model rules
Mroczne Elfy

Global

Distracting

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.

Academy Training

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.

Wizard Adept

- 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.

Aegis

Agent of the Obsidian Thrones

Universal Rule.
Assassins ignore Cult Rivalry for the purpose of joining units, and are ignored regarding Cult Rivalry by Characters joining their unit.

Fleet Commander

The model gains Kraken's Hide. For each Character with Fleet Commander in the Army, a single unit of Corsairs may be upgraded with Vanguard.

Harnessed

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.

Fear

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.

Wizard Apprentice

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

Battle Focus

If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.

Artistry of Death

Close Combat
The attack gains +1 to wound.

Breath Attack

Poison Attacks

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.

Impact Hits

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

Vanguard

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.

Battle Oracle

Universal Rule.
The model gains Wizard Adept, and must select spells from Divination. The bearer and models using Blades of Darag in the bearer’s unit gain Distracting.

Beast Breaker

Universal Rule.
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 (Hatred) until the end of the next Player Turn.

Beast Master

When taking Discipline Tests, all friendly Hydras and Krakens within 12" of one or more Characters with Beast Master roll one additional D6 and remove the highest D6 rolled.
At the start of each Melee Phase, choose one friendly Hydra, Kraken, or Manticore (rider is unaffected) within 12" of the Beast Master. This model part must reroll failed to-hit rolls with its Close Combat Attacks during this phase.

Insignificant

Divine Blessing

Hard Target

Big Brother

Universal Rule
The model gains +1 Health Point and changes its base size to 75x100mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Blades of Darag

Two-Handed. While using this weapon, the wielder 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 wielder’s unit, attacks made with this weapon gain +1 Strength, up to a maximum of +2, for as long as the spell’s effects are applied. This weapon cannot be enchanted with Weapon Enchantments.

Multiple Wounds

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.

Cannot be Stomped

Scoring

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

Devastating Charge

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

Coastal Predator

Universal Rule.
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).

Colossal Kraken

Universal Rule.
The model gains +2 HP, 2 additional Lashmasters and its base size is changed to 100×150 mm.

Lethal Strike

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.

Fight in Extra Rank

Wizard Conclave

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.

Fearless

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.

Corsair

Universal Rule.
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.

Professional Courtesy

The model cannot join units that contain another model from the same unit entry

Swiftstride

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.

Crucible of Slaughter

Universal Rule.
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.
While part of an Infantry unit, Attendants gain the same Close Combat Weapons as the R&F models in the unit.
They can use Spears despite not being Infantry.

Strider

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

Cult General

If the General belongs to a Cult and the Army List does not include any models from any other Cult, then all Dread Legionnaires, Repeater Auxiliaries, and Corsairs gain the same Cult rules as the Army's General.

Cult Legate

Universal Rule.
Model parts with a Cult gain Killer Instinct as long as a Cult Priest on foot is joined to their unit.

Cult of Cadaron

The model gains Cult Rivalry.
Shooting Attacks made by the model part gain +1 to hit when shooting from Short Range. A m odel part with Cult of Cadaron and a Shooting Weapon loses Killer Instinct if it had it.

Cult of Nabh

The model gains Cult Rivalry.
The model part gains Hatred and loses Killer Instinct if it had it.

Cult of Olaron

The model gains Cult Rivalry.
Discipline Tests taken by Dread Princes with Cult of Olaron and their units are subject to Minimised Roll. All other models with Cult of Olaron gain +1 Discipline instead.

Cult of Yema

The model gains Cult Rivalry, Strider, +1 Advance Rate, and +2 March Rate (this also affects mounts).
The model part loses Killer Instinct if it had it.

Cult Rivalry

A model can never belong to more than one Cult. Characters belonging to a Cult cannot join units which contain any model from another Cult.

Cut one off...

Universal Rule.
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.

Deadly Riposte

Attack Attribute – Close Combat.
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.

Death Trance

Melee.
The attack gains +1 to wound during the first Round of Combat. Close Combat Attacks from models with more than one instance of Death Trance gain +1 to wound during all Rounds of Combat instead.

Dread Mask

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.

Scout

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.

Effigy of Dread

Universal Rule.
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.

Executionner's Blade

Draich: Melee weapon. Follow the rule for Great Weapon. In addition, attacks made with this weapon gains lethal strike and multiple wounds (2, against standard)

Extraordinary Specimen

Universal Rule.
The Manticore gains Stomp Attacks (D3), its Resilience is set to 5, and its base size is changed to 50×100 mm.

Feigned Flight

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.

Fly

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.

Fortitude

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

Frenzy

A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following:
- If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline.
- If it is a Break Test, roll the test as normal.
- If it is anyother Discipline Test, the unit suffers -2Discipline.
At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.

General

Giant See, Giant Do

Universal Rule.
The model gains Scent of Blood.

Hatred

During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.

Harpooned

Attack Attribute - Shooting.
A model with Towering Presence that has lost one or more Health Points due to an attack with this Attack Attribute suffers -2” Advance Rate, -4” March Rate, and loses Fly until the end of the next Player Turn.

Skirmisher

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

Hunting Bolas

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.

Inanimate

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).

Killer Instinct

Melee.
The Attack must reroll natural to-wound rolls of '1'.

Irresistible Will

Universal Rule.
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.

Irresistible Will

Universal Rule.
The Casting Values of spells cast by the model are increased by +1. Dispelling rolls against spells cast by the model suffer a −2 modifier.

Not a Leader

The model cannot be the General.

Kraken's Hide

If on foot, the wearer gains +1 Armour

War Machine

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

Light Troops

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

Lightning Reflexes

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.

Wizard Master

- 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
.

March and Shoot

Medusa Mask

Universal Rule.
The model can cast Bewitching Glare (Witchcraft) as a Bound Spell with Power level (4/8). In addition, the model counts as having 1 additional Full Rank for the purpose of Steadfast (for both himself and enemies).

Meeting of Minds

Universal Rule.
The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Supernal

Monstrous Whip

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.

Petrifying Stare

Special Attack.
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

Scent of Blood

The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains Devastating Charge (+1″ Adv) with the following restrictions:
• The Charged unit has at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield.
• The effect ends immediately before the unit declares a new Charge.

Towering Presence

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".

Rage

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.

Rage - Hydra

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.

Ruthless Efficiency

Close Combat
The attack gains +1 to wound during the First Round of Combat.

Strike from the Shadows

Universal Rule.
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose an unengaged friendly Standard Infantry unit that is not Fleeing and apply the following rules:
• Remove a non-Champion R&F model from the chosen unit and deploy the Silent Assassin inside that unit.
• 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.

Suppressing Volley

Universal Rule.
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, the nominated enemy unit suffers −1 to-hit against Charging Academy Trained units. Nominating a unit from more than one Silexian Auxiliaries unit has no stacking effect.

Tactician

Universal Rule.
The range of Academy Training to and from the bearer’s unit is increased from 8″ to 12″.

Under the Cover of Mists

Universal Rule.
When determining Deployment Zones, in case of a tie, the player whose army contains one or more MistL eviathans may decide which player chooses their Deployment Zone instead of rolling again. Roll again if both armies contain one or more Mist Leviathans.
In addition, at the start of the owner’s first Player Turn, friendly Infantry units within 8″ of one or more Mist Leviathans may choose to set their March Rate to 14″. If so, they lose March and Shoot. The effects last until the end of the Player Turn.
When calculating Combat Scores, the Combat Score bonus of friendly Charging models within 8″ of one or more Mist Leviathan is +2 instead of +1.

War Smith

Universal Rule.
The model gains Wizard Adept, and must select spells from Alchemy. 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.

Will of the Senate

Universal Rule.
Friendly units within 6″ of a non-Fleeing unit containing one or more models with Will of the Senate must reroll failed Panic Tests.

Willbreaker’s Craft

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.