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Multiple Shots (3).
Multiple Shots (3).
All friendly models with Iron Disciple within 12" of Hua Gongzhu may re-roll failed Panic tests and Rally tests.
Guan Bu must be accompanied by a unit of Imperial Guard, and he may not leave this unit. As long as he remains in it, he and his unit may re-roll failed Break Tests, and always test of 3D6, discarding the highest result.
Armour Piercing (1). Parry (6+). Requires Two Hands.
In addition to his normal attacks, the Brass Titan may make a special attack. If this attack Hits, it inflicts one automatic S 6 hit on all models in base contact.
As long as Field Engineers remain within 3" of other friendly Infantry units with Iron Discipline, they have Ward save (4+) against enemy spells and missile attacks, and may Stand & Shoot against enemies charging their "parent" unit using the normal rules. They are otherwise completely normal units for the purposes of Movement and for determining Victory Points.
All units of Field Engineers must deploy at the same time, just like War Machines. Unlike other War Machines, the Dragon's Breath and Hand Mortar may march.
Wu Xia must always attempt to issue and accept challenges. While fighting in a challenge, they may re-roll all failed roll To Hit and To Wound.
During the Movement phase, instead of moving normally or declaring a charge, the Phoenix may declare an Emberstorm attack. Draw a straight line up to 18" in length. Each model in the way of this line (determined as for a bouncing cannonball) suffers a S 5 hit with Flaming Attacks.
After these hits are resolved, place the Phoenix at the line's end point. If this leaves the Phoenix in contact with an enemy unit, then place the Phoenix in combat with the unit, using the line along which it moved to determine which facing of the enemy unit the Phoenix is attacking. If the Phoenix ends an Emberstorm attack in combat with an enemy unit then it is treated as having charged that unit.
Pu-Yi must be the army’s General. Units may use his Inspiring Presence if they are within 18" rather than the normal 12". In addition, the Emperor and the unit he is with gain Immunity (Psychology).
Instead of firing normally, a Dragon Cannon can fire Explosive Ammunition.
Place the centre of small template where the cannon ball lands, and resolve damage as if it were a Stone Thrower. No Bounce roll is made.
A Celestial Dragon has a S 3 Breath Weapon with Flaming Attacks.
A Celestial Dragon has a S 4 Breath Weapon with Flaming Attacks.
If the Phoenix is slain, roll a D6. On a result of a 4+, the Phoenix remains in play with a single wound, and every model in base contact suffers a S 5 hit with Flaming Attacks.
This is a S 3 Breath Weapon with Flaming Attacks.
Tian Shi may re-roll one Power dice on each casting attempt.
Zhao Bei must be the army’s General unless Pu-Yi is also in the same army. When taking LD tests to March due to nearby enemies, attempting to Restrain from Pursuit and Reforming, all friendly units with Iron Disciple within 12" of Zhao Bei may roll 3D6 and discard the highest result.
Zhuge Yi may use any Stratagems up to 24" rather than 12". In addition, any unit which uses them may roll 3D6 and discard the lowest result for the LD tests to determine whether they understood the order or not.
A unit of Celestial Dragon Monks joined by Cheng Long becomes Stubborn as long as he remains with it. However, he must always accept challenges when possible, and may not be the army's General.
Steppe Nomads may re-roll the dice to see what distance they move for any pursuit or flee roll.
The Qilin's gain +1 S when making Impact Hits.
Units with this rule count as having one more rank than normal for the purpose of combat resolution, up to a maximum of +4. Note that you still need to have at least one complete rank of 5 or more models for this rule to have any affect.
At the start of each round of combat in which Cheng Long fights, he must choose one of the Fighting Styles to perform. He may not use the same Fighting Style in two consecutive turns of the same combat engagement.
At the start of each round of combat in which a Dragon Monk fights, they must choose one of the Fighting Styles to perform. They may not use the same Fighting Style in two consecutive turns of the same combat engagement.
Dalan-Tai must be accompanied by a unit of Steppe Nomads, and he may not leave this unit. His unit may re-roll failed dangerous terrain tests. In addition, when using Fire and Flee, they do not lose Swiftstride during the move. However, as a tribesman, Dalan-Tai may never be the army’s General.
All non-magical attacks suffer a -1 penalty To Wound the Phoenix, and in addition, models that begin the Close Combat phase in base contact with the Phoenix take a single S 4 hit with Flaming Attacks that counts towards combat resolution.
Armour Piercing (1). Multiple Shots (3).
The Monkey King may never be the army’s General, and he may only join units of Monkey Warriors. Enemies within charge distance of him count as being subject to the Berserk Rage part of the Frenzy rule, unless they have Immunity (Psychology) (not including Frenzied models).
The War Drum acts as a Musician to all units within 12" (its effects are cumulative with normal musicians). In addition, any Art of War Stratagem tests may be re-rolled. If captured, the War Drum is worth 100 additional Victory
Points, just like the Battle Standard.
Unlike other chariots, the War Wagon does not have Swiftstride or Impact Hits, and moves using the M value of the crew. It treats all terrain as Impassable. The crew counts as Infantry for the purposes of resolving their attacks.