WARHOST

Nomad horse-lords of the endless grass sea. The Khanate rarely stands and fights: clouds of horse archers loose arrows on the gallop, lancers and war chariots crash in once the enemy is bled and broken, and a sky-shaman's winds carry the riders faster still. Fast and slippery, but brittle if pinned down.

Herd-Guard Archers

Ranged · core
85 pts

Herders and boys of the clans with powerful recurve bows, cheap and plentiful but useless in a brawl.

10 models (5–20) · 9 pts per model
8wounds
3.8m/s
1.05dmg
48m reach
0.0armour
45morale
  • shoots from range; weak in melee

Yurt-Camp Spears

Infantry · core
80 pts

Dismounted clansmen with hooked spears and wicker shields who guard the herds and hold a line just long enough.

10 models (5–20) · 7 pts per model
10wounds
3.7m/s
2.5dmg
2m reach
1.5armour
60morale
  • fights in 2 ranks
  • x1.6 damage vs cavalry

Wind Riders

Cavalry · core
130 pts

Horse archers who loose arrow after arrow at full gallop and melt away before the enemy can close.

6 models (3–12) · 21 pts per model
14wounds
8.6m/s
1.6dmg
36m reach
1.0armour
55morale
  • shoots from range; weak in melee
  • shoots while moving
  • skirmishers: no flank or rear penalties, unslowed by woods

Iron-Hoof Lancers

Cavalry · max 3 per army
180 pts

The khan's household riders in lamellar coats with long lances, who wait until the archers have done their work and then ride down the survivors.

5 models (3–10) · 36 pts per model
22wounds
7.8m/s
5.0dmg
2m reach
3.0armour
70morale
  • charge: x2.4 damage when hitting after a 12 m straight run

Scythe-Wheel Chariots

Cavalry · max 2 per army
150 pts

Two-horse chariots with bladed hubs and a glaive-man aboard that scythe through infantry on the charge.

3 models (1–5) · 55 pts per model
36wounds
7.2m/s
6.0dmg
2m reach
2.0armour
65morale
  • charge: x2.2 damage when hitting after a 12 m straight run

Thunderwing Eagle

Monster · max 2 per army
130 pts

A great storm-eagle of the high peaks, tamed by the shamans, which drops out of the sky onto unwary casters and war machines.

1 models (1–2) · 130 pts per model
60wounds
9.0m/s
9.0dmg
2m reach
1.0armour
70morale
  • charge: x1.8 damage when hitting after a 12 m straight run
  • skirmishers: no flank or rear penalties, unslowed by woods
  • flies: crosses rivers anywhere and is unslowed by woods
  • keen-eyed: sees 80 m

Bone-Banner Guard

Infantry · max 2 per army
140 pts

Veteran clansmen with heavy glaives who guard the khan's horsetail standards on foot and never yield them.

8 models (4–15) · 18 pts per model
14wounds
3.6m/s
4.2dmg
1m reach
2.5armour
75morale
  • armour piercing (ignores 1 armour)
  • stubborn: loses morale at half the usual rate

Sky-Father Shaman

Caster · max 1 per army
145 pts

A drum-beating shaman who rides the storm winds, hurling lightning at the enemy and lending the riders the speed of the gale.

1 models (1–1)
36wounds
5.0m/s
8.0dmg
40m reach
0.0armour
85morale
  • fireball hits 4 models, ignores armour
  • steadies friendly regiments within 18 m
  • knows spells: fireball, haste, ward (use the cast order)

The Great Khan

Character · max 1 per army
135 pts

Lord of a thousand tents, riding at the heart of the horde; his war-drums keep the clans in the saddle, but his death sends them scattering to the wind.

1 models (1–1)
55wounds
7.0m/s
7.5dmg
1m reach
2.5armour
95morale
  • charge: x1.6 damage when hitting after a 12 m straight run
  • steadies friendly regiments within 26 m
  • general: inspires the army; if slain or put to flight every regiment loses 15 morale