Regole speciali

Global

Adept

This Wizard knows the first and second spells of its chosen Path of Magic.

Ancient Grudge

At the end of Deployment mark one enemy unit. In the first round of any combat, all models reroll any failed To-Hit against this unit.

Apprentice

This Wizard knows the first spell of its chosen Path of Magic.

Arbalest

Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.

Area Attack

When this attack hits, it is multiplied into the number of hits indicated in parenthesis, to a maximum equal to the number of models in the enemy unit. A single one of these hits has Strength 7, AP 4 and Multiple Wounds (D3). All other hits have Strength 3, AP 0 and no Multiple Wounds.
Hits from Area Attack into a Combined Unit are all resolved against the R&F models, unless otherwise stated.

Arise!

The model knows the Army-specific spell Arise!.

Aspen Bow

Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot. No Aim modifier of any kind.

Autonomous

Models with this rule may March as normal, ignoring the restrictions for being Undead.

Battle Fever

The unit must reroll any result of ’1’ when rolling for Charge Range.

Battle Sphinx

The Model gains Breath (Str 4, AP 1).

Bear-Dog

The model is mounted (see Bestiary).

Black Arts

The model is an Apprentice (Evocation, Occultism).

Black Standard

Barrow Guard models in this unit gain Lightning Reflexes.

Black Wing

The model is a Conclave (Black Wing Totem).

Blessed Steel

The model gains +2 Agi, +1 Str and +1 AP.

Blooded Horn

The model is a Conclave (Blooded Horn Totem).

Born Predator

To-Hit rolls of ’1’ of Melee attacks with this rule must be rerolled.

Born to Fight

During the first round of a combat, the model receives +1 Str and +1 AP.

Bow

Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.

Bow

Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.

Bow

Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.

Bow

Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.

Brace of Ogre Pistols

Shots 2, Range 24″, Str 4, AP 2, no Aim modifier for Moving and Shooting.

Brace of Pistols

Shots 2, Range 12″, Str 4, AP 2, no Aim modifier for Moving and Shooting.

Breath

Breath is a Special Attack which can only be used once during the game. If a model has more than one Breath, it can only use one Breath in a single phase. It can be used either as a Shooting Attack with Range 6″ (may March and Shoot) or as a Melee Attack at the model’s Agility (declare the use at the start of its Agility Step).
Breath causes D6+3 hits at the Strength and AP as indicated in parentheses.

Brute

The model is mounted (see Bestiary).

Bull of Shamut

The model is mounted (see Bestiary).

Cannon

Shots 1, Range 72″, Str 10, AP 10, Multiple Wounds (D3+1).

Carnosaur

The model is mounted (see Bestiary).

Cavalier

The model is mounted on Elven Horse and gains Devastating Charge (+1Att, +2Str, Fear).

Cold-Blooded

When the unit takes a Discipline test, roll 3D6 and discard the highest D6 rolled.

Commanding Presence

Friendly units within 12″ of a non-fleeing model with this rule may use the Discipline of this model instead of their own Discipline. Effects modifying the Discipline of the model with this rule are applied before borrowing its Discipline. This borrowed Discipline can then be further modified (for example by the Combat Score difference).

Conclave

This Wizard knows the spell(s) indicated in brackets.

Crossbow

Shots 1, Range 30″, Str 4, AP 1.

Crossbow

Shots 1, Range 30″, Str 4, AP 1.

Dances of Cenyrn

At the start of each Round of Combat, choose which effect to apply to all R&F models for that Round:
• Aegis (3+), -1 Str, and -1 AP
• +1 Att
• +2 AP
• Fear, Enemy units in contact have 0 Rank Bonus
The unit cannot choose this dance again until a different dance is chosen or it is no longer Engaged in Combat.

Darag’s Eye

The model has Aegis (4+) against Melee Attacks.

Dark Chariot

The model is mounted (see Bestiary).

Dark Chariot

The model is mounted (see Bestiary).

Dawn

The model gains Fly and Apprentice (Shamanism).

Death is Only...

The Caster may declare to cast an amplified version of its spells: the Casting Value increases by 2 and, if successful, it also casts Death is Only the Beginning on the same target.

Devastating Charge

In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.

Dread Sphinx

The Model gains Fly (6″, 12″), +2 Str, +2 AP and its Agility is set to 0.

Dusk

The model gains Adept (Druidism, Witchcraft).

Duumvirate

The model must select a Path of Magic already chosen by another Adept in the Roster. The Wizard knows the spell 3 (instead of spell 1).

Eadbashers

6×3 ranks, R&F models in the unit update its characteristic values to: Def 4, Off 4, Str 4 and AP 2.

Eagle Standard

While not fleeing and within range of Commanding Presence, the unit and all friendly units within 8″ take Discipline Tests rolling 3D6 and discard the highest D6; failed Discipline Tests may be re-rolled.

Effigy

The unit is a Wizard Conclave (Twisted Effigy).

Elven Bolt Thrower

Shots 6, Range 48″, Str 4, AP 2.

Elven Horse

The model is mounted (see Bestiary).

Energy Bolts

Shots 1, Range 24″, Str 5, AP 0.

Engine

The model is an Adept (Druidism, Shamanism).

Engineer

Once per Shooting Phase, select a friendly Ordnance within 6”: it gains Aim (3+).

Entropic Aura

Enchanted Weapon and Enchanted Armour carried by the bearer and by models in units that are in base contact with the bearer are ignored.

Expert Longbow

Shots 1, Range 30″, Str 3, AP 0, no Aim modifier for Long Range if the unit did not move this turn. First 3 ranks shoot.

Fanatical

The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.

Fear

Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.

Fearless

If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.

Fiery Heart

The model is mounted on Dragon. It replaces its Paths of Magic with Alchemy and Pyromancy.

Fight in Extra Rank

Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.

First Knight

The model is mounted on Horse, loses Devastating Charge and gains +2 AP. When joined to a unit of League Lancers, the unit gains Fearless.

Fleet Officer

The model is mounted on Flying Beast and is the General. Friendly units within its Commanding Presence range have their Martial Discipline apply also to Panic Tests.

Flintlock Axe

Shots 1, Range 18″, Str 4, AP 2.

Fly

A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.

Fly (X″, Y″)

May perform a Fly movement with Advance Rate = X, and March Rate = Y.

Flying Beast

model is mounted (see Bestiary).

Flying Beast

The model is mounted (see Bestiary).

Forge Repeater

Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.

General

Great Beast

The model is mounted (see Bestiary).

Great Beast

The model is mounted (see Bestiary).

Great Elk

The model is mounted (see Bestiary).

Great Elk

The model is mounted (see Bestiary).

Grind

Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.

Hand Cannon

Shots D3, Range 24″, Str 4, AP 2, no Aim modifier for Moving and Shooting.

Handgun

Shots 1, Range 24″, Str 4, AP 2.

Hierophant

The model is a Master (Cosmology, Divination, Evocation). When the model casts Death is Only the Beginning, it may target any one friendly unit within Range 18″ (instead of the amplified spell’s target).

Horse

The model is mounted, see (Bestiary).

Horse

The model is mounted (see Bestiary).

Horse

The model is mounted (see Bestiary).

Hunting Bow

Shots 2, Range 24″, Str 3, AP 0.

Hurl Attack

Shots 1, Range 36″, Area Attack (12).

Hurlers

7×3 ranks, Throwing Weapons (5+).

Impact

Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.

Impaling Roots

Shots 4, Range 12″, Str 4, AP 1, no Aim modifier for Moving and Shooting, may March & Shoot.

Infernal Brand

Grants Commanding Presence within 6″ to friendly units with Insignificant.

Insignificant

The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.

Insignificant

The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.

Insignificant

The unit only causes Panic Tests on friendly units with Insignificant.

Insignificant

The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.

Insignificant

The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.

Insignificant

The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.

Jarl

The Model is the General, gains +2 Att and is mounted on War Dais (see Bestiary).

Know Thyself

At the start of each Round of Combat, choose an enemy model in base contact and add its Attack Value to the Character’s Attack Value. This effect lasts until the end of the Round.

Lackey

The model gains Discipline +1, Armour +2, Strength +1, and must choose Pyromancy.

Life is Cheap

When calculating Combat Score, Health Point losses suffered by a model with this rule only count as half for the enemy, rounding fractions up.

Light Ride

Models with this rule gain Light Troops.

Light Troops

Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.

Lightning Reflexes

Models with Lightning Reflexes rule have +1 to hit with their Melee Attacks.

Longbow

Shots 1, Range 30″, Str 3, AP 0. First 3 ranks shoot.

Martial Discipline

When taking a Discipline test to Redirect a Charge, do a Combat Pivot or a Rally Test roll 3D6 and discard the highest D6 rolled.

Master

This Wizard knows all three spells of its chosen Path of Magic.

Monstrous Support

Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.

Mortar

Shots 1, Range 48″, Area Attack (16), no Aim modifier for Long Range.

Multiple Wounds

Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.

Orders

At the start of the player’s turn, each Marshal may impart 1 of the Orders below to a friendly unit of Light Infantry, Spearmen or Imperial Guard within 8″.
• Fight in Extra Rank
• No Aim modifier for Long Range
• +1 Advance Rate and +2 March Rate
The effect lasts until the end of the next Player Turn. No unit can be targeted twice by the same effect during the same turn.

Ordo Wardens

Models with this rule update their characteristics to: Attack Value 1, Off 4, Str 6, AP 3, Agi 0.

Path of the Exiled

The unit cannot be joined by Characters and must re-roll failed Break Tests. If the re-rolled test is failed, each model in the unit performs immediately a round of Melee Attacks and then are removed as casualties. Health Point losses from these Attacks do not cause Panic.

Pegasus

The model is mounted (see Bestiary).

Perception

The unit is a Wizard Conclave (Perception of Strength).

Pledged to Darkness

The model can have either base size 20x20mm or base size 25x25mm. All models in the same unit must have same base size.

Poison

If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.

Poisoned Javelin

Shots 1, Range 12″, Str 3, AP 0, Poison, no Aim modifier for Moving and Shooting.

Prayers

The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.

Primal Instinct

At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.

Protean Adept

The model also knows spell 1 from an additional Path of those it has available.

Protean Magic

Instead of its normal spells, the model knows the spell n°1 from Alchemy, Divination, Druidism, Evocation and Pyromancy.

Rage

The model’s Attack Value is increased by the difference between the model’s starting Health Points value minus the current value.

Raiding Chariot

The model is mounted (see Bestiary).

Raptor

The model is mounted (see Bestiary).

Raptor

model is mounted (see Bestiary).

Raven

The unit is a Wizard Conclave (Raven’s Wing).

Recurve Bow

Shots 1, Range 24″, Strength 3, AP 0, no Aim modifier for Moving and Shooting, may March & Shoot. When shooting at Short Range, it gains +1 to Hit and +1 Armour Penetration.

Repeater Crossbow

Shots 2, Range 18″, Strength 3, Armour Penetration 0, may March & Shoot.

Ritual

The model is the General and gains +1 Dis.

Rocket Battery

Shots 4, Range 36″, Str 6, AP 3, no Aim modifier for Long Range.

Rocketeer

Shots 3, Range 48”, Str 5, AP 3, Multiple Wounds (D3).

Rotary Gun

Shots D3+1, Range 18″, Str 4, AP 2. No Aim Modifier for Moving and Shooting.

Rottenjaw

The Model's Melee Attacks gain Poison. Enemy attacks against the model do not benefit from Poison if they have it.

Rune Craft Mastery

Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.

Ruthless Efficiency

The model’s Melee Attacks gain +1 To-Wound during the First Round of Combat.

Saddle Cannon

Shots D3, Range 24”, Str 4, AP 2, no Aim Modifier for Moving and Shooting.

Sainted

The model gains Fear, Lightning Reflexes, +1 Att, +1 Off, +1 Def and improves Aegis by 1 (to max. 4+).

Salamander

Aim (3+), Shots 1, Range 8″, ignores all Aim modifiers. Causes 1D3 hits (max 3D3) with Str 4, AP 1 for each rank in the target unit (each file if shooting from the flank).

Shield Bearers

The model is mounted (see Bestiary).

Shield Wall

The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.

Skeletal Steed

The model gains Fly and is mounted on a Warhorse (see Bestiary).

Skeleton Chariot

The model is mounted (see Bestiary).

Skeleton Horse

The model is mounted (see Bestiary).

Sling

Shots 1, Range 18″, Str 3, AP 0. The attack gains +1 Str when shooting from Short Range.

Sling

Shots 1, Range 18″, Str 3, AP 0. The attack gains +1 Str when shooting from Short Range.

Smother

Spear

The unit is a Conclave (Spear of Infinity).

Spear of Infinity

The unit is a Conclave (Spear of Infinity).

Spearback

Aim (4+), Shots 2D3, Range 18″, Str 4, AP 2, no Aim modifier for Moving and Shooting. May not March & Shoot.

Spinesplitter

The Model gains Devastating Charge (+1 Att, +1 Str, +1 AP). These Strength and AP bonuses also affect Impact and Stomp (an exception to Special Attacks rules).

Splatterer

Shots 1, Range 60″, Area Attack (12).

Stalwart Defense

Enemy units in base contact with one or more models with this rule do not count as Charging for the purpose of Devastating Charge.

Stomp

Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.

Supernal

When the unit fails a Break Test, it does not Flee. Instead, it suffers a Wound (without any saves allowed) for each point by which it failed the test.

Swiftstride

When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.

Sylvan Longbow

Shots 1, Range 30″, Str 3, AP 1, no Aim modifier for Moving and Shooting.

Taurukh Ritual

The model’s base becomes 25×50mm and gains Adv 7, Mar 14, Swiftstride, Impact (1).

Throwing Weapons

Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.

Throwing Weapons

Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.

Throwing Weapons

Shots 2, Range 8″, Str and AP as User.
No Aim modifier for Long Range nor Moving and Shooting.

Titan Mortar

Shots 1, Range 36″, Area Attack (12). No Aim modifier for Long Range, and all hits are resolved with Str +1 and AP +1.

Touch of Frost

Enemy units suffer -1 Agility if in base contact with this one or more units of Yetis.

Towering

The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.

Tracer Rifle

Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.

Tusker

The model is mounted (see Bestiary).

Undead

Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence.
At the end of the phase in which the General is removed as a casualty, Undead units 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.

Undying Will

R&F models in the unit gain +2 Off, +2 Def and its shooting weapon’s Aim is set to 4+.

Unicorn

The model is mounted (see Bestiary).

Unicorn

The model is mounted (see Bestiary).

Unstable

Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.

Vanguard

After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling.
If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.

Volley Gun

Shots 3D3×2, Range 24“, Str 5, AP 3.

War Altar

The model is mounted (see Special Mounts). Prayers used by the model now target the caster and all friendly units within 8”.

War Dais

The model is mounted (see Bestiary).

War Dais

The model is mounted (see Bestiary).

War Machine

War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.

War Platform

The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit.
The Character must be placed in the centre of the unit’s front rank and may not Swap Places .

Warhorse

The model is mounted (see Bestiary).

Warhorse

The model is mounted (see Bestiary).

Warhorse

The model is mounted (see Bestiary).

Weapon Master

At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.

Wolf

The model is mounted (see Bestiary).

Wolf Chariot

The model is mounted (see Bestiary).

Young Griffon

The model is mounted, see (Special Mount).