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WARHAMMER
WARBANDS
Guidelines for Playing Small-Scale Games of Warhammer, Revised for Seventh Edition, September 2006
Written by Eric Sarlin, Layout by John Shaffer, Based on an Idea by Jeremy Vetock
Since their first publication in White Dwarf
296-298 in 2004, the guidelines for playing
Warhammer Warbands have become popular
in clubs, home games, GW Hobby Centers,
independent retailers, and elsewhere. Since
that time, the members of the U.S. White
Dwarf staff have played a lot of games of
Warbands, and we have also received a slew
of feedback from gamers all over the world.
Armed with a wealth of information and new
ideas as well as the new rules for Warhammer
Seventh Edition, we felt that a revision to the
Warbands guidelines was warranted. While
these Warbands guidelines are not official
rules, this document presents the definitive,
streamlined Warhammer Warbands Seventh
Edition guidelines in a single download for
gamers everywhere to enjoy. Waaagh!
WHAT ARE WARBANDS?
Warbands are simply scaled-down
Warhammer armies. In essence, Warbands are
the same as standard, tournament-sized
armies but are simply in a growing stage. For
our purposes, the term Warband describes a
Warhammer force in the range of 100 to 500
points. Warbands are not quite large enough
to be called armies but are big enough for
unit-level gaming (as opposed to gaming on
the individual-warrior level, as is the case
with games like Warhammer: Skirmish or
Mordheim). Players can imagine their
Warbands as patrols, reinforcements, special
contingents sent off to accomplish specific
tasks (e.g., raids, sabotage, assassinations), or
simply a small force in the growing stages.
When you think about the characteristics of
the different armies of the Warhammer world,
it’s easy to imagine stories for the various
types of Warbands: an aspiring Orc Boss and
his small mob of recruits, a young High Elf
noble out to prove himself with a band of
loyal volunteers, or a Captain leading a patrol
through the wilds of the Empire.
WARBANDS RULES
The rules for doing battle with Warbands
are exactly the same as those for playing
standard games of Warhammer. Units fight
in formation; ranks, standards, flanks, and
so on count toward combat resolution; and
only units with the Skirmish rule may adopt
a skirmish formation.
The only differences, beyond specific
scenario rules, are in the minimum sizes for
each unit and the selection of your troops
and characters. Once Warbands have been
assembled per the Warband composition
rules, play progresses exactly as it does in a
standard game of Warhammer. The
following lists explain how to create
Warhammer Warbands at the 1- to 199-
point level and the 200- to 500-point level
in conjunction with the standard
Warhammer Army books.
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FOR SMALL WARBAND
GAMES (1-199 PTS)
• Warbands must include at least two Core Units
FOR LARGE WARBAND
GAMES (200-500 PTS)
• Warbands must include at least two Core units.
• Warbands may not include more than eight units
• Warbands at this scale may NOT include
• Special or Rare Units
• Lord-Level Characters
• War Machines
• Chariots
• Flyers
• Magic Items of any kind
• Warbands may not include more than 10 units.
• Warbands may include up to one Special and up to one Rare
choice. However, if the controlling player does not select a Rare
choice, he may select an additional Special choice instead.
• Warbands may include 0-2 Hero-level characters, though their
combined points cost (including all equipment, upgrades,
abilities, and the like) may not exceed 150 points. Warbands may
never include Lord-level characters.
• Warbands must include one Commander model (see the rules
and restrictions listed in For Small Warband Games). If a Hero-
level character is chosen as the Commander, his point cost counts
against the 150-point maximum described above.
• Warbands may include 0-1 war machine or Chariot. (Note that
this rule applies even when the Army book allows more than one
such item per selection. For instance, 1-2 Goblin Wolf
Chariots normally count as only 1 Special Unit choice.
However, an Orc & Goblin Warband could include only one
Goblin Wolf Chariot.)
• Warbands may include one flying unit or creature.
• Warbands must obey the army list restrictions placed on the
maximum number of certain unit types as described in For Small
Warband Games .
• Warbands must include one Commander model, which is
nominated by the controlling player. This model can be either a
Hero-level character worth no more than 75 points (including all
equipment, upgrades, abilities, and the like) or a Unit
Champion. If a Unit Champion is selected as the Commander,
he must remain with his unit at all times. The Commander
functions as the Warband’s General in all respects. (Vampire
Counts and Tomb Kings armies, which normally require a
spellcaster of some sort to animate the Undead, need not include
such a model in a Warband. Assume that the Undead have been
animated by some spellcaster near the battlefield. See Army-
Specific Rules for more details.)
• Warbands must obey the army list restrictions placed on the
maximum number of certain unit types (e.g., Vampire Counts
Warbands may include 0-1 Bat Swarm, and Empire Warbands
may include 0-1 unit of Huntsmen).
FOR SMALL AND LARGE WARBAND GAMES
WHAT COUNTS AS A CORE SELECTION FOR WARBANDS? All Warbands must include a minimum of two Core
selections. Core units that do not count toward the minimum number of Core units in the regular army list (e.g., Warhounds in a Chaos army or
Huntsmen in an Empire army) do not count toward the minimum two Core selections for a Warband. Of course, these units can still be
included in a Warband; they simply don’t count toward the minimum Core units required.
WHAT COUNTS AS A MAGIC ITEM?
Per the basic Warbands rules, Warbands of 199 points or less cannot take magic items. Exceptions to this rule are magic items that are
available to regular troops (i.e., not exclusive to character models) and that are not listed in the magic item list of the Army book (e.g., Wight
blades, Chaos armor, tomb blades, and Skaven warp weapons). It is permissible to take models with these items in small Warbands, and the
items count as magical per the normal Warhammer rules.
UNIT SIZES AND OPTIONS
The minimum unit sizes in a Warband are smaller than those in a standard Warhammer
army to reflect both the small size of the force and the Warband’s tactical flexibility. See the
Warband Unit Size Table.
However, no Warband regiment may take any unit options, other than weapon and armor
upgrades, unless the regiment meets its normal unit minimum listed in the Army book.
Thus, only when the unit meets its regular unit minimum listed in the Army book can it
take normally available options such as:
• Command models
• Magic standards (only available to units in Warbands of 200+ points)
• Upgrades in status such as those that promote Empire Knights to Knights of the
Inner Circle, Orcs to Big’Uns, Chaos Warriors/Knights to Chosen, Chaos units to a Mark of Chaos other than Undivided, Saurus
Warriors or Skink Cohorts to a Sacred Spawning, Grave Guard to Drakenhof Guard, and the like.
Exceptions to these restrictions can be found in Army-Specific Rules .
Note also that some units have a maximum unit size. Of course, these unit maximums apply to Warbands just as they do to regular
Warhammer armies.
WARBAND UNIT SIZE TABLE
Base Size of
Models in Unit
Minimum Unit Size
(Not Unit Strength)
20 x 20 mm
25 x 25 mm
25 x 50 mm
40 x 40 mm
or larger
3 models
2 models
1 model
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ARMY-SPECIFIC RULES
BRETONNIANS
Bretonnian Knightly units may take the
free upgrade to champion (i.e., Cavalier,
Gallant, or Paragon) only if the unit
meets its regular unit minimum listed in
the Army book.
Bretonnian Warbands need not include
two characters, one of whom is the
Battle Standard Bearer. Bretonnian
Warbands can include 0-2 Hero-level
characters like normal Warbands if the
controlling player wishes; however,
points limitations will prevent one of
these Heroes from carrying a Battle
Standard. Bretonnian Warbands are
NOT allowed one more character than
most other Warbands, as are regular,
full-sized Bretonnian armies. Thus, the
only way to include an Army Standard
Bearer in a Bretonnian Warband is to
have a Unit Champion act as the
Warband commander and to include a
Paladin as the Battle Standard Bearer.
Bretonnian warbands are devastating on the charge.
HORDES OF CHAOS
AND BEASTS OF CHAOS
Chaos Warbands, like Chaos armies,
must be Beast, Mortal, or Daemon
Warbands. Each type of Chaos Warband
may include troops from the other types
(e.g., a Chaos Mortals Warband can
include Beasts of Chaos) per the
normal rules.
One Spawn of Chaos counts as a single
Rare choice. Two Spawn can never be
included in a Warband.
Hordes of Chaos Daemon Warbands are
possible. However, as there are no
Daemon characters in the Hordes of
Chaos Army book under 150 points,
Hordes of Chaos Daemon Warbands
must be led by a Bloodhowler or, if the
Warband totals 200+ points, a Mortal
Hero equipped with the Chalice of Chaos.
As such, Daemon players may find it
more practical to use the Daemonic
Legions list from the Storm of Chaos
campaign sourcebook to create
Daemon Warbands.
Units of Horrors less than 5 strong cannot
include Flamers; units 5-9 strong can
include up to 2 Flamers; units 10 or
stronger can include up to 4 Flamers.
A Hordes of Chaos warband has many elite and deadly warriors.
Chaos Warbands, except those led by a
Daemonic Commander, can include a
Dragon Ogre Shaggoth, which will use up
both the Special choice and the Rare
choice. The Shaggoth cannot be promoted
to a Shaggoth Champion.
A Beasts of Chaos warband uses cunning tactics and great mobility to emerge victorious.
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DARK ELVES
Use the updated rules for Dark Elves
published in WD286 (also available at
us.games-workshop.com/warbands/
darkelves/). Otherwise, there are no
army-specific rules that apply to Dark
Elf Warbands.
HIGH ELVES
The Intrigue at Court rule works a bit
differently for High Elf Warbands. If the
Warband includes two Heroes, dice off as
normal to determine the Commander of the
Warband. If the Warband includes a single
Hero, he is the Commander. If the Warband
includes no Heroes, the controlling player
may nominate a Unit Champion to be the
Commander, and no Intrigue at Court roll
is made.
This Druchii warband takes great advantage of Elven speed.
Pure of Heart is not a mandatory Honor
for High Elf Warbands but may be
selected for a character at the controlling
player’s discretion.
DOGS OF WAR
Dogs of War Warbands need not include
a Paymaster.
Dogs of War Warbands may include a
single Regiment of Renown, which
counts as a Core, Special, or Rare
choice per the normal rules for that
Regiment. However, the normal unit
minimums and maximums for unit size
for Regiments of Renown are never
adjusted by the Warbands rules. Thus,
for instance, you must take a minimum
unit size of 10 for a unit of Ricco’s
Republican Guard, whereas a normal
unit of Pikemen in a Dogs of War
Warband has a minimum unit size of 3.
Dogs of War Warbands that include a
Regiment of Renown that comes with a
character or characters may include no
other characters in the Warband, and the
character who leads the Regiment of
Renown will act as the Commander of
the Warband.
No other types of Warbands may include
Dogs of War units or Regiments of
Renown (except where they are
mentioned specifically in the army
list, such as Long Drong’s Slayer
Pirates in the Slayer Army of Karak
Kadrin or Ruglud’s Armored Orcs in
Grimgor’s ’Ardboyz).
High Elven warbands are highly skilled and have good Leadership.
Dogs of War warbands have a large variety of units at their disposal.
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OGRE KINGDOMS
Ogre Warbands must include at least
one unit of Bulls.
Per the normal Warbands rules, Ogres
have a minimum size of 1, and Gnoblars
have a minimum unit size of 3.
Ogre Warbands of 199 points or less
must be led by a Unit Champion
(though not a Groinbiter or
Snarefinger) per the normal Warbands
rules. Warbands at this size cannot be
led by an Ogre Hero, as all Ogre
Heroes’ point costs exceed the 75-point
Warband maximum.
Ogre Warbands of 200+ points may
be led by a Bruiser or a Unit
Champion (though not a Groinbiter
or Snarefinger) per the normal
Warbands rules.
In addition, Ogre Warbands of 200+
points may be led by a Maneater, who
may join only units of other Maneaters
but otherwise acts like a normal
Warband Commander/General.
If a Maneater or Unit Champion acts as
the Commander/General, Warbands of
200+ points may include a single
Butcher or Hunter. This character may
not act as the Warbands Commander,
and his total cost (including all
equipment, upgrades, abilities, and the
like) may not exceed 150 points.
Ogre Warbands of 200+ points
may include a single unit of one
Leadbelcher OR a Gnoblar
Scraplauncher OR a Hunter with
Harpoon Launcher. Any one of
these choices counts as the one
war machine choice the Warband
is allowed.
In Warbands campaigns, Ogre
Maneaters acting as Commanders may
adopt the Archetypes indicated on the
Archetype Table. Note that this rule is
an exception to the normal practice,
whereby only character models can
adopt Archetypes. Also, in Warband
campaigns, Maneaters acting as
Commanders recover from injury
as characters.
An Ogre Kingdoms warband uses brute strength and resilience to overcome its lack of numbers.
Orc & Goblin warbands are flexible, characterful, and fierce in combat.
ORCS & GOBLINS
Units of Common Goblins and Night
Goblins need be only 10 models strong
before they qualify for command models.
Night Goblin units under 10 models strong
cannot include Fanatics; units 10-14 models
strong can include one Fanatic; units 15-19
models strong can include up to two
Fanatics; and units 20+ models strong can
include up to three Fanatics.
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Tomb King warbands have unique tactics that can be both unexpected and deadly.
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