strength 6. When firing the Roar of Chotec, you may choose to overcharge it, making the shot have Strength 7 and the Multiple Wounds (2) special rule. If you do so, on a To Hit roll of 1 the wielder suffers one automatic hit from the weapon, using the normal profile, even if you can reroll the initial To Hit roll of 1.

Bow. All shots from Skypiercer are resolved at Strength 5 with the Flaming Attacks special rule. The arrow penetrates ranks like a bolt thrower, but does not suffer any Strength penalties for each rank.

Great weapon. An opponent that suffers at least one unsaved wound from the Stunning Rod has the Always Strikes Last special rule in their next combat round. Models with Immunity (Lightning Attacks) are immune to the effect.

Magic Armour

Shield. All enemy units in base contact with the bearer are subject to the Always Strikes Last special rule.

Medium armour. For every spell successfully cast upon the bearer or the unit they are with, the Amazon player gains an additional Power Dice or Dispel dice to their current pool. Characters may wear this armour despite not being able to take normal medium armour.

Light armour. The wearer gains the Aquatic and Natural Armour (6+) special rule.

Talismans

Enemies must re-roll successful rolls To Hit in close combat and with missile weapons against the wearer. In addition, they gain the Ward Save (6+) special rule.

Model on foot only. The wearer gains Ethereal special rules, but cannot join any units.

For every Wound the wearer suffers, roll a D6. If this number is equal to or higher than the Strength of the Attack, the Wound is nullified.

The wearer has Magic Resistance (1) special rule. Additionally, models with the Daemonic, Undead and Vampiric special rules must reroll successful To Hit rolls made against the wearer in close combat.

The wearer gains Dodge (5+) special rule.

Any unit containing War Beasts, Monstrous Beasts, Monsters, Cavalry, Monstrous Cavalry and Chariots that wants to declare a charge at the character bearing this amulet or their unit must first pass a Leadership test. If failed, the unit may choose a different target for their charge or to not make a charge.

Arcane Items

Bound Spell, Power Level 4. The Bright Wand of Xoloc contains a magic missile with a range of 24" that is resolved like a hit from a bolt thrower with the Flaming Attacks special rule.

Bound Spell, Power Level 4. At the start of the game, roll a D6 to determine the number of the spell from the Lore of Light contained within the Locket – you may replace the rolled spell with Shem's Burning Gaze if you wish.

Bound Spell, Power Level 3. The Cobra Staff contains a magic missile with a range of 18" that causes 2D6 hits. These hits always Wound on a 4+ with the Armour Piercing (2) special rule.

The bearer may attempt to cast the same spell twice in each Magic phase if the first attempt was either unsuccessful or dispelled.

Enchanted Items

The Bearer of the Elixir of Life gains the Regeneration (6+) special rule, and automatically heals one Wound suffered earlier in the game at the start of each turn.

Models on foot only. The wearer has the Fly (10) and Impact Hits (1) special rules.

The bearer becomes a Level 1 Wizard who can use any of the eight Lores of Battle Magic. However, they do not get any bonus to casting or dispelling and cannot channel dice.

One use only. The brew may be drunk at any time. Roll a D6; this is the number of points the character may increase her characteristics by. She may freely divide them between several different characteristics if she wishes. The effects of the brew last until the start of the character’s next turn.

The bearer gains the Sniper special rule.

The bearer gains the Armour Piercing (1) and Poisoned Attacks special rules.

Enemy units deploying with the Scout special rule cannot be set up closer than 18" away from the bearer of this item.

All Skink units in base contact with the bearer are subject to the Always Strikes Last and Hatred special rules.

The bearer can reroll one failed To Wound roll in each of their combat phases.

Infantry or Cavalry only. The wearer gains the Ambushers special rule.

Optional Upgrade: Bound spell, power level 8. This is an augment spell with a range of 12". The target unit immediately makes a move with the Fly (10) special rule as if it were the Remaining Moves sub-phase.

Magic Standards

The range of the bearer’s Hold Your Ground! special rule is increased by 6". Additionally, the bearer of this standard and any unit accompanying them has the Strider special rule and are Stubborn in the first round of close combat.

The unit carrying the Jaguar Standard gain the Strength Bonus (1) special rule and take their Break Tests on 3D6, discarding the highest result.

The unit carrying this standard gains the Swiftstride special rule and may reroll any 1's for their Charge distance roll.

The unit carrying this standard gains the Killing Blow special rule.

The unit carrying this standard automatically passes Leadership tests to disengage from combat when using Guerrilla Tactics, and may choose to move normally in the Remaining Moves phase after rallying, even if they are not Skirmishers or Fast Cavalry.

If a friendly unit within 6" is destroyed or involuntarily flees, the unit carrying this standard may re-roll 1's when rolling To Hit and To Wound in their next close combat phase.

The Lore of the Serpent

Whenever a spell from the Lore of the Serpent is successfully cast on a friendly unit, it gains +D6 to their Movement value and does not need to take any tests for Dangerous Terrain until the start of the caster's next magic phase.

Serpent’s Strength is an augment spell that targets all units within 6" of the Wizard. The unit gains +1 Strength until the start of the caster’s next Magic phase. The Wizard can choose to extend the range of the spell to target all friendly units within 12". If they do so, the casting value is increased to 12+.

Singing Wind is a direct damage spell. The Wizard makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit suffer a Strength 4 Hit. The Wizard can increase the power of the spell to Strength 5. If they do so, the casting value is increased to 8+.

Wendala's Maelstrom is an augment spell that targets the Wizard and any unit they are with. Until the start of the caster’s next Magic phase, all enemy missile attacks targeting them suffer a -1 To Hit penalty. The Wizard can choose to extend the range of the spell to target all friendly units within 6". If they do so, the casting value is increased to 12+.

Wall of Thorns is an augment spell that is cast on the Wizard and any unit they are with. Until the start of the caster’s next Magic phase, the Wizard and their unit counts as fighting behind a defended obstacle, and any enemy models in base contact that charges them must take a Dangerous Terrain test. The Wizard can choose to extend the range of the spell to cover all friendly units within 6". If they do so, the casting value is increased to 14+.

The Living Jungle is a magic missile with a range of 18" that causes 5D6 Strength 2 hits with the Poisoned Attacks special rule. The Wizard can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 12+.

Remains in play. Embrace of the Serpent is a direct damage with a range of 18". All models in the unit take a Strength 3 hit. For every turn (friend and foe) the spell is active, all models in the unit suffer another Hit each at the end of the Magic phase, with the Strength of the Attack increasing by 1 every turn. The caster can increase the range of the spell to 36". If they do so, the casting value is increased to 13+.

Siren's Dream is a hex spell that target all units within 12". Until the start of the caster’s next turn, the target units suffer -1 to their Movement, Strength, Initiative and Attacks characteristics (to minimum of 1). The caster can choose to extend the range of the spell to target all units within 24". If they do so, the casting value is increased to 24+.

Reference Chart

Unit Name

Troop Type

Line of Sight

Unit Strength

Base Size (mm)

Amaxon Swamp Python

Monster

5

6

50x100

Ancient Sentinel

Monstrous Infantry

2

3

40x40

Avatar of Rigg

Monstrous Infantry

2

3

40x40

Azura

Infantry

1

1

20x20

Beastmistress

Infantry

1

1

20x20 or 25x25

Bolt Thrower

War Machine

1

3

50

Cold One

Warbeast

1

1

25x50

Cold One Rider

Cavalry

2

2

25x50

Culchan

Warbeast

1

1

25x50

Culchan Rider

Cavalry

1

2

25x50

Eagle Warrior

Infantry

1

1

20x20

Gorol

Monstrous Infantry

2

3

40x40

Great Wyrm

Monster

5

6

50x100

Huntress

Cavalry

2

1

25x50

Jaguar

Warbeast

1

1

25x50

Jaguar Warrior

Infantry

1

1

20x20

Jungle Stalker

Infantry

1

1

20x20

Lwaxana

Infantry

1

1

20x20

Lysippe

Cavalry

2

2

25x50

Matriarch

Infantry

1

1

20x20

Melandra

Infantry

1

1

20x20

Mistress

Infantry

1

11

20x20

Pentheselia

Infantry

1

1

20x20

Piranha Warrior

Infantry

1

1

20x20

Serpent Guard

Infantry

1

1

20x20

Serpent High Priestess

Infantry

1

1

20x20

Serpent Priestess

Infantry

1

1

20x20

Skirmisher

Infantry

1

1

20x20

Snake Swarm

Swarm

0

3

40x40

Stegadon

Monster

5

8

50x100

Terradon Rider

Cavalry

2

2

40x40

Thalestris

Infantry

1

1

20x20

Warrior

Infantry

1

1

20x20