A Wizard Master with this Blood Power becomes a Wizard Adept using two different Paths it has access to (it knows 2 spells from each Path). A Wizard Adept becomes a Wizard Apprentice using two different Paths it has access to (it knows 1 spell from each Path). This Blood Power cannot be combined with Essence of a Free Mind. Wizard Adepts and Masters only
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 3 [7], AP 0 [10], Area Attack (1×5) [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim
Artillery Weapon
Range 12″, Shots 8, Str 3, AP 0, Poison Attacks, Quick to Fire.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.
Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.
Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Artillery Weapon
Range 36″, Shots 1, Str 3 [5], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
Artillery Weapon.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.
Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Shooting Weapon
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering
Presence.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.
Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy
Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Shooting Weapon
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.
Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
Range 12″, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand and Shoot as a Charge Reaction if possible, but they do not suffer the −1 to-hit modifier for it
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Armour Equipment
If on foot, the wearer gains +1 Armour
Armour Equipment
If on foot, the wearer gains +1 Armour
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only
The bearer gains Channel (1) and Fear. Shamans only
The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only
The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
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.
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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
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.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Two-Handed. While using this weapon, the model part gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Two-Handed. While using this weapon, the model part gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength.
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
Hand Weapon. Attacks made with this weapon gain +1 Strength, +1 Offensive Skill and ignore Parry
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
Close Combat Weapon.
The War Fan always counts as a Shield against Ranged Attacks (and can be used differently depending on the chosen Dance, see Kabuki Dance).
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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.
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
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
+2 Armor
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
Hand Weapon. Attacks made with this weapon gain +1 Strength, +1 Offensive Skill and ignore Parry
The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only
The model gains +1 Attack Value and +1 Armour. Models on foot only
The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer
The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only
The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Armor +1
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
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.
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
+3 Armor
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
+3 Armor
Armor +1
+2 Armor
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment
The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Close Combat Weapon
Hand Weapon. Attacks made with this weapon gain +1 Strength, +1 Offensive Skill and ignore Parry
Mientras la unidad de la miniatura esté en Formación en Línea, la miniatura debe repetir los resultados naturales para herir de '1' con sus Ataques Cuerpo a Cuerpo.
La miniatura puede realizar un único Giro o Pivote durante su Movimiento de Marcha. Si la miniatura está Cargando, debe Perseguir o Arrasar siempre que sea posible. Si la miniatura no está Cargando, siempre supera los Chequeos de Contención de Persecución y su Distancia de Persecución y Arrasamiento durante la Fase de Melé son siempre 0".
Para poder usar este Atributo de Ataque, la unidad debe ser al menos tan ancha como profunda al inicio de la Ronda de Combate (tener tantas columnas como filas, o más). Los Ataques Cuerpo a Cuerpo realizados por miniaturas con este Atributo de Ataque nunca pueden herir peor que a 4+. Además, cuando una miniatura con este Atributo de Ataque es retirada como baja durante la Fase de Melé debido a un Ataque de Melé enemigo, deberá inmediatamente, antes de ser retirada, realizar un único Ataque Cuerpo a Cuerpo con las siguientes reglas y restricciones: El ataque siempre se resuelve con Fuerza 5 y Penetración de Armadura 2. El propietario debe elegir una de las siguientes opciones: 1. Asignar el ataque contra la miniatura que causó la baja. 2. Asignar el ataque contra una miniatura de Tropa en la unidad de la miniatura que causó la baja. En dicho caso, el impacto se distribuye contra la unidad. En cualquier caso, la miniatura con ¡Te vienes conmigo! se considera en contacto con peana con la miniatura atacada, y las miniaturas cuentan como Trabadas en los mismos Encaramientos que sus unidades. Este Atributo de Ataque no se puede usar por miniaturas retiradas como baja debido a Impactos por Carga.
The model gains Hard Target (1), Light Troops, and Skirmisher.
La miniatura obtiene Plataforma de Guerra y Exclusivo (Manada de Raptores, Jinetes de Ráptor). Las miniaturas de Tropa en la unidad de la miniatura obtienen Frenesí y Coraje. Las Bestias de Altura Estándar y las partes de miniatura con Contenidos en la unidad de la miniatura obtienen Trance de Batalla.
The model cannot join a unit that contains another model with this rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0".
Attacks made by the model part, including Special Attacks, become Flaming Attacks and Magical Attacks. In addition, the model part gains Grind Attacks (X), where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they always wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' always wounds and a natural '1' always fails to wound.
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model's initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
At step 3 of the Round of Combat Sequence, any Character placed in the first rank and not in base contact
with an enemy model may move into contact with an
enemy model. This enemy model must be in base contact with the Character’s unit, and it must be attacking
the Character’s unit in its Front Facing. To perform a
Make Way move, the Character switches position with
another model (or models) in its unit; these models
cannot be Characters. Characters with Mismatching
Bases can never perform a Make Way move.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Universal Rule.
One model in the unit that is not a Champion or Musician becomes a Standard Bearer with Channel(1) and Daemonic Summon.
Units with more than half of their models with Academy Training are considered Academy Trained.
While within 8" of one or more other non-Fleeing, friendly Academy Trained units, Academy Trained units: • Gain Devastating Charge (+1" Adv) when declaring their first Charge in any Charge Phase. The effect lasts until the end of the Charge Phase.
Characters without Academy Training that Charge out of the unit are not affected.
• Count as having one additional Full Rank for the purpose of Steadfast and Disrupted if they have at least one Full Rank.
Units with more than half of their models with Academy Training are considered Academy Trained.
While within 8" of one or more other non-Fleeing, friendly Academy Trained units, Academy Trained units: • Gain Devastating Charge (+1" Adv) when declaring their first Charge in any Charge Phase. The effect lasts until the end of the Charge Phase.
Characters without Academy Training that Charge out of the unit are not affected.
• Count as having one additional Full Rank for the purpose of Steadfast and Disrupted if they have at least one Full Rank.
La miniatura sigue las reglas para Emboscada con las siguientes excepciones: cuando su unidad entre al Campo de Batalla, el propietario puede elegir aplicar las reglas de Emboscada Especial (en un radio de 6" de una miniatura enemiga con Canalizar).
La miniatura es un Hechicero Adepto que elige 2 hechizos de entre Palabra del Hierro (Alquimia), Belleza Engañosa (Brujería), Aliento de Corrupción (Ocultismo), Espadas Ígneas (Piromancia) y Maldición de Nezibkesh (Curse of Nezibkesh) (Hechizo Hereditario) . Esto ignora las reglas habituales de Selección de Hechizos relacionadas con ser un Hechicero Adepto. Antes de la Selección de Hechizos (al inicio del paso 7 de la Secuencia Previa al Juego), el oponente debe elegir Poder o Sabiduría: Si elige Poder, el Lamassu obtiene Canalizar (1) durante el resto de la partida. Si elige Sabiduría, el Lamassu conoce un hechizo adicional elegido inmediatamente de la lista indicada previa- mente.
Por cada Salvación por Fortaleza que la miniatura falle contra Ataques de Melé enemigos, la miniatura inflige inmediatamente 1 impacto con Ataques Tóxicos, contra la miniatura que causó la herida, antes de retirar ninguna baja, distribuida contra la Reserva de Puntos de Vida de la miniatura.
For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.
The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
The model's March Rate is set to 20" and its Armour is set to 3.
The model's March Rate is set to 20" and its Armour is set to 3.
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
While a non-Fleeing unit with one or more Eagle Standards is within range of a friendly model's Commanding Presence, the unit gains Rally Around the Flag, whose range is always 8". Discipline Tests taken by units while within range of one or more instances of Rally Around the Flag from Eagle Standard are subject to Minimised Roll.
Mientras una unidad que no esté Huyendo, con uno o más Estandartes Águila, esté dentro del alcance de Presencia de Mando de una miniatura amiga, la unidad obtiene Reagruparse en Torno a la Bandera , cuyo alcance siempre es 8". Los Chequeos de Disciplina realizados por unidades dentro del alcance de uno o más Reagruparse en Torno a la Bandera debido a uno o más Estandartes Águila amigos están sujetos a Tirada Minimizada.
La miniatura obtiene Emboscada Especial (Bosque), con las siguientes excepciones: inmediatamente después del paso 2 de la Secuencia de la Fase de Movimiento de su propietario (incluso durante el Turno de Jugador 1 del propietario), el propietario puede decidir por cada Bestia de Espino si entran al Campo de Batalla o no, sin necesidad de realizar ninguna tirada.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
La miniatura obtiene Ataques Pulverizadores (X), y puede realizar Ataques Pulverizadores como Ataques de Apoyo, ignorando el número máximo de Ataques de Apoyo. Cuando la miniatura no esté Trabada en Combate, X se establece en 1. Al inicio de cada Ronda de Combate en que la unidad de la miniatura esté combatiendo, y que no sea la Primera Ronda de Combate, si la miniatura está Trabada, X incrementa en 1 (por ejemplo Ataques Pulverizadores (1) pasa a ser Ataques Pulverizadores (2)).
Un General con Memo- ria Ancestral afecta al número de Agravios en el ejército de Bastiones Enanos (ver Agravio Ancestral).
A General with Ancestral Memory affects the number of Grudges held by a Dwarven Holds army (see Ancient Grudge above).
The model's March Rate is set to 16" and it gains Fly (8", 16") and Light Troops.
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.
Las miniaturas de Tropa de Altura Estándar en la unidad de la miniatura obtienen Reflejos Relámpago.
May be activated once per Melee Phase at the start of any Round of Combat that the model's unit is fighting. Standard Height R&F models in the model's unit gain Lightning Reflexes until the end of the Player Turn. The unit suffers D6 hits that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks.
Un solo uso. Puede activarse al inicio de cualquier Turno de Jugador. Todas las miniaturas con Borrachos en la unidad de la miniatura pasan de estar Sobrias a estar Bebidas.
Friendly units within 6" of a non-Fleeing Greybeard unit may reroll failed Panic Tests.
Friendly units within 6" of a non-Fleeing Greybeard unit may reroll failed Panic Tests.
The sum of the Ancient Allies values stated in brackets of all models in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
The sum of the Ancient Allies values stated in brackets of all models in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
The model gains an additional model part: Offensive Att Off Str AP Agi Model Rules Snakes 2D6 2201 Poison Attacks
When a unit with Running Amok!! moves using Random Movement, it must move in a random direction instead of the chosen direction.
Each instance of Power 'Shroom is One use Only. Declare usage immediately before the model rolls to cast a non-Bound Spell. Any Dispelling Attempt made against this Casting Attempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt. This is an exception to the Casting and Dispelling Modifier rule (i.e. it is allowed to modify the dispelling roll by more than -2).
Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
• • • •
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose a friendly Standard Infantry unit that is not Fleeing and that the model can join and apply the following rules: • Remove a R&F model from the chosen unit's first rank as a casualty. Deploy the Silent Assassin in the position of the removed model. • You cannot remove the last R&F model from a unit, and removing the model never causes a Panic Test. • The Silent Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed. • If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.
Saurian Warriors may choose one of the following Totem Animals. If a Saurian Warrior unit selects this option, then all Saurian Warriors in the army must be upgraded with the same Totem Animal. • Piranha: The model gains Fear. • Jaguar: The model gains +1" Advance Rate and +2" March Rate. • Serpent: The model gains +1 Agility and Fight in Extra Rank. • Crocodile: The model gains +1 Armour against Close Combat Attacks.
Las unidades enemigas en un radio de 6" de una o más miniaturas con esta regla sufren -2 Disciplina al realizar chequeos de Reorganización en Combate.
The model gains Devastating Charge (+2" Adv) for Charges against single model units with Gigantic Height and/or Fly.
La miniatura obtiene Carga Devastadora (+2" Ava) cuando Cargue contra unidades consistentes íntegramente de miniaturas con Presencia Imponente.
Attack Attribute.
The model gains Devastating Charge (+2″ Adv) for Charges against units consisting entirely of models with
Towering Presence.
El número de Ataques Pulverizadores del Chasis se incrementa en +2D3.
Universal Rule.
The model gains +1 Resilience, Crush Attack, and its Armour is set to 3.
La parte de miniatura ignora Contenidos a efectos de Ataques de Apoyo.
Si el ejército incluye una miniatura con Llamada a la Cacería, el propietario puede: Elegir tirar por Emboscada para las unidades con una o más miniaturas con Tácticas de la Manada desde el Turno de Jugador 1 del propietario (al final del paso 2 de la Secuencia de la Fase de Movimiento), a menos que el propietario juegue el primer Turno de Jugador. Repetir los resultados de '1' y '2' en las tiradas de Emboscada de las unidades con una o más miniaturas con Tácticas de la Manada. Llamada a la Cacería tiene efecto incluso aunque la miniatura esté usando Emboscada y no haya entrado aún al Campo de Batalla.
If the army includes a model with Hunting Call, the owner may: • Choose to roll for Ambush for units with one or more models with Pack Tactics starting from the owner's Player Turn 1 (but still at the end of step 2 of the Movement Phase Sequence), unless the owner has the first Player Turn. • Reroll Ambush rolls of 1-2 for units with one or more models with Pack Tactics. Hunting Call is in effect even if the model is Ambushing and has not arrived on the Battlefield yet.
After a Round of Combat in which at least one attack with Unholy Appetite caused an unsaved wound, all attacks with Unholy Appetite from models in the same unit must reroll failed to-hit rolls until the end of the next Player Turn.
- 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
.
The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).
Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition, the model considers all units consisting entirely of models without Unburnt as Insignificant.
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Friendly units within 6" of the model gain Distracting. The model can cast Perception of Strength (Cosmology) as a Bound Spell with Power Level (4/8).
Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.
Universal Rule.
Units in Line Formation joined by the model never count as having moved for the purpose of Volley Fire.
Universal Rule.
The model’s unit gains Quick to Fire.
Durante un Turno de Jugador en que la miniatura no se haya movido, si la unidad de la miniatura tiene al menos una Fila Completa, la miniatura obtiene dos Disparar con Filas Adicionales.
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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
+3 Armor
Armor +1
+2 Armor
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.
La miniatura no puede usar sus Armas de Disparo si la miniatura ha realizado un Movimiento de Marcha durante este Turno de Jugador.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the target(s) of the spell and activate one of the following effects: • Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase must be rerolled. • Secret of Separation: The spell's range is increased by 6". Aura spells only gain +3" range. Spells with type Caster are unaffected. • Secret of Substance: Successful Armour Saves against wounds caused by this spell's effect must be rerolled.
The model gains Strider (Forest). If a unit comprised entirely of models with Forest Walker starts a Round of Combat with more than half of its models with the centre of their bases inside a Forest, then all model parts without Harnessed must reroll to-wound rolls of '1' with their Close Combat Attacks for the duration of that Round of Combat.
The attack gains +1 to wound.
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.
Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.
At the end of any phase in which the Master is removed as a casualty, every unit in the army with one or more models with Ashes to Ashes must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable, except that they can never be allotted to models that do not have Ashes to Ashes. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Master was removed as a casualty, a new Master may be selected. In order to do so, nominate a friendly Wizard Character that either has Vampiric or has chosen Evocation. This Character becomes the new Master. At the start of each friendly Player Turn after the army's Master has been removed as a casualty and no new Master has been selected, every unit with Ashes to Ashes must once again pass a Discipline Test or lose Health Points as described above.
Si el ataque se asigna a una miniatura con la misma Altura que el atacante, obtiene +1 a impactar y +1 a herir.
Regardless of its chosen Path, the model knows Alchemical Fire (Alchemy) and Blaze (Pyromancy). When successfully casting a spell from: • Alchemy, the model may cast Blaze (Pyromancy) instead of Alchemical Fire as Attribute Spell. • Pyromancy, the model may cast Alchemical Fire (Alchemy) instead of Blaze as Attribute Spell. • Occultism without performing The Sacrifice, the model may cast Alchemical Fire or Blaze as Attribute Spell. The model gains access to the options below.
Independientemente de la Senda de la Magia elegida, la miniatura conoce Fuego Alquímico (Alquimia) y Llamarada (Piromancia). Cuando lance con éxito un hechizo de las siguientes Sendas: Alquimia, la miniatura puede lanzar Llamarada en lugar de Fuego Alquímico. Piromancia, la miniatura puede lanzar Fuego Alquímico en lugar de Llamarada. Ocultismo sin realizar El Sacrificio, la miniatura puede lanzar Fuego Alquímico o Llamarada. La miniatura obtiene acceso a las siguientes opciones:
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Catapulta (4×4). Alcance 6-30", Disparos 1, Fue 3 [7], PA 0 [4], Ataques Divinos, Ataques Mágicos, Marchar y Disparar, [[b]Heridas Múltiples (1D3, Alas Desgarradas)[/b]]. Un Cíclope que solo Gire (y no haga ningún otro movimiento) durante la Fase de Movimiento de su propietario ignora el modificador al impactar por Mover y Disparar en la siguiente Fase de Disparo.
Successful Aegis saves taken against the attack must be rerolled.
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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.
Justo antes de la batalla (durante el Paso 7 de la Secuencia de la Fase de Despliegue), la miniatura puede Atrincherar una única Máquina de Guerra amiga. La Máquina de Guerra cuenta como que está en Cobertura Pesada. La Máquina de Guerra pierde esta Cobertura Pesada de forma permanente si realiza un Movimiento de Avance o Marcha, o un Movimiento Aleatorio.
This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
Attack Attribute - Shooting.
All hits caused by Field Artillery's Shooting Attacks gain Flaming Attacks and Magical Attacks.
Units with models with Oi it bites! cannot be joined by Characters.
The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
Las unidades con más de la mitad de sus miniaturas con Osadía no pueden elegir voluntariamente Huir como Reacción a la Carga, y deben repetir los Chequeos de Pánico fallidos.
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.
Las unidades enemigas en un radio de 6" de una o más miniaturas con Aura de Locura sufren -1 Disciplina.
Enemy units within 6" of one or more models with Aura of Madness suffer -1 Discipline.
During its Shooting Phase, the model part can make a Shooting Attack that targets all enemy units within 12" of the model (including those Engaged in Combat and outside Front Arc and/or Line of Sight). This attack can be used even if the Altar is Engaged in Combat. The targets suffer D6 hits with a Strength equal to the current Game Turn number and Armour Penetration 2.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
All friendly units within 6" of one or more models with Necromantic Aura reduce the number of Health Point losses caused by Ashes to Ashes and Unstable by 1.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
The Manticore gains Stomp Attacks (D3) and Towering Presence, and its base size is changed to 50×100 mm.
The Manticore gains Stomp Attacks (D3) and Towering Presence, and its base size is changed to 50×100 mm.
The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.
Undead units consisting entirely of models with Autonomous may perform March Moves as normal, even when outside the range of Commanding Presence of any friendly models. The unit must still pass a Discipline Test in order to do so if within 8" of non-Fleeing enemy units.
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
The model's Impact Hits gain +1 Strength and +1 Armour Penetration.
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
The model gains Lightning Reflexes and adds +2 to its side's Combat Score in combats which it is Engaged in when Combat Scores are calculated.
La miniatura obtiene Reflejos Relámpago y añade +2 al Resultado del Combate de su bando en los combates en los que esté Trabada a la hora de calcular el Resultado del Combate.
La miniatura obtiene Fortaleza (4+, contra Ataques de Melé que no sean Ataques Mágicos).
The model gains Fortitude (4+, against non-Magical Melee Attacks).
La miniatura obtiene Heridas Múltiples (1D3) y Zancada Veloz.
The model gains Multiple Wounds (D3) and Swiftstride.
Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Universal Rule.
The model gains Ordeal and Paired Weapons.
La miniatura obtiene Penitencia y Lanza.
• •
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 to-wound rolls of '1' with its Close Combat Attacks.
The model can Raise Health Points above a unit's starting size for the units stated within brackets. However, units cannot be increased beyond twice their starting size or beyond the maximum unit size written in their unit entry. A unit's starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.
Una vez por partida, al final de la Fase de Movimiento del propietario, la unidad de la miniatura puede ser retirada del Campo de Batalla y entrar en Reserva Subterránea. Antes de retirar la unidad, pierde Unidad que Puntúa hasta que regrese al Campo de Batalla. Esto solo puede realizarse si la unidad de la miniatura no está Trabada ni Aturdida y tiene 50 o menos Puntos de Vida.
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 Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model's unit is not Engaged or Shaken and has 50 or fewer Health Points.
Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
The model gains Hard Target (1), Light Troops, and Skirmisher. The unit loses Scoring.
La miniatura obtiene Objetivo Difícil (1), Tropas Ligeras, y Hostigadores. La unidad pierde Unidad que Puntúa.
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard)
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Units with more than half of their models with Battle Fever must reroll failed Panic and Break Tests.
The model gains Distracting, Wizard Adept, and must choose Divination as its Path of Magic. Models using Blades of Darag in the model's unit gain Distracting.
The model gains Distracting, Wizard Adept, and must choose Divination as its Path of Magic. Models using Blades of Darag in the model's unit gain Distracting.
Each model with Tree Singing may discard 1 Veil Token once per friendly Magic Phase, immediately after Siphon the Veil. If so, choose a Forest Terrain Feature within 24" of the model with Tree Singing that is not in contact with any unit. Move this Forest in a straight line up to 6". This movement stops immediately before moving into contact with any units or any Terrain Features other than Open Terrain. Each Forest may only be moved with Tree Singing once per Magic Phase.
Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
The model gains Cannot be Stomped and Shield. At the start of each friendly Player Turn, for each unit that contains one or more models with Beast Breaker, choose another friendly unit within 8" of that unit. Model parts with Harnessed in the chosen units gain Devastating Charge (Battle Focus until the end of the next Player Turn.
The model gains Shield, and units containing one or more models with Beast Breaker gain Cannot be Stomped. At the start of each friendly Player Turn, for each unit that contains one or more models with Beast Breaker, choose another friendly unit within 8" of that unit. Model parts with Harnessed in the chosen units gain Devastating Charge (Battle Focus) until the end of the next Player Turn.
Attack Attribute - Shooting.
When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
Universal.
Close Combat Attacks and Shooting Attacks from Short Range made by the rider gain Lethal Strike (against Beasts and Cavalry).
Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain Lethal Strike (against Beast, Cavalry).
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player Turn. Only models of Standard Height are affected. The available Orders are listed below: Brace For Impact! The target gains Fight in Extra Rank. On The Double! The target gains +1" Advance Rate and +4" March Rate. Ready! Aim! Fire! The target gains Accurate. Steady, Men! Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes). d
Special Attack.
When declaring a Charge, the model may declare to perform a Belly Flop in the First Round of Combat. If so,
this Special Attack must be made against the Charged unit at the model’s Agility.
• The Charged unit suffers 1 hit with Str 5, AP 2, and Area Attack (3×4).
• The model’s Defensive Skill is set to 1, it cannot perform any other Special Attacks nor Close Combat
Attacks, and it becomes Shaken.
The effects last until the end of the Round of Combat.
Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.
Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.
The model's unit gains Hatred. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. Ullor's Blessing The target gains Aegis (5+, against Melee Attacks). Sunna's Blessing The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. Volund's Blessing The target's failed to-wound rolls with Melee Attacks must be rerolled.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
The model can use Crush Attacks only against enemy units Engaged in the model's Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion's Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank: • A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in. • Measure their range from the Infernal Bastion.
La miniatura tan solo puede usar Ataques Aplastadores contra unidades enemigas Trabadas en su Encaramiento Frontal. Todas las miniaturas en la misma unidad que la miniatura se benefician de Cobertura Ligera. Además, al disparar o lanzar hechizos, pueden elegir trazar Línea de Visión como si fueran de Altura Gigantesca y desde cualquier punto del Encaramiento Frontal del Bastión Infernal. Si lo hacen, y siempre y cuando la unidad tenga al menos una Fila Completa: Un máximo de 20 miniaturas puede disparar. Estas miniaturas pueden disparar independientemente de en qué fila de la unidad estén. Mide el alcance desde cualquier punto de la peana del Bastión Infernal.
The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
La miniatura obtiene Movimiento Aleatorio (3D6") y su Valor de Ataques se establece en 4D3. Pierde Contenidos y la parte de miniatura del Domador, y su peana cambia a 60×100 mm.
The model gains Random Movement (3D6") and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.
The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Los Puntos de Vida de la miniatura se establecen en 8, y su peana cambia a 75×100 mm. La tirada para determinar su número de impactos por Golpetazo está sujeta a Tirada Maximizada.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 7, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 7, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).
Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).
Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).
The Wyvern gains Devastating Charge (+1 Str, +1 AP), and its base size is changed to 75×100 mm.
The model gains Channel(3), Fear, Fearless, Unbreakable, Blades of Darag, and its Health Points are set to 6. The model cannot declare any Charges nor perform Pursuit Moves, and its Advance Rate and March Rate are always 0", i.e. the model cannot perform any Advance Moves, March Moves, Magical Moves, nor Random Movement. In addition, friendly units within 18" of the model gain Fear. Enemy units within 18" of the model cannot benefit from Rally Around the Flag for Fear Tests. At the end of each friendly Magic Phase, the owner may discard up to 2 Veil Tokens from their Veil Token pool to increase the range of Effigy of Dread by 3" for each discarded Veil Token. The effect lasts until the start of the next friendly Magic Phase.
The model gains , Fear, Fearless, and Unbreakable. Its Health Points are set to 6 and and its Advance Rate and March Rate are always set to 0". The model cannot declare any Charges nor perform any Advance Moves, March Moves, Magical Moves, Pursuit Moves, nor Random Movement. In addition, friendly units within 18" of the model gain Fear. Enemy units within 18" of the model cannot benefit from Rally Around the Flag for Fear Tests.
The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only
Close Combat Weapon
Two-Handed. While using this weapon, the model part gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Two-Handed. While using this weapon, the model part gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Attack Attribute - Close Combat.
The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.
Universal Rule.
All models in a unit containing one or more models with this rule gain +1 Agility.
The bearer's unit gains Hatred. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster’s Unit and Augment, and Duration: One Turn:
Ullor’s Blessing
The target gains Aegis (5+, againstMelee Attacks).
Sunna’s Blessing
The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks.
Volund’s Blessing
The target must reroll failed to-wound rolls with Melee Attacks.
Universal Rule.
Friendly units in 6″ gain Aegis (5+, against Ranged Attacks).
Additionally, the model may cast Ancestral Aid (Evocation) as a Bound Spell with Power Level (4/8).
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
Una unidad que incluya al menos un Personaje con Ofrenda de Sangre puede repetir los Chequeos de Pánico fallidos, a costa de infligir una herida que no permite salvaciones de ningún tipo a un Personaje con Ofrenda de Sangre en la unidad.
A unit that includes at least one Character with Blood Offering may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed on a Character with Blood Offering in the unit.
La miniatura obtiene Guardaespaldas (Senador Alimaña que sea el General) y Arma a Dos Manos, y pierde Alabarda. La miniatura no cuenta para el límite máximo de 120 Veteranos Pieldesangre.
The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd.
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Shooting Weapon
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering
Presence.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Attack Attribute – Shooting.
If one or more simultaneous attacks with Boiling Oil hit, after resolving these attacks, the target unit gains one
Boiling Oil marker. If a unit with one or more Boiling Oil markers is targeted by Shooting Attacks with Iron Rain,
the shooting models are considered to be Located in the target’s Rear Arc for the purpose of Iron Rain (not for
the purpose of other rules like Area Attack). Remove all markers from a unit when it suffers one or more Health
Point losses from attacks with Iron Rain or at the end of the Shooting Phase, whichever comes first.
The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more models with Hunting Bolas is subject to Minimised Roll.
The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more models with Hunting Bolas is subject to Minimised Roll.
Ataque de Barrido. La unidad enemiga sufre 1D6×2 impactos con Fuerza 3 y Penetración de Armadura 1. Si se obtiene un resultado natural de '6' en la tirada para determinar el número de impactos, tras resolver el ataque, el Ataque de Barrido no podrá volver a usarse en lo que quede de partida.
Sweeping Attack. The enemy unit suffers D6×2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Sweeping Attack cannot be used until the end of the game.
The model may only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions in Oi it bites!).
Universal Rule.
At the start of each Round of Combat, choose one of the dances listed below and apply its effects until the end of the Round of Combat. The model cannot choose this dance again until after one of the following has happened:
• The model is no longer Engaged in Combat.
• The model has chosen a different dance.
Belly Dancing
+2 Offensive Skill and +2 Defensive Skill.
Jump!
+1 Armour Penetration and Lethal Strike.
Tap Dancing
Stomp Attacks (D6+2).
The Twist
Enemy units in base contact do not receive any Rank Bonus to their Combat Score.
Universal Rule.
The model part gains Harnessed, Impact Hits (D6), Swiftstride, and the model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Charioteer Crew (2) 2 3 3 0 2 Aspen Bow (5+), Halberd
Natural to-hit rolls of '1' of attacks with this Attack Attribute must be rerolled.
The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.
The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.
The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.
La unidad puede obtener uno de los siguientes efectos, dependiendo de si comienza la batalla Sobria o Bebida. Durante el paso 8 de la Secuencia Previa al Juego (tras la Selección de Hechizos), el jugador debe elegir si cada unidad con Borrachos está Sobria o Bebida. Un Personaje Bebido no puede unirse a unidades que contengan ninguna miniatura Sobria y viceversa (las miniaturas sin Borrachos no se consideran ni Bebidas ni Sobrias).
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Enemy models cannot allocate Close Combat Attacks towards a Necromancer as long as they can allocate attacks towards a model with Unliving Shield in the same unit as the Necromancer. This rule cannot be used if there are also models with Vampiric in the same unit as the Necromancer.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”
Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
After using the Breath Attack, the model loses a Health Point with no saves of any kind allowed.
Las miniaturas de Tropa en unidades que contengan dos o más miniaturas con Mentalidad del Rebaño obtienen Coraje y Tozudo.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects: • 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model's Grind Attacks become Flaming Attacks and Magical Attacks. • 3+: The model loses 1 Health Point with no saves of any kind allowed.
En lugar de tirar en la Tabla de Problemas de la manera habitual, aplica los siguientes Efectos cuando se obtenga un resultado de Problemas: 2 o menos: La miniatura no puede disparar su Arma de Artillería hasta el final de la partida. Además, los Ataques Pulverizadores de la miniatura son Ataques Flamígeros y Ataques Mágicos. 3+: La miniatura pierde 1 Punto de Vida que no permite salvaciones por armadura.
The model gains Distracting and Strider (Water Terrain).
Las tiradas de Alcance de Carga durante la Fase de Carga de Cargas contra unidades consistentes íntegramente de miniaturas con Presencia Imponente se ven sujetas a Tirada Maximizada. Además, los Impactos por Carga de la miniatura obtienen Heridas Múltiples (1D3, contra Presencia Imponente).
The model gains Devastating Charge (+2" Adv) for Charges against units that consist entirely of models with Towering Presence . In addition, the model's Impact Hits gain Multiple Wounds (D3, against Towering Presence).
The number of the Chassis' Grind Attacks is increased by 2D3.
La miniatura obtiene Objetivo Difícil (1), Tropas Ligeras, y Hostigadores.
The model gains Hard Target (1), Light Troops, and Skirmisher.
Flaming Attacks must reroll successful to-wound rolls against the model. All enemy units in base contact with one or more Jötunns suffer: • -3 Agility • -1 Armour • -1 Armour Penetration
La miniatura obtiene Heridas Múltiples (2, contra Grande, Gigantesca).
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
La miniatura obtiene Guardaespaldas (Santo o General con Valentía). Además, a menos que estén Cargando fuera de la unidad, los Personajes unidos a unidades con una o más miniaturas con Caballeros de la Corte obtienen Carga Devastadora (+1" Ava).
Los Ataques Pulverizadores de la miniatura se resuelven con Fuerza 1D6+1 y Penetración de Armadura 3.
Cambia las Senda de la Magia a las que tiene acceso la miniatura por:
The model's Path access is replaced with:
Los alcances máximo y mínimo del Arma de Artillería de la miniatura se multiplican por dos. Las unidades enemigas impactadas por el arma sufren -1" Ritmo de Avance hasta un mínimo de 3" y -2" Ritmo de Marcha hasta un mínimo de 6" hasta el inicio del siguiente Turno de Jugador amigo.
The maximum range of the model's Artillery Weapon is doubled. Enemy units hit by the weapon suffer -1" Advance Rate to a minimum of 3" and -2" March Rate to a minimum of 6" until the start of the next friendly Player Turn.
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: • 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. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
Las pérdidas de Puntos de Vida de la miniatura causadas por miniaturas amigas son ignoradas a efectos de Pánico (incluyendo unidades destruidas debido a ataques de miniaturas amigas). La miniatura puede usar Ataques de Disparo contra unidades enemigas Trabadas en Combate, con las siguientes reglas y restricciones: Las unidades amigas Trabadas en el Combate se ignoran a la hora de determinar Cobertura (pero no para trazar Línea de Visión). Tira para impactar de la manera habitual contra el objetivo. Inmediatamente después de determinar el número de impactos, tira 1D6 por cada impacto. Con un resultado de 4+, el impacto se distribuye de manera aleatoria a una unidad amiga Trabada con el objetivo del disparo. En cualquier otro caso, procede de la manera habitual.
The model gains Ambush, Hard Target (1), and Scout.
The model gains Ambush, Hard Target (1), and Scout.
La miniatura conoce un Hechizo Aprendido adicional, y el alcance de sus Hechizos No Vinculados incre- menta en 3". La miniatura obtiene Exclusivo (Veteranos Pieldesangre, Legionarios Alimaña) y Clamor Ensordecedor. Las miniaturas de Tropa en unidades amigas en un radio de 12" de la Plataforma Sagrada obtienen Égida (6+); miniaturas Gigantesca y Constructos no se ven afectados.
Universal Rule.
If the model is present on the Battlefield at the beginning of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following:
5 Magic Dice (both players)
4+D3 Veil Tokens (Active Player)
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Can be fired in two ways:
- As a Cannon Artillery Weapon: Range 72", Shots 1, Str 4[10], AP 0[10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
- As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.
Los Ataques de Disparo contra unidades enemigas en contacto con peana con una o más unidades con Carne de Cañón obtienen +1 para impactar.
The bearer's model gains +1 Armour, up to a maximum of Armour 4, and -2" March Rate.
En cada Fase de Magia amiga, inmediatamente después de Drenar el Velo, cada Capataz Estigio puede mover un único Marcador de Túnel amigo en un radio de 24" y que no esté en contacto con ninguna unidad. Mueve el Marcador de Túnel en línea recta hasta 6", deteniéndolo inmediatamente antes de entrar en contacto con cualquier unidad. Cada Marcador de Túnel puede moverse una única vez por Fase de Magia.
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.
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.
Cada vez que un Górtaj inflija una herida no salvada con Golpe Letal (obteniendo un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo con Golpe Letal), el ataque obtiene Heridas Múltiples (1D3), y el Górtaj Recupera 1 Punto de Vida al final del Paso de Iniciativa (a menos que el Górtaj sea retirado como baja durante dicho Paso de Iniciativa). Un mismo Górtaj no puede Recuperar más de 1 Punto de Vida de este modo por fase.
Whenever a Gortach inflicts an unsaved wound with Lethal Strike (rolling a natural '6' to wound with a Close Combat Attack with Lethal Strike), the attack gains Multiple Wounds (D3), and the Gortach Recovers 1 Health Point at the end of the Initiative Step (unless the Gortach was removed as a casualty in this Initiative Step). No more than 1 Health Point may be Recovered by each Gortach per phase in this manner.
The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.
The model gains Lance, Paired Weapons, Heavy Armour, Shield, and Weapon Master.
- As a Catapult (4) Artillery Weapon :
Range 12-60", Shots 1, Str 3 [7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
This weapon always hits on a roll equal to or greater than its Aim.
Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon:
Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Artillery Weapon:
Range 12-48", Shots 1, Str 3[6], AP 1[4], [Multiple Wounds (D3)].
Catapult (4×4). Range 6-36", Shots 1, Str 3 [7], AP 0 [4], Divine Attacks, Magical Attacks, [[b]Multiple Wounds (D3, Clipped Wings)[/b]]. A Cyclops that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Enemy units in base contact with one or more models with Writhing Nightmares suffer -1 Discipline.
Las unidades enemigas en contacto con peana con una o más miniaturas con Pesadillas Retorcidas sufren -1 Disciplina.
The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
Universal Rule.
The model must take a mount. The model’s unit must reroll any natural rolls of ’1’ when rolling for Charge Range in the Charge Phase.
Universal Rule.
The model must take a mount. Cavalry units containing one or more model with this rule gain Devastating Charge (+1″ Adv).
Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.
The model gains Insignificant.
The model gains Magic Resistance (3), and its Armour is set to 3.
The model's Grind Attacks are resolved with Strength D6+1 and Armour Penetration 3.
La miniatura conoce un Hechizo Aprendido adicional, obtiene Exclusivo (Discípulos de Plaga), y su número de Impactos por Carga aumenta en 1D3. La unidad de la miniatura obtiene Ataques Envenenados. Los Ataques Cuerpo a Cuerpo que ya fueran Ataques Envenenados debido a otra razón, herirán automáticamente con tiradas exitosas para impactar en que se obtenga un resultado natural de de 5+ en lugar de 6+.
The model can cast Breath of Corruption (Occultism) as a Bound Spell with Power Level (4/8). The model gains Borne into Battle (Plague Disciples). The model's unit gains Poison Attacks. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful to-hit rolls of 5+ instead of 6+.
Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.
Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
The model gains Multiple Wounds (2, against Large, Gigantic).
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of Board Edgequot; in the rules for Ambush with edge of any Impassable Terrainquot;.
The model loses Devastating Charge (+1 Str, +1 AP) and Scoring, and gains Sylvan Longbow (3+), Feigned Flight, Light Troops, and Vanguard.
The Dark Coach's base size is changed to 50×150 mm, and its Undead Mounts' Attack Value is set to 2.
The Mammoth Hunter's base size is changed to 50×50 mm. As long the model is joined to a unit of Sabretooth Tigers, the unit (including the Mammoth Hunter) gains Swift Reform and Vanguard, and the Mammoth Hunter counts as being a Standard Beast for the purposes of distributing hits, except for Stomp Attacks.
Friendly units within 6" gain Autonomous.
Universal Rule.
The model gains Bodyguard (Sainted or General with Courage).
La miniatura debe elegir Encantamientos de Armas para dos de sus armas mundanas. El Coste en Puntos de el más barato de estos Encantamientos de Armas se divide a la mitad, redondeando fracciones hacia arriba.
Enemy units within 6" of one or more models with Chill of the Grave suffer -2 Agility and -2 Defensive Skill.
A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat. 1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8" and March and Shoot. 2. The attack is made at the model part's Agility. Declare that you are using Chilling Shriek when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. Regardless of whether it is used as a Shooting or Melee Attack, the Chilling Shriek inflicts 1 hit for each Health Point the model with Chilling Shriek currently has. These hits always have Strength 10, Armour Penetration 10, and Magical Attacks. When rolling to wound with this attack, use the enemy's Discipline instead of its Resilience.
The model can make a number of Supporting Attacks equal to its Attack Value.
Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.
Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.
Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
The model must buy Weapon Enchantments for two of its mundane weapons.
Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.
Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.
The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
The model gains Strider (Water Terrain). In addition, while the centre of the model’s base is inside a Water Terrain Feature, the model gains Devastating Charge (+2″ Adv) and Hard Target (1).
The model gains Strider (Water Terrain). In addition, while the centre of the model’s base is inside a Water Terrain Feature, the model gains Devastating Charge (+2″ Adv) and Hard Target (1).
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength.
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains Fight in Extra Rank. Check if the conditions are met and apply the effects at the start of each Initiative Step.
Mientras la unidad de la miniatura sea Impasible y no esté Apabullada, la miniatura obtiene Luchar con Filas Adicionales. Comprueba si estas condiciones se cumplen y aplica estos efectos al inicio de cada Paso de Iniciativa.
The model's Discipline Tests are subject to Minimised Roll.
Model parts without Harnessed in the model's unit gain Battle Focus.
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
The model gains +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100×150 mm.
The model gains +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100×150 mm.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
La miniatura cuenta como Gigantesca a efectos de determinar el número de Filas Completas.
Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Los Ataques de Disparo de la miniatura son Ataques Flamígeros y Ataques Mágicos.
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
Skink Braves may add Caimans to their unit. Caimans are R&F models of a different Model Classification (Large Infantry). Follow the normal rules for determining if the Height of the unit is Standard or Large (see Model Classification). Caimans follow the rules for Matching Bases (see Front Rank), except that they do not have to be placed as far forwards as possible. Instead, they can be placed anywhere in the unit. Skink Braves and Caimans in the same unit do not share a common Health Pool even though they are both R&F models. Instead, they each have their own Health Pool (lost Health Points are never passed between them, and any excess Health Points losses are ignored). Caimans are not forced to choose the same Close Combat Weapons in close combat as the Skink Braves in their unit. Distributing Hits: When distributing hits onto the unit (i.e. for attacks against the unit as a whole), first distribute hits between R&F models and Characters. Then randomise all hits distributed onto R&F models. Roll a D6 for each hit: 1-4 hits a Skink Brave, 5-6 hits a Caiman. If the Skink Braves lose enough Health Points in order to wipe them out, any excess Health Point losses are allotted to the Champion. Stomp Attacks: When distributing hits from Stomp Attacks, ignore all models in the unit that are not Standard Infantry. Hits distributed onto Skink Braves are not randomised. Allocating Attacks: Close Combat Attacks can be allocated as normal towards different Health Pools in base contact: Skink Braves, Caimans, Champion, Character(s). Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Skink Brave unit and R&F models that could not allocate Close Combat Attacks due to models in Duels may instead choose to allocate Close Combat Attacks towards one of the following: • The Health Pool of the non-Champion Skink Brave models • The Health Pool of the Caiman models; these Close Combat Attacks suffer -1 to hit These rules replace Swirling Melee, which cannot be used against the unit.
At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.
At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.
Sitúa un marcador de Incendiario junto a la unidad cada vez que esta obtenga Incendiario. Una unidad que tenga uno o más marcadores de Incendiario obtiene Inflamable. Retira un marcador de Incendiario: Inmediatamente después de que la unidad sufra una o más heridas (antes de realizar ninguna salvación) debido a Ataques a Distancia con Ataques Flamígeros. Al final de una Ronda de Combate en la que la unidad haya sufrido una o más heridas (antes de realizar ninguna salvación) debido a Ataques de Melé que sean Ataques Flamígeros. Un Personaje que abandone una unidad afectada por Incendiario no conservará los marcadores de Incendiario, a menos que el Personaje fuera una miniatura individual cuando obtuvo marcadores de Incendiario. En dicho caso, el Personaje mantiene estos marcadores de Incendiario.
Place one Incendiary marker for each instance of Incendiary next to the unit. A unit with one or more Incendiary markers gains Flammable. Remove one Incendiary marker: • Immediately when the unit suffers one or more wounds (before saves are performed) from Ranged Attacks that are Flaming Attacks. • At the end of a Round of Combat in which the unit suffers one or more wounds (before saves are performed) from Melee Attacks that are Flaming Attacks. A Character leaving a unit affected by Incendiary is no longer affected, unless the Character was a single model unit when it gained Incendiary. In that case, the Character keeps those Incendiary markers.
The model gains Insignificant.
The model part gains Born to Fight.
Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is set to 1.
Al inicio del Paso de Iniciativa en que tengan lugar los Ataques Cuerpo a Cuerpo de la miniatura, elige una parte de miniatura de cada miniatura enemiga en contacto con peana y añade sus Atributos de Valor de Ataques, excluyendo cualquier modificador, al Valor de Ataques del Embaucador de Kuulima. Al final de cada Ronda de Combate, el Valor de Ataques de la miniatura se establece en 1.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.
Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.
La unidad puede comenzar la partida en Reserva Subterránea. Las tiradas de Emboscada de unidades consistentes íntegramente de miniaturas con Contrabandistas Sicarrios pueden repetirse. Este efecto se aplica aunque la miniatura no esté sobre el tablero de juego (ignorando la restricción habitual).
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 the model is off the board.
The model gains Heavy Armour and Great Weapon. At the start of any friendly Shooting Phase, a single model with Stygian Overseer may detonate a single Tunnel Marker within 24" of it. If so, all units within 6" of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
The model suffers a Mishap when it rolls a natural '1' for the type of roll described in brackets (X). If X is Misfirequot;, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model's unit suffers 2 hits with Strength 5 and Armour Penetration 10. These hits are not considered to be made with the Shooting Weapon. If the Trial and Terror shooting mode was used, the number of hits is increased to 4.
La miniatura sufre Percance (X) cuando obtiene un resultado natural de '1' para el tipo de tirada indicada entre paréntesis (X). Si X es Problemasquot;, la miniatura sufre Percance (X) en lugar de los efectos de Problemas. Una tirada que resulte en Percance (X) nunca puede repetirse, y un ataque resultante en Percance (X) siempre se pierde. Al sufrir Percance (X), la unidad de la miniatura sufre 1 impacto que hiere automáticamente con Penetración de Armadura 2. Si se estaba usando Ensayo y Terror, la unidad de la miniatura sufre 2 impactos que hieren automáticamente con Penetración de Armadura 2 en su lugar.
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Mientras estén en un radio de 6" de una o más miniaturas con Cuerno de la Cacería, las unidades amigas obtienen Carga Devastadora (+1" Ava).
While within 6" of one or more models with Hunting Horn, friendly units gain Devastating Charge (+1" Adv).
The model part may reroll the roll for the number of its Impact Hits. If so, all dice must be rerolled.
Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.
Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.
The model gains Light Troops, Kraken's Hide, and Paired Weapons. In addition, enemy models that are not immune to the effects of Fear in units in base contact with one or more models with Corsair suffer -1 Discipline.
The model gains Kraken's Hide and Paired Weapons. In addition, each Charging unit with one or more models with Corsair adds +1 to its side's Combat Score if fighting an enemy unit in the enemy's Flank or Rear Facing.
The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.
The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.
Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.
Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.
Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.
The model cannot join units that contain another model from the same unit entry.
The model cannot join units that contain another model from the same unit entry.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions: • The distance between the Charger and the Charged unit must be greater than the Charger's Advance Rate (using the lowest value among the Charging models if there is more than one). • The unit with Cover Volley is within 12" of the Charged unit. • Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase. • The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit's Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction. • The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).
The model gains Hard Target (1), Light Troops, and Skirmisher and loses Scoring.
La miniatura obtiene Objetivo Difícil (1), Tropas Ligeras, y Hostigadores y pierde Unidad que Puntúa
The model loses Scoring and gains Hard Target (1), Light Troops, and Skirmisher.
The model gains Attached, Exclusive (R&F Infantry), Frenzy, Not a Leader, and War Platform, and it loses Channel (3). . In addition, the following elements gain the corresponding rules while in units within 12" of a friendly Crucible of Slaughter: • R&F model parts without Harnessed gain Frenzy and Battle Focus • Temple Militants gain Hatred
The model gains Not a Leader and War Platform. In addition, during the Melee Phase, the model's unit and enemy units in base contact with the model's unit suffer -1 Resilience. Models with Crucible of Slaughter are not affected. The model must be deployed in a unit, and it can never leave that unit voluntarily. If the model is deployed in Temple Militants, it loses Paired Weapons and gains Blades of Darag until the end of the game.
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).
Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
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.
La miniatura obtiene Carga De- vastadora (Zancada Veloz) para Cargas contra unidades que contengan al menos una miniatura de Altura Grande o Gigantesca.
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only
Cada vez que en un Ataque Cuerpo a Cuerpo enemigo, asignado contra una miniatura con Culto de Errahmán, se obtenga un resultado natural de '1' para impactar, la parte de miniatura inflige 1 impacto con Ataques Tóxicos contra la unidad de la miniatura atacante durante el mismo Paso de Iniciativa, antes de retirar ninguna baja. A las miniaturas de Tropa con Culto de Errahmán no se les pueden unir miniaturas sin Culto de Errahmán.
Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
For each successful Fortitude Save roll of a natural '6', the model disregards another simultaneously suffered wound. If there aren't enough simultaneously suffered wounds to disregard, the model immediately Recovers 1 Health Point instead.
For each successful Fortitude Save roll of a natural '6', the model disregards another simultaneously suffered wound. If there aren't enough simultaneously suffered wounds to disregard, the model immediately Recovers 1 Health Point instead.
At the end of step 3 of the owner’s Magic Phase (Siphon the Veil) and before Veil Token Limits are applied, each non-Fleeing model with Daemonic Summon may perform a single Daemonic Summon:
1. Choose a unit from the Summoned Daemons Army Category on your Army List.
2. Discard a number of Veil Tokens from your Veil Token pool corresponding to the chosen unit’s Point Cost divided by 200, rounding fractions up. During the owner’s Player Turn 1, only 2 Veil Tokens may be discarded for Daemonic Summon. Otherwise, a maximum of 6 Veil Tokens may be discarded for Daemonic Summon per Player Turn.
3. The chosen unit is deployed in a legal formation fully within 12″ of the model that performs the Daemonic Summon. All models must be placed at least 1″ away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed.
The unit counts as having moved during the Player Turn it arrives on the Battlefield. Any unit that entered the Battlefield on Game Turn 4 or later loses Scoring. If a unit from the Summoned Daemons Army Category has not entered the Battlefield before the end of the game, the unit counts as destroyed.
Until deployed on the Battlefield, units from the Summoned Daemons Army Category cannot perform any actions at all, and all their Special Items, rules, and abilities don’t work while off the board.
The unit cannot be joined by any Characters, and it may never have more ranks than files. When the unit fails a Break Test, it does not perform the extra Close Combat Attacks from Path of the Exiled. Instead replace each model of the unit with a Wretched One model after step 8 of the Round of Combat Sequence (after taking Panic Tests): • The unit with Damnation is considered destroyed and its models are considered to be removed as casualties. • Each Wretched One model is placed in the same position and facing the same direction as the replaced model, even if the replaced model was in base contact with an enemy unit. In this case, the Wretched One model is placed in base contact with the enemy unit too. • The Wretched One models form a new unit. • The Wretched One unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield. • The Wretched One unit cannot perform any Combat Reforms during that Round of Combat, however the enemy units can do so as normal. • Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit nor the enemy units it is Engaged with.
The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with Random Movement (5D3") until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
At the start of each Round of Combat, units consisting entirely of models with this rule must choose one of the dances listed below and apply its effects until the end of the Round of Combat. The unit cannot choose this dance again until after one of the following has happened: • The unit is no longer Engaged in Combat. • The unit has chosen a different dance.
Units with more than half of their models with Daring cannot voluntarily declare Flee as a Charge Reaction and must reroll failed Panic Tests
Universal Rule.
Spells cast by the model gain +3″ range for each additional friendly Wizard within 12″ of the Caster. This bonus can never increase the combined modifier beyond +9″, however other sources may.
The model must select 2 spells from: Spear of Infinity (Hereditary Spell), Hand of Heaven (Thaumaturgy), and The Grave Calls (Occultism) during Spell Selection. This overrides the normal Spell Selection rules connected to being a Wizard Adept.
When performing a Daemonic Summon with the model, divide the chosen unit’s Point Cost by 300 (instead of 200), rounding fractions up, for determining the number of discarded Veil Tokens.
• • • • •
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose a friendly unit of Vermin Velites, Vermin Legionaries, Blackfur Veterans, Shadowfur Stalkers, or Ignifier Grenadiers that is not Fleeing, even if Engaged, and apply the following rules: • Remove a R&F model from the chosen unit's first rank as a casualty. You cannot remove the last R&F model from a unit. • Deploy the Duskblade Assassin in the position of the removed model. • The Duskblade Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed. • If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game. • The model cannot be deployed in a Summoned unit.
Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
For each enemy Close Combat Attack allocated towards the model for which a natural '1' is rolled to hit, the Dread Prince must perform a Close Combat Attack at the same Initiative Step that must be allocated towards the model (or Health Pool) that rolled the '1' to hit. If this is not possible, ignore the effect.
For each enemy Close Combat Attack allocated towards the model for which a natural '1' is rolled to hit, the Dread Prince must perform a Close Combat Attack at the same Initiative Step that must be allocated towards the model (or Health Pool) that rolled the '1' to hit. If this is not possible, ignore the effect.
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.
Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Makhar Battle Fever.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Las unidades enemigas en contacto con peana con una o más miniaturas con Defensa Incondicional no cuentan como si estuvieran Cargando a efectos de Carga Devastadora.
La miniatura no puede ser elegida por el oponente como la miniatura que sufre los penalizadores por rechazar un Duelo.
The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
La miniatura añade un Marcador de Túnel al ejército. Además, la miniatura puede elegir comenzar la partida en Reserva Subterránea. Una vez por partida, al final de la Fase de Movimiento del propietario, la unidad de la miniatura puede ser retirada del Campo de Batalla y entrar en Reserva Subterránea. Esto solo puede realizarse si la unidad de la miniatura no está Trabada ni Aturdida.
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.
Cuando las unidades amigas en el radio de Presencia de Mando (incluyendo a la propia miniatura) pierden Puntos de Vida debido a Inestable, el número de Puntos de Vida perdidos se reduce tanto como el número de Filas Completas en la unidad, hasta un máximo de 3.
When friendly units within range of the model's Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit's number of Full Ranks, to a maximum of 3.
La miniatura no puede unirse a unidades con otros Personajes ni otros Personajes pueden unirse a su unidad. La miniatura debe declarar Duelos siempre que sea posible. Esto no puede prevenirse declarando un Duelo con otra miniatura amiga antes. Este Duelo debe (si es posible) ser aceptados por un Personaje a menos que un Campeón lo acepte primero. Además, cuando lucha en un Duelo, la miniatura obtiene Golpe Letal y Heridas Múltiples (X) (2).
A character with this rule grants the Destrian Discipline rule to any Parent Unit he joins where at least half of the models are equipped with spears or halberds.
A unit in which half or more models possess this rule will not be disrupted by enemy units in its βlank (it may be disrupted from the rear). It does not suffer a combat resolution penalty from being attacked in the rear either. If the general is present in the unit, then the unit may not be disrupted from the rear either.
La miniatura obtiene +1 Valor de Ataques por cada miniatura enemiga en contacto con peana con ella (incluyendo miniaturas contra las que combata en un Duelo si fuera aplicable).
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.
Por cada pérdida de Puntos de Vida causada por la miniatura con sus Ataques Cuerpo a Cuerpo a unidades enemigas, tira 1D6 al final del Paso de Iniciativa. Por cada 4+ obtenido, la miniatura obtiene +1 Punto de Vida. Si la miniatura llega a 18 Puntos de Vida o más, todas las unidades en un radio de 9" sufren inmediatamente 2D6 impactos con Ataques Tóxicos, y la Fauces de Akaan es retirada como baja.
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.
Universal Rule.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, units consisting entirely of models with Devotees of Tyranny and, if applicable, a Drum Gogyag, may reroll failed Charge Range rolls in the Charge Phase
0-1 per Army. The model can cast The Dead Arise as a Bound Spell with Power Level (4/8). The Dead Arise: Range 12", Type Ground, Duration Instant. Summon a unit listed in the Awaken (X) Universal Rule of the Caster (declare which before casting) with a number of Health Points corresponding to the Reanimated value of the unit. All models must be placed within the spell's range, with at least one model touching the target point. All upgrades except Command Group Options are allowed. The unit loses Scoring (if it had it).
The model gains +1 Strength, +1 Armour Penetration, and +1 Resilience, and its base size is changed to 25×50 mm. The model loses Insignificant.
Units fully composed of models with Disciples gain Swiftstride for the Charge Range roll if they are Located in the Charged unit's Flank or Rear Arc when rolling their Charge Range in the Charge Phase. In addition, while the model's unit is Engaged with an enemy unit's Flank or Rear Facing, the model's Close Combat Attacks gain +1 to hit and +1 Armour Penetration.
Si más de la mitad de las miniaturas en una unidad tienen Disciplina Marcial, sus Chequeos de Disciplina que no sean Chequeos de Pánico o Desmoralización están sujetos a Tirada Minimizada.
If more than half of a unit's models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Al inicio de cada Turno de Jugador amigo, puedes elegir una unidad amiga dentro del alcance de Presencia de Mando de la miniatura con Dominio Mayor. Todas las miniaturas de Tropa en la unidad elegida deben repetir las salvaciones por Égida fallidas en las que obtengan un '1' hasta el final del siguiente Turno de Jugador.
The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
The model must reroll natural to-wound rolls of '1' with its Melee Attacks.
The model must reroll natural to-wound rolls of '1' with its Melee Attacks.
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
Units with more than half of their models with this rule may reroll failed Discipline Tests.
Units with more than half of their models with this rule may reroll failed Discipline Tests.
The model gains Aegis (+1, against Special Attacks).
The model gains Aegis (+1, against Special Attacks).
The model's attacks ignore Parry.
The model's attacks ignore Parry.
Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Universal Rule.
The model gains Devastating Charge (Distracting) and can cast Twisted Effigy (Witchcraft) as a Bound Spell with Power level (4/8). In addition, Fear Tests caused by the model and rolls for Flee Distance of enemy units that Break from Combat while in base contact with the model are subject to Maximised Roll.
Universal Rule.
The model gains Devastating Charge (Distracting) and can cast Twisted Effigy (Witchcraft) as a Bound Spell with Power level (4/8). In addition, Fear Tests caused by the model and rolls for Flee Distance of enemy units that Break from Combat while in base contact with the model are subject to Maximised Roll.
The unit may gain one of two different sets of effects depending on whether it shows up Sober or Drunk on the Battlefield. At step 8 of the Pre-Game Sequence (after Spell Selection), the player must choose whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober).
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: • The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options: 1. The attack is allocated towards the model that caused the casualty. 2. The attack is allocated towards a R&F model in that model's unit. The hit is distributed onto the unit. In either case, the model with Yer comin' with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facings as their units. • This Attack Attribute cannot be used for casualties caused by Impact Hits.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
The attack gains +1 to wound during the First Round of Combat.
The attack gains +1 to wound during the First Round of Combat.
If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
The model gains Aegis (5+, against Close Combat Attacks). This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
La miniatura obtiene Égida (5+, contra Ataques Cuerpo a Cuerpo). Esta Salvación Especial solo puede usarse contra ataques de enemigos Trabados por el Encaramiento Frontal de la unidad.
Universal Rule.
Units with Champion only.
The unit gains Wizard Conclave that knows only Spear of Infinity (Hereditary Spell).
Universal Rule.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Las unidades compuestas íntegramente por miniaturas con esta regla pueden declarar Huir como Reacción a la Carga pese a tener Coraje.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Armour Equipment
When combined with Light Armour, the wearer gains +1 Armour.
A unit with more than half of its models with Emboldening Boughs gains Stubborn while more than half of the unit's models are inside a Forest with the centre of their bases.
The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge: 1. Choose an arriving unit with Underground Ambush. 2. Place the unit anywhere on the Battlefield in a legal formation more than 1" from other units, Impassable Terrain, and the Board Edge. 3. Roll a D6: • If 5-6 is rolled, the unit arrives where it was initially placed. • If 1-4 is rolled, move the unit (without changing the direction it is facing) 2D6" in a randomly chosen direction. If this would bring the unit within 1" of other units, Impassable Terrain, or the Board Edge, the unit stops 1" short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards. 4. Repeat steps 1-3 for all other arriving units with Underground Ambush.
At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion. All R&F models in the chosen unit gain the Dominion rule in the Character's unit entry until the end of the next Player Turn.
The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).
The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).
Cada Yunque de Poder puede elegir hasta 3 Runas de Batalla diferentes.
Each Anvil of Power may select up to three different Battle Runes.
Universal Rule.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush and that this means that the model can be placed in base contact with other units when Summoned). The model never blocks Line of Sight (remember that this also affects Cover as it can never contribute to Hard Cover).
When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers 3D6 hits with Strength 2 and Armour Penetration 1. If several units are touched simultaneously, the Active Player chooses which unit suffers the hits. If the model was removed due to another unit moving into contact with it, that unit suffers an additional 2D6 hits.
Universal Rule.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush and that this means that the model can be placed in base contact with other units when Summoned). The model never blocks Line of Sight (remember that this also affects Cover as it can never contribute to Hard Cover).
When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers 3D6 hits with Strength 2 and Armour Penetration 1. If several units are touched simultaneously, the Active Player chooses which unit suffers the hits. If the model was removed due to another unit moving into contact with it, that unit suffers an additional 2D6 hits.
The model follows the rules for Ambush with the following exceptions: • Immediatly after step 2 of the owner's Movement Phase Sequence (including the owner's Player Turn 1), the owner may decide for each of their Briar Beasts if they will enter the Battlefield or not (no dice rolls are required). • When the model enters the Battlefield, it must be placed completely within any Forest Terrain Feature instead of having its Rear Facing touch the Board Edge. If the model cannot be placed, it cannot enter the Battlefield this turn.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
The model's base size is changed to 150×100 mm and its Height is changed to Gigantic. Its Health Points are set to 7, Resilience is set to 6, March Rate is set to 15", and it loses War Platform.
El tamaño de la peana de la miniatura cambia a 150×100 mm y su Altura cambia a Gigantesca. Sus Puntos de Vida se establecen en 8 y pierde Plataforma de Guerra.
0-1 Units/Army. The model part gains Telepathic Link. All friendly units within 6" of the Engine of the Ancients gain Aegis (5+, against Ranged Attacks). At the start of each friendly Player Turn, you may choose to replace Aegis with one of the following effects until the start of the next friendly Player Turn: • Choose a Path of Magic. The Casting Values of spells from this Path cast by friendly Wizards are reduced by 1. A natural roll of '1' or '2' for Casting Attempts of spells of the chosen Path with a single Magic Dice from friendly models is always a failed Casting Attempt, regardless of any modifiers. • During the owner's Shooting Phase, choose an enemy unit that is not Engaged in Combat and within 9" of the Engine of the Ancients. That unit suffers D3 hits with Flaming Attacks and Armour Penetration 10 that always wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' always wounds and a natural '1' always fails to wound. This is considered a Special Attack.
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Add +4 to the model's rolls on the Misfire Table.
La miniatura añade +4 a cualquier tirada en la Tabla de Problemas.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept. Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom. • If they choose Power, the Lamassu gains Channel (1) for the duration of the game. • If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
Universal Rule.
The model gains Ordeal and loses Fearless and Unstable. When the unit is deployed, choose a single Terrain Feature that the unit is in contact with. The chosen Terrain Feature is no longer Dangerous Terrain for any unit (friend or foe) for the rest of the game (but can become Dangerous Terrain from other sources)
Universal Rule.
The model gains Ordeal and loses Fearless and Unstable. When the unit is deployed, choose a single Terrain Feature that the unit is in contact with. The chosen Terrain Feature is no longer Dangerous Terrain for any unit (friend or foe) for the rest of the game (but can become Dangerous Terrain from other sources)
Inmediatamente antes de realizar un Ataque de Disparo con el arma, el propietario puede elegir usar el modo de disparo de Ensayo y Terror. Si lo hace, el Ataque de Disparo obtiene +1 para herir. Si una miniatura usa el modo de disparo Ensayo y Terror, todas las miniaturas en su unidad deberán hacerlo también. Los efectos duran hasta el final de la fase.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6": • If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover. • If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of '1' with its Close Combat Attacks. The effects last until the start of the next friendly Player Turn.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6": • If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover. • If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of '1' with its Close Combat Attacks. The effects last until the start of the next friendly Player Turn.
La parte de miniatura puede realizar Ataques de Disparo desde cualquier fila.
Right before the battle (during step 7 of the Deployment Phase Sequence), the model may Entrench a single friendly War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this instance of Hard Cover permanently if it performs an Advance or March Move or a Random Movement.
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.
When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gain Parent Unit.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6" closer to those models.
La miniatura es un Campeón que pierde Primero Entre Iguales y que tiene las mismas Reglas de Miniaturas que el resto de miniaturas de Tropa en su unidad. A la hora de recibir Presencia de Mando, Reagruparse en Torno a la Bandera o beneficiarse de los efectos de Gobernador de Vasallos de miniaturas amigas, la miniatura cuenta como si estuviera 6" más cerca de dichas miniaturas.
Ghoul Champions gain Swift Reform.
Standard Infantry and Standard Cavalry models in units in base contact with one or more models with Ruthless Slavers suffer -1 Discipline. In addition, these units must take a Fear Test at the start of each Round of Combat. Models that are immune to the effects of Fear are immune to the effects of Ruthless Slavers. Note that Ruthless Slavers does not make the model immune to the effects of Fear.
Universal Rule.
Standard Infantry and Standard Cavalry models in units in base contact with one or more models with Ruthless Slavers suffer −1 Discipline. In addition, these units must take a Fear Test at the start of each Round of Combat. Models that are immune to the effects of Fear are immune to the effects of Ruthless Slavers. Note that Ruthless Slavers does not make the model immune to the effects of Fear.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first: • A Tomb Harbinger must issue a Duel. • A Tomb Harbinger must accept a Duel.
La miniatura obtiene Cobertura Ligera contra ataques de miniaturas Situadas en su Arco Frontal, y Parada.
La parte de miniatura obtiene un modificador de +1 a impactar cuando ataque con un Arma a Dos Manos.
La miniatura obtiene Volar (6", 18") y Tropas Ligeras, y cambia su Altura a Gigantesca.
The model gains Fly (6", 18"), Light Troops, +1 Resilience, +1 Health Point, and its Height is changed to Gigantic.
The model gains Fearless and Magical Attacks. Models with Sylvan Spirit can only join or be joined by models with Sylvan Spirit.
The Trial and Terror section in a weapon's profile describes an alternative shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. The effects last until the end of the phase.
La Habilidad Ofensiva y la Habilidad Defensiva de la miniatura se establecen en el doble del número de Puntos de Vida que le queden a la miniatura. La miniatura cuenta como un Personaje a efectos de declarar, aceptar y rechazar Duelos. Cuando la miniatura luche en un Duelo durante una Ronda de Combate, obtiene Tozudo hasta el final de la Ronda de Combate.
Cada vez que los ataques realizados por la miniatura maten a una miniatura enemiga en un Duelo, la miniatura obtiene un modificador de +1 al Resultado del Combate para el resto de la partida.
The model's March Rate is set to 16".
When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
The model gains Great Weapon, Infernal Armour, and Hatred (against Beast, Cavalry).
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
The model's Offensive Skill and Defensive Skill are set to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Attacks made by the model part, including Special Attacks, become Flaming Attacks and Magical Attacks. In addition, the model part gains Grind Attacks (X), where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they always wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' always wounds and a natural '1' always fails to wound.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, the model may perform Make Way moves even when it is in base contact with an enemy model.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
In addition, replace the rules of Devour with (changes from original version in bold):
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 20 Health Points or more, all units within 12″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, all Weapon Enchantments are ignored for as long as their bearers remain in base contact with the model.
Universal Rule.
The model gains One of a Kind, +1 Health Point, Vanguard, and Aegis (+1, against Ranged Attacks).
Universal Rule.
The model gains One of a Kind and +1 Health Point.
The rolls for determining the model’s Attack Value and Offensive Skill are subject to Maximised Roll.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, instead of selecting spells, the model knows all spells from its chosen Path. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
When the model reaches 0 Health Points due to a Health Point loss caused by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. If so, the model does not benefit from Rage and cannot use Stomp Attacks, and it must allocate its Close Combat Attacks towards the Health Pool of the model that caused the final Health Point loss. If models from more than one Health Pool were involved, the Close Combat Attacks must be allocated as equally as possible towards the involved Health Pools.
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
Attack Attribute – Close Combat
The model’s Poison Attacks wound automatically on a roll of 5+ instead of 6+.
Universal Rule.
The model gains Accurate if it did not move during this Player Turn.
Universal Rule.
The model gains Accurate if it did not move during this Player Turn.
Este Atributo de Ataque solo puede usarse con Arco Largo y Armas Emparejadas. Cuando una unidad es impactada por ataques con Miasma de Fae, debe realizar un Chequeo de Resiliencia por cada impacto, usando la Resiliencia de la fracción mayoritaria de miniaturas en la unidad. Usa el valor más alto en caso de empate. Si se fallan uno o más de estos Chequeos de Resiliencia, todas las miniaturas en la unidad se verán afectadas por Miasma de Fae hasta el inicio del siguiente Turno de Jugador del Jugador Activo. Una miniatura afectada una o más veces por Miasma de Fae sufre un modificador de -1 al impactar (tanto para Ataques de Disparo como para Ataques Cuerpo a Cuerpo).
This Attack Attribute can only be used with Longbows and Paired Weapons. When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has. Use the higher value in case of a tie. If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by one or more instances of Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
Up to one unit of Flagellants per army may count as Core (in addition to Sunna’s Fury).
Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Cambios en el perfil de la miniatura: Su peana cambia a 100×100 mm. Sus Puntos de Vida se establecen en 6. Obtiene 1 Timonel adicional. Obtiene 1 Bestia de Tiro adicional. Obtiene Estatura Colosal. El Chasis obtiene Impactos por Carga (3D3).
Changes to the model's profile: • Its base size is changed to 100×100 mm. • Its Health Points are set to 6. • It gains 1 additional Tiller. • It gains 1 additional Draft Beast. • It gains Colossal Stature. • The Chassis gains Impact Hits (3D3).
Changes to the model's profile: • Its base size is changed to 100×150 mm. • Its Health Points are set to 8. • It gains 2 additional Tillers. • It gains 2 additional Draft Beasts. • It gains Colossal Stature. • The Chassis gains Impact Hits (4D3).
Cambios en el perfil de la miniatura: Su peana cambia a 100×150 mm. Sus Puntos de Vida se establecen en 8. Obtiene 2 Timoneles adicionales. Obtiene 2 Bestias de Tiro adicionales. Obtiene Estatura Colosal. El Chasis obtiene Impactos por Carga (4D3).
Universal Rule.
The model loses Battle Fever and gains Trophy Rack, Hellforged Armour, Paired Weapons, and counts as a Character for the purpose of issuing, accepting, and refusing Duels.
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable. In addition, while in the same unit as a Swarm Priest, the model gains Fearless.
Mientras la unidad de la miniatura sea Impasible y no esté Apabullada, obtiene Indesmoralizable y Coraje. Además, mientras esté unida a uno o más Personajes con Culto de Errahmán, los Movimientos de Carga y los Movimientos de Persecución de las miniaturas en la unidad obtienen Zancada Veloz.
Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.
Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
La parte de miniatura del Fénix obtiene Égida (3+, contra Ataques Flamígeros), Ataques Flamígeros, y Ataques Pulverizadores (1D6)*. La miniatura puede realizar un Ataque de Barridorefsymbol. La unidad enemiga sufre 1D6 impactos y 1D3 impactos adicionales por cada fila a partir de la primera. *Estos Ataques Pulverizadores y Ataques de Barrido se resuelven con Fuerza 4, Penetración de Armadura 1, y Ataques Flamígeros.
La miniatura obtiene Égida (5+), Coraje, y Superno. Las unidades enemigas en contacto con peana con uno o más Fénix de Hielo sufren -2 Agilidad, -2 Habilidad Ofensiva, y -2 Habilidad Defensiva.
The model part gains Battle Focus and Born to Fight. The model gains Aegis (6+), Fearless, and Frenzy.
One use only. May be activated at the start of any Round of Combat. Apply the following effects: • Enemy units cannot claim Combat Score bonuses for fighting the Flank or the Rear of the unit. • The unit cannot be Disrupted. • Parry, Shield Wall, and Wall of Iron can be used in any Facing. • For the purpose of Supporting Attacks, all Facings are considered to be the Front Facing (i.e. a model can perform Supporting Attacks also to the Flanks and Rear). • The unit cannot Pursue (nor Overrun). The effects last until the unit is no longer Engaged in Combat.
Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. Aplica los siguientes efectos: Las unidades enemigas no obtienen bonificadores a la Resolución del Combate por luchar por el Flanco o la Retaguardia de la unidad. La unidad no puede ser Apabullada. La unidad puede usar Parada, Muro de Escudos, y Muro de Hierro en cualquier Encaramiento. A la hora de considerar Ataques de Apoyo, todos los Encaramientos se consideran el Encaramiento Frontal (esto es, una miniatura puede realizar Ataques de Apoyo al Flanco o la Retaguardia). La unidad no puede Perseguir ni Arrasar. Los efectos duran hasta que la unidad deje de estar Trabada en Combate.
Las tiradas de Alcance de Carga durante la Fase de Carga de unidades consistentes íntegramente de Ratas Gigantes, Brutos Fetthis, Bestias de la Arena, y miniaturas en Bruto Pretorial en un radio de 12" están sujetas a Tirada Maximizada.
The model gains Heavy Armour and Shield. Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute within 12" are subject to Maximised Roll.
A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and the Strength of its Close Combat Attacks is set to 4 and their Armour Penetration is set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
The Phoenix model part gains Aegis (2+, against Flaming Attacks), Flaming Attacks, and Grind Attacks (D6). The model may perform a Sweeping Attack. The enemy unit suffers D6 hits and an additional D3 hits for each rank after the first. The Grind Attacks and Sweeping Attacks are resolved with Strength 4, Armour Penetration 1, and Flaming Attacks.
The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.
The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.
Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.
Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.
Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 3 [7], AP 0 [10], Area Attack (1×5) [Multiple Wounds (D3, Clipped Wings)].
Shooting Weapon.
Range 8″, Shots 1, Str 4, AP 1, Flaming Attacks, Quick to Fire.
Attack Attribute - Close Combat.
A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
Attack Attribute.
Catapult (3×3), Range 12–48″, Shots 3, Str 4, AP1, Flaming Attacks. The model changes its Height to Large.
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
The total number of simultaneous hits from this weapon cannot exceed the number of models in the target unit.
El Portaestandarte puede lanzar el hechizo indicado entre paréntesis como Hechizo Vinculado con Nivel de Energía (5/8).
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
Universal Rule.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
La unidad de de la miniatura y las unidades enemigas en contacto con peana con la unidad de la miniatura obtienen Resistencia a la Magia (2) que también se aplica a hechizos amigos. El valor de esta Resistencia a la Magia no puede incrementarse.
Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].
Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
The model's Shooting Attacks become Flaming Attacks and Magical Attacks.
Si uno o más ataques simultáneos con Frascos de Aceite impactan, tras resolver estos ataques, la unidad objetivo obtiene un marcador de Incendiario.
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
Este Atributo de Ataque solo puede usarse con Arco o Arco Largo sin Encantamientos de Armas. Los ataques con el arma son Ataques Flamígeros y Ataques Mágicos, su Fuerza se establece en 4 y su Penetración de Armadura se establece en 1.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
When the model with Mummy's Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 on the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy's Curse, randomise which of those models suffers the hit.
Enemy units in base contact with one or more models with Storm of Wings suffer -1 Offensive Skill and -1 Defensive Skill.
The model can cast Speaking in Tongues (Thaumaturgy) as a Bound Spell with Power Level (4/8). The model gains Borne into Battle (Blackfur Veterans, Vermin Legionaries), Channel (1), and Musician. The range of the model's March to the Beat, and to enemy units that are required to take a March Test due to the model's unit, are both extended to 18". Friendly units within 12" of the Sacred Platform gain Aegis (6+).
Universal Rule.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
A Wizard Master with this Blood Power becomes a Wizard Adept using two different Paths it has access to (it knows 2 spells from each Path). A Wizard Adept becomes a Wizard Apprentice using two different Paths it has access to (it knows 1 spell from each Path). This Blood Power cannot be combined with Essence of a Free Mind. Wizard Adepts and Masters only
Friendly units within 6" of the model gain Lightning Reflexes. The model can cast Ice and Fire (Cosmology) as a Bound Spell with Power Level (4/8).
The model gains Insignificant and Strider (Forest).
The model gains +1 Attack Value and +1 Armour. Models on foot only
Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)
Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
The model gains Wizard Adept and must choose Alchemy as its Path of Magic. Models with Armour 4 or more in enemy units in base contact with the model must reroll successful Armour Saves against wounds caused by Blades of Darag.
The model gains Wizard Adept. In addition, the model part and R&F model parts without Harnessed in its unit gain Battle Focus and Frenzy. Temple Militants additionally gain Hatred while a War Smith is joined to their unit.
The model gains Ghost Step and Magical Attacks. R&F models with Ghostly Form can only be joined by Characters with Ghostly Form.
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
The model can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8).
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attack suffers -1 Discipline until the end of its next Player Turn.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers -1 Discipline until the end of its next Player Turn.
The model gains +2 Agility. At the start of each Melee Phase, you may choose a single friendly unit within 6" of the wielder (including the wielder itself). The chosen unit's Close Combat Attacks become Flaming Attacks and Magical Attacks until the end of the Melee Phase.
La miniatura obtiene +2 Agilidad. Al inicio de cada Fase de Melé, puedes elegir una única unidad amiga en un radio de 6" del portador (incluido al propio portador). Los Ataques Cuerpo a Cuerpo de la unidad elegida son Ataques Flamígeros y Ataques Mágicos hasta el final de la Fase de Melé.
Universal Rule.
Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
The model gains Hard Target (1), Insignificant, Skirmisher, and Sling (4+).
Universal Rule.
The model automatically passes Panic Tests caused by Terror.
The model automatically passes Panic Tests caused by Terror.
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost Phoenixes suffer -2 Agility, -2 Offensive Skill, and -2 Defensive Skill.
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).
During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).
After Spell Selection, the Wizard must replace one of its non-Hereditary Learned Spells with one of the following spells: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Wrath of God (Thaumaturgy) (only if Wizard Master) • Hellfire (Hereditary Spell)
The model gains +1 Discipline, Martial Discipline, and passes its Rebirth roll on 3+ instead of 5+. The Phoenix model part gains Harnessed. The model gains an additional model part: Offensive Att Off Str AP Agi Model Rules Warden 25306 Lightning Reflexes, Halberd
La miniatura obtiene +1 Disciplina, Disciplina Marcial, y su tirada de Renacimiento se considera exitosa con un 3+, en lugar de un 5+. La parte de miniatura del Fénix obtiene Contenidos. La miniatura obtiene una parte de miniatura adicional: Ofensivo Ata Ofe Fue PA Agi Reglas de Miniaturas Guardián 25306 Reflejos Relámpago, Alabarda
Whenever a model with Gates of the Netherworld successfully casts Arise!, after resolving the spell's effect, choose a friendly unit with a Reanimated value and within 12" of the Caster. This unit, or a single Character inside the unit, Raises 1 Health Point. No unit can be chosen more than twice per Magic Phase by Gates of the Netherworld.
At the end of each friendly Magic Phase, each Hellmaw may do one of the following: • Open a Gateway: Mark a single point on the Battlefield with a Gateway Marker. This point must be within Line of Sight and 24" of the Hellmaw, and more than 6" away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways). • Close a Gateway: Choose a friendly Gateway Marker with its centre within Line of Sight and 24" of the Hellmaw. All units within 6" of the centre of the marker suffer D6 hits with Toxic Attacks and Magical Attacks. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above. A friendly unit may choose to enter the Gateway if all the following conditions are met: • The unit does not contain any Gigantic models. • The unit is in contact with the centre of a friendly Gateway Marker. • All models in the unit just performed an Advance or March Move and no other model has moved since. Remove the unit from the Battlefield. The unit: 1. Is then placed back on the Battlefield within 3" of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker. 2. Must have the same formation, but may face any direction. 3. Must follow the Unit Spacing rule. 4. Suffers D6 + X hits with Toxic Attacks and Magical Attacks, distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound. 5. Loses Scoring until its next Player Turn. Only a single unit may exit the same Gateway Marker in each Player Turn.
The model gains Makhar Battle Fever.
The model gains Infernal Armour and Infernal Brand.
La miniatura obtiene Armadura Infernal y Marca Infernal.
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the model's unit change from Sober to Drunk.
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Universal Rule.
The model gains Poison Attacks and Unholy Appetite.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim
Artillery Weapon
Range 12″, Shots 8, Str 3, AP 0, Poison Attacks, Quick to Fire.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.
Universal Rule.
The model gains Shield Wall and Light Armour.
Universal Rule.
The model gains Shield Wall and Light Armour.
Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.
Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.
Universal Rule.
The model gains Feigned Flight, Light Troops, and Strider (Forest).
Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
Universal Rule.
The model gains +1 Armour and Cold Blooded.
Universal Rule.
The model gains Light Armour and Martial Discipline.
Universal Rule.
The model gains +1 Armour and Cold Blooded.
Universal Rule.
The model gains Support Unit.
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Universal Rule.
The model gains +1 Armour and Cold Blooded.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy
Universal Rule.
The model gains Light Armour and Martial Discipline.
Universal Rule.
The model gains Born to Fight.
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
Universal Rule.
The model gains Insignificant, Serf, and Light Armour.
Universal Rule.
The model gains Insignificant, Serf, and Light Armour.
Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Scent of Blood
Universal Rule.
The model gains Scent of Blood
Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.
Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.
Universal Rule.
The model gains Poison Attacks and Sapling Bow (4+)
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit of Snake Swarms.
Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Las unidades amigas con más de la mitad de sus miniaturas con Frascos de Aceite en un radio de 12" de una o más miniaturas con Gobernador de Vasallos al inicio de sus Movimientos de Marcha obtienen +2" Ritmo de Marcha. Además, la miniatura puede unirse a unidades de Levas de Vasallos. Esto ignora las restricciones habituales debidas a Insignificante.
Las tiradas para herir fallidas con Ataques Cuerpo a Cuerpo de la miniatura contra los que el objetivo tenga una Salvación Especial deben repetirse.
Friendly units with more than half of their models with Oil Flasks within 12" of one or more models with Vassal Governor at the start of their March Move gain +2" March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
En el paso 8 de la Secuencia Previa al Juego (después de la Selección de Hechizos), cada unidad de Guardianes del Bastión debe elegir uno de los siguientes efectos, que se aplican durante el resto de la partida: +1 Fuerza y +1 Penetración de Armadura Vanguardia +2 Agilidad
La miniatura obtiene Portaestandarte y Estandarte Águila, con las siguientes excepciones: Ignora el requerimiento de estar dentro del alcance de Presencia de Mando de una miniatura amiga. A la hora de calcular el Resultado del Combate, tan solo una única miniatura con Gran Estandarte Águila por unidad añade +1 al Resultado del Combate de su bando.
The model can shoot from the third rank (in addition to the first and second) and it does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Ataque de Barrido. Un solo uso. La unidad enemiga sufre 1D3 impactos con Fuerza 3 y Penetración de Armadura 0 por cada Cóptero a Vapor en la unidad.
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Universal Rule.
The model’s Health Points and Attack Value are set to 8, and its base size is changed to 120 mm round. The model can also select Wrath of God (Thaumaturgy) as one of its 2 spells.
The model gains Standard Bearer and Eagle Standard, with the following exceptions: • The requirement for being within range of a friendly model's Commanding Presence is ignored. • When calculating Combat Score, only a single model with Greater Eagle Standard per unit adds +1 to its side's Combat Score.
Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Artillery Weapon
Range 36″, Shots 1, Str 3 [5], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire
The Monstrous Revenant gains Devastating Charge (+1 Str, +1 AP) and its base size is changed to 60×100 mm.
Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry
Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry
The model may give two Orders per turn instead of one.
Sweeping Attack. One use only. The enemy unit suffers D3 hits with Strength 3 and Armour Penetration 0 for each Steam Copter in the unit.
Sweeping Attack. The enemy unit suffers 1 hit for each model with Raking Claws in the unit. These hits are resolved with the Strength and Armour Penetration of model part with Raking Claws.
The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable).
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
The bearer gains Channel (1) and Fear. Shamans only
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
If the model suffers a wound from an attack with Multiple Wounds (X), halve X , rounding fractions up.
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6" of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.
Friendly units within 6" of the model gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
If there are at least 3 models with Holy Triumvirate on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • Wizard Apprentices select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • Wizard Adepts select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.
Si hay al menos 3 miniaturas con Triunvirato Sagrado en tu Lista de Ejército y todas ellas tienen o Panteón Caelisio o todas ellas tienen Culto de Errahmán, estas miniaturas pueden elegir hechizos de la siguiente manera: Los Aprendices Hechicero eligen de entre los Hechizos Aprendidos 1, 2, 3, y 4 de su Senda de la Magia elegida y el Hechizo Hereditario. Los Hechiceros Adeptos eligen de entre los los Hechizos Aprendidos 1, 2, 3, 4, 5, y 6 de su Senda de la Magia elegida y el Hechizo Hereditario.
In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a −1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Universal Rule.
The model gains +1 Strength and +1 Armour Penetration.
La miniatura obtiene Arma a Dos Manos y Armas Emparejadas.
The model gains Great Weapon and Paired Weapons.
La unidad añade un único Marcador de Túnel al ejército.
The Casting Values of all spells cast by enemy models are increased by 1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.
The Casting Values of all spells cast by enemy models are increased by 1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.
One of a Kind. An Undying Dynasties Army List must include a single model with this Universal Rule. When the Hierophant casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18" (instead of the spell's normal target restrictions).
Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.
Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only
For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.
Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.
The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models, can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.
Universal Rule.
Friendly units within 6" of the bearer gain Hatred.
Model parts with Harnessed are not affected.
All Blessings Bound Spells cast by the rider have Type: Aura and Range 6" (replace Type: Caster’s Unit).
The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).
The model gains Aegis (+1, against Magical Attacks, max. 4+)
The model gains Aegis (+1, against Magical Attacks, max. 4+)
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×100 mm.
• Its Health Points are set to 6.
• It gains 1 additional Tiller.
• It gains 1 additional Draft Beast.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (3D3).
Armour Equipment
The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.
The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part: Offensive Att Off Str AP Agi Model Rules Orc Overseer 13302 Common Orc
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.
Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.
Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.
Universal Rule.
The model loses Scoring and gains Hard Target (1), Light Troops and Skirmisher.
Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.
Attack Attribute.
At step 5 of the Round of Combat Sequence, a the model must use one of the following fighting techniques and apply its effects until the end of the Round of Combat. The model cannot choose this technique again until either the model is no longer Engaged in Combat or the model has chosen a different technique.
• Drawing the Void: +1 to wound with Close Combat Attacks.
• Ritual of Steel: +2 Armour Penetration with with Close Combat Attacks.
• A single Moment: Lightning Reflexes.
The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.
Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.
Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.
Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.
Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.
Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
The model part gains +1 Attack Value, is equipped with a Hand Weapon enchanted with The Light of Sonnstahl, and may only take up to 50 pts of Special Items.
Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
La miniatura obtiene Zancada Veloz, Aura Volcánica (1D3+1), y su Ritmo de Marchase establece en 14".
La miniatura obtiene Fisura en la Fragua, Aura Volcánica (1), y acceso a las opciones a continuación:
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve: • 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear. • 40 Vermin Slaves with a Musician and Without Number.
If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve: • 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear. • 40 Vermin Slaves with a Musician and Without Number.
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
La miniatura obtiene Presencia de Mando con las siguientes restricciones: tiene alcance 6" y solo beneficia a miniaturas con Insignificante. Además, al perder una Ronda de Combate, las unidades de Altura Estándar con más de la mitad de sus miniaturas con Marca Infernal cuentan como si tuvieran el doble de Filas Completas a efectos de ser Impasible durante la Primera Ronda de Combate, a menos que estén Cargando.
The model gains Commanding Presence with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
Universal Rule.
The model gains Infernal Armour and Flintlock Axe (3+). Its Discipline is set to 8, and it must select spells from Pyromancy.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Universal Rule.
The model gains Scout and loses Scoring.
Universal Rule.
Inquisitors may join this unit and gain Unbreakable and Fearless while in the unit.
Al inicio de cada Ronda de Combate en que la unidad de la miniatura esté combatiendo, cada unidad con una o más partes de miniatura con este Atributo de Ataque debe realizar un Chequeo de Disciplina. Si se supera el Chequeo, todas las partes de miniatura con Instinto Primario en la unidad deben repetir las tiradas para impactar fallidas durante esa Ronda de Combate.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more model parts with this Attack Attribute must take a Discipline Test. If the test is passed, all model parts with Primal Instinct in the unit must reroll failed to-hit rolls during this Round of Combat.
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically passes Panic Tests caused by Terror.
La miniatura es inmune a los efectos del Miedo. Si más de la mitad de las miniaturas en la unidad tienen Valiente, la unidad supera automáticamente los Chequeos de Pánico debidos a Terror.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.
The model gains Hard Target (1) and Skirmisher.
The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
The Casting Values of spells cast by the model are increased by 1. Dispelling rolls against non-Bound spells cast by the model suffer a -2 modifier.
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
The model gains Devastating Charge (Swiftstride) for Charges against units that contain at least one Large or Gigantic model.
For dice rolls subject to Maximised Roll, roll one additional D6 and discard the lowest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes.
roll one additional D6 and discard the highest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
Universal Rule.
The model must choose one of the two dances to perform at step 2 of the Round of Combat Sequence and apply its effects until the end of the Round of Combat. All Kabuki Dolls in the unit must choose the same dance:
• Jidaimono: +1 Armour Penetration. The War Fan counts as Paired Weapons with this dance.
• Sewamono: Distracting. The War Fan counts as a Shield with this dance.
Universal Rule.
The model’s base size is changed to 50×75 mm and its Discipline is set to 7.
Close Combat Weapon
Hand Weapon. Attacks made with this weapon gain +1 Strength, +1 Offensive Skill and ignore Parry
The model cannot be the General.
All R&F models in friendly units within 6" gain Fortitude (6+). Ghasts in friendly units within 6" gain Fortitude (4+) instead. In addition, all R&F models in friendly units that count towards Core within 6" of one or more Cadaver Wagons gain Fortitude (+1, max. 5+) during their First Round of Combat.
Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each Character and each Initiative Step. While fighting in a Duel, the model part decreases the value of X by 1 until the Duel ends (up to a minimum of 1). If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each Character and each Initiative Step. While fighting in a Duel, the model part decreases the value of X until the Duel ends (up to a minimum of 1). If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.
0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.
Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf
Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf
Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.
Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.
Armour Equipment
If on foot, the wearer gains +1 Armour
Armour Equipment
If on foot, the wearer gains +1 Armour
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.
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Kyudo: Attack Attribute – Shooting.
The Shooting Attack gains Shots 2.
Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.
La miniatura obtiene +1 Disciplina, hasta un máximo de 8, mientras esté en un radio de 12" de una o más miniaturas enemigas.
A la hora de calcular el Resultado del Combate, divide a la mitad la pérdida de Puntos de Vida de miniaturas con La Vida no Vale Nada, redondeando fracciones hacia arriba. Esto no incluye bonificadores al Resultado del Combate debido a Acobardamiento.
When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
Sweeping Attack. The enemy unit suffers D3 hits with Strength 4 and Armour Penetration 1 for each Pteradon and Alpha Pteradon in the unit that has not performed this Sweeping Attack in the battle yet.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
If the model is the General, the maximum sum of Legendary Beasts values in the army is increased by 1. While the model is on the board, friendly units with Fly may not use Flying Movement.
Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×150 mm.
• Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3)
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.
The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.
The model gains Scent of Blood and treats all friendly Beast models as Insignificant.
The model gains Scent of Blood and treats all friendly Beast models as Insignificant.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.
A Cuatl Lord may cast spells through a friendly model with Telepathic Link with the following conditions and restrictions: • The Cuatl Lord is considered to be the Caster. • The model with Telepathic Link must be within 24" of the Cuatl Lord. • The spell must have type Damage. • Line of Sight and Front Arc of the model with Telepathic Link are used. • The spell's range is halved and is measured from the model with Telepathic Link. • The Cuatl Lord may cast spells of type Missile even if it is Engaged in Combat, as long as the model with Telepathic Link is not. If the spell is Miscast, apply the following effects: • The Cuatl Lord suffers the Miscast effect as normal. • The model with Telepathic Link suffers a single hit with Armour Penetration 2 and a Strength equal to the number of Magic Dice used. If the Cuatl Lord casts a spell using Telepathic Link, the Attribute Spell gets cast through the model with Telepathic Link as well, applying the same conditions and restrictions listed above. If not all of the conditions are met, the Attribute Spell is not cast.
Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance
Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance
Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts, Large and Cavalry, Gigantic).
Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts, Large and Cavalry, Gigantic).
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.
Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.
Universal Rule.
Kensai cannot join units that contain another Kensai. Unless another model does so first, a Kensai must issue a Duel.
Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy
Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.
The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.
Universal Rule.
While joined by a mounted model with this rule, Cavalry units gain Strider.
Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Flaming Attacks and Magical Attacks. If on foot, the model gains Ghost Step, its Advance Rate is set to 4" and its March Rate is set to 12". The model gains access to the options below.
La miniatura obtiene Égida (4+) y pierde Armadura Infernal. La parte de miniatura obtiene Ataques Flamígeros y Ataques Mágicos. Si va a pie, la miniatura obtiene Paso Fantasmal, su Ritmo de Avance se establece en 4", y su Ritmo de Marcha se establece en 12". La miniatura obtiene acceso a las siguientes opciones:
The Thyroscutus model part gains Channel (1).
El alcance de la Presencia de Mando de un General montado en un Trono de Guerra se establece en 18".
Los Ataques Cuerpo a Cuerpo de miniaturas en la misma unidad que una o más miniaturas con Maestría de Herrería Rúnica obtienen +1 Penetración de Armadura.
Los hechizos lanzados por el Hechicero reducen su Valor de Lanzamiento en 1.
- Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
The model part can use a Shield or a Spiked Shield simultaneously with a Great Weapon or a Halberd.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
The Wizard's spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of '1' or '2' is always a failed Casting Attempt, regardless of any modifiers.
The model's maximum number of Supporting Attacks is set to 3.
Immediately before shooting with a Sylvan Longbow, all models with Master Archer in a unit may choose to gain either +2 Armour Penetration or +2 to hit until the end of the phase.
The range of Commanding Presence of a General mounted on a War Throne is set to 18".
Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
During Spell Selection, each Exalted Herald must choose two different Manifestations from the list below and apply the effects during the game. The model must select 3 spells out of the spells indicated for the chosen Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model.
March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model's Commanding Presence range is increased by 6".
Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model’s Commanding Presence range is increased by 6″.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.
Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.
If the model is mounted by a Character, ignore the rider’s Armour Equipment (including Armour Enchantments) and Personal Protections, unless specifically stated otherwise (such as Armour Enchantments that affect the bearer’s model).
Universal Rule.
The model gains +1 Discipline, Daemonic Summon, Scout, and its Commanding Presence range is set to 18″.
One Character in the Vampire Covenant army must be nominated to be the Master. At the start of the game, the General is always the Master.
Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.
Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand.
The model can never voluntarily leave its unit.
The Dragon model part gains Channel (1).
Durante la Selección de Hechizos, cada unidad de Sierpes del Velo debe elegir una Manifestación Demoníaca de la siguiente lista. La unidad obtiene sus efectos durante el resto de la partida.
Universal Rule.
If the model is the General, Discipline Tests using its Commanding Presence suffer −1 Discipline.
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
A unit consisting entirely of models on foot with Reaper: • Ignores all other units during Advance Moves and March Moves , but it must follow the Unit Spacing rule at the end of its move. • Can make a Sweeping Attack. The enemy unit suffers 1 hit with Strength 5, Armour Penetration 10, and Magical Attacks for each model with Reaper in the unit.
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
Rolls for Charge Range of other friendly Gigantic models that are within 12″ of one or more models with Monstrous Whip are subject to Maximised Roll.
Universal Rule.
Rolls for Charge Range of other friendly Gigantic models that are within 12″ of one or more models with Monstrous Whip are subject to Maximised Roll.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Writhing Nightmares
• -Mesmerising Plumage
• -Chilling Yawn
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Las unidades consistentes íntegramente de miniaturas con Motores Inestables: Obtienen +1D6" a sus tiradas de Alcance de Carga durante la Fase de Carga. Añade también este 1D6 a su distancia de Carga Fallida. Inmediatamente después de elegir realizar un Movimiento de Marcha, obtienen +1D6" Ritmo de Marcha. Los efectos duran hasta el final de la fase. Inmediatamente antes de que una miniatura de la unidad sea retirada como baja, la miniatura inflige 1D6 impactos con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros contra todas las demás unidades (sin incluir la unidad de la miniatura) en un radio de 6" de la unidad de la miniatura. Tira una única vez para determinar el número de impac- tos infligidos a cada unidad. Estos impactos se consideran Ataques Especiales.
Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit. Roll once for the number of hits inflicted on each unit. These hits are considered Special Attacks.
Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Mientras usen un Escudo, la miniatura obtiene Aegis (6+, contra Ataques Cuerpo a Cuerpo). Esto se mejora a Aegis (5+, contra Ataques Cuerpo a Cuerpo) si el atacante está Cargando. Esta Salvación Especial solo se puede usar contra ataques de enemigos Trabados por el Encaramiento Frontal de la unidad.
While using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
The Skink Rider gains Telepathic Link and is a Wizard Adept that selects 2 spells from Awaken the Beast, Swarm of Insects, Savage Fury (Shamanism), and Spark of Creation (Hereditary Spell) during Spell Selection. This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
La miniatura obtiene Fuegos de la Industria (1) e Ingeniero (3+) que tan solo puede usar con unidades de Equipo Artillero, Artillería Infernal, o Máquina Infernal amigas en un radio de 6". La miniatura obtiene acceso a las siguientes opciones:
The model gains Fires of Industry (1) and Engineer (3+) that it can use on a single friendly Gunnery Team, Infernal Artillery, or Infernal Engine within 6". The model gains access to the options below.
At the start of step 6 of the Pre-Game Sequence (Determine the Deployment Zones), the opponent may choose to gain a +6 or −6 modifier to the roll for choosing the Deployment Zone. If so, the Cultists player must nominate one of the opponent’s Characters as Destrian Inquisitor. If the Destrian Inquisitor has been removed as a casualty or is Fleeing at the end of the game, the Cultists player gains +200 Victory Points.
Ignore Nobody Expects… if the opponent’s army is also from the Cultists Supplement.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
La miniatura no puede elegir Objetos Especiales de este Libro de Ejército y no puede lanzar Maldición de Nezibkesh (Curse of Nezibkesh) (Hechizo Hereditario). No puede unirse a unidades con más de la mitad de sus miniaturas con Marca Infernal o unidades de Esclavos Encadenados.
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Light Armour, Oil Flasks, Flammable, Insignificant, and Throwing Weapons (4+) with Shots 4.
0-2 per Army. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each Ominous Gateway in your army, mark a point on the Battlefield outside the opponent's Deployment Zone with a Gateway Marker.
In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
En la Fase de Magia del propietario, si la miniatura no realizó un Movimiento de Marcha ni declaró una Carga en ese Turno de Jugador, el coste de convertir Tokens del Velo en Dados de Magia se reduce a 2:1 durante ese Turno de Jugador (1 Dado de Magia por cada 2 Tokens del Velo). Ademas, al final de Drenar el Velo, el propietario puede guardar hasta 6 Tokens del Velo en su Reserva de Tokens del Velo en lugar de los habituales 3.
Al inicio del paso 7 de la Secuencia Previa a la Partida (Selección de Hechizos), añade 1 Marcador de Bendición a tu Reserva de Marcadores de Bendición por cada miniatura con Ordenado en tu Lista de Ejército.
The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.
The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.
A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn. The effects of Orders apply immediately to the target unit and last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same turn. Only models of Standard Height are affected. The available Orders are listed below:
On The Double!
The target gains +1” Advance Rate and +4” March Rate.
Steady, Men!
Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn’t become Shaken, and the Reform that is made after Rallying doesn’t prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes).
Ready! Aim! Fire!
The target gains Accurate.
Brace For Impact!
The target gains Fight in Extra Rank.
0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.
0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.
Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.
Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.
The unit adds a single Tunnel Marker to the army.
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
Las unidades compuestas íntegramente por miniaturas con Tácticas de la Manada obtienen Carga Devastadora (Zancada Veloz) mientras estén Situadas en el Arco Lateral o el Arco Trasero de la Unidad Cargada.
Units consisting entirely of models with Pack Tactics gain Devastating Charge (Swiftstride) while they are Located in the Charged unit's Flank or Rear Arc.
Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.
Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.
When the model is in a unit with Bodyguard, it gains Stand Behind. The model can be the General even if it is also the Battle Standard Bearer, and it cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel. The model counts as being mounted.
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. When a Parent Unit rolls successfully on a Charge Range roll against a non-fleeing enemy unit, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Multiple Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.
When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll.
Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Stand and Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll. Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.
If the model is present on the Battlefield at the start of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following: 5 Magic Dice (both players) 4+D3 Veil Tokens (Active Player)
Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Units with more than half of their models with Path of the Exiled must reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer
The model gains Soft Cover against attacks from models Located in its Front Arc, and Parry.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Artillery Weapon.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
Right before the battle (during step 7 of the Deployment Phase Sequence), if you have one or more units of Rhamphodon Riders or Skink Captains on Alpha Rhamphodon in your army, you must choose 2 units from your opponent's Army List (this may also be Characters). The models of these units are considered markedquot;. Rhamphodon mounts gain +D3 Attack Value and must reroll failed to-hit rolls for attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked. The additional attacks must be allocated towards models meeting either of those criteria.
The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6" of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat. 1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8", March and Shoot, and inflicts D6+2 hits with Strength 4, Armour Penetration 1, and Magical Attacks. 2. The attack is made at the model part's Agility. Declare that you are using Wail of Woe when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. The target unit suffers D3+1 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
The model gains Cannot be Stomped. In addition, all Skink* model parts in the same unit as the model gain Hatred.
Models with Pledged to Darkness can only join or be joined by models with Pledged to Darkness. While joined by one or more Characters, R&F models with Pledged to Darkness gain Fearless.
Fallen Heroes
• Base: 25×25 mm
• Resilience set to 4
• −1 Agility
Kinslayers
• Base: 25×25 mm
• +1 Offensive Skill
• +1 Defensive Skill
The Dishonoured
• −1″ Advance Rate
• March Rate setto at least
9″*
• Resilience set to 4
• −1 Agility
Wayward Children
• +1″ Advance Rate
• +2″ March Rate
• +1 Agility
*The March Rate of Daemon Symbiotes and Possessed is set to at least 12″ instead
La miniatura debe ser el General. Mientras estén dentro del radio de Presencia de Mando de la miniatura, otras unidades amigas obtienen Coraje. Además, mientras sean Impasibles y no estén Apabulladas, las unidades obtienen adicionalmente Inestable. A efectos de Triunvirato Sagrado, la miniatura cuenta como si tuviera Panteón Caelisio.
Shooting Weapon
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.
La miniatura conoce Despertar del Enjambre (The Awakened Swarm) (Hechizo Hereditario) además de sus otros hechizos. Además, la miniatura siempre elige sus hechizos de entre todos los Hechizos Aprendidos de su Senda de la Magia elegida.
The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.
The model's unit may reroll failed Discipline Tests unless Fleeing. Each time attacks made by the model kill an enemy model that it is fighting a Duel with, the model gains a +1 Combat Score modifier for the rest of the game (this also applies to attacks made outside the Melee Phase). In addition, the model may take a single Banner Enchantment (using the bearer's Special Item allowance as normal).
Al desplegar la unidad, puedes situar un Muro con su centro en un radio de 2" de la unidad, y que no esté en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto. Este Muro puede tener hasta 8" de largo y 1" de ancho, y sigue las reglas habituales para Muros, con la excepción de que proporciona Cobertura Ligera en lugar de Cobertura Pesada
The model must be the General. While within range of the model's Commanding Presence, other friendly units gain Fearless. In addition, while Steadfast and not suffering from Disrupted Ranks, the units also gain Unstable.
Universal Rule.
The model can cast the following Spells from Cosmology as Bound Spells with Power Level (4/8). These spells
can only target the Yamabushi’s unit or enemy units in base contact with the Yamabushi.
• Altered Sight
• Perception of Strength
• Unity in Divergence
Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.
Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.
Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.
Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Universal Rule.
The model’s March Rate is set to 16″.
Universal Rule.
Shinobi cannot join or be deployed in units that contain another Shinobi
La miniatura obtiene acceso a las siguientes opciones:
The attack gains Lethal Strike, Multiple Wounds (D3), and must reroll failed to-wound rolls.
The model gains access to the options below.
La miniatura obtiene Luchar con Filas Adicionales y Arma a Dos Manos.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn't draw a Flux Card, that player ignores this effect). Well of Souls (Flux Card) 5 Magic Dice (both players) 5 Veil Tokens (Active Player) When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
Cada vez que la miniatura pierda un Punto de Vida, obtiene +1 Valor de Ataques. Cada vez que obtenga un Punto de Vida, sufre -1 Valor de Ataques.
Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
The model gains Engineer (3+) that can also be used on Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.
La miniatura obtiene Ingeniero (3+) que puede usarse en las Armas de Disparo y las Armas de Artillería deEquipos de Armas Experimentales, afectando a todas las miniaturas de Equipo de Armas Experimentales en la unidad elegida.
The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
La miniatura obtiene +3 Valor de Ataques mientras esté Trabada con uno o más Encaramientos Lateral o Trasero de unidades enemigas. Los ataques adicionales deben asignarse contra miniaturas de Tropa en estas unidades. Ignora este efecto si la miniatura no puede asignar ningún Ataque Cuerpo a Cuerpo contra miniaturas de Tropa
If the attack hits an enemy R&F model and the attacker is Engaged with the target's Flank or Rear Facing, the attacker inflicts additional hits, up to a maximum of 4, with the following rules: • Flank: 1 additional hit for each file of the target's unit after the first. • Rear: 1 additional hit for each rank of the target's unit after the first. • The Strength and Armour Penetration of the additional hits are always set to half the attacker's Strength and Armour Penetration respectively, rounding fractions up. • The additional hits do not generate any further hits, and they are Melee Attacks that are distributed onto the target's unit.
Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is successful on a roll of 5+ (or 3+ if the model has Warden's Bond): • Remove the model as a casualty as usual, but place a marker on the centre of the model's final position. • In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3" of the marker and the model must be placed more than 1" away from other units and Impassable Terrain, facing any direction. • If the model cannot be placed following these rules, it cannot return for the rest of the game. • The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn). • The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the game. If the roll fails, follow the normal rules (i.e. the model is removed as a casualty).
Cuando la miniatura pierda su último Punto de Vida, a menos que sea una miniatura Invocada, el propietario debe tirar un 1D6. La tirada es exitosa con un resultado de 5+ (o 3+ si la miniatura tiene Vínculo del Guardián): Antes de retirar la miniatura como baja, marca el centro de su posición final. Al inicio de la siguiente Fase de Movimiento amiga, Invoca un Fénix en un radio de 3" del punto marcado. La miniatura Invocada tiene las mismas opciones que el Fénix original y sus Puntos de Vida se establecen en 1. Si la tirada es fallida, la miniatura es retirada como baja de la manera habitual.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform
instead of a Reform . The unit makes a Reform with the following exceptions:
• The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for
moving and shooting).
• The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its
movement with its centre farther away than its Advance Rate from its starting position, measure this distance
after the Reform.
• No model can end its movement (after an Advance Move) with its centre farther away than its March Rate
from its starting position before the Reform.
The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.
Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.
Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.
Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.
The unit is treated as Insignificant by Parent and Support Units.
Universal Rule.
The unit is treated as Insignificant by Parent and Support Units.
Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).
If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.
La miniatura sufre las siguientes modificaciones: Obtiene Inmune a Golpetazos, Impactos por Carga (1), y Alto. Su Ritmo de Avance se establece en 7", su Ritmo de Marcha se establece en 14". Su peana cambia a 25×50 mm. Su tipo cambia a Bestia.
The model is subject to the following modifications: • It gains Cannot be Stomped, Impact Hits (1), and Tall. • Its Advance Rate is set to 7" and its March Rate is set to 14". • Its base size is changed to 25×50 mm. • Its Type is changed to Beast.
La parte de miniatura obtiene Carga Devastadora (+1 Fue, +1 PA) y Gran Puntería.
The model part gains Devastating Charge (+1 Str, +1 AP) and does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.
If the model's unit has at least one Full Rank, the model's Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
The model can shoot from the third rank (in addition to the first and second) and it does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Attack Attribute.
The model’s Shooting Attacks gain a +1 to-wound modifier and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +2 Armour Penetration, and become Magical Attacks.
Universal Rule.
The model’s Shooting Attacks gain Accurate and become Magical Attacks. The model gains Scout with the following exception: it must be deployed fully inside the owner’s Deployment Zone.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Universal Rule.
The model’s Height is changed to Large.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain a +1 to-wound modifier and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +2 Armour Penetration, and become Magical Attacks.
Universal Rule.
The model’s Height is changed to Large.
Universal Rule.
The model’s Shooting Attacks gain Accurate and become Magical Attacks. The model gains Scout with the following exception: it must be deployed fully inside the owner’s Deployment Zone.
Bound Spell with Power Level (5/8). Range 18", Type Augment, Duration Permanent. Characters that leave a Combined Unit are no longer affected by the Rune of Resonance. Once per Magic Phase, a single unit with at least one model affected by the Rune of Resonance may be chosen as an additional target of a Battle Rune that a friendly model is casting anywhere on the Battlefield on another unit (during step 1 of the Casting Attempt). All instances of the Rune of Resonance on a unit immediately end when a Battle Rune is successfully cast on the unit (regardless of whether as additional target from Rune of Resonance or as regular target of a Battle Rune).
Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool
Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool
Immediately before performing a Casting Attempt with a Wizard in a unit containing one or more models with Sacrificial Offerings, you may inflict 1 hit against that unit. This hit wounds automatically with Armour Penetration 10 and with no saves of any kind allowed. If a Health Point loss was caused against a model with Sacrificial Offerings, the Casting Attempt gains a +1 Casting Modifier. Each unit can be affected by Sacrificial Offerings only once per Magic Phase.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.
One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.
Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.
Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.
Artillery Weapon.
Flamethrower, Range 8″, Shots 1, Str 4, AP 1, Flaming Attacks. If a Misfire is rolled, the Salamander always
counts as rolling the 5+ Malfunction result
Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.
Each side with 5 or more models with Sashimonos adds +1 to its Combat Score. Large models with Sashimonos count as 2 models for this purpose. These models do not have to be in the same unit. In addition, a character with Sashimonos may take a single additional Banner Enchantment (using the Special Item allowance as normal).
Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)
Universal Rule.
The Ancient Giant model part gains Harnessed. The model gains Distracting and the following additional
model part that is not affected by Undying Will:
Offensive Att Off Str AP Agi Model Rules
Scarabs 8 3 2 1 3 Poison Attacks
The Satrap model part gains +1 Agility, +1 Discipline, and +1 Attack Value, and its Special Item allowance is set to 200 pts.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Universal Rule.
The model loses Devastating Charge (+1 Att) and Scoring, and gains Light Armour, Yumi (Longbow, 3+), Feigned Flight, Vanguard(12″) and Light Troops.
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
Al determinar la Resolución del Combate, un bando con al menos una miniatura con esta regla Trabada en el Combate añade +X al Resultado del Combate de su bando, donde X es el número de Hechizos No Vinculados conocidos por Hechiceros enemigos en unidades en contacto con peana con la miniatura (ten en cuenta que un mismo hechizo conocido por varios Hechiceros contaría cada uno de ellos).
The model gains Swiftstride, Volcanic Embrace (D3+1), and +3 Attack Value. Its March Rate is set to 14". While in base contact with the model, enemy units suffer -1 Offensive Skill and -1 Defensive Skill.
Universal Rule.
The model gains a Shield.
Universal Rule.
The model gains a Shield.
Universal Rule.
The model part gains Hatred, its Special Item allowance is increased to 200 pts, and its Discipline is set to 9.
The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only
Attack Attribute.
The model part may reroll the roll for the number of Impact Hits
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Shooting Weapon
Range 12″, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.
While the model's unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.
Mientras la unidad de la miniatura esté en contacto con peana con uno o más Personajes enemigos, la miniatura obtiene +1 Valor de Ataques por cada Asesino Hoja del Crepúsculo adicional (no por sí mismo) en la misma unidad.
Attack Attribute - Shooting.
The attack gains Multiple Wounds (D3), Lethal Strike, and must reroll failed to-wound rolls.
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Universal Rule.
The model gains Stand Behind while it is joined to a unit of Saurian Warriors or Skink Braves that does not contain any Caiman models. In addition to its other spells, the model knows the Learned Spell 1 from its chosen Path and cannot select it during Spell Selection.
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers −1 Discipline until the end of its next Player Turn.
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Attack Attribute – Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section
The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
Universal Rule.
The model may never join units or be joined by other Characters.
Universal Rule.
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
Shooting Weapon.
Range 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand and Shoot as a Charge Reaction if possible, but they do not suffer the −1 to-hit modifier for it
Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.
Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.
Attack Attribute – Close Combat.
The model can perform up to 3 Supporting Attacks.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion's Tempest gain Battle Focus.
Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion’s Tempest gain Battle Focus.
Universal Rule.
Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.
Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).
Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).
Universal Rule.
The Shinobi cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the
owner may choose a friendly Standard Infantry unit that is not Fleeing and apply the following rules:
• Remove a R&F model from the chosen unit’s front rank as a casualty. Deploy the Shinobi in the position of
the removed model.
• You cannot remove the last R&F model from a unit, and removing the model never causes a Panic Test.
• The Shinobi cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the Shinobi is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed
for the rest of the game.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
Universal Rule.
The model cannot benefit from Commanding Presence or Rally Around the Flag
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 8" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units.
Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the 3rd rank (in addition to the 1st and 2nd). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast.
During the opponent's Charge Phase, Support Units may perform one of the following actions:
1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction).
2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.
At the start of each friendly Charge Phase, each unengaged non-Shaken friendly Silexian Auxiliaries unit with at least one Full Rank may nominate a single unengaged enemy unit within 18" and within Line of Sight. If so, the Silexian Auxiliaries unit cannot declare any Charges during this Charge Phase. Until the end of the Player Turn, each enemy unit nominated by one or more Silexian Auxiliaries units suffers -1 to-hit against Charging Academy Trained units.
At the start of each friendly Charge Phase, each unengaged non-Shaken friendly Silexian Auxiliaries unit with at least one Full Rank may nominate a single unengaged enemy unit within 18" and within Line of Sight. If so, the Silexian Auxiliaries unit cannot declare any Charges during this Charge Phase. Until the end of the Player Turn, each enemy unit nominated by one or more Silexian Auxiliaries units suffers -1 to-hit against Charging Academy Trained units.
The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • At the start of the owner's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.
Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Universal Rule.
Academy Trained units joined by the model andAcademy Trained units within range of Commanding Presence of a non-Fleeing model with Tactician count as being within 8″ of another friendly Academy Trained unit.
Universal Rule.
The range of Academy Training to and from the model’s unit is increased from 8″ to 12″.
Universal Rule.
The range of Academy Training to and from the model’s unit is increased from 8″ to 12″.
Universal Rule.
Academy Trained units joined by the model andAcademy Trained units within range of Commanding Presence of a non-Fleeing model with Tactician count as being within 8″ of another friendly Academy Trained unit.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Impassable Terrain”.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.
Universal Rule.
The model must select Wrath of God (Thaumaturgy) and Pentagram of Pain (Occultism) during Spell Selection.
This overrides the Spell Selection rules connected to being a Wizard Adept. If the model performed any kind of move during a Player Turn, it cannot cast any spells in that Player Turn’s Magic Phase. The range for spells cast by this model is doubled.
An army from the Cultists Army Book gains a +6 modifier to the roll for choosing the Deployment Zone.
Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), you must place a single Forest Terrain Feature:
• Entirely within your half of the Battlefield
• Not in contact with any other Terrain Feature except Open Terrain
• More than 6″ away from the centre of the board when playing Hold the Ground, and more than 6″ away from the centre of any marker used for the Secondary Objective.
If both players are fielding Sylvan Elves, the player that selected their Deployment Zone places their Forest first.
This Terrain Feature may not be larger than 27 cm in length and 19 cm in width. All Forests on the Battlefield are considered Dangerous Terrain (1) for all units except those with Strider or Strider (Forest).
Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.
Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.
Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.
Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain Magic Resistance (2) that is also applied to friendly spells. This Magic Resistance value cannot be increased.
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain Magic Resistance (2) that is also applied to friendly spells. This Magic Resistance value cannot be increased.
The model's unit and enemy units in base contact with the model's unit gain Magic Resistance (2) that is also applied to friendly spells. This Magic Resistance value cannot be increased.
At the start of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.
Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gainsNot a Leader and War
Platform with the following exception: it can only join units that include at least one Åsklanders or Huskarls
model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.
At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.
The model gains Fight in Extra Rank and Great Weapon.
Each Vermin Swarm army gains two Tunnel Markers and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers
Each Vermin Swarm army gains two Tunnel Markers and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers
Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3″ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move during the Player Turn it arrives on the Battlefield for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.
Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3″ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move during the Player Turn it arrives on the Battlefield for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
At the end of each Melee Phase, check and resolve the following effects for all models with Vampiric: • Character - If at least one attack with Vampiric made by the Character caused an unsaved wound against enemy units, the Character can make a single Vampiric roll. If successful, the Character Recovers a single Health Point. • R&F model - If at least one attack with Vampiric made by a R&F model in the unit caused an unsaved wound against enemy units, the unit can make a single Vampiric roll. If successful, the unit Raises a single Health Point. A Vampiric roll is successful if the D6 scores X+, where X is the number stated within brackets. Use only the best value if a unit or Character has multiple parts with this Attack Attribute that each caused unsaved wounds. A roll of '1' on a Vampiric roll is always a failure and a '6' is always a success. Models with Towering Presence suffer a -2 modifier to their Vampiric rolls.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).
Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).
Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.
Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.
The model gains Furnace Breach, Volcanic Embrace (1), and access to the options below.
Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.
Artillery Weapon:
Range 24", Shots 3D6*2, Str 5, AP 3.
Friendly units within 6" of a non-Fleeing unit containing one or more models with Will of the Senate must reroll failed Panic Tests.
El alcance de la Presencia de Mando de la miniatura, si la tuviera, se establece en 18" cuando se mida a unidades con uno o más Estandartes Águila.
The range of the model's Commanding Presence is set to 18" when measured to units with one or more models with Eagle Standard.
Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Once per game, at the start of a Player Turn, an Orcs and Goblins General on the Battlefield may utter a War Cry!. All friendly units gain +1″ Advance Rate, +2″ March Rate, and Swiftstride until the end of the Player Turn.
Close Combat Weapon.
The War Fan always counts as a Shield against Ranged Attacks (and can be used differently depending on the chosen Dance, see Kabuki Dance).
Universal Rule.
The model gains War Platform, +1 Resilience, changes its Base to 60×100 mm and must be deployed in a friendly infantry unit. It can never voluntarily leave its unit.
Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).
Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).
The total Combat Score bonus from each player gained in Duels (from lost Health Points on enemy units and Overkill), is reduced by 1, to a minimum of 0.
Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.
Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.
You cannot refuse a Duel if a model with Way of the Warrior could accept it. If at least half of the models in a unit have this rule, the first Break Test taken by the unit in each Close Combat is subject to Minimised Roll. A unit or Character with this rule that fails a Break Test during the game counts as a Shattered Unit, unless it is already a Destroyed Unit, when determining Victory Points.
Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Universal Rule.
The model gains Flammable, Flaming Attacks, and Grind Attacks (3D3). These Grind Attacks are resolved with Strength 4, Armour Penetration 0, and Flaming Attacks.
The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only
The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind
Universal Rule.
Discipline Tests taken by friendly non-Construct models with Towering Presence within 12″ of one or more models with Willbreaker’s Craft are subject to Minimised Roll.
If within 12″ of one or more models with Willbreaker’s Craft, the roll for determining the number of hits from Stomp Attacks of:
• Friendly models is subject to Maximised Roll.
• Enemy models is subject to Minimised Roll.
Universal Rule.
Discipline Tests taken by friendly non-Construct models with Towering Presence within 12″ of one or more models with Willbreaker’s Craft are subject to Minimised Roll.
If within 12″ of one or more models with Willbreaker’s Craft, the roll for determining the number of hits from Stomp Attacks of:
• Friendly models is subject to Maximised Roll.
• Enemy models is subject to Minimised Roll.
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Prelates may join the unit and gain Fearless and Unbreakable while joined to the unit.
Universal Rule.
Prelates may join this unit and gain Unbreakable and Fearless while in the unit.
Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).