No allies. Mercenaries are allowed, and special characters are allowed.
- Id
- no-allies
v1.5.3 (LVO) Community Beta
A community comp pack for Warhammer: The Old World (TOW).
Three stackable pillars: the Restriction pack caps what a list may contain, the Gamechanger pack changes the rules of the game itself, and the Faction pack carries the per-army blocks. Each is selected on its own, so a TO can run one, two or all three. Battle March replaces the Restriction pack for games of up to 999 pts, and brings the Arcane Journal's Battle March magic items with it.
GermanComp — the full comp document
Read from the source on 2026-09-01.
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of 67 rules checked automatically
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listed for reference — they are settled at the table, not on a list
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profile, weapon and army-list changes applied to your data
Each is selected on its own, so an event can run one, two or all three.
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No allies. Mercenaries are allowed, and special characters are allowed.
Max points in any one unit: 30% for a character, 25% for a Special unit, 20% for a Core, Rare or Mercenary unit.
Above 2,000 pts: max 1,000 pts of characters in total, excluding Mercenaries.
Per unit data sheet: 0-1 per 750 pts for a character profile, 0-1 per 500 for Core, 0-1 per 625 for Special, 0-1 per 750 for Rare and 0-1 per 625 for Mercenaries — 0-2/0-4/0-3/0-2/0-3 at 2,000 pts. A unit available in several categories draws on one shared pool, sized by the widest of those categories.
Max US40 per unit.
0-8 Wizard Levels per army, two per 500 pts. Each bound spell, and each magic item that increases the number of spells known, counts as 0.5 Wizard Levels. Vampires not using the 1.5.3.1 Renegades list: the Mortis Engine and the Sceptre de Noirot each count as an additional Wizard Level.
0-4 units with the Fly (X) special rule, one per 500 pts. A unit counts by its points cost: 70 or less counts 0.5, 71–340 counts 1, 341–540 counts 1.5, and 541+ counts 2. A Behemoth with a Regeneration save counts 0.5 more, even without Fly.
0-4 war machines or models with War Machine weaponry, one per 500 pts. Bolt Throwers and the Anvil of Doom do not count. Cathay: an Ogre Loader counts as one additional war machine.
0-4 Magic Missiles, one per 500 pts. If you generate too many randomly, first discard for a non-Magic-Missile signature spell, then re-roll if you cannot discard enough.
The Restriction pack is written for games of 1,000 pts and up.
Units may have formations of at most 12 columns wide or rows deep.
At most 3 characters may join a unit.
Cannons: if the target point marker moves behind an Impassable, line-of-sight-blocking, Woods, Ruin or Hill terrain feature, or behind a Monster, the sequence stops and the point before it left the feature or model becomes the new strike point. You bounce on a hill, but cannot shoot over or behind one.
No model may move more than twice its Movement — three times in a marching column — during movement based on the Movement characteristic.
Models may use one-handed magic weapons with the Parry special rule, and may use a mundane weapon instead of a very common magic one.
Regimental units may conduct supporting reactions for their detachments.
All Monstrous Infantry may use Press of Battle.
Infantry may use Furious Charge even when they charged less than 3 inches.
The +1 Attack from Frenzy always applies, not only on a charge, but is lost as usual when the unit loses a combat.
Charges against the front arc of a unit using Thrusting Spears are disordered, and the unit gains +1 Strength in its front arc when charged in the first round of combat.
Additional Hand Weapons make use of any special rules the model’s Hand Weapons carry (Ensorcelled and the like).
High Magic: Shield of Saphery lasts until the next start of turn sub-phase, and Fury of Khaine has its Complexity reduced by 1.
All Monstrous Infantry have Furious Charge
Combat Training: infantry costing 4 or more per model, with Close Order as their only formation rule, get a free command group and free Shields where they may take them. Monstrous Infantry counts as Infantry. Peasants are excluded, and so is a unit that buys its way out of Close Order.
"Serrated Maw" has AP1 and Armour Bane (1) instead of Armour Bane (2)
No allies.
Per unit data sheet: 0-1 character profile, 0-2 Core, 0-1 Special, 0-1 Rare and 0-1 Mercenary units.
Max points in any one unit: 25% for a character or a Special unit, 20% for a Core, Rare or Mercenary unit.
0-1 of any "0-X per 1,000 pts" choice may be taken.
At least 2 units with Open Order or Close Order, of Unit Strength 7 or more, and not War Beasts.
Max US25 per unit.
Max 40 pts of magic items per character or unit taken.
No Behemoths.
No special characters.
0-2 Wizard Levels. Each bound spell, and each magic item that increases the number of spells known, counts as 0.5 Wizard Levels.
0-1 war machines or models with War Machine weaponry. Bolt Throwers and the Anvil of Doom do not count.
0-1 units with the Fly (X) special rule; a unit of 70 pts or less counts 0.5. Ethereal units count as Fly units.
0-1 Magic Missiles. If you generate too many randomly, first discard for a non-Magic-Missile signature spell, then re-roll if you cannot discard enough.
Units may have formations of at most 12 columns wide or rows deep.
At most 2 characters may join a unit.
Battle March is meant to be run alongside the Faction pack and the current Renegades drafts. It replaces the Restriction pack, which is set aside automatically if both are selected in a game of up to 999 pts.
Skirmisher's Blade
Combat, S, AP -1. Extra Attacks (+1), Magical Attacks. If the wielder of this weapon is engaged with an enemy unit's flank or rear arc, they may re-roll any failed rolls To Wound.
Thornspitter Stave
Ranged: 24", S4, AP -. Armour Bane (1), Magical Attacks, Ponderous. Combat: S+1, AP -. Armour Bane (1), Magical Attacks. The Thornspitter Stave has two profiles, representing how it is used at range and in combat.
Trailblazer's Hatchet
Combat, S+1, AP -1. Flaming Attacks, Magical Attacks, Move through Cover. Models whose troop type is 'infantry' only. Once per game, during their Start of Turn sub-phase, the wielder of the Trailblazer's Hatchet may use it to reveal the path ahead. Until the end of that turn, the wielder and their unit gains the Move through Cover special rule.
Diestro's Blade
Combat, S, AP -1. Magical Attacks. The wielder of this weapon has a +1 modifier to their Initiative characteristic.
Helm of Courage
May be worn with other armour. The wearer of the Helm of Courage improves their armour value by 1. In addition, once per game the wearer (and any unit they have joined) may re-roll the 2D6 when making a Break test.
Padded Hauberk
The Padded Hauberk is a suit of heavy armour. In addition, the wearer improves their armour value by 1 against attacks with an AP characteristic of - (to a maximum of 2+).
Iron-rimmed Shield
The Iron-rimmed Shield is a shield. The bearer (but not their mount, should they have one) has a +1 modifier to their Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon.
Shadowed Mantle
Models whose troop type is 'infantry' only. The Shadowed Mantle is a suit of light armour. In addition, the wearer cannot be targeted by enemy shooting or by enemy spells whilst within 6" of a friendly unit, rather than the usual 3", even if the wearer is the closest target.
Talisman of Authority
Single use. Enemy models that wish to direct their attacks against the bearer of the Talisman of Authority during the Combat phase must first make a Leadership test (using their own Leadership). If this test is passed, they may attack as normal. If this test is failed, they cannot attack this turn.
The Warding Talisman
The Warding Talisman gives its bearer a 6+ Ward save against any wounds suffered.
Banner of Renown
Single use. When calculating its combat result, a unit carrying the Banner of Renown may claim an additional bonus of +1 combat result point.
The Banner of the Bold
A unit carrying the Banner of the Bold gains the Veteran special rule.
The Ranger's Glass
If your General is equipped with the Ranger's Glass, you add +1 to your roll when rolling off to choose who takes the first turn. If both players' Generals are equipped with this item, a roll-off decides which is authentic. The owner of the authentic item may use it. The owner of the other finds it to be a worthless copy.
The All-Seeing Eye of Numas
The bearer of the All-Seeing Eye of Numas ignores modifiers for full and partial cover and, when determining their line of sight for the purposes of shooting, ignores woods.
Wilderness Map
When the bearer of the Wilderness Map (or their unit) causes a roll to be made on the Wilderness Terrain table (see page 40), you may re-roll the D6.
Enchanted Almanack
If a character in your army bears the Enchanted Almanack, you may re-roll your D6 when required to roll on the Chaos of War table (see page 41).
Scroll of Fiery Convocation
Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Fiery Convocation may read from it to cast the Fireball spell from the Lore of Battle Magic.
Scroll of Deathly Whispers
Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Deathly Whispers may read from it to cast the Deathly Cabal spell from the Lore of Necromancy.
Wyrdstone Shard
Single use. Immediately before the bearer of the Wyrdstone Shard makes either a Casting roll or a Dispel roll, they may declare they will use it to apply a +1 modifier to that roll.
Scroll of Obfuscation
Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Obfuscation may read from it to cast the Confounding Convocation spell from the Lore of Illusion.
Blood Herd: Minotaurs are Combat Trained and may use Parry.
Blood Herd: Minotaurs may use Parry
Blood Herd: Gorebulls and Doombulls gain Counter Charge
Blood Herd: the Gorebull gets +25 pts of magic items and Chaos Mutations
Blood Herd: the Doombull gets +25 pts of magic items and Chaos Mutations
Blood Herd: the Bloodkine gets +25 pts of magic items and Chaos Mutations
Warped Gors gain Bestial Charge
Warped Gors gain Chaos Armour
Blood Herd: Bray-Shamans lose their 0-1 per 1,000 pts limit
Daemons: Daemon Princes have access to magic items
Daemons: Heralds have access to magic items
Daemons: units have access to the common magic banners
Bloodletters are Toughness 4
Daemonettes gain Furious Charge
Daemons of Khorne gain Extra Attacks (1) and Impetuous
Daemons of Khorne gain Extra Attacks (1) and Impetuous when the alignment is bought
Daemons: a Herald of Khorne Battle Standard Bearer may carry a common magic banner
Daemons: a Herald of Nurgle Battle Standard Bearer may carry a common magic banner
Daemons: a Herald of Slaanesh Battle Standard Bearer may carry a common magic banner
Daemons: a Herald of Tzeentch Battle Standard Bearer may carry a common magic banner
Champions in Core may take 35 pts of magic items, and 50 pts in Special.
The champion allowance is raised in Core and Special only — a champion taken in Rare keeps the 25 pts its own entry grants.
Doomfire Warlocks may choose their spells.
Dark Elves: set points for Spears in Warriors to 0
Dark Riders gain Reserve Move
Dark Elves: set points in Black Ark Corsairs to 8 and give them Armoured Hide (1)
Executioners and Sisters of Slaughter gain Furious Charge
Black Guard and Sisters of Slaughter are Strength 4
Dark Elves: set points for Full Plate Armour in Cold One Knights to 0
Dark Elves: Cold One Chariots have an armour save of 3+
Dark Elves: set points in Reaper Bolt Throwers to 70
All Dark Elves gain Murderous for all combat weapons, and Armour Bane (1)
Dark Elves: the Lordling in Dark Elf Warriors may take 35 pts of magic items
Dark Elves: the Lordling in Dark Elf Crossbowmen may take 35 pts of magic items
Dark Elves: the Reaver in Black Ark Corsairs may take 35 pts of magic items
Dark Elves: the Herald in Dark Riders may take 35 pts of magic items
Dark Elves: the Draich Master in Har Ganeth Executioners may take 50 pts of magic items
Dark Elves: the Bloodshade in Dark Elf Shades may take 50 pts of magic items
Dark Elves: the Hag in Witch Elves may take 50 pts of magic items
Slayer Host: 0-6 Doomseekers.
Models on Shieldbearers have Unit Strength 4, and the Anvil of Doom has Unit Strength 10.
A hand weapon inscribed with Weapon runes keeps the Gromril Weapons special rule, so its Armour Piercing stacks with the runes.
Slayer Host: the army gets the Royal Clan special rules. Riches & Heirlooms is applied, as are the free Ward and Scout upgrades. Ancestral Fury and Striking a Grudge are resolved at the table.
Doomseekers may deploy several at the same time. The Anvil of Doom applies armour runes to the war machine too, casts at +3, and its Rune of Hearth & Home grants First to the Fray. Ungrim Ironfist’s Slayer of Dragons and Daemons also works against monstrous creatures.
Dwarfs: every unit that forms ranks has Horde
Miners gain Furious Charge
Slayer Host: Slayers cost 10 per model, Giant Slayers keeping their +7
Slayer Host: the Brotherhood of Grimnir costs 14 per model, Shrine Keepers keeping their +3
Ungrim Ironfist gains Killing Blow
Dwarfs: the Monster Hunter’s Tapestry may be taken as a banner master rune
Dwarfs: the Arch-Lightning Rod and Staff of Quietude may be taken as talismanic master runes
Dwarfs: the Shrine Keeper may take the Arch-Lightning Rod and Staff of Quietude as talismanic master runes
Dwarfs treat a 2+ armour save as the limit for Parry, where the rulebook stops at 3+
Slayer Host: Riches & Heirlooms — characters may spend an additional 25 pts on runes
Slayer Host: Riches & Heirlooms — units that buy Standard runes may spend an additional 25 pts
Miners may be taken in Core (Dwarfen Mountain Holds)
Miners may be taken in Core (Dwarfen Mountain Holds - Expeditionary Force)
Miners may be taken in Core (Dwarfen Mountain Holds - Royal Clan)
Miners may be taken in Core (Dwarfen Mountain Holds - Slayer Host)
Slayer Host: Troll Hunter cost 0 on Daemon Slayer
Slayer Host: Troll Hunter and Wards of Grimnir cost 0 on Dragon Slayer
Slayer Host: Wards of Grimnir cost 0 on Slayers
Slayer Host: Wards of Grimnir cost 0 on Brotherhood of Grimnir
Slayer Host: Wards of Grimnir cost 0 on Hammerers
Jade Lancers taken in Core have their magic item allowance reduced to 35 pts.
Thunderous Impact moves onto Bastion Rockets and is deleted from Cannon Fire.
Cathay: set points in the Shugengan Lord to 280 and drop a wound
Cathay: set points in the Shugengan General to 175 and drop a wound
Crane Gunner Teams have Unit Strength 2.
Cathay: set Celestial Dragon Guard in Jade Warriors to 1 pt
Cathay: set points in the Shugengan General to 175 and drop a wound
Cathay: the Ogre Loader is not available
High Elves: every army composition requires 25% Core.
Champions in Core may take 35 pts of magic items, and 50 pts in Special.
The champion allowance is raised in Core and Special only — a champion taken in Rare keeps the 25 pts its own entry grants.
Lore of Saphery: Hand of Khaine does D3+1 hits, and Vaul’s Unmaking may be cast in and into combat.
Storm Weavers gain Naval Discipline
Silver Helms gain Counter Charge
Ellyrian Reavers gain Reserve Move
Phoenix Guard and Dragon Princes are Strength 4
Swordmasters gain Furious Charge
Flamespyre Phoenixes gain Extra Attacks (1) and Terror
Merwyrms are Toughness 7
Sea Garrison: the Commander has 3 Wounds
Sea Garrison: Nobles and Commanders may take Anointed of Asuryan, and then a Phoenix
All High Elves have Ithilmar Weapons for all combat weapons
High Elf Realms: the High Helm in Silver Helms may take 35 pts of magic items
High Elf Realms: the Harbinger in Ellyrian Reavers may take 35 pts of magic items
High Elf Realms: the Sea Master in Lothern Sea Guard may take 35 pts of magic items
High Elf Realms: the Sentinel in Elven Spearmen may take 35 pts of magic items
High Elf Realms: the Sentinel in Elven Archers may take 35 pts of magic items
High Elf Realms: the Chracian Captain in Chracian Woodsmen may take 35 pts of magic items
High Elf Realms: the Bosun in Ship's Company may take 35 pts of magic items
High Elf Realms: the Keeper of the Flame in Phoenix Guard may take 50 pts of magic items
High Elf Realms: the Shadow Walker in Shadow Warriors may take 50 pts of magic items
High Elf Realms: the Guardian in White Lions of Chrace may take 50 pts of magic items
High Elves: Blessings of Asuryan gives a 3+ ward against Flaming Attacks, up from 5+
High Elves: Witness to Destiny gives a 5+ ward against non-magical attacks, up from 6+
Sea Garrison: 0-1 Ellyrian Reavers per 1,000 pts in Core
Sea Garrison: 0-1 Tiranoc Chariots per 1,000 pts in Special
The Grail Reliquae has Unit Strength 6.
Questing Knights gain Extra Attacks (1), their mounts excepted
Bretonnia: the Paragon in Questing Knights may take 35 pts of magic items
Bretonnia: Grail Knights, and characters on a horse with the Grail Vow, improve their armour save by 1 while they carry only mundane weapons
For each Saurus Hero, one Saurus Hero and 0-1 units of Saurus Warriors or Cold One Riders may take a Blessed Spawning (Sotek, Quetzl, Tepok, Chotec, Tzunki, Tlazcotl or Huanchi). A unit takes the same Spawning as the Hero that unlocked it.
The Blessed Spawning of Tzunki may only be taken by Infantry.
Ark of Sotek — Slithering Serpents: enemies treat open ground within 6" as difficult terrain, and woods and water as dangerous. Spawn of Sotek: units with Predatory Fighters within 6" gain the Blessed Spawning of Sotek.
Saurus Warriors gain Furious Charge
Lizardmen: set points in Kroxigor to 40 and give them Stubborn
Lizardmen: set points in Skink Cohort Kroxigor to 40 and give them Stubborn
Lizardmen: Saurus Heroes and Saurus Warriors may take a Blessed Spawning
Lizardmen: Cold One Riders may take a Blessed Spawning (not Tzunki, which is Infantry only)
Lizardmen: set points in Razordon Packs to 60
Razordons fire at Strength 4 with Multi-Barrelled (1) and Armour Bane (1)
Ogres: set points in Yhetees to 40
Ogres: set points in Leadbelchers to 37
Ogres: heavy Armour and additional Hand Weapons cost 0, and Ironfists cost 1
Nomadic Waaagh: all Strength modifiers apply to Impact Hits.
Orcs & Goblins: set points in the Arachnarok Spider to 260 and its Toughness to 7
Orcs & Goblins: set points in a ridden Arachnarok Spider to 260 and its Toughness to 7
Orcs & Goblins: set points in Snotling Pump Wagons to 28
All Goblins other than Night Goblins lose Impetuous
All Goblin units other than Night Goblins are Combat Trained
All Snotlings lose Impetuous
All Trolls gain Stubborn
Renegade Crowns: up to 50% of the army may be Mercenaries, and they may take the General and the BSB.
When charged, units with the Phalanx special rule using spears may conduct supporting attacks in two additional ranks instead of one rank to the front and one to the flank.
Renegade Crowns: characters with Noble Disdain may choose a Bretonnian virtue
Renegade Crowns: Noble Outlaws may take a Griffon or Pegasus
Warplock Jezzails have Unit Strength 2 and ignore the long range modifier.
Models with the Fellblade do not roll for it while their unit is engaged in combat.
Warplock Jezzails gain Poisoned Attacks
Plague Monks and Stormvermin gain Furious Charge
Rat Ogres gain Regeneration (5+)
Skaven: set points in the Hell Pit Abomination to 180
Skaven: the borrowed Daemon Prince is of Nurgle, has no wings and takes no daemonic gifts
Skaven: 0-1 Daemon Prince of Nurgle from the Warriors of Chaos book
High Priests of Ulric and the Arch Lector of Sigmar may attempt two different prayers per turn.
Empire: set points in the Grand Master to 120 and raise its Leadership by 1
Empire: set points in the Chapter Master to 65 and raise its Leadership by 1
Empire: set point costs in State Troops to 4 and Veteran State Troops to 6
Empire: set point costs in Veteran State Troops to 6
Knightly Orders: Knights, Inner Circle and Demigryphs get a free command group
Knightly Orders: Grand Master and Chapter Master may take a Griffon
Empire: all priests may ride a Demigryph
Empire: Wizards and Witch Hunters may ride a Barded Warhorse
Empire: weapon upgrades in Veteran State Troops and Missile Troops cost 0
Empire: Missile Troops gain Volley Fire
Knightly Orders: Pistoliers lose Impetuous
Knightly Orders: Road Wardens may be taken in Rare
Knightly Orders: Pistoliers gain the chapter upgrades and their Order bonus
Knightly Orders: chapter upgrades cost 0 for Grand Master (character)
Knightly Orders: chapter upgrades cost 0 for Chapter Master (character)
Knightly Orders: chapter upgrades cost 0 for Empire Knights (core)
Knightly Orders: chapter upgrades cost 0 for Inner Circle Knights (core)
Knightly Orders: chapter upgrades cost 0 for Inner Circle Knights (special)
Knightly Orders: chapter upgrades cost 0 for Demigryph Knights (special)
Knightly Orders: Demigryph Knights get the Inner Circle tier of their Order bonus
The Necrolith Colossus is Toughness 7
Khemri: the Warsphinx pays nothing for its upgrades
0-2 of Master Necromancer and Mortis Engine combined.
Vampires not using the 1.5.3.1 Renegades list treat Grave Guard as heavy cavalry. Not applied: the wording in the source is garbled and we have not confirmed what it changes.
Zombies keep Toughness 3 near a Corpse Cart — the Corpse Cart grants them no Toughness bonus.
Chaos Spawn have 4 Wounds
Chaos Trolls may take Marks of Chaos, as Ogres do
Chaos Trolls and Chaos Ogres gain Stubborn
Champions in Core may take 35 pts of magic items, and 50 pts in Special.
The champion allowance is raised in Core and Special only — a champion taken in Rare keeps the 25 pts its own entry grants.
All units treat Woods as open ground for Movement and Disruption.
All units treat Woods as open ground for Movement and Disruption. Hagbane Tips trigger poison on a 5+. Sisters of the Thorn may choose their spells.
Wood Elves: set points in Eternal Guard to 10
Wood Elves: set points in Guardians of Talsyn to 15
Wildwood Rangers gain Furious Charge
Treemen and Treemen Ancients are Toughness 7
Tree Spirits improve their Strength by 1: Dryads to 4
Tree Spirits improve their Strength by 1: Tree Kin and Branchwraiths to 5
Tree Spirits improve their Strength by 1: Treemen and Treemen Ancients to 6
Wood Elf Realms: the Lord's Bowman in Glade Guard may take 35 pts of magic items
Wood Elf Realms: the Glade Knight in Glade Riders may take 35 pts of magic items
Wood Elf Realms: the Lord's Bowman in Deepwood Scouts may take 50 pts of magic items
Wood Elf Realms: the Bladesinger in Wardancers may take 50 pts of magic items
Wood Elf Realms: the Wind Rider in Warhawk Riders may take 50 pts of magic items
Wood Elf Realms: the Wild Hunter in Wild Riders may take 50 pts of magic items
Wood Elf Realms: the Handmaiden of the Thorn in Sisters Of The Thorn may take 50 pts of magic items
Wood Elves: the Nymph in Dryads may take 35 pts of magic items
Wood Elves: the Elder in Tree Kin may take 50 pts of magic items
Asrai Longbows gain Poisoned Attacks
Strangleroots gain Quick Shot