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.
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.
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.
The model gains Attached, Exclusive (Height 1), Frenzy, Fury, Stubborn, and War Platform.
Friendly units within Range 6″ (Range 12″ for units with Temple) of the model gain Fury.
The model gains Attached, Exclusive (Height 1), Stubborn, and War Platform.
When a friendly unit within Range 12″ (Range 18″ for units with Temple) of the model suffers one or more unsaved wounds from an enemy attack, the Altar of Tila may choose to cause 3 hits with Str 4 and AP 2 onto the enemy unit which caused the wounds. This effect can only be used once per phase.
The model gains Channel (2), Emplacement, Exclusive, Fearless, Stubborn, and Unstable, its HP are set to 6 and its Cha and Mob are always set to 0″. Enemy units that are Engaged in Combat and within Range 24″ of the model suffer −1 Cou.
The model gains Exclusive, Impact Hits (D6 hits), Light Troops, Petrifying Stare, and Swiftstride and its Cha is set to 6″. Friendly units within Range 6″ (Range 12″ for units with Temple) of the model gain Strider.
• • • •
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
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 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).
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.
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 Manticore gains Stomp Attacks (D3) and Towering Presence, and its base size is changed to 50×100 mm.
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 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 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.
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 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.
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 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 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.
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 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 +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100×150 mm.
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.
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.
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.
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 cannot join units that contain another model from the same unit entry.
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 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.
For each successfull 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 HP instead.
The model gains Aegis (5+, against Melee Attacks), Elven Finesse, First Strike (+1 Att), and Weapon Master. It also gains Great Weapon, Halberd, Hand Weapon, Shield, and Spear.
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.
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.
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 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.
Universal Rule.
Enemy models that are not immune to the effects of Fear in units in base contact with one or more models with Vicious Slavers suffer -1 Discipline.
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.
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.
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 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
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.
The model gains Scent of Blood
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.
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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.
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 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 an Oracle of Doom is joined to their unit.
Universal Rule.
Units containing one or more models with Lash’s Sting gain Cannot be Stomped. At the start of each friendly Player Turn, for each unit that contains one or more models with Lash’s Sting, choose another friendly unit within 8" of that unit.
Mounted models in a unit chosen once or more gain +1" Advance Rate until the end of the Movement Phase
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 Scent of Blood and treats all friendly Beast models as Insignificant.
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
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
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
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.
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.
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.
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.
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.
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.
The Dread Acolyte model part gains Artistry of Death, Paired Weapons and Temple.
The unit gains Irresistible Will and Wizard Conclave (2) and the Dread Acolyte model part gains Warlock. The unit selects spells from:
• Ice and Fire (Cosmology)
• Whispers of the Veil (Evocation)
• Illusory Paths (Witchcraft)
• Curse of the Phantom Queen (Hereditary Spell)