• 1365 pts (30.00 %) Characters (40 Max)
  • 1795 pts (40.00 %) Core (25 Least)
  • 1205 pts (27.00 %) Special (0 NoLimit)
  • 845 pts (19.00 %) Tunnel Gunners (30 Max)
  • 0 pts (0.00 %) Bread and Games (20 Max)
Characters
280 points
Vermin Senator #1

Vermin Senator - Standard - Infantry - 40x40

Global Adv Mar Dis Model Rules
5" 10" 7
Defensive HP Def Res Arm
3 3 3 0
Offensive Att Off Str Ap Agi
Vermin Senator 2 3 3 0 4
Mount Senatorial Litter
Global Adv Mar Dis Model Rules
5" 10" C
Defensive HP Def Res Arm
4 C 4 C
Offensive Att Off Str Ap Agi
Blackfur Veteran(4) 1 4 4 1 5
Options Senatorial Litter • General • Crown of Autocracy • Map of the Deeps
190 points
House Prefect #1

House Prefect - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
House Prefect 2 2 3 0 4
Options Rakachit Technocrat • Pistol (3+) • Binding Scroll x1
290 points
Swarm Priest #1

Swarm Priest - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
Swarm Priest 1 2 3 0 4
Options Holy Triumvirate • Wizard Adept • Cult of Errahman • Occultism • Talisman of the Void • Cowl of the Apostate
295 points
Swarm Priest #2

Swarm Priest - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
Swarm Priest 1 2 3 0 4
Options Holy Triumvirate • Wizard Adept • Caelysian Pantheon • Thaumaturgy • Book of Arcane Mastery
310 points
Swarm Priest #3

Swarm Priest - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
Swarm Priest 1 2 3 0 4
Options Holy Triumvirate • Wizard Adept • Caelysian Pantheon • Witchcraft • Tome of the Ratking • Rod of Battle
Core
465 points
Vermin Legionaries #3

Vermin Legionaries x60 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 2 2 0
Offensive Att Off Str Ap Agi
Vermin Legionary 1 3 3 0 4
Options Musician • Standard Bearer with Eagle Standard • Shield and Spear • Stalker's Standard
475 points
Vermin Legionaries #2

Vermin Legionaries x60 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 2 2 0
Offensive Att Off Str Ap Agi
Vermin Legionary 1 3 3 0 4
Options Musician • Standard Bearer with Eagle Standard • Shield and Spear • Rending Banner
465 points
Blackfur Veterans #1

Blackfur Veterans x39 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 6
Defensive HP Def Res Arm
1 3 2 0
Offensive Att Off Str Ap Agi
Blackfur Veteran 1 4 3 0 5
Options Musician • Standard Bearer • Rending Banner
155 points
Vermin Slaves #3

Vermin Slaves x30 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 3
Defensive HP Def Res Arm
1 1 2 0
Offensive Att Off Str Ap Agi
VerminSlave 1 1 3 0 4
Options Tunnelling Tools • Musician
235 points
Vermin Slaves #2

Vermin Slaves x60 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 3
Defensive HP Def Res Arm
1 1 2 0
Offensive Att Off Str Ap Agi
VerminSlave 1 1 3 0 4
Options Tunnelling Tools
Special
230 points
Shadowfur Stalkers #1

Shadowfur Stalkers x20 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 3 2 0
Offensive Att Off Str Ap Agi
Shadowfur Stalker 1 3 3 2 5
Options Throwing Weapons (4+)
385 points
Murmillo Brutes #2

Murmillo Brutes x4 - Large - Infantry - 50x50

Global Adv Mar Dis Model Rules
6" 12" 6
Defensive HP Def Res Arm
3 4 5 0
Offensive Att Off Str Ap Agi
Murmillo Brute 3 3 5 2 4
Options Standard Bearer • Halberd and Shield • Bell of the Deep Roads
590 points
Murmillo Brutes #1

Murmillo Brutes x6 - Large - Infantry - 50x50

Global Adv Mar Dis Model Rules
6" 12" 6
Defensive HP Def Res Arm
3 4 5 0
Offensive Att Off Str Ap Agi
Murmillo Brute 3 3 5 2 4
Options Musician • Canister Launcher (4+)
Tunnel Gunners
210 points
Vermin Artillery #2

Vermin Artillery - Large - Construct - 75

Global Adv Mar Dis Model Rules
5" 5" 5
Defensive HP Def Res Arm
4 1 4 0
Offensive Att Off Str Ap Agi
Crew 3 3 3 0 4
Options Rakachit Mauss Cannon (4+)

Magics

Racial Trait Spell

Casting Type Duration Effect
H The Awakened Swarm The range of this spell can be measured from the Caster or from any friendly Tunnel Marker on the board. Summon a unit of 3 Rat Swarms (profile below), with its Centre on the targeted point. {The Summoned unit may perform a 6″ Magical Move.}
Mf <5+> {8+} Ground Range 12" Instant
Occultism

Occultism

The Sacrifice: When casting a non-Bound Spell from this Path, immediately after the casting roll, but before any Dispelling Attempt, the Active Player may choose the Caster’s unit or another friendly unengaged unit within 24″.
A unit may only be chosen once per phase. The chosen unit suffers X hits that wound automatically with Armour Penetration 10 and Magical Attacks, and with no saves of any kind allowed, where X is determined by the Discipline value of the largest fraction of models in the unit, ignoring all Discipline modifiers. In case of a tie, use the lower value:
• 0 to 4: 3 hits
• 5 to 7: 2 hits
• 8 to 10: 1 hit
Any Health Point loss from The Sacrifice that would remove the last model of the chosen unit as a casualty is discarded.
These Health Points losses never cause Panic Tests.
If at least one Health Point loss was caused, the spell is cast with the {amplified} version. In that case, use any text marked with {}.

Casting Range Type Duration Effect
1 Pentagram of Pain 5+[6+] 24"[12"Aura] |Hex| |Direct| [Universal] |Damage| Instant The target suffers D6 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
[The Caster's unit is unaffected.]
{If one or more unsaved wounds are caused with this spell, the Caster Recovers 1 Health Point.}
2 Hand of Glory 6+ [8+] Caster [12"] [Augment] Focused One Turn [This spellmay only target Characters, Champions, and single model units.]
The target {and all models in its unit} gain Aegis (6+) and Aegis (+1, max 3+).
3 The Rot Within 6+ 18" Hex Permanent The target suffers -1 Offensive Skill and -1 Defensive Skill.
{The Caster gains +1 Offensive Skill and +1 Defensive Skill.}
4 Breath of Corruption 6+ [9+] Caster [12"] [Augment] Focused One Turn The target gains Breath Attack (Magical Attacks, Toxic Attacks).
[This spell may only target Characters, Champions, and single model units.]
{If the Breath Attack is used as a Shooting Attack, its range is increased to 18″.}
5 Marked for Doom 9+ 24" Hex Damage Direct Instant The target suffers 1 hit with Strength 10, Armour Penetration 10, Multiple Wounds (D3), and Magical Attacks.
{If the target is within 12" of the Caster, the spell targets a single Character or Champion joined to the target unit.}
6 The Grave Calls 11+ 12" Hex Damage Direct Instant The target suffers 2D6 hits with Strength 5, Armour penetration 2, and Magical Attacks.
{The hits gain +1 Strength and +1 Armour Penetration.}
Thaumaturgy

Thaumaturgy

Judgement on High: When casting non-Bound Spells from this Path, all Magic Dice that result in ‘1’ must be rerolled.
Dice causing a Miscast cannot be rerolled. If a Caster Miscasts when casting a spell from this Path, add a +1 Miscast
Modifier.

Casting Range Type Duration Effect
1 Hand of Heaven 5+ [8+] 24" Hex Missile Damage One Turn The target suffers D6 [D6+1] hits with Strength D6 [D6+1], Armour Penetration 2 [3], and Magical Attacks.
2 Smite the Unbeliever 6+ [9+] 24" Hex One Turn Immediately after successfully casting this spell, roll a D6.
[Choose which effect to apply when casting the spell.]
- If 1-3 is rolled, the target suffers -1 Resilience.
- If 4-6 is rolled, the target suffers -1 Strength and -1 Armour Penetration.
3 Speaking in Tongues 7+ [7+] 18" Hex One Turn Units with at least one model affected by the spell cannot benefit from Commanding Presence [Rally around the Flag].
4 Cleansing Fire 5+ [8+] Caster [18"] [Augment] Focused Instant The target gains Breath Attack (Strength D3+2, Armour Penetration 1, Magical Attacks).
(Roll the D3 immediately after successfully casting this spell.)
[This spell may only target Characters, Champions, and single model units.]
5 Wrath of God 12+ 96" Ground Permanent Place a counter on the target point. At the end of each subsequent Magic Phase roll a D6; if 1-3 is rolled, add another counter on the same point. If 4-6 is rolled, each unit within (2D6+X)″, where X is equal to the number of counters, suffers 2D6 hits with Strength 5, Armour Penetration 2, and Magical Attacks. If a unit fails a Panic Test forced by the spell, it flees directly away from the marked point. The spell then ends, remove all counters.
6 Trial of Faith 7+ [10+] 12" [18"] Hex Missile Damage Focused Direct Instant The Caster rolls D3+1 and the target rolls D3. If the Caster’s roll is higher, the target suffers a number of hits equal to the difference between their respective rolls. These hits wound automatically with Armour Penetration 10 and Magical Attacks.
Witchcraft

Witchcraft

Casting Range Type Duration Effect
1 Raven's Wing 7+ [9+] 18" Augment Instant The target may perform a 8" [12"] Magical Move and gains Fly and Light Troops until the end of the Player Turn. Nominate a single model part affected by the spell. This model part may perform a Sweeping Attack during the move (possibly in addition to other Sweeping Attacks). This Sweeping Attack causes D6 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
2 Deceptive Glamour 4+ [6+] 24" Hex One Turn The target suffers -1 [-2] Offensive Skill, -1 [-2] Defensive Skill and -1 [-2] Agility.
3 Twisted Effigy 5+ [7+] 36" Hex One Turn The target cannot use Shooting Attacks [and suffers a -2 modifier to its casting rolls].
4 The Wheel Turns 8+ [10+] 24" Hex One Turn Melee Attacks made by {and distributed towards} R&F models in the target unit are set to wound on a 4+, and Close Combat Attacks made by {and allocated against} R&F models in the target unit additionally are set to hit on a 4+, regardless of Offensive Skill, Defensive Skill, Strength, and Resilience. Apply this effect before other to-hit and to-wound modifiers.
5 Will-o'-the-Wisp 8+ [8+] 18" Universal One Turn The target gains Random Movement (2D6 [3D6])
6 Bewitching Glare 8+ [12+] 18" Hex One Turn Melee {and Shooting} Attacks against the target must reroll failed to-wound rolls.
A Evil Eye 24" Universal One Turn If this spell targets a friendly unit, the target gains +1 Advance Rate and +2 March Rate.
If this spell targets an enemy unit, the target suffers -1 Advance Rate and -2 March Rate, to a minimum of 3 and 6 respectively.
A unit cannot be affected by this spell more than twice in the same Magic Phase.

Magic items

Crown of Autocracy: The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.

Map of the Deeps: At the end of each friendly ShootingPhase, the bearer may move a single friendly Tunnel Marker within 24″ up to 6″ in any direction.

Binding Scroll: One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Cowl of the Apostate: The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.

Talisman of the Void: The bearer gains Channel (1).

Book of Arcane Mastery: The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Rod of Battle: The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Tome of the Ratking: The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
At the end of each friendly Magic Phase, the bearer may discard up to 3 Veil Tokens. For each discarded Veil Token, Raise 3 Health Points in a friendly Rat Swarms unit. This can Raise Health Points above the unit’s starting size, up to a maximum of 27 Health Points.

Magic banners

Stalker's Standard: The bearer’s unit gains Strider.

Rending Banner: One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Bell of the Deep Roads: The bearer’s unit may start the game in Tunnel Reserve. Ambush rolls of the bearer’s unit may be rerolled. This overrides the restriction of Special Items not working while their bearer is off the board.
If the unit passes an Ambush roll, all subsequent failed Ambush rolls for Tunnel Reserve during this Player Turn may be rerolled. Any unit that passes its Ambush roll due to this reroll must enter the Battlefield from the same Tunnel Marker as the bearer’s unit. If this is not possible, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.

Model Rules

Avrasi Formations: Universal Rule.
The model gains the following rules based on its unit’s Formation:
• Testudo: While the model’s unit is in Close Formation, the model gains +1 Armour against Shooting Attacks.
• Phalanx: While the model’s unit is in Line Formation, the model must reroll natural towound rolls of ‘1’ with its Close Combat Attacks.

Callous: Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions:
• The enemy unit is Engaged only with friendly models that are of Standard Height and/or Infantry.
• Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
• Roll to hit as normal against the intended target. Each hit from attacks without Area Attack must then be randomised to determine which unit is hit by rolling a D6 for each hit. On a roll of 4+, unless specifically stated otherwise, the intended target is hit; otherwise, the friendly unit Engaged with the intended target is hit. If there is more than one friendly unit, randomise which one is hit.
• In case of Area Attacks, the initial hit is not randomised. Determine the number of hits caused by the Area Attack based on the attack’s initial target. Then randomise each hit as specified above.

Cohort Coordination: The model gains two instances of Fight in Extra Rank while its unit is Steadfast and does not suffer from Disrupted Ranks. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Devastating Charge: Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.

Earthbreaker Drill: Universal Rule.
The model can only perform its Grind Attacks against units Engaged with its Front Facing. The model gains +3 Armour against:
• Shooting Attacks from enemy models Located in the model’s Front Arc.
• Melee Attacks from units Engaged with the model’s Front Facing.

Grind Attacks: A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.

Halberd: Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Hand Weapon: All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Hard Target:

Heavy Armour: +2 Armor

Impact Hits: At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.

Insignificant:

Life is Cheap: Each Health Point loss of models with Life is Cheap is only counted as half a Health Point loss for the purpose of Combat Score, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Light Armour: Armor +1

Light Troops: Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.

Move or Fire: The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.

Paired Weapons: The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Pistol: Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire

Quick to Fire:

Scoring: Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.

Shield: +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.

Sicarran Smugglers: Universal Rule.
The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while their bearer is off the board.

Skirmisher: The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.

Strider: The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.

Stubborn: A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.

The Die is Cast: Universal Rule.
The model gains +1 Discipline, up to a maximum of 8, while within 12″ of one or more enemy models.

Underground Arrival: Universal Rule.
The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

Valorous Discretion: Single model units of Standard Height with Valorous Discretion treat all enemy units as units with Terror.

War Machine: The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.

Wizard Apprentice: - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.