Tome of Champions 2021 introduced a new type of warband to Warcry: the Bladeborn fighters.
These were first introduced in a limited regional availability board game called Bladeborn and provide a Warcry profile to the warbands already introduced in the card-based game Warhammer Underworlds.
In this guide, we will go in details about all new profiles available and where to use them. This is our big Warcry Bladeborn Warbands overview.
At the end you can also find our review of these Bladeborn Warbands.
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
What are the Warcry Bladeborn Warbands?
Bladeborn fighters all belong to a warband, that derives from the same group in Warhammer Underworlds. As such, if you have already invested in that game, this is a great opportunity to try out Warcry using the same miniatures.
You can find all the rules and the stats for the Bladeborne Warbands in the Tome of Champion 2021.
Currently only the warbands of the first 4 seasons of Warhammer Underworlds have profiles available in Warcry, but we are sure more will come in time. Not all of them are available, however. Those contained in Dreadfane and in the Starter Set released in the Direchasm season do not have profiles but you can still use those miniatures with the normal Warcry profiles for those warbands. If you want more information about Warhammer Underworlds we have a guide for every single warband released.
There are few things to consider about Bladeborn fighters:
- While they all have their own Bladeborn runemark that allows them to have specific abilities, they also belong to a faction and they can be integrated with fighters from the same faction. They can also use all abilities from their faction in addition to their specific ones. Note that most Bladeborn warbands don’t reach 1000 points by themselves.
- You can take a Bladeborn Leader as your warband Leader or you can take it as an Ally within the same grand alliance. In that case you can also take all fighters with the same Bladeborn runemark as allies.
- You can only take one fighter per profile (with some exceptions).
- In a narrative campaign these fighters do not roll for injuries or destiny rolls. They cannot take artefacts of power but can take command traits.
Here is the list of all current Warhammer Underworlds warbands supported in Warcry:
- Morgwaeth’s Blade Coven
- The Chosen Axes
- Elathain’s Soulraid
- Thundrik’s Profiteers
- Myari’s Purifiers
- The Starblood Stalkers
- Steelheart’s Champions
- The Farstriders
- Stormsire’s Cursebreakers
- Ylthari’s Guardians
- Skaeth’s Wild Hunt
- Grashrak’s Despoilers
- Magore’s Fiends
- Garrek’s Reavers
- Eyes of the Nine
- The Wurmspat
- The Dread Pageant
- Spiteclaw’s Swarm
- Khagra’s Ravagers
- Godsworn Hunt
- The Grymwatch
- Thorns of the Briar Queen
- Kainan’s Reapers
- The Crimson Court
- The Sepulchral Guard
- Zarbag’s Gitz
- Mollog’s Mob
- Rippa’s Snarlfangs
- Hrothgorn’s Mantrappers
- Hedkrakka’s Madmob
- Morgok’s Krushas
- Ironskull’s Boyz
Overview and points of the Order Warcry Bladeborn Warbands
Morgwaeth’s Blade Coven (620 points)
- Morgwaeth the Bloodied: 150 points
- Kyrae: 185 points
- Khamyss: 95 points
- Lethyr: 95 points
- Kyrssa: 95 points
- Daughters of the First Temple (Double, Morgwaeth): a nearby fighter from this Bladeborn warband can perform a bonus attack.
Morgwaeth is an upgraded Hag Queen with access to Witchbrew, that can buff Strength of a nearby fighter, and Daughters of the First Temple that allows a nearby Bladeborn to perform a bonus attack. Interestingly enough, this ability does not specify what type of attack, so Kyrae can use it for a bonus ranged attack.
Apart from the leader, the rest of the crew does not add new abilities, have 2 more wounds than their base version but costs at least 10 points more. Kyrae is a Blood Stalker, Khamyss is a Sister of Slaughter with Barbed Whip and Bladed Buckler, Lethyr and Kyrssa are Witch Aelves with Sacrificial Knives. Their higher cost is justified (?) by their Toughness increased to 4.
The Chosen Axes (490 points)
- Fjul-Grimnir: 200 points
- Tefk Flamebearer: 90 points
- Mad Maegrim: 90 points
- Vol Orrukbane: 110 points
- The Chosen Kin (Double, all Chosen Axes): a fighter nearby Fjul-Grimnir can increase their melee Attack by 2.
Fjul-Grimnir is an upgraded Auric Runefather whose simple presence allows the other Chosen Axes to increase their attacks (The Chosen Kin), while he can buff their Strength with Lodge Leader for an explosive combination. He also has a better damage output (3/6) compared to a simple Runefather.
Tefk and Mad Maegrim are Vulkite Berzerkers with pair of Fyresteel Handaxes with 2 more wounds but access to the ability above. Vol, instead, is a Vulkite with a single axe and a weapon profile (and a cost) similar to a Hearthguard Berzerker with Broadaxe, but only 1″ range and without their ability to perform a bonus move and attack while heavily damaged.
Elathain’s Soulraid (565 points)
- Elathain Ill-Fated: 150 points
- Fuirann: 120 points
- Tammael: 85 points
- Duinclaw: 130 points
- Spinefin: 80 points
- Soulnet (Double, Elathain): a chance to prevent move or disengage actions of a nearby enemy.
- Riptide Harpoon (Triple, Tammael): perform a bonus attack and then move the target enemy closer to the attacking unit.
Elathain has the weapon profile similar to an Isharann Soulrender and even his same ability only renamed Soulnet (instead of Hangman’s Knot). Their fish/eel attack is identical while Elathain’s main weapon has only 1″ range and less damage (2/4 instead of 2/5). He costs the same and has 2 wounds more.
The only reason for considering Elathain over a Soulrender is Duinclaw, the crab. He even won the second place as the best GW miniature of 2021! Toughness 6 will ensure only the strongest enemy can dent his shell but with 12 Wounds he will suffer critical hits. When attacking, he replies with equal vigour: 2 attacks at Strength 5 for 2/5 damage.
Exactly as Spinefin, they are both beasts but Spinefin can also fly (12″ Movement). Its attacks are not remarkable and with Toughness 2 better keep it far from the melee intent on grabbing isolated objectives.
Fuirann is an Akhelian Guard (unmounted) with the same weapon profile of an Ishlaen, no special ability, 5″ Movement, Toughness 4 and 16 wounds making her a good combatant stronger than a Namarti Thrall.
Tammael instead is a Namarti but armed with an harpoon that can use up to 8″ away for 1/4 damage. He can also use Riptide Harpoon ability, that for a Triple allows him to perform a bonus attack and pull the enemy towards him up to 6″ (based on the ability’s value).
Thundrik’s Profiteers (715 points)
- Bjorgen Thundrik: 180 points
- Khazgan Drakkskewer: 220 points
- Dead-eye Lund: 125 points
- Enrik Ironhail: 120 points
- Garodd Alensen: 70 points
- Win Recognition (Triple, all Thundrik’s Profiteers): a bonus attack from the third battle round and thereafter when in range of Thundrik.
Bjorgen is an Aether-Khemist and as such he shares the same ability to reduce enemy attacks (Atmospheric Isolation) and the same melee weapon profile. In addition he can count on a ranged attack (3-9″ range) at Strength 5 for 2/5 damage and the ability to “incentivise” his comrades to perform a bonus attack when around him, but only from the third battle round onwards. He does cost almost the double of an Aether-Khemist although.
Khazgan has the same profile of a Skywarden with Vulcaniser Pistol and Skypike with 2 more Wounds but no Timed Charges ability for a higher cost making him a sub-optimal choice.
Dead-eye Lunden has the same profile as a Grundstok Thunderer with Aethershot Rifle, including the ability to disengage from an enemy without using an action. Enrik is an Arkanaut Company Privateer with Aethermatic Volley Gun with the same profile (6 attacks at 15″ range) and similar cost. Same for Garodd that shares the same profile of the Privateer armed with Pistol and Cutter.
Myari’s Purifiers (460 points)
- Myari Lightcaller: 150 points
- Bahannar: 110 points
- Ailenn, the Mind’s Edge: 105 points
- Senaela: 95 points
- Dazzling Light (Triple, Myari): subtract 1 attack from nearby enemy fighters.
Myari is a wizard with a ranged and melee profile identical to the Hurakan Windmage but Movement 5″, 20 Wounds and the same ability as the High Sentinel, the Sharp-eyed Scryhawk, that allows to choose a target and then every friendly fighter attacking that target increases their Attack by 1. Myari can also subtract 1 from the Attack characteristic of enemies in range for a Triple. For her price she is a good supporting hero.
Bahannar is an Alarith Stoneguard with Stone Mallet with the same profile and ability (Mountain Stance, reduces by 1 the damage taken for every attack). The same applies to Ailenn, a Vanari Bladelord, and Senaela, a Vanari Auralan Sentinel. Both have access to the Shining Company ability and Ailenn has access also to Perfect Strike, for a bonus attack with extra damage on critical hit. All 3 are slightly more expensive than their counterpart and have only 2 wounds more.
The Starblood Stalkers (630 points)
- Kixi-Taka, the Diviner: 125 points
- Klaq-Trok: 190 points
- Otapatl: 80 points
- Tok: 80 points
- Huachi: 90 points
- Xepic: 65 points
- Chameleon Ambush (Double, Otapatl): a bonus move action if there are no enemy fighters in range.
- Imbue with Azyrite Energy (Triple, Kixi-Taka): add 1 to Move and Toughness of friendly fighters in range.
Kixi-Taka has the same identical profile of a Skink Starpriest but without access to his ability. In exchange he can buff all friendly fighters within 9″ increasing by 1 both Move and Toughness. And he costs much less.
Klaq-Trok is a Saurus Oldblood with 4 Attacks instead of 3 and access to the same abilities for a slightly higher cost. He also does not count as a Leader, so he is a perfect heavy damage fighter, considering also that, as all Saurus, he can increase his damage at the cost of a Triple (Tearing Bite).
Otapatl is a Chameleon Skink, a profile so far missing from the roster. He has a similar ranged profile of a Boltspitter (12″ range, 2 Attacks Strength 3 for 1/5 damage) and a much weaker melee profile (1/2 damage). With 10 wounds and Toughness 2 you don’t want him in melee anyway, and his ability, Chamaleon Ambush, would allow him a bonus move but only if there’s no enemy within 12″.
Toq, Huachi and Xepic are all Skinks with different weapons, sharing the same stats as their counterparts plus 2 wounds: Boltsplitter and Moonstone Club, Javelin and Star Buckler and Moonstone Club and Star-Buckler respectively. All Skinks (including Kixi-Taqa) have a bonus disengage available for a Double.
Steelheart’s Champions (565 points)
- Severin Steelheart: 205 points
- Obryn the Bold: 185 points
- Angharad Brightshield: 175 points
- Heroic Guard (Double, all Steelheart’s Champions): subtract 1 from damage received by every hit and critical hit.
While Severin is technically a Liberator-Prime, his lack of shield put him at Toughness 5, that is still good in Warcry. On the other side his weapon profile is a bit better than a Liberator with 4 attacks at Strength 4 for 2/5 damage.
All Steelheart’s Champions are Liberators and as such have access to Lay Low the Tyrant for some extra buff when fighting tough opponents. Angharad has also a shield that allows him to damage after moving next to an enemy (Sigmarite Shield-Bash). For the rest she has an identical profile to a Liberator with Warhammer and Sigmarite Shield.
Obryn on the other side has the same profile of a Liberator with Grandhammer, a fighter specialised in high damage output (Strength 5 for 3/5 damage).
Both Liberators are slightly more expensive than their basic version but all fighters in the warband have access to Heroic Guard that allows them to reduce the damage taken for a round by 1. Considering the high wounds it helps a bit to mitigate the critical damage that is one of the weak spots of high Toughness fighters.
The Farstriders (575 points)
- Sanson Farstrider: 225 points
- Almeric Eagle-eye: 175 points
- Elias Swiftblade: 175 points
- Guided by the Astral Compass (Triple, Sanson): each Farstrider within range from the leader can perform a bonus move action.
Sanson is identical to a Hunter-Prime, the leader of Vanguard-Hunters. It does have a Warrior runemark, but currently no ability in the Vanguard Chamber or The Farstriders is associated to that keyword. Maybe the FAQ will clarify it, would be good if the Aetherwing on his arm could use the Warning Cry to allow re-rolling hits.
All members of this Bladeborn warband are able to perform a bonus move after the Leader activates Guided by the Astral Compass (for a Triple) while within 6″ of him.
Both Almeric and Elias are Vanguard-Hunters with identical weapon profiles (both ranged and melee) and 2 wounds more. With the Tome of Champions 2021 point changes, they are now slightly cheaper than the base version so if you need hunters, those are probably your best option.
- Averon Stormsire: 235 points
- Ammis Dawnguard: 180 points
- Rastus the Charmed: 180 points
- Storm of Eldritch Lightning (Triple, Averon): a change to perform quite some damage (up to 18) to an enemy within range.
Despite Averon being a Knight-Incantor (lore-wise), he has the same profile and abilities of the Lord-Exorcist (with 2 wounds less and a similar cost). Open Redemption Cache, from the Lord-Exorcist, allows to damage all enemies at a close range, while Storm of Eldritch Lightning, allows to damage an enemy at 9″ range for up to 18 damage (3 damage for every 3+, roll as many dice as the value of the ability). These are expensive abilities but provide many tools in Averon’s arsenal for every situation.
Ammis and Rastus are Evocators with a similar profile as the Tempest Blade and Stormstave but few differences that justify their slightly higher price. Ammis has more damage (2/5) while Rastus has more Strength (6). They both have 2 Wounds more and access to Summon Celestial Lightning, that is similar to the storm from Averon, but with a much reduced scope (1 damage on a 4+, up to 6 dice, 1″ range).
Ylthari’s Guardians (440 points)
- Ylthari: 165 points
- Skhathael: 85 points
- Gallanghann of the Glade: 105 points
- Ahnslaine, Revenant Archer: 85 points
- Vigour and Wrath (Double, all Guardians): add 1 to the damage from every critical hit performed.
- The Reaping (Quad, Ylthari): a good chance to allocate up to 6 damage to all enemies in range.
Ylthari is a Thornwych, a profile not existing in Warcry before. The closest would be a Branchwych, with which she shares both weapon profiles but her movement is 4″ instead of 6″. She has her own ability, The Reaping, that allows to damage any enemy within 6″ on a 2+. If you have a Quad high enough you can do some serious damage.
All other Guardian fighters are Tree-Revenants but with a very different weapon profile than their counterpart. They share the 4″ Movement and Toughness 3 but have higher wounds (10, except Skhathael with 12) but they do not have the ability to tele-transport around the battlefield (that makes the Tree-Revenants an excellent objective-thief, considering also the low cost). Instead they have an ability to increase their damage on critical hits by 1.
While this ability can be useful on a profile like Skhathael‘s, with 4 attacks at Strength 3 for 2/4 damage, it becomes less interesting on Gallanghan that has an already high damage output (2 attacks at Strength 4 for 3/6 damage) or on Ahnslaine that has only 2 attacks both melee and ranged.
Ahnslaine is also the archer of the group, with a range of 15″ and 4 damage on critical hit making her a useful alternative and in a Sylvaneth army one of the cheapest ranged fighter available. She is also the first Tree-Revenant Archer ever to appear in Age of Sigmar.
Skaeth’s Wild Hunt (410 points)
- Skaeth the Huntsman: 180 points
- Karthaen: 80 points
- Sheoch: 70 points
- Althaen: 80 points
- Lighaen: 70 points
- Might of Kurnoth (Triple, Karthaen): increase the melee attacks of friendly fighters in range.
While technically Sylvaneth, the Wild Hunt represent a different group of sylvan aelves: the Kurnothi. As such none of them has an existing counterpart in Warcry.
Skaeth is the quickest with 8″ Movement but the Mounted keyword, the rest of the warband has 5″ Move. With Toughness 4 and 22 Wounds he can take some punch, but his weapon has 8″ range and no minimum distance, meaning he can attack from afar without getting too close. As a Leader he can use Envoy of the Everqueen to increase Toughness and Strength of friendly fighters in range but doesn’t have any other specific ability.
The Leader ability matches well with Karthaen‘s unique ability, Might of Kurnoth, that increases the Attack characteristic. Activating them both in the same battle round may be hard (requires a Quad and a Triple) but can be devastating if you can pull it off at the right moment. Apart from that, Karthaen hits harder than a Revenant with 3 attacks at Strength 3 for 2/4 damage and is a bit more resistant with 12 wounds (the others have 10 except Lighaen 8).
Sheoch has more attacks (4) but less damage (1/4), while Althaen introduces the second ranged option in the Bladeborn warband and one of the cheapest in the Sylvaneth: 15″ for 1/4 damage. Her melee profile is forgettable.
Lighaen counts as Beast, and his profile is similar to a Tree-Revenant with higher critical damage (1/4), 8″ Movement but also higher cost.
Overview and points of the Chaos Warcry Bladeborn Warbands
Grashrak’s Despoilers (630 points)
- Grashrak Fellhoof: 205 points
- Draknar: 135 points
- Korsh “the Sneak”: 65 points
- Murghoth Half-horn: 65 points
- Ushkor: 80 points
- Gnarl: 80 points
- Savage Bolt (Quad, Grashrak): up to 6 damage to an enemy within 12″ and a good chance to prevent his activation the same round.
Grashrak is a buffed up version of the Great-bray Shaman with same ranged weapon and higher damage in melee (2/4). He has access to the same abilities but also one of his own: Savage Bolt that can do some damage and on a 2+ prevent the enemy fighter to activate. It costs a Quad but when that is available can make a huge difference in certain situations.
Draknar is also a beefed up Bestigor, with more damage (2/5) and Wounds (18). He shares also the same “damage after movement” ability but is quite more expensive.
Korsh and Murghoth are Ungors armed with Shortspear but without the shield, meaning they have 1 more attack, but reduced Toughness (from 4 to 3). Their 2″ range weapon and 5″ movement should allow them to resist a bit, and they are cheaper than a normal Ungor.
Ushkor and Gnarl are Ungor Raiders with 2 more wounds. They even have access to the same Volley of Arrows that allows to increase their ranged attacks for an action.
Magore’s Fiends (590 points)
- Magore Redhand: 180 points
- Riptooth: 180 points
- Zharkus the Bloodsighed: 115 points
- Ghartok Flayskull: 115 points
- Daemonic Maw (Double, Magore): a chance to do random damage to an engaged enemy.
- Bloodscent (Triple, Riptooth): perform a bonus move with all friendly characters within range of him.
Magore is a Chaos Champion (the leader of the Blood Warriors) without access to the Gorefist, but with a pretty similar ability: Daemonic Maw.
Zharkus and Ghartok are Blood Warriors with Goreaxe and Gorefist, with access to same profile and abilities at an increased cost.
Riptooth is a Flesh Hound but with the Beast runemark that the other hounds don’t have, meaning that he can’t open doors and similar, but can be whipped to frenzy by a Bloodstoker. On the other side he has access to Bloodscent, that gives every other fighter from the same Bladeborn warband a bonus move.
Garrek’s Reavers (610 points)
- Garrek Gorebeard: 185 points
- Blooded Saek: 135 points
- Karsus the Chained: 130 points
- Targor: 80 points
- Arnulf: 80 points
- Ever Advancing (Double, all Reavers): up to 3″ extra the next move action.
- Decapitating Strike (Double, Garrek): up to 3 extra damage on critical hit for one melee attack action.
- Frenzied Attack (Triple, Karsus): up to 3 damage to all nearby enemy fighters.
- Khorne Cares Not (Quad, all Reavers): perform a bonus attack action with one extra attack for each fighter taken down that battle round.
This warband must win the title of Bladeborn warband with the highest number of abilities available (3 for everyone, 4 for Karsus and 5 for Garrek).
Garrek is a Bloodreaver Chieftain with same weapon profile but tougher (Toughness 4 and 22 wounds). As mentioned above he has access to 5 abilities, including the generic Bloodbound (Blood for the Blood God for a bonus move or attack after killing an enemy) and the generic leader Bloodbound (Lord of Skulls, buffing attacks of nearby fighters after taking down an enemy). His special ability, Decapitating Strike, is the least remarkable however.
The other abilities shared by the entire warband allow extra movement or an extra attack action, making this warband extremely thematic. Karsus has the last ability of the group for some area damage. On top of that he is the most “ranged” fighter available to the Bloodbound with 3″ range (same as the Bloodstoker but with 4 attacks at Strength 3 for 2/4 damage).
Blooded Saek is a Bloodreaver with Meatripper Axe buffed up with Toughness 4 and damage 3/5. Targor and Arnulf are Bloodreavers with Reaver Blades with 2 wounds more and a higher cost justified by all abilities available above.
Eyes of the Nine (635 points)
- Vortemis the All-seeing: 195 points
- K’Charik: 135 points
- Narvia: 110 points
- Turosh: 110 points
- Eyes of the Nine Blue Horror: 85 points
- Eyes of the Nine Brimstone Horror: 0 points
- Split into Brimstone Horrors (Double, Blue Horror): replace the Blue Horror with a Brimstone Horror, but only if Blue Horror is wounded.
- Cleaving Strike (Triple, K’Charik): add up to 3 damage to every hit in the next melee attack.
- Empowered Bolts (Quad, all Eyes of the Nine): perform a bonus attack, and if it is a ranged Blast attack, add up to 3 to Attack and Strength.
Vortemis has the same profile as a Magister, up to the same wounds, but, for a slightly higher cost, he has access to Empowered Bolts. This ability, available to everyone in the warband, gives an extra bonus attack and, as long as the attack performed is the ranged Blast attack, you can add up to half the value of the ability to Attack and Strength. Assuming you have a Quad 5 or 6, 5 attacks at Strength 6 for 3/6 damage are quite good.
K’Charik is a Tzaangor with Savage Greatblade with increased Toughness (4), Wounds (16) and access to Cleaving Strike for extra damage on his attacks (he can reach 5/8 on his 3 attacks).
Narvia and Turosh are Kairic Acolytes with Cursed Blade and Arcanite Shield.
The Eyes of the Nine Blue Horror is actually a Tzeentch Daemon and has access to a revised Split Again ability that allows it to be replaced by a Brimstone Horror. Note that, contrary to the Tzeentch Demons, the Brimstone Horror cannot be added to the warband directly, hence its cost of 0 points. They have both the same profile as their daemonic counterpart.
The Wurmspat (475 points)
- Fecula Flyblown: 205 points
- Ghulgoch the Butcher: 140 points
- Sepsimus Plaguesworn: 130 points
- Draw Upon the Retchling’s Power (Double, Fecula): can be used only once per battle to perform a bonus ranged attack.
Fecula is a Rotbringer Sorcerer with the same profile and access to the same abilities, including Stream of Corruption that can damage and reduce enemy’s Toughness and Grandfather’s Blessing that increases the Strength of friendly melee attacks. On top of that he has higher resistance (Toughness 4 and 28 wounds) and access to her special ability for a single bonus ranged attack in the entire battle.
Ghulgoch is a Putrid Blightking with Blighted Weapons with a better profile, including 1 more attack (4 at Strength 4 for 2/4 damage) but the Beast runemark stopping him from opening doors and other activities.
Sepsimus instead has a 2″ range for a slightly weaker melee (3 attacks at Strength 4 for 1/5 damage) and no special ability. Both have Toughness 4 and 26 wounds that would allow them longevity.
The Dread Pageant (615 points)
- Vasillac the Gifted: 205 points
- Slakeslash: 195 points
- Hadzu: 110 points
- Glissete: 105 points
- Cavalcade of Madness (Quad, all Dread Pageant): perform a bonus attack action. If either the target or this fighter are wounded, add 1 to the attack, 3 if both are wounded.
Vasillac has some communalities with a Myrmidesh Painmaster, with similar weapon profile (except the 2″ range and higher damage, 2/5) and access to the same ability that adds damage to his melee attacks. He has also 5″ movement and a resistant profile with Toughness 5 and 26 wounds.
All Dread Pageant have access to a Quad ability that allows them to perform a bonus attack and to add extra attacks depending on who is wounded (+1 if either is wounded or +3 if both are wounded).
Slakeslash is a Slaangor Fiendblood with higher damage (3/6) and wounds (22) and same ability to perform a bonus run towards a close enemy (remember that now costs a Double not a Triple).
Hadzu is a better Blissbarb Archer with 3 attacks at Strength 3 for 1/4 damage at 15″ range, plus access to the same ability to increase her ranged attacks and more wounds (12).
Glissete does not have a comparable profile. The 2″ range makes her closer to the Slickblade but she is not mounted and has 5″ movement. Her 4 attacks at Strength 3 for 2/5 damage are really interesting, the 2″ range should allow her to survive a bit considering her Toughness 3 and 12 wounds. She does not have special abilities.
Spiteclaw’s Swarm (465 points)
- Skritch Spiteclaw: 125 points
- Krrk the Almost-Trusted: 85 points
- Lurking Skaven: 90 points
- Hungering Skaven: 85 points
- Festering Skaven: 80 points
- There Are Always More (Triple, Skritch): bring back a dead Lurking, Hungering or Festering Skaven close to your leader with up to 6 wounds healed.
Spiteclaw is the perfect example of Skaven leader: with his 2″ range weapon (3 Attacks, Strength 3 and 2/5 damage) he can fight from the backline, increasing his chances to survive, otherwise small considering Toughness 3 and 18 wounds. If that’s not enough he can always Scurry Away (a chance to disengage for free) or increase the attacks of nearby fighters with Lead from the Back. And on top of that he can then throw dead comrades back in action and straight in the face of any trying to get too close with his special ability.
This ability does not work with Krrk, but the 2″ range weapon similar to Skritch should give allow him to attack without retaliation. If he does get attacked, Toughness 3 and 12 wounds are not going to last long.
The other Skaven are unnamed but they represent a particular aspect: Lurking has high attacks (5), Hungering the least (3) but increases his Toughness to 4, while Festering is the most balanced (and cheapest) with 4 attacks and a higher damage (1/4 instead of 1/3). They all have Strength 3, 10 wounds and 6″ movement, but the best part is, assuming Skritch is still alive, you can bring them back to deny victory to your opponent in some scenarios.
Khagra’s Ravagers (625 points)
- Khagra the Usurper: 200 points
- Dour Cragan: 140 points
- Razek Godblessed: 145 points
- Zarshia Bittersoul: 140 points
- Spite-tongue Curse (Double, Zarshia): a chance to damage an enemy in range but also to self-damage herself.
- Mask of Darkness (Triple, Zarshia): tele-transport another Ravager closer to Zarshia.
- Desecration (Quad, all Ravagers): a bonus attack action with extra Attack and Strength if close-by an objective.
Khagra has the same weapon profile of a Darkoath Chieftain, without his abilities but an impressive Toughness 6 coupled with 26 wounds. She is a good fighter on her own but she can be further buffed by the trademark ability of this Bladeborn warband: Desecration that allows them a bonus attack, and if they are within 3″ on an objective they can also add up to 3 to the Attack and Strength characteristic (depending on the ability’s value).
Her sister Zarshia, has a similar profile to a Chaos Sorcerer Lord, with slightly less ranged damage (3/5) but not his ability (as she is not a leader). In exchange she can damage an opponent 9″ away with the risk of damaging herself (1 damage to the enemy for every 4+ and 1 to herself for every 1 rolled) and she can tele-transport any Ravager within 6″ of her for a Triple. Considering her Toughness 3 better keep her out of harm’s way.
Dour and Razek are Chaos Warriors. Dour has the same profile as the one armed with pair of Chaos Hand Weapons with 1 more wound (16) and slightly more expensive. Razek instead shares the stats of the Chaos Warrior with Chaos Hand Weapon and Runeshield, including access to Shield Ram for a bonus chance of damage after engaging an enemy. Considering their high Toughness (5 and 6 respectively), they can be afraid only of critical damage.
Godsworn Hunt (650 points)
- Theddra Skull-Scryer: 180 points
- Ollo: 110 points
- Jagathra: 75 points
- Grawl: 75 points
- Grundann Blood-Eye: 105 points
- Shond Head-Claimer: 105 points
- Hunting Hound (Double, Ollo): Grawl can perform a bonus move if he is in range of Ollo.
- Enfeeble (Triple, Theddra): reduce an enemy’s Toughness by up to 6 points.
- Oathsworn Attack (Quad, all Godsworn): perform a bonus attack with up to 3 attacks more.
Theddra has a profile similar to a Chaos Sorcerer Lord, without his abilities but with greater Toughness (4). Combined with both melee (2″) and ranged attack (3-7″) allowing her to attack from safe distance, it should give her some survivability. Her special ability can reduce (to a minimum of 1) the Toughness of an enemy within 12″. No conditions, just need to have a decent Triple and being able to see the enemy, making this an extremely powerful ability.
The other ability all Godsworn share, allow them to perform a bonus attack with up to 3 attacks more (depending on the ability’s value) but as most of these abilities, it costs a Quad.
Ollo is an archer and the one with the highest range of the entire Slaves to Darkness roster (15″). 3 attacks at Strength 3 for 1/3 damage are not much but you can start harassing the enemy from afar. In melee the attacks become 2. His ability allows Grawl to perform a bonus move. Grawl is a little dog with good attacks for his low cost (3 attacks for 2/4 damage). Toughness 3 and 8 wounds would not allow him to stand long however.
Grundann and Shond have both Toughness 4 and 10 wounds with similar weapon profiles with damage 2/4. Where Grundann hits harder (Strengh 4 but 3 attacks), Shond prefers more attacks (4 but Strength 3).
Jagathra instead has only Toughness 3 but her 2″ weapon allows her to keep some distance. She has also high critical damage (4) on her 3 attacks and can throw her javelin for a chance of damaging an enemy 6″ away like the Marauder Horsemen.
Overview and points of the Death Bladeborn Warbands
The Grymwatch (565 points)
- Duke Crakmarrow: 140 points
- Gristlewel, Greatsword: 80 points
- Valreek the Tracker: 60 points
- Night’s Herald: 65 points
- Royal Butcher: 70 points
- Master Talon: 75 points
- Duke’s Harriers: 75 points
- Royal Decree (Double, Duke Crakmarrow): a friendly close-by Ghoul from the Grymwatch can perform a bonus attack.
Crakmarrow and his band of ghouls are not the strongest fighters you can field. With Toughness 3 and 10 wounds on average (20 the Duke and 8 the Harriers), they have their hours counted. Their strength is in the numbers, the Duke being able to perform a bonus attack with one of his ghouls for a Double.
Even with that, you will need to add some heavy hitters to this warband to stand a chance. The Duke himself has the same profile of a Crypt Ghast Courtier but 2″ range that can allow him to attack without immediate retaliation.
All the others are a variation on the Crypt Ghoul profile, only more expensive:
- Gristlewel is the “heavy-hitter” with 2 attacks at Strength 4 for 2/4 damage.
- Night’s Herald has the base Ghoul profile: 3 attacks at Strength 3 for 1/3 damage.
- Valreek sacrifices 1 attack to add to the critical damage (1/4).
- Same for the Royal Butcher, but his Strength is upgraded to 4.
- Master Talon instead increases his attacks to 4.
The Duke’s Harriers are bats with 10″ of flying movement perfect for reaching far objectives and the same weapon profile of Master Talon. With Toughness 2 keep them away from most fights.
Thorns of the Briar Queen (885 points)
- Briar Queen: 200 points
- Varclav the Cruel: 130 points
- The Ever-Hanged: 105 points
- Thorns of the Briar Queen Chainrasp: 90 points
- Howling Vortex (Triple, Briar Queen): a chance to damage and reduce movement to an enemy within range.
The Briar Queen, as all Nighthaunt, can fly but is also one of the few with a ranged profile (up to 9″). She is similar to the Tomb Banshee only with 1 more attack in melee (3 for 1/4 damage) and her ability can damage and reduce the Move characteristic of an enemy 9″ away. It works on a 4+ (as many dice as the ability’s value) but reducing move is one of the best things you can do in Warcry except outright killing your opponent.
Varclav is a special Chainrasp with better damage (2/4) and double the wounds (16). As all Minions (everyone else in this warband and every other Chainrasp) he can increase his attacks and Strength by 1 as long as there’s another minion nearby. With that damage and 4 attacks at Strength 4 he is bound to do some damage, although he costs almost like 2 normal Chainrasp.
The Ever-Hanged is cheaper than Varclav, with better damage than a normal Chainrasp (1/4) and slightly higher wounds (10).
The Thorns of the Briar Queen Chainrasp is a special fighter that can be taken 4 times instead of 1. Each is slightly more expensive than a normal Chainrasp for higher damage on a critical hit (1/3). It may be worth the cost considering the ability to increase the attacks (Chilling Horde) in the hope to roll some 6s.
And don’t forget the Briar Queen can bring back one at a time with the Nighthaunt leader’s ability.
Kainan’s Reapers (700 points)
- Mir Kainan: 230 points
- Binar Khenta: 145 points
- Senha: 75 points
- Hakor: 90 points
- Karu: 80 points
- Executioner’s Strike (Quad, Kainan): perform a bonus attack with +1 attack and Strength.
Mir Kainan belongs to the Mortisan caste and has a profile similar to a Soulreaper but stronger in both attacks and Toughness (both at 5). His 26 wounds make him also more resilient, but you do pay the cost as he is almost a quarter of your point allowance. His special ability costs a Quad and allows him a bonus attack that he can perform both ranged and melee for some devastating results (3 attacks at 7″ range for 3/6 damage or 4 at Strength 6 in melee).
Binar is a tough Mortek (costing the double) combining the 2″ range of his halberd (Strength 4 for 2/4 damage) with the resistance of his shield (Toughness 5 with 22 wounds). His shield also allows him to Form Shieldwall increasing further his Toughness and that of his comrades.
Hakor is a Mortek Guard with Soulcleaver Greatblade and, pending the FAQ, is in all aspects better: same profile, same cost, 2 wounds more and access to the same Form Shieldwall ability usually reserved to Mortek Guard with Shields.
Where Senha has the same profile of a Mortek Guard with Nadirite Blade, Hakor loses 1 attack (2) to gain in damage potential (Strength 4 for 1/4 damage). Both have Toughness 5 and access to Form Shieldwall.
Nohem is the first real ranged option for all Ossiarch Bonereapers: up to 15″ range in his 2 attacks at Strength 3 for 1/3 damage. Don’t get him near a melee however: apart from his forgettable weapon profile, Toughness 4 and 12 wounds would not last long.
The Crimson Court (590 points)
- Prince Duvalle: 205 points
- Gorath the Enforcer: 150 points
- Vellas Von Faine: 120 points
- Ennias Curse-born: 115 points
- The Thrill of the Hunt (Double, all Crimson Court): add 1 to Attack and Strength if the opponent is wounded.
- The Fiendish Lure (Double, Prince Duvalle): add 1 to the damage on critical hits to enemies within range of Prince Duvalle.
All Crimson Court fighters are Vampire Lords with access to Thirst for Blood, that allows them to heal back some wounds after taking down an enemy. They also have a Bladeborn-specific ability that allows them to add 1 to Attack and Strength if the enemy is wounded (Thrill of the Hunt).
They share a similar profile to the generic Vampire Lord but with some notable differences, including their Toughness reduced to 4 and the fact that they can’t fly (except Ennias).
Prince Duvalle, as a Leader, can also increase the attacks of all nearby friendly fighters (Call for the Crimson Feast) and add to the damage on critical hits against enemies within 6″ of him (The Fiendish Lure). Compared to a Vampire Lord, he is a valid leader, a bit cheaper but misses the Toughness 5 and the ability to fly.
Gorath is the heavy hitter of the warband with 2 attacks for 3/6 damage but with 2″ range that are always a good trade-off for survivability. Wounds also go down to 18.
Vellas maintains the high number of attacks (4) but reduces both Strength (3), damage (1/5) and wounds (16).
Ennias is the only vampire of this Bladeborn able to fly and he has 6″ movement. His attacks are similar to Vellas but with less critical damage (1/4).
The Sepulchral Guard (510 points)
- The Sepulchral Warden: 120 points
- The Prince of Dust: 105 points
- The Champion: 75 points
- The Harvester: 50 points
- Petitioner with Sword and Shield: 60 points
- Petitioner with Sword: 40 points
- Frightening Charge (Triple, all Sepulchral Guard): perform a bonus move towards an enemy in range.
The Sepulchral Warden is the Leader of this faction, but funny enough can resurrect other skeletons and zombies but not his own Bladeborn fighters as they lack the Minion keyword. As the entire warband, he can perform a bonus move towards the closest enemy as long as the enemy is within 6″ but at the cost of a Triple… His attack profile is decent with 2″ range and 2/5 damage, allowing him some survivability considering the 18 wounds and Toughness 4.
The Prince of Dust is an improved version of a Skeletal Champion with the same ability to perform an improved bonus attack as long as it stays within 6″ of a leader (Chosen Champion). His 4 attacks at Strength 3 can hit for 2/4 damage, making him a valuable addition.
The other champion, literally The Champion, has less base damage but higher critical (1/5). He is much cheaper because of his reduced Toughness (3).
The Harvester has a similar profile of a Skeleton Warrior with Ancient Spear with the same precious 2″ range but 1 more attack (3) at the cost of Toughness (3).
You can use up to 2 Petitioner with Sword and Shield, although they are more expensive Skeleton Warriors with Ancient Blade without the Minion runemark.
The Petitioner with Sword has the same attack profile with the one with Shield but lower Toughness (3) and the advantage to be the cheapest fighter available for Soulblight Gravelords.
Overview and points of the Destruction Warcry Bladeborn Warbands
Zarbag’s Gitz (980 points)
- Zarbag: 145 points
- Drizgit Da Squig Herder: 110 points
- Prog Da Netter: 50 points
- Snirk Sourtongue: 130 points
- Zarbag’s Gitz Squig: 145 points
- Zarbag’s Gitz Shoota: 85 points
- Face of Da Bad Moon (Double, Zarbag): an enemy within range needs to perform a bonus disengage action or take damage if they cannot.
- Whirling Death (Quad, Snirk): damage all enemies in range.
Zarbag’s Gitz represent a perfect Warcry warband with decent hitters (Snirk and the Squigs), ranged attacks (Zarbag and Shootas), area damage (Snirk’s Quad ability) and numbers (9 fighters).
Zarbag himself has a profile of a Fungoid Cave-shaman without his magic abilities and lower Strength in melee (3). As a Leader, he can increase the melee attacks of all friendly fighters within 6″ by 1 (Stab ‘Em Good) and as the leader of these Bladeborn fighters he can force an enemy within 9″ to disengage or take D6 damage if they cannot. Use his ranged attacks to keep him away from the melee however, as with 16 wounds and Toughness 3 will not last long.
Drizgit is a much improved Squig Herder with the same ability to prod Squigs to make a bonus move, 2″ range melee weapon, higher damage (2/4) and higher Toughness (4) and wounds (12).
Prog is a Stabba with Barbed Net, with same weapon profile and ability to prevent move and disengage options from an enemy within 3″.
Snirk is a Loonmasha Fanatic, a profile so far missing from the Gloomspite. Apart from being a Grot that hits more than a Squig (4 attacks at Strength 4 for 3/6 damage at 3″ range!!), he is also able to damage everyone within 3″ depending on the Quad ability’s value (up to 6).
You can enlist up to two Zarbag’s Gitz Squigs (and why shouldn’t you?) that are exactly like a Cave Squig with 2 wounds more and slightly more expensive. But they are decent hitters with Strength 5 and 4 attacks so you will want them both.
You can enlist up to three Zarbag’s Gitz Shoota. They are your ranged option and outside of leaders, one of the few available to the Gloomspite Gitz. They have the same profile as a normal Shoota with 2 more wounds and an increased cost.
Mollog’s Mob (535 points)
- Mollog the Mighty: 330 points
- Bat Squig: 205 points
- Hurl Jabbertoad (Double, Mollog): a chance to perform some ranged damage.
- Summon Stalagsquig (Double, Mollog): set up Stalagsquig (once per battle) nearby but not engaged to any enemy. The first opponent to pass near Stalagsquig gets damaged.
- Summon Spiteshroom (Triple, Mollog): set up Spiteshroom (once per battle) nearby and reduce by 1 the enemy attacks within range of the Spiteshroom.
This warband is an unusual one since half of the components can only be summoned once per battle and can’t move. Mollog is a veritable beast, with a profile worth of the toughest Skaven Stormfiends: 2 attacks at 2″ range, Strength 6 and 5/10 damage.
35 wounds and Toughness 5 will ensure he will last for a long time, but if you want to be sure, you can park Mollog next to an objective and summon Spiteshroom that will lower all attacks within 6″ radius, meaning the toughest opponents will be most likely reduced to 1 attack per action and the others will need to rely on critical hits to damage Mollog.
The Stalagsquig is basically a one-off trap that can block a chokepoint, otherwise not very useful most of the time, but it costs a Double, so if you don’t have anything else…
Finally, if an enemy pesters you from afar, you have a chance to damage him throwing a Jabbertoad for a Double (up to 6 damage on a 5+ depending on the ability’s value) or to send your loyal Bat Squig that with 6″ flying movement should be able to go anywhere it wants. The rest of the profile is that of a Cave Squig, bit overpriced although.
Rippa’s Snarlfangs (425 points)
- Rippa Narkbad: 180 points
- Mean-Eye: 130 points
- Stabbit: 115 points
- Snarlfang’s Jaws (Double, all Snarlfangs): a chance to damage an engaged enemy.
- Ferocious Pounce (Quad, all Snarlfangs): damage an enemy after a move action.
Rippa and his boys are an unusual warband with 8″ movement and all mounted, meaning they can’t pass through archways and doors, or climb.
They have access to two new abilities (on top of the traditional Gloomspite ones): Snarlfang’s Jaws gives them a chance to do up to 6 damage to an enemy engaged (on a 6 depending on the ability’s value), while Ferocious Ponce guarantees that damage at the end of a move phase, but also depends on the ability’s value meaning it seems a bit overpriced as a Quad.
Rippa is the Leader with Toughness 4, 22 wounds and a decent melee profile: 4 attacks at Strength 3 for 2/4 damage. As a Leader he can use Stab ‘Em Good to increase the attacks of all friendly fighters nearby, although the smaller Grots may struggle to follow his higher movement.
Mean-Eye is the archer of the group with up to 15″ range for 2 attacks and 1/4 damage that is better than a Shoota. Stabbit instead has a 2″ weapon that compensates his Toughness 3 (same as Mean-Eye). 3 attacks at Strength 3 for 1/4 damage completes his profile that is not as good as a Squig, but he is cheaper and can move faster.
Hrothgorn’s Mantrappers (625 points)
- Hrothgorn Mantrapper: 300 points
- Thrafnir: 175 points
- Luggit & Thwak: 65 points
- Bushwakka: 40 points
- Quiv: 45 points
- Lay Mantrap (Double, Bushwakka): set up a trap (once per battle) close-by but not enganged to any enemy. The first enemy to pass-by gets damaged.
- Here You Go, Boss! (Triple, Quiv): a bonus ranged attack action for Hrothgorn as long as Quiv is nearby.
Hrothgorn is an Icebrow Hunter but with a greater focus on his ranged attack than his melee. He has the same ability to allow a nearby Beast (like Thrafnir conveniently) to perform a bonus move, but loses the Ogor ability to move extra inches.
His ranged attack has a range of 3-8″ that can’t be used in melee (compared to an Hunter) but is much stronger with Strength 6 and 4/8 damage. In melee he is somehow more “moderate” with Strength 4 and 2/4 damage. Toughness 4 and 40 wounds complete a massive profile.
Interestingly, in this warband are the minions to do the heavy lifting in terms of abilities. Indeed Quiv can allow Hrothgorn to perform a bonus ranged attack for a Triple and Bushwakka can set up a trap, once per battle in a spot nearby forcing the first enemy to get in range to get damaged (2D6).
Apart from these abilities, the Gnoblars here are mostly for numbers and in a warband with some expensive fighters, is always a welcome sight. Luggit & Thwak with 3 attacks at Strength 3 are actually decent fighters. Quiv can attack from behind Hrothgorn thanks to his 2″ weapon with 4 damage on critical hit and Bushwakka has 3 attacks to hope to score a critical hit for 3 damage. 8 wounds (12 for Luggit & Thwak) and Toughness 3 will rarely allow them to end a fight unscathed.
Thrafnir on the other side is a Frost Sabre, with the same profile and 2 wounds more. With damage 2/5 and 8″ Movement, is a valid fighter with plenty of uses.
Hedkrakka’s Madmob (565 points)
- Hedkrakka, Gob of Gork: 225 points
- Toofdagga: 105 points
- Wollop Da Skull: 120 points
- Dakko Sharp-Stikka: 115 points
- An Eye For Weakness (Triple, Hedkrakka): increase by 3 the damage on critical hits on a targeted enemy fighter in range.
- Bone Krusha (Triple, Hedkrakka): a reliable chance to damage an enemy within range. Shorter range allocates more damage.
Hedkrakka has an identical profile to a Wurrgog Prophet including the ability to reduce the attack characteristic of enemy fighters around him (Beast-mask Dance). In addition he can target an enemy within 12″ and everyone attacking that target would deal 3 extra damage but only for critical hits.
Or he can allocate 3 damage to an enemy within 12″ on a 2+ (for as many dice as the ability’s value). The damage becomes 5 if the enemy is within 3″ (Bone Krusha), meaning that if you have a Quad, your opponent will stay far away from you to avoid annihilation.
Toofdagga compensates his low Toughness (3, as the rest of the warband) with high attacks (4 at Strength 4 with 1/4 damage), while Wollop prefers brute strength (5 for 2/5 damage), helped also by his 2″ range weapon that allows hitting without retaliation.
Dakko has the same profile as the Savage Orruk Arrowboy with a wound more (16 total) and higher critical damage on melee attacks (1/3). That is not enough to justify his increased price compared to the base Arrowboy. He has also access to Loadsa Arrows that allows his ranged attacks to increase from 2 to a potential 5 (at 15″ range).
Morgok’s Krushas (605 points)
- Morgok: 240 points
- Thugg: 175 points
- ‘Ardskull: 190 points
- Beastbashas (Triple, all Krushas): a bonus attack, but only against Gargantuan fighters.
Morgok’s Krushas focus on fighting enemies bigger than them. As Orruk Brutes, they share the same ability (Duff Up Da Big Thing) to increase their Attack and Strength by 2 but only when fighting fighters with a Wound characteristic of 15 or higher.
They have an even more situational ability that gives them a bonus attack but only against Gargantuan fighters (available mostly on narrative campaigns).
Morgok‘s profile is half-way the two Brute Boss but with no special abilities: he has 4 attacks at Strength 5 with 3/5 damage. Toughness 5 and 35 wounds are hard to take down but the 3″ movement will hinder him (and the rest of the warband) a lot. To compensate they all have access to Charge! for a bonus move towards an enemy in range.
Thugg is a more expensive Orruk Brute with pair of Brute Choppas with increased critical damage (2/5) and 1 more wound.
‘Ardskull instead has a 2″ weapon that gives him more flexibility (high Toughness and wounds means he does not shy from melee fights), although limited to 2 attacks (Strength 6 and 3/6 damage). As often more attacks means more chances of hits (and critical hits) but in this case the 2″ range can help compensate the slow movement.
Ironskull’s Boyz (530 points)
- Gurzag Ironskull: 180 points
- Bonekutta: 125 points
- Basha: 110 points
- Hakka: 115 points
- Dead ‘Ard (Double, all Boyz): reduce by 1 the incoming damage.
Gurzag and his boys represent a band of Orruk Ardboys and as such they don’t have special abilities from the Ironjawz’s list. Their own ability is to reduce the damage that they suffer by 1 (to a minimum of 1). It costs only a Double so can be useful in some contexts against heavy fighters. Toughness 4 and decent wounds (26 for Gurzag and 16 for the others) means they are not too bothered to get dirty in melee, but every little helps.
What hinders them is the 3″ movement that can be partially compensated with the free bonus move through the ability Charge!.
Gurzag has an identical profile to an Ardboy Boss for a slightly higher cost and 1 wound more. He is a heavy hitter, so definitely a good choice for a leader.
While Hakka and Basha have profiles similar respectively to Arboy with Choppa and Ardboy with Big Choppa (only notable difference is the higher critical damage for Hakka: 1/5), Bonekutta introduces an always useful 2″ range weapon with 3 attacks at Strength 5 and 2/4 damage.
All 3 are more expensive than their counterpart, partially justified by their Dead ‘Ard ability.
Review of the Warcry Bladeborn Warbands
The idea to add a Warcry profile to all those great miniatures created for Warhammer Underworlds to allow them a chance to fight in the Eighpoints is an excellent idea.
In some cases, this creates a wonderful narrative medium where you can develop the adventures of your favourite Warhammer Underworld warband while they scour the realms. However, lore-wise, most of these fighters are stuck in cursed places like Shadespire and Direchasm, and this is further reiterated with their immortality both in their original game and in Warcry (you can’t roll injuries for them). You will need a bit of creativity to put them in your narrative campaigns and justify why they are there and why they cannot be upgraded in any way.
Once you can get past this hiccup, some warbands are actually fun to play.
From a competitive stand-point, most of the fighters are an upgraded and more expensive version of an already existing profile (usually 5-10 points more). The fact that they already have a Runemark slot occupied by the Bladeborn Runemark, means that in some cases there’s no space for all Runemarks they would need to be similar to their counterpart. And in some cases, the Runemark is left out even if there’s space.
What this means is that they may not have access to all abilities available by their counterparts despite the same profile and higher points. While sometimes the cost is justified by having access to specific Bladeborn abilities, most of the time the difference is only 1 or 2 wounds more.
Not all warbands have abilities usable by all components that would justify their higher price, and sometimes they are not worth the cost as some are really underwhelming.
Some warbands are really unique, for example Rippa’s Snarlfangs or Skaeth’s Wild Hunt, and there will be more from the future seasons of Warhammer Underworlds, but for now, some warbands are just plain and boring, adding really little new to Warcry.
If you have these miniatures, you can try them but you will need to integrate with other fighters from the same faction as most warbands are around the 500 points mark and not balanced with each other. You need to assemble 1000 points to really enjoy the game of Warcry and remember you can use the Leader as a Hero and have another leader or use their minions without the boss. Unless you have Zarbag’s Gitz, that is perfect as it is!
You want Duinclaw in your Idoneth warband but don’t want to use Elathain? No problem.
If you enjoy the miniatures but not the rules, you can always use them as their base version, so that you can see them grow and, why not?, die or get badly maimed.
Overall this is a positive addition to Warcry, more than 100 new profiles and some really interesting cues for narrative play. But don’t expect to see them played in many tournaments. And while options are great, this also massively added to the bloat of the game.