WARHOST

Feral beast-folk of the deep, old woods who hate every wall and road. Goat-legged raiders burst from the trees in loose packs, bull-headed brutes and beast-drawn chariots smash the line in a frenzy, and harpies and giant war beasts fall on whatever is left, urged on by the drums of a horned seer.

Brayling Rabble

Infantry · core
85 pts

A shoving mob of young, scrawny beast-folk with clubs and stolen blades — cheap, numerous and quick to scatter.

15 models (10–30) · 5 pts per model
7wounds
3.8m/s
1.7dmg
1m reach
0.0armour
45morale
  • skirmishers: no flank or rear penalties, unslowed by woods

Hoofrunner Raiders

Infantry · core
115 pts

Goat-legged ambushers who bound through the undergrowth in loose packs and fall on flanks and stragglers.

10 models (5–20) · 10 pts per model
11wounds
4.4m/s
3.0dmg
1m reach
1.0armour
60morale
  • charge: x1.3 damage when hitting after a 12 m straight run
  • skirmishers: no flank or rear penalties, unslowed by woods
  • stealthy: enemies see it from only half as far

Thicket Hunters

Ranged
105 pts

Sharp-eyed beast-folk with short bows and javelins who hide in the woods and loose from cover.

8 models (5–15) · 12 pts per model
9wounds
4.2m/s
1.2dmg
30m reach
0.5armour
50morale
  • shoots from range; weak in melee
  • skirmishers: no flank or rear penalties, unslowed by woods
  • stealthy: enemies see it from only half as far

Bullhorn Brutes

Monster · max 2 per army
220 pts

Bull-headed giants with great axes who fall into a bellowing blood-frenzy and gore their way through the enemy ranks.

3 models (1–5) · 70 pts per model
40wounds
4.6m/s
8.5dmg
2m reach
1.5armour
65morale
  • charge: x1.6 damage when hitting after a 12 m straight run
  • frenzy: x1.4 melee damage while above half health
  • causes fear: enemies within 6 m lose 1.5 morale per second

Tusk-Drawn Chariots

Cavalry · max 2 per army
160 pts

Crude timber chariots dragged by snorting giant boars, crashing headlong into the enemy line.

3 models (1–5) · 52 pts per model
32wounds
6.6m/s
6.0dmg
2m reach
2.0armour
60morale
  • charge: x2.3 damage when hitting after a 12 m straight run

Briar Behemoth

Monster · max 1 per army
250 pts

A moss-backed, many-horned beast of the old forest, maddened by the drums and driven into the enemy like a living battering ram.

1 models (1–1)
140wounds
4.6m/s
13.0dmg
2m reach
3.0armour
75morale
  • charge: x2.0 damage when hitting after a 12 m straight run
  • frenzy: x1.2 melee damage while above half health
  • regenerates 0.5 wounds per model per second
  • causes fear: enemies within 8 m lose 2.0 morale per second

Shrieking Harpies

Monster · max 2 per army
110 pts

Screeching, taloned harpies that wheel over the woods and drop onto archers, casters and the fleeing.

5 models (3–10) · 20 pts per model
12wounds
8.5m/s
2.6dmg
1m reach
0.0armour
45morale
  • causes fear: enemies within 6 m lose 1.0 morale per second
  • skirmishers: no flank or rear penalties, unslowed by woods
  • flies: crosses rivers anywhere and is unslowed by woods

Horned Seer

Caster · max 1 per army
145 pts

An ancient, antlered shaman who reads omens in entrails, calls wild green fire on the foe and knits torn beast-flesh back together.

1 models (1–1)
38wounds
4.2m/s
8.0dmg
36m reach
0.5armour
85morale
  • fireball hits 4 models, ignores armour
  • steadies friendly regiments within 18 m
  • knows spells: fireball, mend, terror, haste (use the cast order)

Great-Horn Chieftain

Character · max 1 per army
135 pts

The mightiest beast of the herd, whose spiralling horns mark his right to rule; he leads every charge and the herd follows his bellow.

1 models (1–1)
64wounds
4.6m/s
8.5dmg
1m reach
2.0armour
90morale
  • charge: x1.5 damage when hitting after a 12 m straight run
  • steadies friendly regiments within 22 m
  • frenzy: x1.2 melee damage while above half health
  • general: inspires the army; if slain or put to flight every regiment loses 15 morale