Distrarre
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.
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.
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 a friendly Eagle Standard are subject to Minimised Roll.
Standard Height R&F models in the model's unit gain Lightning Reflexes.
- 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 model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.
Successful Aegis saves taken against the attack must be rerolled.
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.
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.
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.
The model gains Fortitude (4+, against non-Magical Melee Attacks).
The model gains Multiple Wounds (D3) and Swift- stride.
• •
One use only. May be activated at the end of a friendly Movement Phase, if the model’s unit:
• Except this model, consists entirely of Height 1 models.
• is neither Engaged nor Shaken.
• is touching a friendly Tunnel Marker.
Effect:
1. Remove the model’s unit from the Battlefield.
2. Place it back on the Battlefield with Ambush (within 1.5″ of a friendly Tunnel Marker). If placement is impossible, the unit is destroyed.
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.
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).
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.
The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.
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.
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's Grind Attacks are resolved with Strength D6+1 and Armour Penetration 3.
The model's Path access is replaced with:
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.
The model knows one additional Learned Spell, and the range of its non-Bound Spells is increased by 3". The model gains Exclusive (Blackfur Veterans, Vermin Legionaries) and Deafening Clamour. R&F models in friendly units within 12" of the Sacred Platform gain Aegis (6+); Gigantic models and Constructs are not affected.
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)).
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Immediately after Siphon the Veil of each friendly Magic Phase, each Stygian Overseer may move a single friendly Tunnel Marker within 24" that is not in contact with any unit. Move this marker in a straight line up to 6", stopping immediately before moving into contact with any units. Each Tunnel Marker may only be moved once per Magic Phase.
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.
The model knows one additional Learned Spell, it gains Exclusive (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains Poison Attacks. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.
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.
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 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 1 hit that wounds automatically with Armour Penetration 2. If the Trial and Terror shooting mode was used, the model's unit suffers 2 hits that wound automatically with Armour Penetration 2 instead.
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.
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.
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.
Universal Rule.
The model loses Insignificant while a Sacred Plat- form with Pestilent Pulpit is part of the model’s unit.
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.
• • • • •
The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
Underground Arrival: Once per game, at the end of the owner’s Movement Phase if the model is not Engaged or Shaken you may:
1. Mark a point on the Battlefield with a Tunnel Marker touching the model, unless there are 4 friendly Tunnel Markers on the Battlefield.
2. Remove the model from the Battlefield.
3. The model is now in Ambush (within 1.5″ of a friendly Tunnel Marker) and may roll Ambush rolls normally next turns.
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.
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.
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 replaces Wizard Apprentice with Wizard Adept and can choose Thaumaturgy or Witchcraft instead of Occultism. The model cannot take Great Weapon, Halberd, or Paired Weapons.
Immediately before performing a Shooting Attack with the weapon, the owner may choose to use the Trial and Terror shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. If so, the Shooting Attack gains +1 to wound. The effects last until the end of the phase.
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.
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable and Fearless. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain Swiftstride.
Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute or Triumphal Platform within 12" are subject to Maximised Roll.
Universal Rule.
The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit.
This is considered a Special Attack.
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 gains Distracting (1), Fortitude (4+), and Hard Target (1).
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
The model’s Armour is set to 5 and it gains Magic Resistance (2) and Metal Armour.
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.
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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.
The model gains Great Weapon and Paired Weapons.
Each Vermin Swarm army gains two Tunnel Markers and an additional Tunnel Marker for each unit on the Army List with Tunnel Digger. During Pre-game Selections, for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. There can only be up to 4 friendly Tunnel Markers on the Battlefield at any time.
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.
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
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.
The model cannot be the General.
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.
The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.
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.
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.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
The model’s Standard Melee Attacks gains Multiple Wounds (D3).
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below:
• 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.).
• 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1.
• 5–6 Glorious Success!: No additional effect.
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.. These hits are considered Special Attacks.
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 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. For the purpose of Holy Triumvirate, the model counts as having Caelysian Pantheon.
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 may take (and pay the price for) one item from Artefacts or Potions and Scrolls, worth up to 50 pts, that is normally available to Vermin Swarm Characters.
The model gains Engineer (3+) that can also be used on Shooting Weapons and Artillery Weapons of Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.
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.
The model gains +1 Courage while Engaged in Combat.
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.
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
The range of the model's Commanding Presence, if avaliable, is set to 18" when measured to units with one or more models with Eagle Standard.