Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.
Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 3 [7], AP 0 [10], Area Attack (1×5) [Multiple Wounds (D3)], Flaming Attacks.
Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.
Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.
Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.
Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].
Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.
Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.
Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.
Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.
Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.
Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy
Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.
Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.
Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.
Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.
Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Range 12″, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.
Armour Equipment
If on foot, the wearer gains +1 Armour
Armour Equipment
If on foot, the wearer gains +1 Armour
The wearer gains +1 Armour.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only
The bearer gains Channel (1) and Fear. Shamans only
The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only
The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind
The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only
The bearer gains Channel (1) and Fear. Shamans only
The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only
The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Two-Handed. While using this weapon, the model part 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 model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Paired Weapons.
Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Attack Attribute – Close Combat
The attack wounds automatically on a successful natural to-hit roll of ‘5’ or ‘6’, unless the target has Immune (Poison Attacks).
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Two-Handed. Attacks made with this weapon gain +1 Offensive Skill, +1 Strength and ignore Parry.
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)
Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.
Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Two-Handed. Attacks made with this weapon gain +1 Strength. The wielder gains Parry and can use a Shield simultaneously with the Testudo.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
+2 Armor
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Two-Handed. Attacks made with this weapon gain +1 Offensive Skill, +1 Strength and ignore Parry.
The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only
The model gains +1 Attack Value and +1 Armour. Models on foot only
The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer
The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only
The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only
The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only
The model gains +1 Attack Value and +1 Armour. Models on foot only
The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer
The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only
The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Armor +1
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Models with this Mon gain Distracting in the first Round of each Combat. Infantry only.
Model parts with this Mon and with Kenjutsu (X) gain Devastating Charge (Kenjutsu (2)). Additionally, Units with all of their models with this Mon must reroll any natural rolls of ‘1’ when rolling for Charge Range. Warhorse Model Parts with this Mon gain Vanguard. Cannot be taken by Infantry models.
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Close Combat Weapon
Paired Weapons.
Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
+3 Armor
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Shooting Weapon
Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
The wearer gains +1 Armour.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
+3 Armor
Armor +1
+2 Armor
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat Attacks.
Das Modell darf nur eine einzige Drehung oder einen Schwenk während einer Marschbewegung durchführen. Wenn das Modell angreift, muss es verfolgen oder überrennen, falls möglich. Wenn das Modell nicht als angreifend gilt, besteht es immer den Test zur Unterbindung der Verfolgung und seine Verfolgungsreichweite ist immer 0".
Das Modell darf nur eine einzige Drehung oder einen Schwenk während einer Marschbewegung durchführen. Wenn das Modell angreift, muss es verfolgen oder überrennen, falls möglich. Wenn das Modell nicht als angreifend gilt, besteht es immer den Test zur Unterbindung der Verfolgung und seine Verfolgungsreichweite ist immer 0".
Um dieses Angriffsattribut zu nutzen, muss die Einheit zu Beginn der Nahkampfrunde mindestens genauso breit wie tief aufgestellt sein. Nahkampfwaffenattacken von Modellen mit diesem Angriffsattribut verwunden niemals schlechter als auf 4+. Zusätzlich gilt, dass wenn ein Modell mit diesem Angriffsattribut als Verlust während der Nahkampfphase aufgrund einer gegnerischen Nahkapfattacke entfernt wird, muss es, bevor es entfernt wird, eine einzige Nahkampfwaffenattacke mit den folgenden Regeln und Einschränkungen durchführen: • Die Attacke wird immer mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt. • Der Besitzer muss eine der folgenden Optionen wählen: 1. Die Attacke wird dem Modell zugewiesen, das den Verlust verursacht hat. 2. Die Attacke wird einem R&F Modell aus der Einheit dieses Modells zugewiesen. Verteile den Treffer auf die Einheit. In jedem Fall wird das Modell mit Du kommst mit mir! als in Kontakt mit dem angegriffenen Modell angesehen, und die Modelle zählen als in den gleichen Bereichen gebunden, wie ihre Einheiten. • Dieses Angriffsattribut kann nicht gegen Verluste durch Aufpralltreffer genutzt werden.
Um dieses Angriffsattribut zu nutzen, muss die Einheit zu Beginn der Nahkampfrunde mindestens genauso breit wie tief aufgestellt sein. Nahkampfwaffenattacken von Modellen mit diesem Angriffsattribut verwunden niemals schlechter als auf 4+. Zusätzlich gilt, dass wenn ein Modell mit diesem Angriffsattribut als Verlust während der Nahkampfphase aufgrund einer gegnerischen Nahkapfattacke entfernt wird, muss es, bevor es entfernt wird, eine einzige Nahkampfwaffenattacke mit den folgenden Regeln und Einschränkungen durchführen: • Die Attacke wird immer mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt. • Der Besitzer muss eine der folgenden Optionen wählen: 1. Die Attacke wird dem Modell zugewiesen, das den Verlust verursacht hat. 2. Die Attacke wird einem R&F Modell aus der Einheit dieses Modells zugewiesen. Verteile den Treffer auf die Einheit. In jedem Fall wird das Modell mit Du kommst mit mir! als in Kontakt mit dem angegriffenen Modell angesehen, und die Modelle zählen als in den gleichen Bereichen gebunden, wie ihre Einheiten. • Dieses Angriffsattribut kann nicht gegen Verluste durch Aufpralltreffer genutzt werden.
Das Modell erhält Plänkler, Leichte Truppen und Hard Target (1).
Das Modell erhält Plänkler, Leichte Truppen und Hard Target (1).
The model gains War Platform and Exclusive (Raptor Pack, Raptor Riders). R&F models in the model's unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model's unit gain Battle Focus.
The model gains War Platform and Exclusive (Raptor Pack, Raptor Riders). R&F models in the model's unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model's unit gain Battle Focus.
The model gains War Platform and Exclusive (Raptor Pack, Raptor Riders). R&F models in the model's unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model's unit gain Battle Focus.
The model gains War Platform and Exclusive (Raptor Pack, Raptor Riders). R&F models in the model's unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model's unit gain Battle Focus.
Das Modell kann sich keiner Einheit anschließen, die ein anderes Modell mit dieser Sonderregel beinhaltet.
Das Modell kann sich keiner Einheit anschließen, die ein anderes Modell mit dieser Sonderregel beinhaltet.
Der Modellteil erhält Grind Attacks (X). X entspricht dem Wert in Klammern. Die Stärke dieser Zermahlenattacken entspricht immer der Rüstung des Modells auf das der Treffer verteilt wird und ihr Rüstungsdurchschlag ist auf 4 gesetzt. Zusätzlich gelten Attacken, einschließlich Spezialattacken, die von dem Modellteil durchgeführt werden als Flaming Attacks und Magical Attacks.
Der Modellteil erhält Grind Attacks (X). X entspricht dem Wert in Klammern. Die Stärke dieser Zermahlenattacken entspricht immer der Rüstung des Modells auf das der Treffer verteilt wird und ihr Rüstungsdurchschlag ist auf 4 gesetzt. Zusätzlich gelten Attacken, einschließlich Spezialattacken, die von dem Modellteil durchgeführt werden als Flaming Attacks und Magical Attacks.
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.
Modelle mit Abprallen können keine gegnerischen Einheiten angreifen und können sich durch alle Einheiten (Freund und Feind) hindurch bewegen, als ob sie Offenes Gelände wären. Endet ihre eigene Bewegung in Kontakt mit einer anderen Einheit oder innerhalb von 1" um eine Einheit, durch die sie sich bewegt hat, wird ihre Bewegungsdistanz verlängert. Bewege das Modell weiter in die gleiche Richtung (bewege es weiterhin durch andere Einheiten hindurch), bis es 1" entfernt von allen anderen Einheiten platziert werden kann. Falls die Bewegung des Modells nach einer verlängerten Bewegung innerhalb von 1" um Unpassierbares Gelände oder in Kontakt mit der Spielfeldkante endet, wird das Modell sofort als Verlust entfernt. Wird die Einheitenbegrenzung einer Einheit durch die ursprüngliche Bewegung eines Modells mit Abprallen berührt (d.h. bevor die Bewegungsdistanz aufgrund von Einheiten im Weg verlängert wurde), erleidet diese Einheit X Treffer, wobei X dem Wert in Klammern entspricht. Zu diesem Zweck werden alle Einheiten, die am gleichen Nahkampf beteiligt sind, als eine einzige Einheit behandelt. Der kontrollierende Spieler des Modells mit Abprallen verteilt die Treffer zwischen allen am Nahkampf beteiligten Einheiten so gleichmäßig wie möglich (folge danach den normalen Regeln für die Verteilung von Treffern auf Modelle innerhalb jeder Einheit). Gegnerische Einheiten können keine Modelle mit Abprallen angreifen. Einheiten (Freund und Feind) ignorieren Modelle mit Abprallen in Bezug auf die Einheiten Abstandsregel für alle Bewegungen (inklusive Hinterhalt). Zusätzlich können sich Einheiten (Freund und Feind) durch Modelle mit Abprallen hindurch bewegen. Wenn sich jedoch eine Einheit in Kontakt mit einem Modell mit Abprallen begibt, erleidet sie sofort (noch bevor die Bewegung beendet wird) X+W6 Treffer, und das Modell mit Abprallen wird als Verlust entfernt. Dies wird nicht durch Bewegungen ausgelöst, die eine Bewegung durch Einheiten ermöglichen (z.B. Flugbewegungen), außer die Bewegung endet in Kontakt mit dem Modell (beachte, dass sich Einheiten gleichzeitig mit mehreren Modellen mit Abprallen in Kontakt bewegen können). Die Treffer werden mit der Stärke und dem Rüstungsdurchschlag des Modells mit Abprallen durchgeführt.
Modelle mit Abprallen können keine gegnerischen Einheiten angreifen und können sich durch alle Einheiten (Freund und Feind) hindurch bewegen, als ob sie Offenes Gelände wären. Endet ihre eigene Bewegung in Kontakt mit einer anderen Einheit oder innerhalb von 1" um eine Einheit, durch die sie sich bewegt hat, wird ihre Bewegungsdistanz verlängert. Bewege das Modell weiter in die gleiche Richtung (bewege es weiterhin durch andere Einheiten hindurch), bis es 1" entfernt von allen anderen Einheiten platziert werden kann. Falls die Bewegung des Modells nach einer verlängerten Bewegung innerhalb von 1" um Unpassierbares Gelände oder in Kontakt mit der Spielfeldkante endet, wird das Modell sofort als Verlust entfernt. Wird die Einheitenbegrenzung einer Einheit durch die ursprüngliche Bewegung eines Modells mit Abprallen berührt (d.h. bevor die Bewegungsdistanz aufgrund von Einheiten im Weg verlängert wurde), erleidet diese Einheit X Treffer, wobei X dem Wert in Klammern entspricht. Zu diesem Zweck werden alle Einheiten, die am gleichen Nahkampf beteiligt sind, als eine einzige Einheit behandelt. Der kontrollierende Spieler des Modells mit Abprallen verteilt die Treffer zwischen allen am Nahkampf beteiligten Einheiten so gleichmäßig wie möglich (folge danach den normalen Regeln für die Verteilung von Treffern auf Modelle innerhalb jeder Einheit). Gegnerische Einheiten können keine Modelle mit Abprallen angreifen. Einheiten (Freund und Feind) ignorieren Modelle mit Abprallen in Bezug auf die Einheiten Abstandsregel für alle Bewegungen (inklusive Hinterhalt). Zusätzlich können sich Einheiten (Freund und Feind) durch Modelle mit Abprallen hindurch bewegen. Wenn sich jedoch eine Einheit in Kontakt mit einem Modell mit Abprallen begibt, erleidet sie sofort (noch bevor die Bewegung beendet wird) X+W6 Treffer, und das Modell mit Abprallen wird als Verlust entfernt. Dies wird nicht durch Bewegungen ausgelöst, die eine Bewegung durch Einheiten ermöglichen (z.B. Flugbewegungen), außer die Bewegung endet in Kontakt mit dem Modell (beachte, dass sich Einheiten gleichzeitig mit mehreren Modellen mit Abprallen in Kontakt bewegen können). Die Treffer werden mit der Stärke und dem Rüstungsdurchschlag des Modells mit Abprallen durchgeführt.
At step 3 of the Round of Combat Sequence, any Character placed in the first rank and not in base contact
with an enemy model may move into contact with an
enemy model. This enemy model must be in base contact with the Character’s unit, and it must be attacking
the Character’s unit in its Front Facing. To perform a
Make Way move, the Character switches position with
another model (or models) in its unit; these models
cannot be Characters. Characters with Mismatching
Bases can never perform a Make Way move.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Universal Rule.
One model in the unit that is not a Champion or Musician becomes a Standard Bearer with Channel(1) and Daemonic Summon.
Universal Rule.
One model in the unit that is not a Champion or Musician becomes a Standard Bearer with Channel(1) and Daemonic Summon.
Wenn mehr als die Hälfte der Modelle einer Einheit Training der Akademie hat, gilt die Einheit als akademiegeschult. Wenn sie sich innerhalb von 8" von einer oder mehr nicht fliehenden, befreundeten akademiegeschulte Einheiten befinden, akademiegeschulte Einheiten: • erhalten Devastating Charge (+1" Adv) wenn sie ihren ersten Angriff in irgendeiner Angriffsphase erklären. Der Effekt dauert bis zum Ende der Angriffsphase an. Charaktere ohne Training der Akademie, die aus der Einheit heraus angreifen sind nicht betroffen. • Sie zählen, wenn sie mindestens einen vollen Rang haben, als ob sie einen zusätzlichen vollen Rang hätten, für Standhaft und gestörte Kampfordnung.
Wenn mehr als die Hälfte der Modelle einer Einheit Training der Akademie hat, gilt die Einheit als akademiegeschult. Wenn sie sich innerhalb von 8" von einer oder mehr nicht fliehenden, befreundeten akademiegeschulte Einheiten befinden, akademiegeschulte Einheiten: • erhalten Devastating Charge (+1" Adv) wenn sie ihren ersten Angriff in irgendeiner Angriffsphase erklären. Der Effekt dauert bis zum Ende der Angriffsphase an. Charaktere ohne Training der Akademie, die aus der Einheit heraus angreifen sind nicht betroffen. • Sie zählen, wenn sie mindestens einen vollen Rang haben, als ob sie einen zusätzlichen vollen Rang hätten, für Standhaft und gestörte Kampfordnung.
The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
Das Modell ist ein Zauberadept, der 2 Zauber aus Word of Iron (Alchemy), Deceptive Glamour (Witchcraft), Pentagram of Pain (Occultism), Flaming Swords (Pyromancy), und Nezibkeshs Fluch (Hereditary Spell) wählt. Diese Regel ersetzt die normalen Zauberauswahlregeln verbunden mit Zauberadept. Vor der Zauberauswahl (zu Beginn von Schritt 7 der Spielvorbereitung), muss der Gegner Macht oder Weisheit wählen. • Wenn der Gegner Macht wählt, erhält der Lamassu Kanalisieren (1) für die Dauer des Spiels. • Wenn der Gegner Weisheit wählt, kennt das Modell einen zusätzlichen Zauber, der sofort aus der obigen Liste gewählt wird.
Das Modell ist ein Zauberadept, der 2 Zauber aus Word of Iron (Alchemy), Deceptive Glamour (Witchcraft), Pentagram of Pain (Occultism), Flaming Swords (Pyromancy), und Nezibkeshs Fluch (Hereditary Spell) wählt. Diese Regel ersetzt die normalen Zauberauswahlregeln verbunden mit Zauberadept. Vor der Zauberauswahl (zu Beginn von Schritt 7 der Spielvorbereitung), muss der Gegner Macht oder Weisheit wählen. • Wenn der Gegner Macht wählt, erhält der Lamassu Kanalisieren (1) für die Dauer des Spiels. • Wenn der Gegner Weisheit wählt, kennt das Modell einen zusätzlichen Zauber, der sofort aus der obigen Liste gewählt wird.
For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.
Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.
Special Attack.
For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
Der Modellteil erhält +2 Agilität. Nahkampfwaffenattacken des Modellteils erhalten +1 Stärke und +1 Rüstungsdurchschlag.
Der Modellteil erhält +2 Agilität. Nahkampfwaffenattacken des Modellteils erhalten +1 Stärke und +1 Rüstungsdurchschlag.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
The model's March Rate is set to 20" and its Armour is set to 3.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
The model's March Rate is set to 20" and its Armour is set to 3.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
Die Marschrate des Modells wird auf 20" und seine Rüstung auf 3 gesetzt.
Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.
Die Marschrate des Modells wird auf 20" und seine Rüstung auf 3 gesetzt.
- 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.
Solange eine nicht fliehende Einheit mit einem oder mehreren Modellen mit einer Adlerstandarte sich innerhalb von 18" um den General aufhält, erhält die Einheit Rally Around the Flag mit einer Reichweite von 6". Jeder Disziplintest der von einer Einheit in Reichweite von Rally Around the Flag von einer oder mehr Adlerstandarten ausgeführt wird, erhält Minimierter Wurf.
Solange eine nicht fliehende Einheit mit einem oder mehreren Modellen mit einer Adlerstandarte sich innerhalb von 18" um den General aufhält, erhält die Einheit Rally Around the Flag mit einer Reichweite von 6". Jeder Disziplintest der von einer Einheit in Reichweite von Rally Around the Flag von einer oder mehr Adlerstandarten ausgeführt wird, erhält Minimierter Wurf.
Solange eine nicht fliehende Einheit mit einem oder mehreren Modellen mit einer Adlerstandarte sich innerhalb von 18" um den General aufhält, erhält die Einheit Rally Around the Flag mit einer Reichweite von 6". Jeder Disziplintest der von einer Einheit in Reichweite von Rally Around the Flag von einer oder mehr Adlerstandarten ausgeführt wird, erhält Minimierter Wurf.
Solange eine nicht fliehende Einheit mit einem oder mehreren Modellen mit einer Adlerstandarte sich innerhalb von 18" um den General aufhält, erhält die Einheit Rally Around the Flag mit einer Reichweite von 6". Jeder Disziplintest der von einer Einheit in Reichweite von Rally Around the Flag von einer oder mehr Adlerstandarten ausgeführt wird, erhält Minimierter Wurf.
Das Modell folgt den Regeln für Ambush mit folgenden Ausnahmen: • Sofort nach Schritt 2 der Bewegungsphase des Besitzers (inklusive Spielerzug 1 des Besitzers), kann der Besitzer für jede Dornenbestie entscheiden, ob sie das Spielfeld betritt oder nicht (hierfür ist kein Würfelwurf notwendig). • Wenn das Modell das Spielfeld betritt, muss es, anstatt mit seiner Hinterkante die Spielfeldkante zu berühren, vollständig in einem Wald-Geländestück platziert werden. Wenn das Modell nicht platziert werden kann, kann es das Spielfeld in diesem Spielzug nicht betreten.
Das Modell folgt den Regeln für Ambush mit folgenden Ausnahmen: • Sofort nach Schritt 2 der Bewegungsphase des Besitzers (inklusive Spielerzug 1 des Besitzers), kann der Besitzer für jede Dornenbestie entscheiden, ob sie das Spielfeld betritt oder nicht (hierfür ist kein Würfelwurf notwendig). • Wenn das Modell das Spielfeld betritt, muss es, anstatt mit seiner Hinterkante die Spielfeldkante zu berühren, vollständig in einem Wald-Geländestück platziert werden. Wenn das Modell nicht platziert werden kann, kann es das Spielfeld in diesem Spielzug nicht betreten.
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Ein General mit Ahnengedächtnis erhöht die Anzahl der Grolle einer Zwergenfesten-Armee (siehe Uralter Groll).
Ein General mit Ahnengedächtnis erhöht die Anzahl der Grolle einer Zwergenfesten-Armee (siehe Uralter Groll).
Die Marschrate des Modells wird auf 16" gesetzt und es erhält Fly (8", 16") and Light Troops.
Die Marschrate des Modells wird auf 16" gesetzt und es erhält Fly (8", 16") and Light Troops.
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Nur eine Anwendung. Darf zu Beginn einer beliebigen Nahkampfrunde aktiviert werden. R&F Modelle in Standardgröße in der Einheit des Modells erhalten Lightning Reflexes bis zum Ende des Spielerzugs. Die Einheit erleidet W6 Treffer die automatisch verwunden und keinerlei Schutzwurf zulassen. Diese Treffer gelten als Spezialattacken.
Nur eine Anwendung. Darf zu Beginn einer beliebigen Nahkampfrunde aktiviert werden. R&F Modelle in Standardgröße in der Einheit des Modells erhalten Lightning Reflexes bis zum Ende des Spielerzugs. Die Einheit erleidet W6 Treffer die automatisch verwunden und keinerlei Schutzwurf zulassen. Diese Treffer gelten als Spezialattacken.
Nur eine Anwendung. Darf zu Beginn einer beliebigen Nahkampfrunde aktiviert werden. R&F Modelle in Standardgröße in der Einheit des Modells erhalten Lightning Reflexes bis zum Ende des Spielerzugs. Die Einheit erleidet W6 Treffer die automatisch verwunden und keinerlei Schutzwurf zulassen. Diese Treffer gelten als Spezialattacken.
Nur eine Anwendung. Darf zu Beginn einer beliebigen Nahkampfrunde aktiviert werden. R&F Modelle in Standardgröße in der Einheit des Modells erhalten Lightning Reflexes bis zum Ende des Spielerzugs. Die Einheit erleidet W6 Treffer die automatisch verwunden und keinerlei Schutzwurf zulassen. Diese Treffer gelten als Spezialattacken.
Eine Anwendung. Kann zu Beginn jedes Spielerzugs aktiviert werden. Alle Modelle mit Trunkenbold in der Einheit des Modells wechseln von Nüchtern zu Betrunken.
Eine Anwendung. Kann zu Beginn jedes Spielerzugs aktiviert werden. Alle Modelle mit Trunkenbold in der Einheit des Modells wechseln von Nüchtern zu Betrunken.
Befreundete Einheiten innerhalb von 6" um eine nicht fliehende Einheit Graubärte darf misslungene Paniktests wiederholen.
Befreundete Einheiten innerhalb von 6" um eine nicht fliehende Einheit Graubärte darf misslungene Paniktests wiederholen.
The sum of the Ancient Allies values stated in brackets of all models in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
The sum of the Ancient Allies values stated in brackets of all models in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Wenn sich eine Einheit mit Amoklauf!! mit Zufälliger Bewegung bewegt, muss sie sich anstatt in eine gewählte in eine zufällig ermittelte Richtung bewegen.
Wenn sich eine Einheit mit Amoklauf!! mit Zufälliger Bewegung bewegt, muss sie sich anstatt in eine gewählte in eine zufällig ermittelte Richtung bewegen.
Jeder Änargie-Pilz hat nur eine Anwendung. Kündige die Anwendung direkt vor dem Zauberwurf für einen nicht gebundenen Zauber an. Der Bannversuch gegen diesen Zauber erleidet einen Modifikator von -W3 auf den Bannwurf. Würfle sofort, wenn der Änargie-Pilz verwendet wird. Wird hierbei eine natürliche '1' gewürfelt, erleidet das Modell, das den Änargie-Pilz eingesetzt hat, einen Treffer mit Toxische Attacken. Nur ein einziger Änargie-Pilz kann pro Zauberversuch verwendet werden. Dies stellt eine Ausnahme zu den Regeln für Zauber- und Bannmodifikatoren dar (d.h. der Bannwurf kann um mehr als -2 modifiziert werden).
Jeder Änargie-Pilz hat nur eine Anwendung. Kündige die Anwendung direkt vor dem Zauberwurf für einen nicht gebundenen Zauber an. Der Bannversuch gegen diesen Zauber erleidet einen Modifikator von -W3 auf den Bannwurf. Würfle sofort, wenn der Änargie-Pilz verwendet wird. Wird hierbei eine natürliche '1' gewürfelt, erleidet das Modell, das den Änargie-Pilz eingesetzt hat, einen Treffer mit Toxische Attacken. Nur ein einziger Änargie-Pilz kann pro Zauberversuch verwendet werden. Dies stellt eine Ausnahme zu den Regeln für Zauber- und Bannmodifikatoren dar (d.h. der Bannwurf kann um mehr als -2 modifiziert werden).
Universal Rule.
The model may cast Ancestral Aid (Evocation) as a Bound Spell with Power Level (4/8).
Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
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.
Das Modell kann nicht während der Aufstellungsphase aufgestellt werden. Stattdessen kann der Besitzer zu Beginn jedes Spielerzuges eine freundliche, nicht im Nahkampf gebundene, nicht fliehende Standard Infantry Einheit wählen und folgende Regeln anwenden: • Entferne ein nicht-Champion R&F Modell der gewählten Einheit und stelle die Stummer Assassine in dieser Einheit auf. • Man kann nicht das letzte R&F Modell einer Einheit entfernen, und das entfernen des Modells kann keinen Paniktest auslösen. • Die Stummer Assassine kann die Einheit nicht freiwillig verlassen während des Spielerzuges in dem er aufgestellt wurde. • Wenn das Modell bis Spielzug 4 nicht aufgestellt wurde zählt es als Verlust und kann für den Rest des Spiels nicht mehr aufgestellt werden.
Das Modell kann nicht während der Aufstellungsphase aufgestellt werden. Stattdessen kann der Besitzer zu Beginn jedes Spielerzuges eine freundliche, nicht im Nahkampf gebundene, nicht fliehende Standard Infantry Einheit wählen und folgende Regeln anwenden: • Entferne ein nicht-Champion R&F Modell der gewählten Einheit und stelle die Stummer Assassine in dieser Einheit auf. • Man kann nicht das letzte R&F Modell einer Einheit entfernen, und das entfernen des Modells kann keinen Paniktest auslösen. • Die Stummer Assassine kann die Einheit nicht freiwillig verlassen während des Spielerzuges in dem er aufgestellt wurde. • Wenn das Modell bis Spielzug 4 nicht aufgestellt wurde zählt es als Verlust und kann für den Rest des Spiels nicht mehr aufgestellt werden.
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.
Das Modell erhält Commanding Presence, aber nur Säbelzahntiger-Einheiten können diese nutzen.
Das Modell erhält Commanding Presence, aber nur Säbelzahntiger-Einheiten können diese nutzen.
Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
The model gains Devastating Charge (+2" Adv) for Charges against units consisting entirely of models with Towering Presence.
The model gains Devastating Charge (+2" Adv) for Charges against units consisting entirely of models with Towering Presence.
The model gains Devastating Charge (+2" Adv) for Charges against units consisting entirely of models with Towering Presence.
The model gains Devastating Charge (+2" Adv) for Charges against units consisting entirely of models with Towering Presence.
Die Anzahl der Zermahlenattacken des Chassis ist um +2W3 erhöht.
Die Anzahl der Zermahlenattacken des Chassis ist um +2W3 erhöht.
Universal Rule.
The model gains +1 Resilience, Crush Attack, and its Armour is set to 3.
Universal Rule.
The model gains +1 Resilience, Crush Attack, and its Armour is set to 3.
While within 12" of the model, friendly units gain Minimised (Discipline Tests).
The model part ignores Harnessed for the purpose of Supporting Attacks.
The model part ignores Harnessed for the purpose of Supporting Attacks.
The model part ignores Harnessed for the purpose of Supporting Attacks.
The model part ignores Harnessed for the purpose of Supporting Attacks.
Wenn die Armee ein Modell mit Ruf der Jagd enthält, kann der Besitzer • wählen, ab Spielerzug 1 des Besitzers (jedoch immer noch am Ende von Schritt 2 des Ablaufs der Bewegungsphase) für Hinterhalt für Einheiten mit einem oder mehreren Modellen mit Rudelverhalten zu würfeln, es sei denn, der Besitzer hat den ersten Spielerzug. • Hinterhaltwürfe von 1-2 für Einheiten mit einem oder mehreren Modellen mit Rudelverhalten zu wiederholen. Ruf der Jagd wirkt auch dann, wenn das Modell im Hinterhalt steht und das Spielfeld noch nicht betreten hat.
Wenn die Armee ein Modell mit Ruf der Jagd enthält, kann der Besitzer • wählen, ab Spielerzug 1 des Besitzers (jedoch immer noch am Ende von Schritt 2 des Ablaufs der Bewegungsphase) für Hinterhalt für Einheiten mit einem oder mehreren Modellen mit Rudelverhalten zu würfeln, es sei denn, der Besitzer hat den ersten Spielerzug. • Hinterhaltwürfe von 1-2 für Einheiten mit einem oder mehreren Modellen mit Rudelverhalten zu wiederholen. Ruf der Jagd wirkt auch dann, wenn das Modell im Hinterhalt steht und das Spielfeld noch nicht betreten hat.
Nach einer Nahkampfrunde, in der Attacken mit Unheiliger Appetit bei gegnerischen Modellen mindestens einen Lebenspunktverlust verursacht haben, müssen bis zum Ende des nächsten Spielerzugs für alle Attacken mit Unheiliger Appetit von Modellen in derselben Einheit misslungene Trefferwürfe wiederholt werden.
Nach einer Nahkampfrunde, in der Attacken mit Unheiliger Appetit bei gegnerischen Modellen mindestens einen Lebenspunktverlust verursacht haben, müssen bis zum Ende des nächsten Spielerzugs für alle Attacken mit Unheiliger Appetit von Modellen in derselben Einheit misslungene Trefferwürfe wiederholt werden.
- 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
.
In der Bewegungsphase unterliegt der Wurf für die zurückgelegte Distanz mit Zufälliger Bewegung der Regel Maximierter Wurf (für Unberechenbar werden nur die 3 tatsächlich benutzten Würfel berücksichtigt).
In der Bewegungsphase unterliegt der Wurf für die zurückgelegte Distanz mit Zufälliger Bewegung der Regel Maximierter Wurf (für Unberechenbar werden nur die 3 tatsächlich benutzten Würfel berücksichtigt).
Flammenattacken, die gegen das Modell durchgeführt werden, müssen erfolgreiche Verwundungswürfe wiederholen. Zusätzlich behandelt das Modell alle Einheiten, die vollständig aus Modellen ohne Unverbrannt bestehen, als entbehrlich.
Flammenattacken, die gegen das Modell durchgeführt werden, müssen erfolgreiche Verwundungswürfe wiederholen. Zusätzlich behandelt das Modell alle Einheiten, die vollständig aus Modellen ohne Unverbrannt bestehen, als entbehrlich.
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Ablenkend. Das Arkane Gespann kann Perception of Strength (Cosmology) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Ablenkend. Das Arkane Gespann kann Perception of Strength (Cosmology) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
Alle befreundeten Zauberer addieren +6" auf die Reichweite ihrer nicht gebundenen Zauber für jede Arche der Zeitalter innerhalb von 12" um den Zauberer. Zauber des Typs Aura erhalten stattdessen nur +3" auf ihre Reichweite.
Alle befreundeten Zauberer addieren +6" auf die Reichweite ihrer nicht gebundenen Zauber für jede Arche der Zeitalter innerhalb von 12" um den Zauberer. Zauber des Typs Aura erhalten stattdessen nur +3" auf ihre Reichweite.
Universal Rule.
Units in Line Formation joined by the model never count as having moved for the purpose of Volley Fire.
Universal Rule.
The model’s unit gains Quick to Fire.
Universal Rule.
Units in Line Formation joined by the model never count as having moved for the purpose of Volley Fire.
Universal Rule.
The model’s unit gains Quick to Fire.
During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.
During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.
During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.
During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
+3 Armor
Armor +1
+2 Armor
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.
The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.
The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.
The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.
The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.
Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).
Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).
Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).
Beim Wirken eines nichtgebundenen Zaubers kannst du beim Auswählen des Ziels des Zaubers eine Schleiermarke entfernen und einen einzelnen der folgenden Effekte wählen: • Geheimnis des Fleisches: Misslungene Verwundungswürfe durch diesen Zauber in der Magiephase müssen wiederholt werden. • Geheimnis der Trennung: Die Zauberreichweite erhöht sich um 6". Aurazauber erhalten nur +3". Zauber vom Typ Wirkender sind nicht betroffen. • Geheimnis der Substanz: Erfolgreiche Rüstungswürfe gegen Verwundungen, die durch diesen Zauber verursacht wurden, müssen wiederholt werden.
Beim Wirken eines nichtgebundenen Zaubers kannst du beim Auswählen des Ziels des Zaubers eine Schleiermarke entfernen und einen einzelnen der folgenden Effekte wählen: • Geheimnis des Fleisches: Misslungene Verwundungswürfe durch diesen Zauber in der Magiephase müssen wiederholt werden. • Geheimnis der Trennung: Die Zauberreichweite erhöht sich um 6". Aurazauber erhalten nur +3". Zauber vom Typ Wirkender sind nicht betroffen. • Geheimnis der Substanz: Erfolgreiche Rüstungswürfe gegen Verwundungen, die durch diesen Zauber verursacht wurden, müssen wiederholt werden.
Das Modell erhält Strider (Forest). Falls sich eine Einheit, die vollständig aus Modellen mit Wanderer des Waldes besteht, zu Beginn einer Nahkampfphase mit mehr als der Hälfte ihrer Modelle mit dem Mittelpunkt ihrer Bases innerhalb eines Waldes befindet, müssen alle Modellteile ohne Angeschirrt für die Dauer dieser Nahkampfrunde Verwundungswürfe von '1' mit ihren Nahkampfwaffenattacken wiederholen.
Das Modell erhält Strider (Forest). Falls sich eine Einheit, die vollständig aus Modellen mit Wanderer des Waldes besteht, zu Beginn einer Nahkampfphase mit mehr als der Hälfte ihrer Modelle mit dem Mittelpunkt ihrer Bases innerhalb eines Waldes befindet, müssen alle Modellteile ohne Angeschirrt für die Dauer dieser Nahkampfrunde Verwundungswürfe von '1' mit ihren Nahkampfwaffenattacken wiederholen.
Die Attacke erhält + 1 auf Verwundungswürfe.
Die Attacke erhält + 1 auf Verwundungswürfe.
Die Attacke erhält + 1 auf Verwundungswürfe.
Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.
Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.
Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.
Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
Am Ende der Phase, in der der Meister als Verlust entfernt wurde, muss jede Einheit in der Armee, die ein oder mehrere Modelle mit Asche zu Asche enthält, einen Disziplintest bestehen, oder sie verliert für jeden Punkt, um den der Test misslungen ist, einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind. Diese Lebenspunktverluste werden gemäß den Regeln für Instabil verteilt, außer dass sie niemals auf Modelle ohne Asche zu Asche verteilt werden können. Die Anzahl der Lebenspunktverluste wird um 1 reduziert, falls die Einheit unter dem Einfluss von Um die Flagge Sammeln steht. Am Ende des Spielerzugs, in dem der Meister als Verlust entfernt wurde, darf ein neuer Meister ausgewählt werden. Bestimme dazu ein befreundetes Zauberer-Charaktermodell, das entweder die Regel Vampirisch hat oder den Pfad Beschwörung benutzt. Dieses Charaktermodell wird zum neuen Meister. Zu Beginn jedes eigenen Spielerzugs, nachdem der Meister als Verlust entfernt wurde und kein neuer Meister gewählt wurde, muss jede Einheit mit Asche zu Asche erneut einen Disziplintest bestehen, oder sie verliert Lebenspunkte nach den oben beschriebenen Regeln.
Am Ende der Phase, in der der Meister als Verlust entfernt wurde, muss jede Einheit in der Armee, die ein oder mehrere Modelle mit Asche zu Asche enthält, einen Disziplintest bestehen, oder sie verliert für jeden Punkt, um den der Test misslungen ist, einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind. Diese Lebenspunktverluste werden gemäß den Regeln für Instabil verteilt, außer dass sie niemals auf Modelle ohne Asche zu Asche verteilt werden können. Die Anzahl der Lebenspunktverluste wird um 1 reduziert, falls die Einheit unter dem Einfluss von Um die Flagge Sammeln steht. Am Ende des Spielerzugs, in dem der Meister als Verlust entfernt wurde, darf ein neuer Meister ausgewählt werden. Bestimme dazu ein befreundetes Zauberer-Charaktermodell, das entweder die Regel Vampirisch hat oder den Pfad Beschwörung benutzt. Dieses Charaktermodell wird zum neuen Meister. Zu Beginn jedes eigenen Spielerzugs, nachdem der Meister als Verlust entfernt wurde und kein neuer Meister gewählt wurde, muss jede Einheit mit Asche zu Asche erneut einen Disziplintest bestehen, oder sie verliert Lebenspunkte nach den oben beschriebenen Regeln.
Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
Unabhängig von seinem gewählten Pfad kennt das Modell Alchemical Fire (Alchemy) und Blaze (Pyromancy). Zaubert das Modell erfolgreich einen Zauber aus: • Alchemie, so darf es Blaze (Pyromancy) statt Alchemical Fire als Attributzauber wirken. • Pyromantie, so darf es Alchemical Fire (Alchemy) statt Blaze als Attributzauber wirken. • Okkultismus, ohne dabei The Sacrifice durchzuführen, so darf es Alchemical Fire oder Blaze als Attributzauber wirken. Das Modell erhält Zugriff auf die folgenden Optionen.
Unabhängig von seinem gewählten Pfad kennt das Modell Alchemical Fire (Alchemy) und Blaze (Pyromancy). Zaubert das Modell erfolgreich einen Zauber aus: • Alchemie, so darf es Blaze (Pyromancy) statt Alchemical Fire als Attributzauber wirken. • Pyromantie, so darf es Alchemical Fire (Alchemy) statt Blaze als Attributzauber wirken. • Okkultismus, ohne dabei The Sacrifice durchzuführen, so darf es Alchemical Fire oder Blaze als Attributzauber wirken. Das Modell erhält Zugriff auf die folgenden Optionen.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Catapult (4×4). Range 6-36", Shots 1, Str 3 [7], AP 0 [4], Divine Attacks, Magical Attacks, [[b]Multiple Wounds (W3, Clipped Wings)[/b]]. Ein Zyklop, der sich in der Bewegungsphase des Besitzers nur dreht (und sich sonst nicht bewegt), ignoriert den Trefferwurfmodifikator für Bewegen und Schießen in der nächsten Schussphase.
Catapult (4×4). Range 6-36", Shots 1, Str 3 [7], AP 0 [4], Divine Attacks, Magical Attacks, [[b]Multiple Wounds (W3, Clipped Wings)[/b]]. Ein Zyklop, der sich in der Bewegungsphase des Besitzers nur dreht (und sich sonst nicht bewegt), ignoriert den Trefferwurfmodifikator für Bewegen und Schießen in der nächsten Schussphase.
Successful Aegis saves taken against the attack must be rerolled.
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 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.
Direkt vor der Schlacht (während Schritt 7 der Aufstellungsphase), darf ein Modell mit dieser Regel eine einzelne Kriegsmaschine verschanzen. Diese Kriegsmaschine zählt als in harter Deckung befindlich. Die Kriegsmaschine verliert diese Instanz von harter Deckung für den Rest des Spiels, falls sie eine Vorrückbewegung, eine Marschbewegung oder eine zufällige Bewegung durchführt.
Direkt vor der Schlacht (während Schritt 7 der Aufstellungsphase), darf ein Modell mit dieser Regel eine einzelne Kriegsmaschine verschanzen. Diese Kriegsmaschine zählt als in harter Deckung befindlich. Die Kriegsmaschine verliert diese Instanz von harter Deckung für den Rest des Spiels, falls sie eine Vorrückbewegung, eine Marschbewegung oder eine zufällige Bewegung durchführt.
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.
Attack Attribute - Shooting.
All hits caused by Field Artillery's Shooting Attacks gain Flaming Attacks and Magical Attacks.
Charaktermodelle können sich keinen Einheiten mit einem oder mehreren Modellen mit He es beißt! anschließen.
Charaktermodelle können sich keinen Einheiten mit einem oder mehreren Modellen mit He es beißt! anschließen.
Der Schrottling-Aufseher ist ein Champion, außer dass er nicht von Erster unter Gleichen profitiert und die gleichen Modellregeln, wie andere R&F Modelle der Einheit hat. Er muss nicht die gleiche Nahkampfwaffe wählen, wie andere R&F Modelle in seiner Einheit, und er erhält Rally Around the Flag, aber nur Schrottlinge, Schrottwerfer, und Schrottling- Fallensteller können dies nutzen.
Der Schrottling-Aufseher ist ein Champion, außer dass er nicht von Erster unter Gleichen profitiert und die gleichen Modellregeln, wie andere R&F Modelle der Einheit hat. Er muss nicht die gleiche Nahkampfwaffe wählen, wie andere R&F Modelle in seiner Einheit, und er erhält Rally Around the Flag, aber nur Schrottlinge, Schrottwerfer, und Schrottling- Fallensteller können dies nutzen.
Units with more than half of their models with Daring cannot voluntarily declare Flee as a Charge Reaction and must reroll failed Panic Tests.
Units with more than half of their models with Daring cannot voluntarily declare Flee as a Charge Reaction and must reroll failed Panic Tests.
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.
Gegnerische Einheiten innerhalb von 6" um ein oder mehrere Modelle mit Aura des Wahnsinns erleiden -1 Disziplin.
Gegnerische Einheiten innerhalb von 6" um ein oder mehrere Modelle mit Aura des Wahnsinns erleiden -1 Disziplin.
Während seiner Schussphase kann der Modellteil eine Schussattacke durchführen, die alle gegnerischen Einheiten innerhalb von 12" um das Modell (einschließlich im Nahkampf gebundener Einheiten und solcher außerhalb des Frontbereichs und/oder der Sichtlinie) zum Ziel hat. Diese Attacke kann sogar dann benutzt werden, wenn der Altar im Nahkampf gebunden ist. Die Ziele erleiden W6 Treffer mit einer Stärke entsprechend des momentanen Spielzugs und Rüstungsdurchschlag 2.
Während seiner Schussphase kann der Modellteil eine Schussattacke durchführen, die alle gegnerischen Einheiten innerhalb von 12" um das Modell (einschließlich im Nahkampf gebundener Einheiten und solcher außerhalb des Frontbereichs und/oder der Sichtlinie) zum Ziel hat. Diese Attacke kann sogar dann benutzt werden, wenn der Altar im Nahkampf gebunden ist. Die Ziele erleiden W6 Treffer mit einer Stärke entsprechend des momentanen Spielzugs und Rüstungsdurchschlag 2.
Das Modell kann Chilling Howl (Shamanism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Gegnerische Einheiten innerhalb von 9" um ein oder mehrere Eismammuts erleiden -3 Agilität. Wenn gegnerische Einheiten in Basekontakt mit einem oder mehreren Eismammuts im Nahkampf aufgerieben werden, unterliegt der Wurf für die Fluchtdistanz der Regel Minimierter Würfelwurf.
Das Modell kann Chilling Howl (Shamanism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Gegnerische Einheiten innerhalb von 9" um ein oder mehrere Eismammuts erleiden -3 Agilität. Wenn gegnerische Einheiten in Basekontakt mit einem oder mehreren Eismammuts im Nahkampf aufgerieben werden, unterliegt der Wurf für die Fluchtdistanz der Regel Minimierter Würfelwurf.
Alle befreundeten Einheiten innerhalb von 6" um ein oder mehrere Modelle mit Nekromantische Aura verringern die Anzahl an Lebenspunktverlusten durch Asche zu Asche und Instabil um 1.
Alle befreundeten Einheiten innerhalb von 6" um ein oder mehrere Modelle mit Nekromantische Aura verringern die Anzahl an Lebenspunktverlusten durch Asche zu Asche und Instabil um 1.
Das Modell verliert Leichte Truppen und erhält Scoring. Seine Streitwagenlenker erhalten Devastating Charge (+1 Str, Fight in Extra Rank).
Das Modell verliert Leichte Truppen und erhält Scoring. Seine Streitwagenlenker erhalten Devastating Charge (+1 Str, Fight in Extra Rank).
Der Mantikor erhält Stomp Attacks (D3), seine Widerstandsfähigkeit wird auf 5 gesetzt, und seine Basegröße wird auf 50×100 mm geändert.
Der Mantikor erhält Stomp Attacks (D3), seine Widerstandsfähigkeit wird auf 5 gesetzt, und seine Basegröße wird auf 50×100 mm geändert.
Das Modell erhält Rettungswurf (5+, gegen Fernkampfattacken) und kennt einen zusätzlichen Zauber.
Das Modell erhält Rettungswurf (5+, gegen Fernkampfattacken) und kennt einen zusätzlichen Zauber.
Untote Einheiten, die vollständig aus Modellen mit Autonom bestehen, dürfen Marschbewegungen wie üblich durchführen, selbst wenn sie sich außerhalb der Reichweite der Befehlsgewalt befreundeter Modelle befinden. Die Einheit muss dazu dennoch einen Disziplintest bestehen, falls sie sich innerhalb von 8" um nicht fliehende gegnerische Einheiten befindet.
Untote Einheiten, die vollständig aus Modellen mit Autonom bestehen, dürfen Marschbewegungen wie üblich durchführen, selbst wenn sie sich außerhalb der Reichweite der Befehlsgewalt befreundeter Modelle befinden. Die Einheit muss dazu dennoch einen Disziplintest bestehen, falls sie sich innerhalb von 8" um nicht fliehende gegnerische Einheiten befindet.
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Aufpralltreffer des Modells erhalten +1 Stärke und +1 Rüstungsdurchschlag.
Aufpralltreffer des Modells erhalten +1 Stärke und +1 Rüstungsdurchschlag.
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.
Das Modell erhält Lightning Reflexes und addiert +2 auf das Kampfergebnis von Kämpfen an denen es beteiligt ist wenn das Kampfergebnis berechnet wird.
Das Modell erhält Lightning Reflexes und addiert +2 auf das Kampfergebnis von Kämpfen an denen es beteiligt ist wenn das Kampfergebnis berechnet wird.
Das Modell erhält Lightning Reflexes und addiert +2 auf das Kampfergebnis von Kämpfen an denen es beteiligt ist wenn das Kampfergebnis berechnet wird.
Das Modell erhält Lightning Reflexes und addiert +2 auf das Kampfergebnis von Kämpfen an denen es beteiligt ist wenn das Kampfergebnis berechnet wird.
The model gains Fortitude (4+). Das Modell verliert Aegis (5+).
The model gains Fortitude (4+). Das Modell verliert Aegis (5+).
The model gains Fortitude (4+). Das Modell verliert Aegis (5+).
The model gains Fortitude (4+). Das Modell verliert Aegis (5+).
Das Modell erhält Multiple Wounds (D3) und Swiftstride.
Das Modell erhält Multiple Wounds (D3) und Swiftstride.
Das Modell erhält Multiple Wounds (D3) und Swiftstride.
Das Modell erhält Multiple Wounds (D3) und Swiftstride.
Universal Rule.
Enemy units within 6″ of one or more models with Avert Your Gaze suffer −2 Discipline when taking Combat Reform tests
The model gains Ordeal and Spear .
The model gains Ordeal and Spear .
The model gains Ordeal and Spear .
The model gains Ordeal and Spear .
Die Einheit des Modells erhält die folgenden Regeln abhängig von ihrer Formation: • Testudo: Während die Einheit exakt 5 Reihen hat, erhält sie leichte Deckung und seine Angriffswürfe in der Angriffsphase unterliegen minimiertem Wurf. • Phalanx: Während die Einheit exakt 8 Reihen hat, verdoppele ihre vollen Glieder für Kohortenkoordination und ihre Würfe für Fluchtdistanz unterliegen Minimiertem Wurf.
Die Einheit des Modells erhält die folgenden Regeln abhängig von ihrer Formation: • Testudo: Während die Einheit exakt 5 Reihen hat, erhält sie leichte Deckung und seine Angriffswürfe in der Angriffsphase unterliegen minimiertem Wurf. • Phalanx: Während die Einheit exakt 8 Reihen hat, verdoppele ihre vollen Glieder für Kohortenkoordination und ihre Würfe für Fluchtdistanz unterliegen Minimiertem Wurf.
Die Einheit des Modells erhält die folgenden Regeln abhängig von ihrer Formation: • Testudo: Während die Einheit exakt 5 Reihen hat, erhält sie leichte Deckung und seine Angriffswürfe in der Angriffsphase unterliegen minimiertem Wurf. • Phalanx: Während die Einheit exakt 8 Reihen hat, verdoppele ihre vollen Glieder für Kohortenkoordination und ihre Würfe für Fluchtdistanz unterliegen Minimiertem Wurf.
Die Einheit des Modells erhält die folgenden Regeln abhängig von ihrer Formation: • Testudo: Während die Einheit exakt 5 Reihen hat, erhält sie leichte Deckung und seine Angriffswürfe in der Angriffsphase unterliegen minimiertem Wurf. • Phalanx: Während die Einheit exakt 8 Reihen hat, verdoppele ihre vollen Glieder für Kohortenkoordination und ihre Würfe für Fluchtdistanz unterliegen Minimiertem Wurf.
Das Modell kann bei den in Klammern aufgeführten Einheiten Lebenspunkte über die Anfangsgröße der Einheit hinaus wiederbeleben. Einheiten können jedoch nicht über das Zweifache ihrer Anfangsgröße oder über die in ihrem Einheiteneintrag angegebene maximale Einheitengröße hinaus vergrößert werden. Die Anfangsgröße einer Einheit ist die Größe der Einheit, wie sie in der Armeeliste angegeben ist (oder die Größe der Einheit zum Zeitpunkt ihrer Beschwörung).
Das Modell kann bei den in Klammern aufgeführten Einheiten Lebenspunkte über die Anfangsgröße der Einheit hinaus wiederbeleben. Einheiten können jedoch nicht über das Zweifache ihrer Anfangsgröße oder über die in ihrem Einheiteneintrag angegebene maximale Einheitengröße hinaus vergrößert werden. Die Anfangsgröße einer Einheit ist die Größe der Einheit, wie sie in der Armeeliste angegeben ist (oder die Größe der Einheit zum Zeitpunkt ihrer Beschwörung).
Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Bevor die Einheit entfernt wird verliert sie Punktend, bis sie zum Schlachtfeld zurückkehrt. Dies kann nur durchgeführt werden, wenn die Einheit des Modells nicht im Nahkampf gebunden oder erschüttert ist und 50 oder weniger Lebenspunkte hat.
Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Bevor die Einheit entfernt wird verliert sie Punktend, bis sie zum Schlachtfeld zurückkehrt. Dies kann nur durchgeführt werden, wenn die Einheit des Modells nicht im Nahkampf gebunden oder erschüttert ist und 50 oder weniger Lebenspunkte hat.
Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Bevor die Einheit entfernt wird verliert sie Punktend, bis sie zum Schlachtfeld zurückkehrt. Dies kann nur durchgeführt werden, wenn die Einheit des Modells nicht im Nahkampf gebunden oder erschüttert ist und 50 oder weniger Lebenspunkte hat.
Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Bevor die Einheit entfernt wird verliert sie Punktend, bis sie zum Schlachtfeld zurückkehrt. Dies kann nur durchgeführt werden, wenn die Einheit des Modells nicht im Nahkampf gebunden oder erschüttert ist und 50 oder weniger Lebenspunkte hat.
Jede Einheit Söldner-Veteranen kann bis zu zwei der folgenden Aufwertungen erhalten (die Aufwertungen müssen auf der Armeeliste vermerkt werden). Die Modelle erhalten: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Jede Aufwertung darf nur von einer einzigen Einheit Söldner-Veteranen in deiner Armee genommen werden.
Jede Einheit Söldner-Veteranen kann bis zu zwei der folgenden Aufwertungen erhalten (die Aufwertungen müssen auf der Armeeliste vermerkt werden). Die Modelle erhalten: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Jede Aufwertung darf nur von einer einzigen Einheit Söldner-Veteranen in deiner Armee genommen werden.
Das Modell erhält Hard Target (1), Light Troops, und Skirmisher. Die Einheit verliert Scoring.
Das Modell erhält Hard Target (1), Light Troops, und Skirmisher. Die Einheit verliert Scoring.
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard)
Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard)
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.
Einheiten mit mehr als der Hälfte der Modelle mit Schlachtfieber müssen misslungene Panik- und Aufriebstests wiederholen.
Einheiten mit mehr als der Hälfte der Modelle mit Schlachtfieber müssen misslungene Panik- und Aufriebstests wiederholen.
Das Modell erhält Wizard Adept und muss Zauber aus Divination wählen. Der Träger und Modelle in der Einheit des Trägers, die Daragische Klingen benutzen erhalten Distrac- ting.
Das Modell erhält Wizard Adept und muss Zauber aus Divination wählen. Der Träger und Modelle in der Einheit des Trägers, die Daragische Klingen benutzen erhalten Distrac- ting.
Jedes Modell mit Baumsänger darf einmal pro befreundeter Magiephase direkt nach Abschöpfen des Schleiers 1 Schleiermarke abgeben. Wähle in diesem Fall ein Wald-Geländestück innerhalb von 24" um das Modell mit Baumsänger, das sich nicht in Kontakt mit einer Einheit befindet. Bewege diesen Wald bis zu 6" in einer geraden Linie. Diese Bewegung endet unmittelbar bevor der Wald in Kontakt mit Einheiten oder anderen Geländestücken außer offenem Geände kommt. Jeder Wald darf nur einmal pro Magiephase durch Baumsänger bewegt werden.
Jedes Modell mit Baumsänger darf einmal pro befreundeter Magiephase direkt nach Abschöpfen des Schleiers 1 Schleiermarke abgeben. Wähle in diesem Fall ein Wald-Geländestück innerhalb von 24" um das Modell mit Baumsänger, das sich nicht in Kontakt mit einer Einheit befindet. Bewege diesen Wald bis zu 6" in einer geraden Linie. Diese Bewegung endet unmittelbar bevor der Wald in Kontakt mit Einheiten oder anderen Geländestücken außer offenem Geände kommt. Jeder Wald darf nur einmal pro Magiephase durch Baumsänger bewegt werden.
Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)
Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Das Modell erhält Cannot be Stomped und Shield. Wähle am Beginn jedes freundlichen Spielerzuges, für jede Einheit mit einem oder mehreren Modellen mit Bestienbrecher, eine andere freundliche Einheit innerhalb von 8" zu dieser Einheit. Modellteile mit Harnessed in der gewählten Einheit erhalten Devastating Charge (Hatred) bis zum Ende des nächsten Spielerzuges.
Das Modell erhält Cannot be Stomped und Shield. Wähle am Beginn jedes freundlichen Spielerzuges, für jede Einheit mit einem oder mehreren Modellen mit Bestienbrecher, eine andere freundliche Einheit innerhalb von 8" zu dieser Einheit. Modellteile mit Harnessed in der gewählten Einheit erhalten Devastating Charge (Hatred) bis zum Ende des nächsten Spielerzuges.
Bei der Benutzung eines Bogens erhält die Schussattacke Todesstoß (gegen Bestie) und Shots 2.
Bei der Benutzung eines Bogens erhält die Schussattacke Todesstoß (gegen Bestie) und Shots 2.
Universal.
Close Combat Attacks and Shooting Attacks from Short Range made by the rider gain Lethal Strike (against Beasts and Cavalry).
Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain Lethal Strike (against Beast, Cavalry).
Universal.
Close Combat Attacks and Shooting Attacks from Short Range made by the rider gain Lethal Strike (against Beasts and Cavalry).
Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain Lethal Strike (against Beast, Cavalry).
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.
Ein Charaktermodell mit Befehle darf einem Hauptregiment oder einer Unterstützungstruppe innerhalb von 8" einen einzelnen Befehl erteilen. Ein General mit Befehle darf stattdessen einem befreundeten Hauptregiment oder einer Unterstützungstruppe innerhalb der Reichweite seiner Befehlsgewalt einen einzelnen Befehl erteilen. Befehle werden zu Beginn jedes befreundeten Spielerzugs erteilt. Die Effekte der Befehle treten sofort in Kraft und wirken bis zum Ende des nächsten Spielerzugs. Eine Einheit kann denselben Befehl nicht mehr als einmal pro Spielerzug erhalten. Nur Modelle der Höhe Standard sind betroffen. Folgende Befehle stehen zur Verfügung: Erste Reihe, auf die Knie! Das Ziel erhält Kämpft aus zusätzlichem Glied. Legt an! Das Ziel erhält Treffsicher. Marsch, Marsch! Das Ziel erhält +1" Bewegungsrate und +4" Marschrate. Standhaft bleiben! Disziplintests die vom Ziel ausgeführt werden, unterliegen der Regel Minimierter Würfelwurf. Eine Einheit, die diesen Befehl erhält und einen Sammeltest besteht, wird nicht Erschüttert, und die Neuformierung nach dem Sammeln hindert die Einheit nicht an der Bewegung und/oder am Schießen (die Einheit zählt dennoch als bewegt bzgl. Schießen). d
Ein Charaktermodell mit Befehle darf einem Hauptregiment oder einer Unterstützungstruppe innerhalb von 8" einen einzelnen Befehl erteilen. Ein General mit Befehle darf stattdessen einem befreundeten Hauptregiment oder einer Unterstützungstruppe innerhalb der Reichweite seiner Befehlsgewalt einen einzelnen Befehl erteilen. Befehle werden zu Beginn jedes befreundeten Spielerzugs erteilt. Die Effekte der Befehle treten sofort in Kraft und wirken bis zum Ende des nächsten Spielerzugs. Eine Einheit kann denselben Befehl nicht mehr als einmal pro Spielerzug erhalten. Nur Modelle der Höhe Standard sind betroffen. Folgende Befehle stehen zur Verfügung: Erste Reihe, auf die Knie! Das Ziel erhält Kämpft aus zusätzlichem Glied. Legt an! Das Ziel erhält Treffsicher. Marsch, Marsch! Das Ziel erhält +1" Bewegungsrate und +4" Marschrate. Standhaft bleiben! Disziplintests die vom Ziel ausgeführt werden, unterliegen der Regel Minimierter Würfelwurf. Eine Einheit, die diesen Befehl erhält und einen Sammeltest besteht, wird nicht Erschüttert, und die Neuformierung nach dem Sammeln hindert die Einheit nicht an der Bewegung und/oder am Schießen (die Einheit zählt dennoch als bewegt bzgl. Schießen). d
Special Attack.
When declaring a Charge, the model may declare to perform a Belly Flop in the First Round of Combat. If so,
this Special Attack must be made against the Charged unit at the model’s Agility.
• The Charged unit suffers 1 hit with Str 5, AP 2, and Area Attack (3×4).
• The model’s Defensive Skill is set to 1, it cannot perform any other Special Attacks nor Close Combat
Attacks, and it becomes Shaken.
The effects last until the end of the Round of Combat.
Special Attack.
When declaring a Charge, the model may declare to perform a Belly Flop in the First Round of Combat. If so,
this Special Attack must be made against the Charged unit at the model’s Agility.
• The Charged unit suffers 1 hit with Str 5, AP 2, and Area Attack (3×4).
• The model’s Defensive Skill is set to 1, it cannot perform any other Special Attacks nor Close Combat
Attacks, and it becomes Shaken.
The effects last until the end of the Round of Combat.
Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.
Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.
Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.
Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.
Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.
Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.
Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.
Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.
Die Einheit des Modells erhält Hass. Modellteile mit Angeschirrt sind davon nicht betroffen. Das Modell kann die folgenden drei gebundenen Zauber mit Energiestufe (4/8) wirken mit Typ: Einheit des Wirkenden und Unterstützung, sowie Dauer: Ein Zug: Ullors Segen Das Ziel erhält Rettungswurf (5+,gegen Nahkampfattacken). Sunnas Segen Das Ziel erhält Flammenattacken. Alle gegnerischen Einheiten, die sich zum Zeitpunkt des Wirkens des Zaubers in Basekontakt mit einem oder mehreren Zielen dieses Zaubers befinden, erleiden W6 Treffer mit Stärke 4, Rüstungsdurchschlag 1, Flammenattacken und Magischen Attacken. Volunds Segen Das Ziel muss misslungene Verwundungswürfe mit Nahkampfattacken wiederholen.
Die Einheit des Modells erhält Hass. Modellteile mit Angeschirrt sind davon nicht betroffen. Das Modell kann die folgenden drei gebundenen Zauber mit Energiestufe (4/8) wirken mit Typ: Einheit des Wirkenden und Unterstützung, sowie Dauer: Ein Zug: Ullors Segen Das Ziel erhält Rettungswurf (5+,gegen Nahkampfattacken). Sunnas Segen Das Ziel erhält Flammenattacken. Alle gegnerischen Einheiten, die sich zum Zeitpunkt des Wirkens des Zaubers in Basekontakt mit einem oder mehreren Zielen dieses Zaubers befinden, erleiden W6 Treffer mit Stärke 4, Rüstungsdurchschlag 1, Flammenattacken und Magischen Attacken. Volunds Segen Das Ziel muss misslungene Verwundungswürfe mit Nahkampfattacken wiederholen.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
Das Modell kann seine Zerschmetternattacken nur gegen gegnerische Einheiten verwenden, die an der Vorderkante des Modells im Nahkampf gebunden sind. Alle Modelle in der gleichen Einheit wie das Modell zählen als in leichter Deckung befindlich. Zusätzlich dürfen sie Sichtlinien von einem Punkt des Frontbereichs der Inferno-Bastei für Beschuss oder Zaubern ziehen und zählen dabei als Gigantisch. Solange die Einheit mindestens einen vollen Rang hat gilt dabei: • Maximal 20 Modelle können schießen. Diese Modelle können unabhängig vom Rang, in dem sie positioniert sind, schießen. • Messe ihre Reichweite von der Inferno-Bastei aus.
Das Modell kann seine Zerschmetternattacken nur gegen gegnerische Einheiten verwenden, die an der Vorderkante des Modells im Nahkampf gebunden sind. Alle Modelle in der gleichen Einheit wie das Modell zählen als in leichter Deckung befindlich. Zusätzlich dürfen sie Sichtlinien von einem Punkt des Frontbereichs der Inferno-Bastei für Beschuss oder Zaubern ziehen und zählen dabei als Gigantisch. Solange die Einheit mindestens einen vollen Rang hat gilt dabei: • Maximal 20 Modelle können schießen. Diese Modelle können unabhängig vom Rang, in dem sie positioniert sind, schießen. • Messe ihre Reichweite von der Inferno-Bastei aus.
Das Modell erhält Undead und Staub zu Staub. Falls mehr als die Hälfte der Modelle einer Einheit die Regel Beseelte Statue hat, wird die Anzahl der Lebenspunktverluste dieser Einheit durch Staub zu Staub und Instabil um 1 reduziert.
Das Modell erhält Undead und Staub zu Staub. Falls mehr als die Hälfte der Modelle einer Einheit die Regel Beseelte Statue hat, wird die Anzahl der Lebenspunktverluste dieser Einheit durch Staub zu Staub und Instabil um 1 reduziert.
Das Modell erhält Random Movement (3D6") und +3 Attackewert. Es verliert angeschirrt und den Grubenmeister Modellteil und seine Basegröße wird auf 60×100 mm geändert.
Das Modell erhält Random Movement (3D6") und +3 Attackewert. Es verliert angeschirrt und den Grubenmeister Modellteil und seine Basegröße wird auf 60×100 mm geändert.
Das Modell erhält Random Movement (3D6") und +3 Attackewert. Es verliert angeschirrt und den Grubenmeister Modellteil und seine Basegröße wird auf 60×100 mm geändert.
Das Modell erhält Random Movement (3D6") und +3 Attackewert. Es verliert angeschirrt und den Grubenmeister Modellteil und seine Basegröße wird auf 60×100 mm geändert.
The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current 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.
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.
Universal Rule.
The model’s Health Points are set to 7, 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.
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.
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.
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.
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.
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.
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.
Die Lebenspunkte des Modells werden auf 8 gesetzt und seine Basegröße ändert sich zu 75×100 mm. Der Wurf für die Anzahl der Treffer seiner Niedertrampeln-Attacken unterliegt der Regel Maximierter Wurf.
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's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).
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's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).
The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).
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.
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.
Die Lebenspunkte des Modells werden auf 8 gesetzt und seine Basegröße ändert sich zu 75×100 mm. Der Wurf für die Anzahl der Treffer seiner Niedertrampeln-Attacken unterliegt der Regel Maximierter Wurf.
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.
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.
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.
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.
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'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.
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.
Universal Rule.
The model’s Health Points are set to 7, 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.
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.
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.
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'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's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).
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's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).
Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).
Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).
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).
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).
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).
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).
The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.
Der Lindwurm erhält Devastating Charge (+1 Str, +1 AP) und ändert seine Basegröße zu 75×100 mm.
The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.
Der Lindwurm erhält Devastating Charge (+1 Str, +1 AP) und ändert seine Basegröße zu 75×100 mm.
The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.
The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.
Das Modell erhält Channel (3), Fear, Fearless, Unbreakable, Daragische Klingen, und seine Lebenspunkte werden auf 6 gesetzt. Das Modell kann keine Angriffe ansagen oder Verfolgen und seine Advance Rate und March Rate sind immer 0", d.h. das Modell kann keine Vorrückbewegungen, Marschbewegungen, Magische Bewegungen oder Zufällige Bewegungen durchführen. Freundliche Modelle innerhalb 18" des Modells erhalten Fear. Gegnerische Einheiten innerhalb 18" odes Modells können nicht von Rally Around the Flag für Fear Tests profitieren. Am Ende jeder freundlichen Magiephase kann der Besitzer bis zu 2 Schleiermarker von seinem Schleiermarkervorrat entfernen um die Reichweite von Bildnis des Düsternis bis zu +3" für jeden so entfernten Schleiermarker zu vergrößern. Der Effekt hält bis zum Beginn der nächsten freundlichen Magiephase an.
Das Modell erhält Channel (3), Fear, Fearless, Unbreakable, Daragische Klingen, und seine Lebenspunkte werden auf 6 gesetzt. Das Modell kann keine Angriffe ansagen oder Verfolgen und seine Advance Rate und March Rate sind immer 0", d.h. das Modell kann keine Vorrückbewegungen, Marschbewegungen, Magische Bewegungen oder Zufällige Bewegungen durchführen. Freundliche Modelle innerhalb 18" des Modells erhalten Fear. Gegnerische Einheiten innerhalb 18" odes Modells können nicht von Rally Around the Flag für Fear Tests profitieren. Am Ende jeder freundlichen Magiephase kann der Besitzer bis zu 2 Schleiermarker von seinem Schleiermarkervorrat entfernen um die Reichweite von Bildnis des Düsternis bis zu +3" für jeden so entfernten Schleiermarker zu vergrößern. Der Effekt hält bis zum Beginn der nächsten freundlichen Magiephase an.
The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only
The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only
Close Combat Weapon
Two-Handed. While using this weapon, the model part 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 model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Close Combat Weapon
Paired Weapons.
Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.
Universal Rule.
All models in a unit containing one or more models with this rule gain +1 Agility.
Universal Rule.
Friendly units in 8″ gain Aegis (5+, against Ranged Attacks).
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.
Zu Beginn jedes eigenen Spielerzugs muss jede nicht im Nahkampf gebundene und nicht auf der Flucht befindliche Einheit mit einem oder mehreren Modellen mit Blöd einen Disziplintest ablegen. Misslingt der Test, erhalten alle Modelle der Einheit bis zum Ende des Spielerzugs Erschüttert. In der Bewegungsphase, direkt nach dem Sammeln fliehender Einheiten, muss sich die Einheit W6" geradeaus bewegen, wobei sie 1" vor unpassierbarem Gelände und anderen Einheiten anhält.
Zu Beginn jedes eigenen Spielerzugs muss jede nicht im Nahkampf gebundene und nicht auf der Flucht befindliche Einheit mit einem oder mehreren Modellen mit Blöd einen Disziplintest ablegen. Misslingt der Test, erhalten alle Modelle der Einheit bis zum Ende des Spielerzugs Erschüttert. In der Bewegungsphase, direkt nach dem Sammeln fliehender Einheiten, muss sich die Einheit W6" geradeaus bewegen, wobei sie 1" vor unpassierbarem Gelände und anderen Einheiten anhält.
Eine Einheit, die mindestens ein Charaktermodell mit Blutopfer enthält, darf misslungene Paniktests wiederholen. Im Gegenzug erleidet ein Charaktermodell mit Blutopfer in der Einheit einen Lebenspunktverlust, gegen den keinerlei Schutzwürfe erlaubt sind.
Eine Einheit, die mindestens ein Charaktermodell mit Blutopfer enthält, darf misslungene Paniktests wiederholen. Im Gegenzug erleidet ein Charaktermodell mit Blutopfer in der Einheit einen Lebenspunktverlust, gegen den keinerlei Schutzwürfe erlaubt sind.
Das Modell erhält Bodyguard (Schwarmsenator der General ist) und Zweihandwaffe und verliert Hellebarde.
Das Modell erhält Bodyguard (Schwarmsenator der General ist) und Zweihandwaffe und verliert Hellebarde.
Das Modell erhält Bodyguard (Schwarmsenator der General ist) und Zweihandwaffe und verliert Hellebarde.
Das Modell erhält Bodyguard (Schwarmsenator der General ist) und Zweihandwaffe und verliert Hellebarde.
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Paired Weapons. Attacks made with Bloodpox Blades become Poison Attacks.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.
Das Modell erhält Fearless und Frenzy während es im Nahkampf gebunden ist. Zusätzlich erhält das Modell Devastating Charge (+1" Adv) mit den folgenden Einschränkungen: • Die angegriffene Einheit hat mindestens einen Trefferpunktevorrat der weniger Trefferpunkte enthält, als zu dem Zeitpunkt, als die Einheit aufgestellt wurde oder auf andere Weise das Schlachtfeld betreten hat. • Der Effekt endet unmittelbar bevor die Einheit einen neuen Angriff ansagt.
Das Modell erhält Fearless und Frenzy während es im Nahkampf gebunden ist. Zusätzlich erhält das Modell Devastating Charge (+1" Adv) mit den folgenden Einschränkungen: • Die angegriffene Einheit hat mindestens einen Trefferpunktevorrat der weniger Trefferpunkte enthält, als zu dem Zeitpunkt, als die Einheit aufgestellt wurde oder auf andere Weise das Schlachtfeld betreten hat. • Der Effekt endet unmittelbar bevor die Einheit einen neuen Angriff ansagt.
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.
Attack Attribute – Shooting.
If one or more simultaneous attacks with Boiling Oil hit, after resolving these attacks, the target unit gains one
Boiling Oil marker. If a unit with one or more Boiling Oil markers is targeted by Shooting Attacks with Iron Rain,
the shooting models are considered to be Located in the target’s Rear Arc for the purpose of Iron Rain (not for
the purpose of other rules like Area Attack). Remove all markers from a unit when it suffers one or more Health
Point losses from attacks with Iron Rain or at the end of the Shooting Phase, whichever comes first.
Attack Attribute – Shooting.
If one or more simultaneous attacks with Boiling Oil hit, after resolving these attacks, the target unit gains one
Boiling Oil marker. If a unit with one or more Boiling Oil markers is targeted by Shooting Attacks with Iron Rain,
the shooting models are considered to be Located in the target’s Rear Arc for the purpose of Iron Rain (not for
the purpose of other rules like Area Attack). Remove all markers from a unit when it suffers one or more Health
Point losses from attacks with Iron Rain or at the end of the Shooting Phase, whichever comes first.
Der Wurf für Fluchtdistanz von feindlichen Einheiten, die vom Nahkampf brechen während sie in Basekontakt mit einem oder mehr Modellen mit Jagdbolas sind, wird als minimierter Wurf durchgeführt.
Der Wurf für Fluchtdistanz von feindlichen Einheiten, die vom Nahkampf brechen während sie in Basekontakt mit einem oder mehr Modellen mit Jagdbolas sind, wird als minimierter Wurf durchgeführt.
Hinwegfegen-Attacke. Die gegnerische Einheit erleidet W6×2 Treffer mit Stärke 3 und Rüstungsdurchschlag 1. Falls eine natürliche '6' zur Bestimmung der Anzahl der Treffer gewürfelt wird, können, nachdem die Attacke durchgeführt wurde, die Schrapnell-Bomben für den Rest des Spiels nicht mehr eingesetzt werden.
Hinwegfegen-Attacke. Die gegnerische Einheit erleidet W6×2 Treffer mit Stärke 3 und Rüstungsdurchschlag 1. Falls eine natürliche '6' zur Bestimmung der Anzahl der Treffer gewürfelt wird, können, nachdem die Attacke durchgeführt wurde, die Schrapnell-Bomben für den Rest des Spiels nicht mehr eingesetzt werden.
Das Modell darf sich nur Geifernde Beissa-Einheiten und anderen Charakteren auf Höhlen-Beissan anschließen (ignoriere Einschränkungen durch Es beißt!).
Das Modell darf sich nur Geifernde Beissa-Einheiten und anderen Charakteren auf Höhlen-Beissan anschließen (ignoriere Einschränkungen durch Es beißt!).
Universal Rule.
At the start of each Round of Combat, choose one of the dances listed below and apply its effects until the end of the Round of Combat. The model cannot choose this dance again until after one of the following has happened:
• The model is no longer Engaged in Combat.
• The model has chosen a different dance.
Belly Dancing
+2 Offensive Skill and +2 Defensive Skill.
Jump!
+1 Armour Penetration and Lethal Strike.
Tap Dancing
Stomp Attacks (D6+2).
The Twist
Enemy units in base contact do not receive any Rank Bonus to their Combat Score.
Universal Rule.
At the start of each Round of Combat, choose one of the dances listed below and apply its effects until the end of the Round of Combat. The model cannot choose this dance again until after one of the following has happened:
• The model is no longer Engaged in Combat.
• The model has chosen a different dance.
Belly Dancing
+2 Offensive Skill and +2 Defensive Skill.
Jump!
+1 Armour Penetration and Lethal Strike.
Tap Dancing
Stomp Attacks (D6+2).
The Twist
Enemy units in base contact do not receive any Rank Bonus to their Combat Score.
Universal Rule.
The model part gains Harnessed, Impact Hits (D6), Swiftstride, and the model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Charioteer Crew (2) 2 3 3 0 2 Aspen Bow (5+), Halberd
Universal Rule.
The model part gains Harnessed, Impact Hits (D6), Swiftstride, and the model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Charioteer Crew (2) 2 3 3 0 2 Aspen Bow (5+), Halberd
Nahkampfwaffenattacken des Modellteils erhalten +1 Stärke und +1 Rüstungsdurchschlag während einer Nahkampfrunde: • Falls es die erste Nahkampfrunde ist. • Oder falls die Einheit des Modellteils zu Beginn der Nahkampfrunde Standhaft ist.
The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.
The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.
The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.
The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.
Nahkampfwaffenattacken des Modellteils erhalten +1 Stärke und +1 Rüstungsdurchschlag während einer Nahkampfrunde: • Falls es die erste Nahkampfrunde ist. • Oder falls die Einheit des Modellteils zu Beginn der Nahkampfrunde Standhaft ist.
Das Modell must in einer Einheit die mindestens ein Modell von einem der Einträge, die in Klammern (X) angegeben sind, aufgestellt werden und darf sich auch nur solchen Einheiten anschließen. Das Modell kann seine Einheit nicht freiwillig verlassen.
Das Modell must in einer Einheit die mindestens ein Modell von einem der Einträge, die in Klammern (X) angegeben sind, aufgestellt werden und darf sich auch nur solchen Einheiten anschließen. Das Modell kann seine Einheit nicht freiwillig verlassen.
Das Modell must in einer Einheit die mindestens ein Modell von einem der Einträge, die in Klammern (X) angegeben sind, aufgestellt werden und darf sich auch nur solchen Einheiten anschließen. Das Modell kann seine Einheit nicht freiwillig verlassen.
Das Modell must in einer Einheit die mindestens ein Modell von einem der Einträge, die in Klammern (X) angegeben sind, aufgestellt werden und darf sich auch nur solchen Einheiten anschließen. Das Modell kann seine Einheit nicht freiwillig verlassen.
Die Einheit kann zwei unterschiedliche Gruppen von Regeln erhalten, je nachdem, ob sie Nüchtern oder Betrunken auf dem Spielfeld erscheint. In Schritt 8 der Spielvorbereitungssequenz (nach der Zauberauswahl) muss der Spieler wählen, ob eine Einheit mit Trunkenbold Nüchtern oder Betrunken ist. Betrunkene Charaktermodelle können sich keinen Einheiten anschließen, die nüchterne Modell enthalten und umgekehrt (Modelle ohne Trunkenbold gelten weder als nüchtern noch als betrunken).
Die Einheit kann zwei unterschiedliche Gruppen von Regeln erhalten, je nachdem, ob sie Nüchtern oder Betrunken auf dem Spielfeld erscheint. In Schritt 8 der Spielvorbereitungssequenz (nach der Zauberauswahl) muss der Spieler wählen, ob eine Einheit mit Trunkenbold Nüchtern oder Betrunken ist. Betrunkene Charaktermodelle können sich keinen Einheiten anschließen, die nüchterne Modell enthalten und umgekehrt (Modelle ohne Trunkenbold gelten weder als nüchtern noch als betrunken).
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Gegnerische Modelle können keine Nahkampf- waffenattacken gegen einen Nekromanten richten, solange sie Attacken gegen ein Modell mit Untoter Schild in derselben Einheit wie der Nekromant richten können. Diese Regel kann nicht benutzt werden, falls sich auch Modelle mit Vampirisch in derselben Einheit wie der Nekromant befinden.
Gegnerische Modelle können keine Nahkampf- waffenattacken gegen einen Nekromanten richten, solange sie Attacken gegen ein Modell mit Untoter Schild in derselben Einheit wie der Nekromant richten können. Diese Regel kann nicht benutzt werden, falls sich auch Modelle mit Vampirisch in derselben Einheit wie der Nekromant befinden.
The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).
The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).
The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).
The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).
R&F-Modelle in dieser Einheit müssen weniger als 3 sein, bevor Treffer auf Charaktermodelle mit demselben Typ und derselben Höhe wie die Einheit verteilt werden können.
R&F-Modelle in dieser Einheit müssen weniger als 3 sein, bevor Treffer auf Charaktermodelle mit demselben Typ und derselben Höhe wie die Einheit verteilt werden können.
Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”
Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”
Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”
Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 24′′, Shots 2, Strength 4, Armour Penetration 2, Quick to Fire. Counts as Paired Weapons in Close Combat.
Range 12′′, Shots 2, Strength 4, Armour Penetration 2, Quick to Fire. Counts as Paired Weapons in Close Combat.
Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Nachdem die Atemattacke verwendet wurde, verliert das Modell einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind.
Nachdem die Atemattacke verwendet wurde, verliert das Modell einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind.
R&F models in units containing two or more models with Herd Mentality gain Fearless and Stubborn.
R&F models in units containing two or more models with Herd Mentality gain Fearless and Stubborn.
R&F models in units containing two or more models with Herd Mentality gain Fearless and Stubborn.
R&F models in units containing two or more models with Herd Mentality gain Fearless and Stubborn.
Statt wie gewöhnlich auf der Fehlfunktionstabelle zu würfeln, verwende die folgenden Fehlfunktionseffekte: • 2 oder weniger: Das Modell kann bis zum Ende des Spiels seine Artilleriewaffe nicht feuern. Zusätzlich erhalten Modellteile, die mit der Artilleriewaffe ausgerüstet sind Volcanic EmbraceD3). • 3+: Das Modell verliert 1 Lebenspunkt. Es sind keinerlei Schutzwürfe erlaubt.
Statt wie gewöhnlich auf der Fehlfunktionstabelle zu würfeln, verwende die folgenden Fehlfunktionseffekte: • 2 oder weniger: Das Modell kann bis zum Ende des Spiels seine Artilleriewaffe nicht feuern. Zusätzlich erhalten Modellteile, die mit der Artilleriewaffe ausgerüstet sind Volcanic EmbraceD3). • 3+: Das Modell verliert 1 Lebenspunkt. Es sind keinerlei Schutzwürfe erlaubt.
The model gains Distracting and Strider (Water Terrain).
The model gains Distracting and Strider (Water Terrain).
The model gains Distracting and Strider (Water Terrain).
The model gains Distracting and Strider (Water Terrain).
Das Modell erhält Ablenkend und Geländeerfahren (Gewässer).
Das Modell erhält Ablenkend und Geländeerfahren (Gewässer).
Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
Das Modell erhält Hard Target (1), Light Troops, und Skirmisher.
Das Modell erhält Hard Target (1), Light Troops, und Skirmisher.
Flaming Attacks must reroll successful to-wound rolls against the model. All enemy units in base contact with one or more Jötunns suffer: • -3 Agility • -1 Armour • -1 Armour Penetration
Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
Catapult (6×6). Range 12-60", Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
Das Modell erhält Multiple Wounds (2, gegen Large, Gigantic).
Das Modell erhält Multiple Wounds (2, gegen Large, Gigantic).
Jede Einheit Schrottling-Fallensteller darf einen Fallen-Marker platzieren: • Unmittelbar vor der Schlacht (während Schritt 7 des Ablaufs der Aufstellungsphase), auf einem einzelnen Geländestück außer offenem Gelände, in dem die Einheit aufgestellt wurde oder mit dem sie zu irgendeinem Zeitpunkt während ihrer Vorhutbewegung in Basekontakt war. • Einmal pro eigener Bewegungsphase, nach einer Vorrückbewegung, Marschbewegung oder Neuformierung, auf einem einzelnen Geländestück außer offenem Gelände, mit dem die Einheit zu irgendeinem Zeitpunkt während dieser Phase in Basekontakt war. Falls eine gegnerische Einheit eine Vorrückbewegung, Marschbewegung, Neuformierung, Drehung, Angriffsbewegung, misslungene Angriffsbewegung, Verfolgungsbewegung oder Fluchtbewegung durchführt und sich dabei in Basekontakt mit einem Geländestück mit einem oder mehreren Fallen-Markern befindet, entferne alle Fallen-Marker in dem betroffenen Geländestück. Jedes Modell der Einheit muss einen Test für Gefährliches Gelände (1) ablegen. Diese Tests gelten, als wären sie nicht durch das Geländestück verursacht worden; alle Tests für Gefährliches Gelände, die das Geländestück sonst normalerweise verursachen würde, müssen trotzdem abgelegt werden.
Jede Einheit Schrottling-Fallensteller darf einen Fallen-Marker platzieren: • Unmittelbar vor der Schlacht (während Schritt 7 des Ablaufs der Aufstellungsphase), auf einem einzelnen Geländestück außer offenem Gelände, in dem die Einheit aufgestellt wurde oder mit dem sie zu irgendeinem Zeitpunkt während ihrer Vorhutbewegung in Basekontakt war. • Einmal pro eigener Bewegungsphase, nach einer Vorrückbewegung, Marschbewegung oder Neuformierung, auf einem einzelnen Geländestück außer offenem Gelände, mit dem die Einheit zu irgendeinem Zeitpunkt während dieser Phase in Basekontakt war. Falls eine gegnerische Einheit eine Vorrückbewegung, Marschbewegung, Neuformierung, Drehung, Angriffsbewegung, misslungene Angriffsbewegung, Verfolgungsbewegung oder Fluchtbewegung durchführt und sich dabei in Basekontakt mit einem Geländestück mit einem oder mehreren Fallen-Markern befindet, entferne alle Fallen-Marker in dem betroffenen Geländestück. Jedes Modell der Einheit muss einen Test für Gefährliches Gelände (1) ablegen. Diese Tests gelten, als wären sie nicht durch das Geländestück verursacht worden; alle Tests für Gefährliches Gelände, die das Geländestück sonst normalerweise verursachen würde, müssen trotzdem abgelegt werden.
The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).
The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).
The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).
The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).
Die Zermahlenattacken der Einheit werden als Blitzattacke durchgeführt. Würfele für die Agilität des Modells, wenn de Initiativereihenfolge festgelegt wird.
Die Zermahlenattacken der Einheit werden als Blitzattacke durchgeführt. Würfele für die Agilität des Modells, wenn de Initiativereihenfolge festgelegt wird.
Die Zermahlenattacken der Einheit werden als Blitzattacke durchgeführt. Würfele für die Agilität des Modells, wenn de Initiativereihenfolge festgelegt wird.
Die Zermahlenattacken der Einheit werden als Blitzattacke durchgeführt. Würfele für die Agilität des Modells, wenn de Initiativereihenfolge festgelegt wird.
Die Pfade auf die das Modell Zugriff hat werden ersetzt durch:
Die Pfade auf die das Modell Zugriff hat werden ersetzt durch:
Die Pfade auf die das Modell Zugriff hat werden ersetzt durch:
Die Pfade auf die das Modell Zugriff hat werden ersetzt durch:
Die maximale Reichweite der Artilleriewaffe des Modells ist verdoppelt. Feindliche Einheiten die von der Waffe getroffen werden erleiden -1"Bewegungsrate bis zu einem Minimum von 3" und -2" Marschrate bis zu einem Minimum von 6" bis zum Beginn des nächsten befreundeten Spielerzuges.
Die maximale Reichweite der Artilleriewaffe des Modells ist verdoppelt. Feindliche Einheiten die von der Waffe getroffen werden erleiden -1"Bewegungsrate bis zu einem Minimum von 3" und -2" Marschrate bis zu einem Minimum von 6" bis zum Beginn des nächsten befreundeten Spielerzuges.
Lebenspunkte die dieses Modell durch freundliche Modelle verliert werden für Panik ignoriert (einschliesslich Einheiten die durch Attacken von freundlichen Modellen vernichtet werden). Das Modell kann Schussattacken gegen gegnerische Einheiten durchführen, die im Nahkampf gebunden sind, mit den folgenden Regeln und Einschränkungen: • Die gegnerische Einheit darf nur mit befreundeten Einheiten in den Nahkampf gebunden sein, die Standardhöhe haben und/oder Infanterie sind. • Freundliche Einheiten, die in diesen Nahkampf gebunden sind, geben keine Deckung (aber zählen für Sichtlinie.) • Trefferwürfe werden ganz normal gegen das gewünschte Ziel abgehandelt. Für jeden Treffer von Angriffen ohne Flächenangriff muss dann zufällig mit deinem W6 bestimmt werden, welche Einheit getroffen wird. Bei einem Wurf von 4+ wird - sofern nicht anderweitig geschrieben - das gewünschte Ziel getroffen. Ansonsten wird die freundliche Einheit getroffen, die mit dem gewünschten Ziel im Nahkampf ist. Falls es mehr als eine freundliche Einheit gibt, wähle zufällig, welche getroffen wird. • Im Fall von Flächenangriffen wird der ursprüngliche Treffer nicht zufällig bestimmt. Bestimme die Anzahl von Treffern durch den Flächenangriffen basierend auf dem ursprünglichen Ziel des Angriffs. Bestimme dann jeden Treffer zufällig wie oben beschrieben.
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.
Lebenspunkte die dieses Modell durch freundliche Modelle verliert werden für Panik ignoriert (einschliesslich Einheiten die durch Attacken von freundlichen Modellen vernichtet werden). Das Modell kann Schussattacken gegen gegnerische Einheiten durchführen, die im Nahkampf gebunden sind, mit den folgenden Regeln und Einschränkungen: • Die gegnerische Einheit darf nur mit befreundeten Einheiten in den Nahkampf gebunden sein, die Standardhöhe haben und/oder Infanterie sind. • Freundliche Einheiten, die in diesen Nahkampf gebunden sind, geben keine Deckung (aber zählen für Sichtlinie.) • Trefferwürfe werden ganz normal gegen das gewünschte Ziel abgehandelt. Für jeden Treffer von Angriffen ohne Flächenangriff muss dann zufällig mit deinem W6 bestimmt werden, welche Einheit getroffen wird. Bei einem Wurf von 4+ wird - sofern nicht anderweitig geschrieben - das gewünschte Ziel getroffen. Ansonsten wird die freundliche Einheit getroffen, die mit dem gewünschten Ziel im Nahkampf ist. Falls es mehr als eine freundliche Einheit gibt, wähle zufällig, welche getroffen wird. • Im Fall von Flächenangriffen wird der ursprüngliche Treffer nicht zufällig bestimmt. Bestimme die Anzahl von Treffern durch den Flächenangriffen basierend auf dem ursprünglichen Ziel des Angriffs. Bestimme dann jeden Treffer zufällig wie oben beschrieben.
Lebenspunkte die dieses Modell durch freundliche Modelle verliert werden für Panik ignoriert (einschliesslich Einheiten die durch Attacken von freundlichen Modellen vernichtet werden). Das Modell kann Schussattacken gegen gegnerische Einheiten durchführen, die im Nahkampf gebunden sind, mit den folgenden Regeln und Einschränkungen: • Die gegnerische Einheit darf nur mit befreundeten Einheiten in den Nahkampf gebunden sein, die Standardhöhe haben und/oder Infanterie sind. • Freundliche Einheiten, die in diesen Nahkampf gebunden sind, geben keine Deckung (aber zählen für Sichtlinie.) • Trefferwürfe werden ganz normal gegen das gewünschte Ziel abgehandelt. Für jeden Treffer von Angriffen ohne Flächenangriff muss dann zufällig mit deinem W6 bestimmt werden, welche Einheit getroffen wird. Bei einem Wurf von 4+ wird - sofern nicht anderweitig geschrieben - das gewünschte Ziel getroffen. Ansonsten wird die freundliche Einheit getroffen, die mit dem gewünschten Ziel im Nahkampf ist. Falls es mehr als eine freundliche Einheit gibt, wähle zufällig, welche getroffen wird. • Im Fall von Flächenangriffen wird der ursprüngliche Treffer nicht zufällig bestimmt. Bestimme die Anzahl von Treffern durch den Flächenangriffen basierend auf dem ursprünglichen Ziel des Angriffs. Bestimme dann jeden Treffer zufällig wie oben beschrieben.
Lebenspunkte die dieses Modell durch freundliche Modelle verliert werden für Panik ignoriert (einschliesslich Einheiten die durch Attacken von freundlichen Modellen vernichtet werden). Das Modell kann Schussattacken gegen gegnerische Einheiten durchführen, die im Nahkampf gebunden sind, mit den folgenden Regeln und Einschränkungen: • Die gegnerische Einheit darf nur mit befreundeten Einheiten in den Nahkampf gebunden sein, die Standardhöhe haben und/oder Infanterie sind. • Freundliche Einheiten, die in diesen Nahkampf gebunden sind, geben keine Deckung (aber zählen für Sichtlinie.) • Trefferwürfe werden ganz normal gegen das gewünschte Ziel abgehandelt. Für jeden Treffer von Angriffen ohne Flächenangriff muss dann zufällig mit deinem W6 bestimmt werden, welche Einheit getroffen wird. Bei einem Wurf von 4+ wird - sofern nicht anderweitig geschrieben - das gewünschte Ziel getroffen. Ansonsten wird die freundliche Einheit getroffen, die mit dem gewünschten Ziel im Nahkampf ist. Falls es mehr als eine freundliche Einheit gibt, wähle zufällig, welche getroffen wird. • Im Fall von Flächenangriffen wird der ursprüngliche Treffer nicht zufällig bestimmt. Bestimme die Anzahl von Treffern durch den Flächenangriffen basierend auf dem ursprünglichen Ziel des Angriffs. Bestimme dann jeden Treffer zufällig wie oben beschrieben.
The model gains Ambush, Hard Target (1), and Scout.
The model gains Ambush, Hard Target (1), and Scout.
The model gains Ambush, Hard Target (1), and Scout.
The model gains Ambush, Hard Target (1), and Scout.
Das Modell kann Speaking in Tongues (Thaumaturgy) als Gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Schwarzfellveteranen, Schwarmlegionäre), Channel (1) und Musician. Die Reichweite der Marschmusik des Modells und zu feindlichen Einheiten, die einen Marschtest wegen der Einheit des Modells durchführen müssen, werden beide auf 18" erhöht. Befreundete Einheiten innerhalb von 12" zur Heiligen Plattform erhalten Aegis (6+).
Das Modell kann Speaking in Tongues (Thaumaturgy) als Gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Schwarzfellveteranen, Schwarmlegionäre), Channel (1) und Musician. Die Reichweite der Marschmusik des Modells und zu feindlichen Einheiten, die einen Marschtest wegen der Einheit des Modells durchführen müssen, werden beide auf 18" erhöht. Befreundete Einheiten innerhalb von 12" zur Heiligen Plattform erhalten Aegis (6+).
Das Modell kann Speaking in Tongues (Thaumaturgy) als Gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Schwarzfellveteranen, Schwarmlegionäre), Channel (1) und Musician. Die Reichweite der Marschmusik des Modells und zu feindlichen Einheiten, die einen Marschtest wegen der Einheit des Modells durchführen müssen, werden beide auf 18" erhöht. Befreundete Einheiten innerhalb von 12" zur Heiligen Plattform erhalten Aegis (6+).
Das Modell kann Speaking in Tongues (Thaumaturgy) als Gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Schwarzfellveteranen, Schwarmlegionäre), Channel (1) und Musician. Die Reichweite der Marschmusik des Modells und zu feindlichen Einheiten, die einen Marschtest wegen der Einheit des Modells durchführen müssen, werden beide auf 18" erhöht. Befreundete Einheiten innerhalb von 12" zur Heiligen Plattform erhalten Aegis (6+).
Universal Rule.
If the model is present on the Battlefield at the beginning of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following:
5 Magic Dice (both players)
4+D3 Veil Tokens (Active Player)
Universal Rule.
If the model is present on the Battlefield at the beginning of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following:
5 Magic Dice (both players)
4+D3 Veil Tokens (Active Player)
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)).
Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Universal Rule.
Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool.
If so, models with Cantrips in the unit gain the corresponding effect:
1. Shooting Phase: Throwing Weapons (5+).
2. Melee Phase: Paired Weapons.
The effects last until the end of the next Charge Phase.
Universal Rule.
Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool.
If so, models with Cantrips in the unit gain the corresponding effect:
1. Shooting Phase: Throwing Weapons (5+).
2. Melee Phase: Paired Weapons.
The effects last until the end of the next Charge Phase.
Universal Rule.
Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool.
If so, models with Cantrips in the unit gain the corresponding effect:
1. Shooting Phase: Throwing Weapons (5+).
2. Melee Phase: Paired Weapons.
The effects last until the end of the next Charge Phase.
The bearer's model gains +1 Armour, up to a maximum of Armour 4, and -2" March Rate.
The bearer's model gains +1 Armour, up to a maximum of Armour 4, and -2" March Rate.
Das Modell erhält Heavy Armour und Great Weapon. Zu Beginn jeder befreundeten Schussphase darf ein einzelnes Modell mit Stygischer Aufseher einen einzelnen Tunnel Marker innerhalb von 24" zu sich detonieren. Wenn es dies tut, erleiden alle Einheiten innerhalb von 6" zum Tunnel Marker 2W6 Treffer mit Stärke 4 und Rüstungsdurchschlag 1. Entferne dann den Tunnel Marker.
Das Modell erhält Heavy Armour und Great Weapon. Zu Beginn jeder befreundeten Schussphase darf ein einzelnes Modell mit Stygischer Aufseher einen einzelnen Tunnel Marker innerhalb von 24" zu sich detonieren. Wenn es dies tut, erleiden alle Einheiten innerhalb von 6" zum Tunnel Marker 2W6 Treffer mit Stärke 4 und Rüstungsdurchschlag 1. Entferne dann den Tunnel Marker.
Das Modell erhält Heavy Armour und Great Weapon. Zu Beginn jeder befreundeten Schussphase darf ein einzelnes Modell mit Stygischer Aufseher einen einzelnen Tunnel Marker innerhalb von 24" zu sich detonieren. Wenn es dies tut, erleiden alle Einheiten innerhalb von 6" zum Tunnel Marker 2W6 Treffer mit Stärke 4 und Rüstungsdurchschlag 1. Entferne dann den Tunnel Marker.
Das Modell erhält Heavy Armour und Great Weapon. Zu Beginn jeder befreundeten Schussphase darf ein einzelnes Modell mit Stygischer Aufseher einen einzelnen Tunnel Marker innerhalb von 24" zu sich detonieren. Wenn es dies tut, erleiden alle Einheiten innerhalb von 6" zum Tunnel Marker 2W6 Treffer mit Stärke 4 und Rüstungsdurchschlag 1. Entferne dann den Tunnel Marker.
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner must choose one of the following options and apply its effect to all models with Captain's Orders in the army: • Give no Quarter: The model gains Scoring. • Loot and Pillage: The model gains Light Troops.
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.
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.
Immer, wenn ein Gortach einen nicht verhinderten Lethal Strike verursacht (indem für eine Nahkampfwaffenattacke mit Lethal Strike eine unmodifizierte '6' zum Verwunden gewürfelt wird), erhält die Attacke Multiple Wounds (D3) und der Gortach heilt am Ende des Initiativeschritts 1 Lebenspunkt. Maximal 1 Lebenspunkt darf auf diese Art pro Gortach pro Phase geheilt werden.
Immer, wenn ein Gortach einen nicht verhinderten Lethal Strike verursacht (indem für eine Nahkampfwaffenattacke mit Lethal Strike eine unmodifizierte '6' zum Verwunden gewürfelt wird), erhält die Attacke Multiple Wounds (D3) und der Gortach heilt am Ende des Initiativeschritts 1 Lebenspunkt. Maximal 1 Lebenspunkt darf auf diese Art pro Gortach pro Phase geheilt werden.
The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.
Universal Rule.
The model gains Aegis (4+) and all Discipline Tests taken by friendly models affected by Rally Around the Flag are subject to Minimised Roll. If this model is removed as a casualty, all friendly units must take a Panic Test.
Das Modell erhält Lanze, Waffenpaar, Schwere Rüstung, Schild und Waffenmeister.
Das Modell erhält Lanze, Waffenpaar, Schwere Rüstung, Schild und Waffenmeister.
- As a Catapult (4) Artillery Weapon :
Range 12-60", Shots 1, Str 3 [7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
This weapon always hits on a roll equal to or greater than its Aim.
Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Enemy units in base contact with one or more models with Writhing Nightmares suffer -1 Discipline.
Enemy units in base contact with one or more models with Writhing Nightmares suffer -1 Discipline.
Das Modell erhält +1 Defensivfertigkeit und der Ritter erhält +1 Offensivfertigkeit, +1 Stärke und +1 Rüstungsdurchschlag. Ritter der Kaiserlichen Orden können keine Zweihandwaffen erhalten.
Das Modell erhält +1 Defensivfertigkeit und der Ritter erhält +1 Offensivfertigkeit, +1 Stärke und +1 Rüstungsdurchschlag. Ritter der Kaiserlichen Orden können keine Zweihandwaffen erhalten.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
Universal Rule.
The model must take a mount. Cavalry units containing one or more model with this rule gain Devastating Charge (+1″ Adv).
Universal Rule.
The model must take a mount. The model’s unit must reroll any natural rolls of ’1’ when rolling for Charge Range in the Charge Phase.
Universal Rule.
The model must take a mount. Cavalry units containing one or more model with this rule gain Devastating Charge (+1″ Adv).
Universal Rule.
The model must take a mount. The model’s unit must reroll any natural rolls of ’1’ when rolling for Charge Range in the Charge Phase.
Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.
The model gains Insignificant.
The model gains Insignificant.
Das Modell erhält Magic Resistance (3) und seine Rüstung wird auf 3 gesetzt.
The models gains +3 Armour and Strider(Ruins).
Das Modell erhält Magic Resistance (3) und seine Rüstung wird auf 3 gesetzt.
Themodelsgains+3ArmourandStrider(Ruins).
Themodelsgains+3ArmourandStrider(Ruins).
Themodelsgains+3ArmourandStrider(Ruins).
Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Seuchenjünger). Befreundete Einheiten innerhalb von 6" zum Modell erhalten Poison Attacks mit den folgenden Ausnahmen: • Nur Modelle mit Kult von Errahman sind betroffen. • Nahkampfwaffenattacken die bereits Giftattacken aus einer anderen Quelle waren verwunden bereits bei erfolgreichen Trefferwürfen von 5+ statt 6+.
Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Seuchenjünger). Befreundete Einheiten innerhalb von 6" zum Modell erhalten Poison Attacks mit den folgenden Ausnahmen: • Nur Modelle mit Kult von Errahman sind betroffen. • Nahkampfwaffenattacken die bereits Giftattacken aus einer anderen Quelle waren verwunden bereits bei erfolgreichen Trefferwürfen von 5+ statt 6+.
Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Seuchenjünger). Befreundete Einheiten innerhalb von 6" zum Modell erhalten Poison Attacks mit den folgenden Ausnahmen: • Nur Modelle mit Kult von Errahman sind betroffen. • Nahkampfwaffenattacken die bereits Giftattacken aus einer anderen Quelle waren verwunden bereits bei erfolgreichen Trefferwürfen von 5+ statt 6+.
Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält In die Schlacht getragen (Seuchenjünger). Befreundete Einheiten innerhalb von 6" zum Modell erhalten Poison Attacks mit den folgenden Ausnahmen: • Nur Modelle mit Kult von Errahman sind betroffen. • Nahkampfwaffenattacken die bereits Giftattacken aus einer anderen Quelle waren verwunden bereits bei erfolgreichen Trefferwürfen von 5+ statt 6+.
Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.
Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.
Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.
Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.
Falls die Einheit des Modellteils mindestens ein vollständiges Glied hat und sich ein Modell im Glied direkt dahinter befindet, verursachen seine Aufpralltreffer einen zusätzlichen Treffer (normalerweise W3+2 anstatt W3+1).
Falls die Einheit des Modellteils mindestens ein vollständiges Glied hat und sich ein Modell im Glied direkt dahinter befindet, verursachen seine Aufpralltreffer einen zusätzlichen Treffer (normalerweise W3+2 anstatt W3+1).
Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of Board Edgequot; in the rules for Ambush with edge of any Impassable Terrainquot;.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of Board Edgequot; in the rules for Ambush with edge of any Impassable Terrainquot;.
Das Modell verliert Devastating Charge (+1 Str, +1 AP) und Scoring, und erhält Waldlangbogen (3+), Feigned Flight, Light Troops, und Vanguard.
Das Modell verliert Devastating Charge (+1 Str, +1 AP) und Scoring, und erhält Waldlangbogen (3+), Feigned Flight, Light Troops, und Vanguard.
Die Dunkle Kutsche ändert ihre Basegröße zu 50×150 mm, und der Attackenwert ihrer Untoten Reittiere wird auf 2 gesetzt.
Die Dunkle Kutsche ändert ihre Basegröße zu 50×150 mm, und der Attackenwert ihrer Untoten Reittiere wird auf 2 gesetzt.
Die Basegröße des Mammutjägers wird zu 50×50 mm geändert. Solange das Modell einer Säbelzahntiger-Einheit angeschlossen ist, erhält die Einheit (einschließlich des Mammutjägers) Swift Reform und Vanguard, und der Mammutjäger zählt als eine Standard Bestie für die Trefferverteilung, ausser für Stomp Attacks.
Die Basegröße des Mammutjägers wird zu 50×50 mm geändert. Solange das Modell einer Säbelzahntiger-Einheit angeschlossen ist, erhält die Einheit (einschließlich des Mammutjägers) Swift Reform und Vanguard, und der Mammutjäger zählt als eine Standard Bestie für die Trefferverteilung, ausser für Stomp Attacks.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Autonomous.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Autonomous.
Während Schritt 7 der Spielvorbereitung (Zauberauswahl) erhält das Modell kostenlos eine der folgenden Optionen: • Steinschlossaxt (2+) • Great Weapon • Infernowaffe • Paired Weapons Zusätzlich darf der Besitzer, ebenfalls während Schritt 7 der Spielvorbereitung, eine einzelne Waffenverzauberung aus dem Arkanen Kompendium oder diesem Armeebuch für eine beliebige der Waffen dieses Modells ohne zusätzliche Kosten auswählen. Diese Waffenverzauberung zählt nicht gegen das Budget für besondere Gegenstände dieses Modells.
Während Schritt 7 der Spielvorbereitung (Zauberauswahl) erhält das Modell kostenlos eine der folgenden Optionen: • Steinschlossaxt (2+) • Great Weapon • Infernowaffe • Paired Weapons Zusätzlich darf der Besitzer, ebenfalls während Schritt 7 der Spielvorbereitung, eine einzelne Waffenverzauberung aus dem Arkanen Kompendium oder diesem Armeebuch für eine beliebige der Waffen dieses Modells ohne zusätzliche Kosten auswählen. Diese Waffenverzauberung zählt nicht gegen das Budget für besondere Gegenstände dieses Modells.
Gegnerische Einheiten innerhalb von 6" um ein oder mehrere Modelle mit Grabeskälte erleiden -2 Agilität und -2 Defensivfertigkeit.
Gegnerische Einheiten innerhalb von 6" um ein oder mehrere Modelle mit Grabeskälte erleiden -2 Agilität und -2 Defensivfertigkeit.
Ein Modell mit dieser Spezialattacke kann sie als 1. Schussattacke oder 2. als Spezialattacke im Nahkampf einsetzen. 1. Wähle ein Ziel gemäß den normalen Regeln für Schussattacken. Sie hat Reichweite Range 8", Marschieren und Schießen. 2. Die Attacke wird zum Initiativeschritt des Modellteils durchgeführt. Kündige beim Zuweisen der Attacken an, dass du Markerschütterndes Kreischen verwenden willst. In diesem Fall kann der Modellteil keine Nahkampfwaffenattacken durchführen. Wähle eine einzelne Einheit in Basekontakt als Ziel. Unabhängig davon, ob als Schussattacke oder Nahkampfattacke eingesetzt, verursacht das Markerschütternde Kreischen 1 Treffer am Ziel für jeden Lebenspunkt, den das Modell mit Markerschütterndes Kreischen momentan hat. Diese Treffer haben immer Stärke 10, Rüstungsdurchschlag 10 und Magische Attacken. Benutze für Verwundungswürfe mit dieser Attacke die gegnerische Disziplin anstelle der Widerstandsfähigkeit.
Ein Modell mit dieser Spezialattacke kann sie als 1. Schussattacke oder 2. als Spezialattacke im Nahkampf einsetzen. 1. Wähle ein Ziel gemäß den normalen Regeln für Schussattacken. Sie hat Reichweite Range 8", Marschieren und Schießen. 2. Die Attacke wird zum Initiativeschritt des Modellteils durchgeführt. Kündige beim Zuweisen der Attacken an, dass du Markerschütterndes Kreischen verwenden willst. In diesem Fall kann der Modellteil keine Nahkampfwaffenattacken durchführen. Wähle eine einzelne Einheit in Basekontakt als Ziel. Unabhängig davon, ob als Schussattacke oder Nahkampfattacke eingesetzt, verursacht das Markerschütternde Kreischen 1 Treffer am Ziel für jeden Lebenspunkt, den das Modell mit Markerschütterndes Kreischen momentan hat. Diese Treffer haben immer Stärke 10, Rüstungsdurchschlag 10 und Magische Attacken. Benutze für Verwundungswürfe mit dieser Attacke die gegnerische Disziplin anstelle der Widerstandsfähigkeit.
Das Modell kann eine Anzahl an Unter- stüztungsattacken ausführen, die seinem Attackewert entspricht.
Das Modell kann eine Anzahl an Unter- stüztungsattacken ausführen, die seinem Attackewert entspricht.
Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.
Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.
Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.
Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.
Attacken, die mit dieser Waffe durchgeführt werden erhalten +1 Stärke und +1 Rüstungsdurchschlag.
Attacken, die mit dieser Waffe durchgeführt werden erhalten +1 Stärke und +1 Rüstungsdurchschlag.
Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.
Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.
Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.
Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
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.
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
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 Strider (Water Terrain). In addition, 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).
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.
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es Devastating Charge (+2" Adv) und Hard Target (1).
Das Modell erhält zwei Instanzen von Fight in Extra Rank während seine Einheit standhaft ist und nicht von Kampfordnung gestört betroffen ist. Prüfe zu Beginn jedes Initiativeschritts, ob die Bedingungen erfüllt sind und wende dann die Effekte an.
Das Modell erhält zwei Instanzen von Fight in Extra Rank während seine Einheit standhaft ist und nicht von Kampfordnung gestört betroffen ist. Prüfe zu Beginn jedes Initiativeschritts, ob die Bedingungen erfüllt sind und wende dann die Effekte an.
Das Modell erhält zwei Instanzen von Fight in Extra Rank während seine Einheit standhaft ist und nicht von Kampfordnung gestört betroffen ist. Prüfe zu Beginn jedes Initiativeschritts, ob die Bedingungen erfüllt sind und wende dann die Effekte an.
Das Modell erhält zwei Instanzen von Fight in Extra Rank während seine Einheit standhaft ist und nicht von Kampfordnung gestört betroffen ist. Prüfe zu Beginn jedes Initiativeschritts, ob die Bedingungen erfüllt sind und wende dann die Effekte an.
Alle Modellteile ohne Angeschirrt in der Einheit des Modells erhalten Schlachtfokus.
Alle Modellteile ohne Angeschirrt in der Einheit des Modells erhalten Schlachtfokus.
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Das Modell erhält +2 Health Points, 2 zusätzliche Peitschenmeister, und seine Basegröße wird zu 100×150 mm geändert.
The model gains +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100x150 mm.
Das Modell erhält +2 Health Points, 2 zusätzliche Peitschenmeister, und seine Basegröße wird zu 100×150 mm geändert.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Die Schussattacken des Modells werden Flaming Attacks und Magical Attacks.
Die Schussattacken des Modells werden Flaming Attacks und Magical Attacks.
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.
At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.
At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.
At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.
At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.
Lege für jede Instanz von Entzündlich einen Entzündlich-Marker neben die Einheit. Eine Einheit mit einem oder mehreren Entzündlich Markern wird Flammable. Entferne einen Entzündlich Marker: • Sofort, wenn die Einheit eine oder mehr Wunden von Fernkampfattacken, die Flammenattacken sind, erleidet(bevor Schutzwürfe durchgeführt werden). • Am Ende einer Nahkampfrunde in der die Einheit eine oder mehr Wunden von Nahkampfattacken, die Flam- menattacken sind, erleidet (bevor Schutzwürfe durchgeführt werden). Ein Charaktermodell, das eine Einheit, die von Entzündlich betroffen ist, verlässt, ist nicht mehr betroffen, au-ßer das Charaktermodell war eine Einzelmodelleinheit als es Entzündlich erhalten hat. In diesem Fall behält das Charaktermodell diese Entzündlich Marker.
Lege für jede Instanz von Entzündlich einen Entzündlich-Marker neben die Einheit. Eine Einheit mit einem oder mehreren Entzündlich Markern wird Flammable. Entferne einen Entzündlich Marker: • Sofort, wenn die Einheit eine oder mehr Wunden von Fernkampfattacken, die Flammenattacken sind, erleidet(bevor Schutzwürfe durchgeführt werden). • Am Ende einer Nahkampfrunde in der die Einheit eine oder mehr Wunden von Nahkampfattacken, die Flam- menattacken sind, erleidet (bevor Schutzwürfe durchgeführt werden). Ein Charaktermodell, das eine Einheit, die von Entzündlich betroffen ist, verlässt, ist nicht mehr betroffen, au-ßer das Charaktermodell war eine Einzelmodelleinheit als es Entzündlich erhalten hat. In diesem Fall behält das Charaktermodell diese Entzündlich Marker.
The model gains Insignificant.
The model gains Insignificant.
The model part gains Born to Fight.
The model part gains Born to Fight.
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.
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.
At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is set to 1.
At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is set to 1.
Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.
Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.
Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.
Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.
Die Einheit darf das Spiel in Tunnelreserver beginnen. Hinterhaltwürfe für Einheiten, die komplett aus Modellen mit Sicarrische Schmuggler bestehen, dürfen wiederholt werden.
Die Einheit darf das Spiel in Tunnelreserver beginnen. Hinterhaltwürfe für Einheiten, die komplett aus Modellen mit Sicarrische Schmuggler bestehen, dürfen wiederholt werden.
Die Einheit darf das Spiel in Tunnelreserver beginnen. Hinterhaltwürfe für Einheiten, die komplett aus Modellen mit Sicarrische Schmuggler bestehen, dürfen wiederholt werden.
Die Einheit darf das Spiel in Tunnelreserver beginnen. Hinterhaltwürfe für Einheiten, die komplett aus Modellen mit Sicarrische Schmuggler bestehen, dürfen wiederholt werden.
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
Das Modell erleidet ein Missgeschick, wenn es eine natürliche '1' für die in den Klammern (X) beschriebene Art von Wurf wirft. Wenn X Fehlfunktionquot; ist, erleidet das Modell ein Missgeschick anstelle der Effekte von Fehlfunktion. Ein Wurf, der in einem Missgeschick resultiert, kann nicht wiederholt werden und Angriffe, die in einem Missgeschick resultieren verfehlen immer. Wenn ein Missgeschick passiert, erleidet die Einheit des Modell W6 Treffer mit Stärke 2 und Rüstungsdurchschlag 0. Wenn der Versuch und Irrsinn Modus benutzt wurde, wird die Stärke dieser Treffer auf 6 gesetzt und ihr Rüstungsdurchschlag wird auf 4 gesetzt.
Das Modell erleidet ein Missgeschick, wenn es eine natürliche '1' für die in den Klammern (X) beschriebene Art von Wurf wirft. Wenn X Fehlfunktionquot; ist, erleidet das Modell ein Missgeschick anstelle der Effekte von Fehlfunktion. Ein Wurf, der in einem Missgeschick resultiert, kann nicht wiederholt werden und Angriffe, die in einem Missgeschick resultieren verfehlen immer. Wenn ein Missgeschick passiert, erleidet die Einheit des Modell W6 Treffer mit Stärke 2 und Rüstungsdurchschlag 0. Wenn der Versuch und Irrsinn Modus benutzt wurde, wird die Stärke dieser Treffer auf 6 gesetzt und ihr Rüstungsdurchschlag wird auf 4 gesetzt.
Das Modell erleidet ein Missgeschick, wenn es eine natürliche '1' für die in den Klammern (X) beschriebene Art von Wurf wirft. Wenn X Fehlfunktionquot; ist, erleidet das Modell ein Missgeschick anstelle der Effekte von Fehlfunktion. Ein Wurf, der in einem Missgeschick resultiert, kann nicht wiederholt werden und Angriffe, die in einem Missgeschick resultieren verfehlen immer. Wenn ein Missgeschick passiert, erleidet die Einheit des Modell W6 Treffer mit Stärke 2 und Rüstungsdurchschlag 0. Wenn der Versuch und Irrsinn Modus benutzt wurde, wird die Stärke dieser Treffer auf 6 gesetzt und ihr Rüstungsdurchschlag wird auf 4 gesetzt.
Das Modell erleidet ein Missgeschick, wenn es eine natürliche '1' für die in den Klammern (X) beschriebene Art von Wurf wirft. Wenn X Fehlfunktionquot; ist, erleidet das Modell ein Missgeschick anstelle der Effekte von Fehlfunktion. Ein Wurf, der in einem Missgeschick resultiert, kann nicht wiederholt werden und Angriffe, die in einem Missgeschick resultieren verfehlen immer. Wenn ein Missgeschick passiert, erleidet die Einheit des Modell W6 Treffer mit Stärke 2 und Rüstungsdurchschlag 0. Wenn der Versuch und Irrsinn Modus benutzt wurde, wird die Stärke dieser Treffer auf 6 gesetzt und ihr Rüstungsdurchschlag wird auf 4 gesetzt.
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.
Während sie sich innerhalb von 6" um ein oder mehrere Modelle mit Jagdhorn befinden, erhalten alle befreundeten Einheiten Devastating Charge (+1" Bew).
Während sie sich innerhalb von 6" um ein oder mehrere Modelle mit Jagdhorn befinden, erhalten alle befreundeten Einheiten Devastating Charge (+1" Bew).
Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.
Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.
Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.
Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.
Das Modell erhält Krakenhaut und Paired Weapons. Jede angreifende Einheit mit einem oder mehreren Modellen mit Korsar addiert +1 zu ihrem Kampfergebnis, wenn sie einen Gegner in der feindlichen Flanke oder Rücken bekämpft.
Das Modell erhält Krakenhaut und Paired Weapons. Jede angreifende Einheit mit einem oder mehreren Modellen mit Korsar addiert +1 zu ihrem Kampfergebnis, wenn sie einen Gegner in der feindlichen Flanke oder Rücken bekämpft.
The model gains Heavy Armour and Scoring.
The model gains Extra Support (2), Hard Target (1), Light Troops and Skirmisher. 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 Ravagers suffer -1 Discipline.
The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.
The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.
The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.
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.
Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.
Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.
Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.
Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.
Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.
Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.
Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.
Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.
Das Modell kann sich keinen Einheiten anschließen, die bereits ein Modell des selben Einheiteneintrags enthalten.
Das Modell kann sich keinen Einheiten anschließen, die bereits ein Modell des selben Einheiteneintrags enthalten.
Das Modell kann sich keinen Einheiten anschließen, die bereits ein Modell des selben Einheiteneintrags enthalten.
Wenn eine gegnerische Einheit einen Angriff gegen eine andere Einheit mit einem oder mehreren Modellen mit Kriegsdisziplin in der Angriffsphase angesagt hat, kann eine einzelne befreundete Einheit, die ein oder mehrere Modelle mit Deckungssalve enthält, sofort eine Stehen und Schießen-Angriffsreaktion mit folgenden Bedingungen und Einschränkungen durchführen: • Der Abstand zwischen dem Angreifer und der angegriffenen Einheit muss größer sein als die Bewegungsrate des Angreifers (im Falle mehrerer Bewegungsraten wird der niedrigste Wert der angreifenden Modelle verwendet). • Die Einheit mit Deckungssalve ist innerhalb von 12" um die angegriffene Einheit. • Nur Modellteile mit Deckungssalve dürfen schießen, und sie dürfen nur einmal pro Runde schießen. • Die Einheit muss Stehen und Schießen durchführen, bevor die angegriffene Einheit eine Angriffsreaktion ansagt. Falls der Angriff nach dem Stehen und Schießen der Einheit nicht mehr möglich ist (weil z.B. die angreifende Einheit zerstört ist oder einen Paniktest nicht bestanden hat), erklärt die angegriffene Einheit keine Angriffsreaktion. • Die Stehen und Schießen-Angriffsreaktion wird so durchgeführt, als ob der Gegner einen Angriff gegen die Einheit mit Deckungssalve in ihrer aktuellen Position angesagt hätte (wende die normalen Regeln für die Stehen und Schießen-Angriffsreaktionan, d.h. dieangreifendeEinheitmusssichimFrontbereichderEinheitmitDeckungssalve befinden, die Einheit mit Deckungssalve darf nicht Erschüttert oder Fliehend sein, usw.).
Wenn eine gegnerische Einheit einen Angriff gegen eine andere Einheit mit einem oder mehreren Modellen mit Kriegsdisziplin in der Angriffsphase angesagt hat, kann eine einzelne befreundete Einheit, die ein oder mehrere Modelle mit Deckungssalve enthält, sofort eine Stehen und Schießen-Angriffsreaktion mit folgenden Bedingungen und Einschränkungen durchführen: • Der Abstand zwischen dem Angreifer und der angegriffenen Einheit muss größer sein als die Bewegungsrate des Angreifers (im Falle mehrerer Bewegungsraten wird der niedrigste Wert der angreifenden Modelle verwendet). • Die Einheit mit Deckungssalve ist innerhalb von 12" um die angegriffene Einheit. • Nur Modellteile mit Deckungssalve dürfen schießen, und sie dürfen nur einmal pro Runde schießen. • Die Einheit muss Stehen und Schießen durchführen, bevor die angegriffene Einheit eine Angriffsreaktion ansagt. Falls der Angriff nach dem Stehen und Schießen der Einheit nicht mehr möglich ist (weil z.B. die angreifende Einheit zerstört ist oder einen Paniktest nicht bestanden hat), erklärt die angegriffene Einheit keine Angriffsreaktion. • Die Stehen und Schießen-Angriffsreaktion wird so durchgeführt, als ob der Gegner einen Angriff gegen die Einheit mit Deckungssalve in ihrer aktuellen Position angesagt hätte (wende die normalen Regeln für die Stehen und Schießen-Angriffsreaktionan, d.h. dieangreifendeEinheitmusssichimFrontbereichderEinheitmitDeckungssalve befinden, die Einheit mit Deckungssalve darf nicht Erschüttert oder Fliehend sein, usw.).
Das Modell erhält Light Troops, Skirmisher und Hard Target (1) und verliert Scoring.
Das Modell erhält Light Troops, Skirmisher und Hard Target (1) und verliert Scoring.
The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.
The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.
The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.
The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.
Das Modell verliert Punktend und erhält Hard Target (1), Light Troops, und Skirmisher.
Das Modell verliert Punktend und erhält Hard Target (1), Light Troops, und Skirmisher.
The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.
The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.
The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.
The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.
Das Modell erhält Not a Leader und War Platform. Zusätzlich erleidet während der Nahkampfphase die Einheit des Modells und alle Einheiten in Kontakt mit der Einheit des Modells -1 Widerstandsfähigkeit. Modelle mit Tiegel des Gemetzels sind nicht betroffen. Während sie Teil einer Infantrie Einheit sind, erhalten Behüter die gleichen Nahkampfwaffen, wie die R&F Modelle in der Einheit. Sie können Speere verwenden, obwohl sie nicht Infanterie sind.
Das Modell erhält Not a Leader und War Platform. Zusätzlich erleidet während der Nahkampfphase die Einheit des Modells und alle Einheiten in Kontakt mit der Einheit des Modells -1 Widerstandsfähigkeit. Modelle mit Tiegel des Gemetzels sind nicht betroffen. Während sie Teil einer Infantrie Einheit sind, erhalten Behüter die gleichen Nahkampfwaffen, wie die R&F Modelle in der Einheit. Sie können Speere verwenden, obwohl sie nicht Infanterie sind.
Wenn die Einheit angreift und mindestens ein vollständiges Glied hat, bestimme zum Initiativeschritt 10 ein einzelnes R&F-Modell in der Einheit. Dieses Modell erhält Aufpralltreffer (W3). Diese Aufpralltreffer werden mit Stärke 5, Rüstungsdurchschlag 2 und Multiple Lebenspunktverluste (W3+1, gegen Riesige Statur) durchgeführt.
Wenn die Einheit angreift und mindestens ein vollständiges Glied hat, bestimme zum Initiativeschritt 10 ein einzelnes R&F-Modell in der Einheit. Dieses Modell erhält Aufpralltreffer (W3). Diese Aufpralltreffer werden mit Stärke 5, Rüstungsdurchschlag 2 und Multiple Lebenspunktverluste (W3+1, gegen Riesige Statur) durchgeführt.
Bestimme vor dem Würfeln der Trefferwürfe eine Nahkampfattacke. Diese Attacke erhält Multiple Lebenspunktverluste (W3+1). Wird die Attacke in mehr als einen Treffer umgewandelt (z.B. durch einen Treffer mit Schlachtfokus), erhält nur ein einzelner Treffer, bestimmt durch den kontrollierenden Spieler, den Effekt.
Bestimme vor dem Würfeln der Trefferwürfe eine Nahkampfattacke. Diese Attacke erhält Multiple Lebenspunktverluste (W3+1). Wird die Attacke in mehr als einen Treffer umgewandelt (z.B. durch einen Treffer mit Schlachtfokus), erhält nur ein einzelner Treffer, bestimmt durch den kontrollierenden Spieler, den Effekt.
The bearer's model gains +1 Health Point, and enemy units in base contact with the bearer's model suffer -1 Resilience.
Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
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.
Das Modell erhält Devastating Charge (Swiftstride) für Angriffe auf Einheiten, die mindestens ein großes oder gigantisches Modell enthalten.
Das Modell erhält Devastating Charge (Swiftstride) für Angriffe auf Einheiten, die mindestens ein großes oder gigantisches Modell enthalten.
Wenn ein Modell mit Gebirgspelz eine Verwundung durch eine Attacke mit Multiple Lebenspunktverluste (X) erleidet, reduziere X um die Hälfte (aufgerundet).
Wenn ein Modell mit Gebirgspelz eine Verwundung durch eine Attacke mit Multiple Lebenspunktverluste (X) erleidet, reduziere X um die Hälfte (aufgerundet).
Universal Rule.
The model loses Insignificant while a Sacred Plat- form with Pestilent Pulpit is part of the model’s unit.
The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only
The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only
Jedes Mal, wenn eine natürliche '1' zum Treffen mit einer Nahkampfwaffenattacke gegen ein Modell mit Kult von Errahman geworfen wird, verursacht der Modellteil 1 Treffer mit toxischen Attacken gegen die Einheit des angreifenden Modells im gleichen Initiativeschritt bevor Verluste entfernt wurden. R&F Modelle mit Kult von Errahman können nicht mit Modellen ohne Kult von Errahman eine Einheit bilden.
Jedes Mal, wenn eine natürliche '1' zum Treffen mit einer Nahkampfwaffenattacke gegen ein Modell mit Kult von Errahman geworfen wird, verursacht der Modellteil 1 Treffer mit toxischen Attacken gegen die Einheit des angreifenden Modells im gleichen Initiativeschritt bevor Verluste entfernt wurden. R&F Modelle mit Kult von Errahman können nicht mit Modellen ohne Kult von Errahman eine Einheit bilden.
Jedes Mal, wenn eine natürliche '1' zum Treffen mit einer Nahkampfwaffenattacke gegen ein Modell mit Kult von Errahman geworfen wird, verursacht der Modellteil 1 Treffer mit toxischen Attacken gegen die Einheit des angreifenden Modells im gleichen Initiativeschritt bevor Verluste entfernt wurden. R&F Modelle mit Kult von Errahman können nicht mit Modellen ohne Kult von Errahman eine Einheit bilden.
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.
Jedes Mal, wenn eine natürliche '1' zum Treffen mit einer Nahkampfwaffenattacke gegen ein Modell mit Kult von Errahman geworfen wird, verursacht der Modellteil 1 Treffer mit toxischen Attacken gegen die Einheit des angreifenden Modells im gleichen Initiativeschritt bevor Verluste entfernt wurden. R&F Modelle mit Kult von Errahman können nicht mit Modellen ohne Kult von Errahman eine Einheit bilden.
Für jeden erfolgreichen Fortitude Wurf einer natürlichen '6' ignoriert das Modell eine gleichzeitig erlittene Wunde. Falls dem Modell gleichzeitig keine Wunde hinzugefügt wurde, erhält es stattdessen einen Lebenspunkt zurück.
Für jeden erfolgreichen Fortitude Wurf einer natürlichen '6' ignoriert das Modell eine gleichzeitig erlittene Wunde. Falls dem Modell gleichzeitig keine Wunde hinzugefügt wurde, erhält es stattdessen einen Lebenspunkt zurück.
At the end of step 3 of the owner’s Magic Phase (Siphon the Veil) and before Veil Token Limits are applied, each non-Fleeing model with Daemonic Summon may perform a single Daemonic Summon:
1. Choose a unit from the Summoned Daemons Army Category on your Army List.
2. Discard a number of Veil Tokens from your Veil Token pool corresponding to the chosen unit’s Point Cost divided by 200, rounding fractions up. During the owner’s Player Turn 1, only 2 Veil Tokens may be discarded for Daemonic Summon. Otherwise, a maximum of 6 Veil Tokens may be discarded for Daemonic Summon per Player Turn.
3. The chosen unit is deployed in a legal formation fully within 12″ of the model that performs the Daemonic Summon. All models must be placed at least 1″ away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed.
The unit counts as having moved during the Player Turn it arrives on the Battlefield. Any unit that entered the Battlefield on Game Turn 4 or later loses Scoring. If a unit from the Summoned Daemons Army Category has not entered the Battlefield before the end of the game, the unit counts as destroyed.
Until deployed on the Battlefield, units from the Summoned Daemons Army Category cannot perform any actions at all, and all their Special Items, rules, and abilities don’t work while off the board.
At the end of step 3 of the owner’s Magic Phase (Siphon the Veil) and before Veil Token Limits are applied, each non-Fleeing model with Daemonic Summon may perform a single Daemonic Summon:
1. Choose a unit from the Summoned Daemons Army Category on your Army List.
2. Discard a number of Veil Tokens from your Veil Token pool corresponding to the chosen unit’s Point Cost divided by 200, rounding fractions up. During the owner’s Player Turn 1, only 2 Veil Tokens may be discarded for Daemonic Summon. Otherwise, a maximum of 6 Veil Tokens may be discarded for Daemonic Summon per Player Turn.
3. The chosen unit is deployed in a legal formation fully within 12″ of the model that performs the Daemonic Summon. All models must be placed at least 1″ away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed.
The unit counts as having moved during the Player Turn it arrives on the Battlefield. Any unit that entered the Battlefield on Game Turn 4 or later loses Scoring. If a unit from the Summoned Daemons Army Category has not entered the Battlefield before the end of the game, the unit counts as destroyed.
Until deployed on the Battlefield, units from the Summoned Daemons Army Category cannot perform any actions at all, and all their Special Items, rules, and abilities don’t work while off the board.
Der Einheit können sich keine Charaktermodelle anschließen und sie darf nie mehr Glieder als Reihen haben. Wenn der Einheit ein Aufriebstest misslingt, führt sie keine zusätzlichen Nahkampfwaffenattacken durch Pfad der Ausgestoßenen durch. Ersetze stattdessen jedes Modell der Einheit nach Schritt 8 des Ablaufs einer Nahkampfrunde (nachdem Paniktests abgelegt wurden) mit einer Verdammten Bestie: • Die Einheit mit Verdammnis zählt als zerstört und die Modelle werden als entfernte Verluste behandelt. • Jede Verdammte Bestie wird in der gleichen Position und Ausrichtung wie das ersetzte Modell platziert, selbst wenn das ersetzte Modell in Basekontakt mit einer gegnerischen Einheit war. In diesem Fall wird das Modell der Verdammten Bestie ebenfalls in Basekontakt mit der gegnerischen Einheit platziert. • Die Verdammtem Bestien bilden eine neue Einheit. • Die neue Einheit aus Verdammten Bestien folgt den Regeln für beschworene Einheiten, außer dass die Einheitenabstandsregel ignoriert wird, wenn sie auf dem Spielfeld platziert wird. • Die Einheit aus Verdammten Bestien kann in dieser Nahkampfrunde keine Nahkampfneuformierung durchführen, gegnerische Einheiten können dies den normalen Regeln entsprechend tun. • Beachte, dass die folgende Nahkampfrunde nicht als erste Nahkampfrunde für die Einheit aus Verdammten Bestien oder die gegnerische Einheit, mit der diese im Nahkampf gebunden ist, gilt.
Der Einheit können sich keine Charaktermodelle anschließen und sie darf nie mehr Glieder als Reihen haben. Wenn der Einheit ein Aufriebstest misslingt, führt sie keine zusätzlichen Nahkampfwaffenattacken durch Pfad der Ausgestoßenen durch. Ersetze stattdessen jedes Modell der Einheit nach Schritt 8 des Ablaufs einer Nahkampfrunde (nachdem Paniktests abgelegt wurden) mit einer Verdammten Bestie: • Die Einheit mit Verdammnis zählt als zerstört und die Modelle werden als entfernte Verluste behandelt. • Jede Verdammte Bestie wird in der gleichen Position und Ausrichtung wie das ersetzte Modell platziert, selbst wenn das ersetzte Modell in Basekontakt mit einer gegnerischen Einheit war. In diesem Fall wird das Modell der Verdammten Bestie ebenfalls in Basekontakt mit der gegnerischen Einheit platziert. • Die Verdammtem Bestien bilden eine neue Einheit. • Die neue Einheit aus Verdammten Bestien folgt den Regeln für beschworene Einheiten, außer dass die Einheitenabstandsregel ignoriert wird, wenn sie auf dem Spielfeld platziert wird. • Die Einheit aus Verdammten Bestien kann in dieser Nahkampfrunde keine Nahkampfneuformierung durchführen, gegnerische Einheiten können dies den normalen Regeln entsprechend tun. • Beachte, dass die folgende Nahkampfrunde nicht als erste Nahkampfrunde für die Einheit aus Verdammten Bestien oder die gegnerische Einheit, mit der diese im Nahkampf gebunden ist, gilt.
Das Modell kann entscheiden, sich nicht zu bewegen, obwohl es Zufällige Bewegung hat, und seine Verfogungs- und Überrenndistanz beträgt in der Nahkampfphase immer 0". Bevor es sich in der Bewegungsphase bewegt, kann das Modell sich dazu entscheiden, Zufällige Bewegung (4W3") mit Zufällige Bewegung (5W3") bis zum Ende der Bewegungsphase zu ersetzen. In dem Fall kann die Dampfkanone während dieses Spielerzugs nicht verwendet werden.
Das Modell kann entscheiden, sich nicht zu bewegen, obwohl es Zufällige Bewegung hat, und seine Verfogungs- und Überrenndistanz beträgt in der Nahkampfphase immer 0". Bevor es sich in der Bewegungsphase bewegt, kann das Modell sich dazu entscheiden, Zufällige Bewegung (4W3") mit Zufällige Bewegung (5W3") bis zum Ende der Bewegungsphase zu ersetzen. In dem Fall kann die Dampfkanone während dieses Spielerzugs nicht verwendet werden.
Zu Beginn jeder Nahkampfrunde müssen Einheiten, die vollständig aus Modellen mit dieser Regel bestehen, einen der folgenden Tänze auswählen und den Effekt bis zum Ende der Nahkampfrunde anwenden. Die Einheit darf denselben Tanz nicht noch einmal wählen, bis eins der folgenden Ereignisse eingetreten ist: • Die Einheit ist nicht länger im Nahkampf gebunden. • Die Einheit hat einen anderen Tanz gewählt.
Zu Beginn jeder Nahkampfrunde müssen Einheiten, die vollständig aus Modellen mit dieser Regel bestehen, einen der folgenden Tänze auswählen und den Effekt bis zum Ende der Nahkampfrunde anwenden. Die Einheit darf denselben Tanz nicht noch einmal wählen, bis eins der folgenden Ereignisse eingetreten ist: • Die Einheit ist nicht länger im Nahkampf gebunden. • Die Einheit hat einen anderen Tanz gewählt.
Universal Rule.
Spells cast by the model gain +3″ range for each additional friendly Wizard within 12″ of the Caster. This bonus can never increase the combined modifier beyond +9″, however other sources may.
The model must select 2 spells from: Spear of Infinity (Hereditary Spell), Hand of Heaven (Thaumaturgy), and The Grave Calls (Occultism) during Spell Selection. This overrides the normal Spell Selection rules connected to being a Wizard Adept.
When performing a Daemonic Summon with the model, divide the chosen unit’s Point Cost by 300 (instead of 200), rounding fractions up, for determining the number of discarded Veil Tokens.
Universal Rule.
Spells cast by the model gain +3″ range for each additional friendly Wizard within 12″ of the Caster. This bonus can never increase the combined modifier beyond +9″, however other sources may.
The model must select 2 spells from: Spear of Infinity (Hereditary Spell), Hand of Heaven (Thaumaturgy), and The Grave Calls (Occultism) during Spell Selection. This overrides the normal Spell Selection rules connected to being a Wizard Adept.
When performing a Daemonic Summon with the model, divide the chosen unit’s Point Cost by 300 (instead of 200), rounding fractions up, for determining the number of discarded Veil Tokens.
Das Modell kann nicht normal aufgestellt werden. Markiere stattdessen direkt vor Schritt 2 des Ablaufs der Aufstellungsphase (nachdem bestimmt wurde, wer zuerst aufstellt), wenn du einen oder mehr Dämmerklingenassassinen in deiner Armee hast, bis zu 3 Einheiten Schwarm-Velites, Schwarmlegionäre, Schwarzfellveteranen, Schattenfelljäger oder Ignifer-Grenadiere in deiner Armeeliste. Einmal pro Spiel, zu Beginn eines Spielerzuges, muss der Besitzer alle seine Dämmerklingenassassinen aufstellen. Wähle eine markierte, nicht fliehende Einheit für jeden Dämmerklingenassassinen und entferne ein R&F Modell aus dem ersten Glied der gewählten Einheit als Verlust. Stelle die Dämmerklingenassassinen in diesen Einheiten auf die Positionen der entfernten Modelle.
Das Modell kann nicht normal aufgestellt werden. Markiere stattdessen direkt vor Schritt 2 des Ablaufs der Aufstellungsphase (nachdem bestimmt wurde, wer zuerst aufstellt), wenn du einen oder mehr Dämmerklingenassassinen in deiner Armee hast, bis zu 3 Einheiten Schwarm-Velites, Schwarmlegionäre, Schwarzfellveteranen, Schattenfelljäger oder Ignifer-Grenadiere in deiner Armeeliste. Einmal pro Spiel, zu Beginn eines Spielerzuges, muss der Besitzer alle seine Dämmerklingenassassinen aufstellen. Wähle eine markierte, nicht fliehende Einheit für jeden Dämmerklingenassassinen und entferne ein R&F Modell aus dem ersten Glied der gewählten Einheit als Verlust. Stelle die Dämmerklingenassassinen in diesen Einheiten auf die Positionen der entfernten Modelle.
Das Modell kann nicht normal aufgestellt werden. Markiere stattdessen direkt vor Schritt 2 des Ablaufs der Aufstellungsphase (nachdem bestimmt wurde, wer zuerst aufstellt), wenn du einen oder mehr Dämmerklingenassassinen in deiner Armee hast, bis zu 3 Einheiten Schwarm-Velites, Schwarmlegionäre, Schwarzfellveteranen, Schattenfelljäger oder Ignifer-Grenadiere in deiner Armeeliste. Einmal pro Spiel, zu Beginn eines Spielerzuges, muss der Besitzer alle seine Dämmerklingenassassinen aufstellen. Wähle eine markierte, nicht fliehende Einheit für jeden Dämmerklingenassassinen und entferne ein R&F Modell aus dem ersten Glied der gewählten Einheit als Verlust. Stelle die Dämmerklingenassassinen in diesen Einheiten auf die Positionen der entfernten Modelle.
Das Modell kann nicht normal aufgestellt werden. Markiere stattdessen direkt vor Schritt 2 des Ablaufs der Aufstellungsphase (nachdem bestimmt wurde, wer zuerst aufstellt), wenn du einen oder mehr Dämmerklingenassassinen in deiner Armee hast, bis zu 3 Einheiten Schwarm-Velites, Schwarmlegionäre, Schwarzfellveteranen, Schattenfelljäger oder Ignifer-Grenadiere in deiner Armeeliste. Einmal pro Spiel, zu Beginn eines Spielerzuges, muss der Besitzer alle seine Dämmerklingenassassinen aufstellen. Wähle eine markierte, nicht fliehende Einheit für jeden Dämmerklingenassassinen und entferne ein R&F Modell aus dem ersten Glied der gewählten Einheit als Verlust. Stelle die Dämmerklingenassassinen in diesen Einheiten auf die Positionen der entfernten Modelle.
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.
If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.
If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.
If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.
If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.
Am Ende der Phase, in der der Hierophant als Verlust entfernt wurde, muss jede Einheit in der Armee mit Staub zu Staub, einen Disziplintest bestehen, oder sie verliert für jeden Punkt, um den der Test misslungen ist, einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind. Diese Lebenspunktverluste werden gemäß den Regeln für Instabil verteilt. Die Anzahl der Lebenspunktverluste wird um 1 reduziert, falls die Einheit unter dem Einfluss von Um die Flagge Sammeln steht. Am Ende des Spielerzugs, in dem der Hierophant als Verlust entfernt wurde, darf ein neuer Hierophant ausgewählt werden. Bestimme dazu ein befreundetes Zauberer-Charaktermodell. Dieses Charaktermodell wird der neue Hierophant. Zu Beginn jedes eigenen Spielerzugs, nachdem der Hierophant als Verlust entfernt wurde und kein neuer Hierophant gewählt wurde, muss jede Einheit mit Staub zu Staub erneut einen Disziplintest bestehen, oder sie verliert Lebenspunkte nach den oben beschriebenen Regeln.
Am Ende der Phase, in der der Hierophant als Verlust entfernt wurde, muss jede Einheit in der Armee mit Staub zu Staub, einen Disziplintest bestehen, oder sie verliert für jeden Punkt, um den der Test misslungen ist, einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind. Diese Lebenspunktverluste werden gemäß den Regeln für Instabil verteilt. Die Anzahl der Lebenspunktverluste wird um 1 reduziert, falls die Einheit unter dem Einfluss von Um die Flagge Sammeln steht. Am Ende des Spielerzugs, in dem der Hierophant als Verlust entfernt wurde, darf ein neuer Hierophant ausgewählt werden. Bestimme dazu ein befreundetes Zauberer-Charaktermodell. Dieses Charaktermodell wird der neue Hierophant. Zu Beginn jedes eigenen Spielerzugs, nachdem der Hierophant als Verlust entfernt wurde und kein neuer Hierophant gewählt wurde, muss jede Einheit mit Staub zu Staub erneut einen Disziplintest bestehen, oder sie verliert Lebenspunkte nach den oben beschriebenen Regeln.
Für jede feindlich Nahkampfwaffenatttacke auf das Modell, für die eine natürliche '1' beim Trefferwurf gewürfelt wird, muss der Düsterprinz eine Nahkampfwaffenattacke im selben Initiativeschritt durchführen, die das Modell (oder den Lebenspunktevorrat), das '1' gewürfelt hat zum Ziel haben muss. Falls das nicht möglich ist, ignoriere den Effekt.
Für jede feindlich Nahkampfwaffenatttacke auf das Modell, für die eine natürliche '1' beim Trefferwurf gewürfelt wird, muss der Düsterprinz eine Nahkampfwaffenattacke im selben Initiativeschritt durchführen, die das Modell (oder den Lebenspunktevorrat), das '1' gewürfelt hat zum Ziel haben muss. Falls das nicht möglich ist, ignoriere den Effekt.
Charaktermodelle können sich keinen Einheiten mit Modellen mit Unberechenbar anschließen. Wenn beim Würfeln der Zufälligen Bewegung einer Einheit mit Unberechenbar alle Würfel das gleiche Ergebnis zeigen, verliert die Einheit W3 Lebenspunkte (gegen die keinerlei Schutzwürfe erlaubt sind) und bewegt sich dann in eine zufällig ermittelte Richtung anstatt der gewählten Richtung. Wenn Einheiten mit Unberechenbar die Spielfeldkante berühren, in 1" Abstand von Unpassierbarem Gelände anhalten oder in Basekontakt mit einem Geländestück außer Offenem Gelände oder Hügel kommen, müssen alle Modelle der Einheit einen Test für Gefährliches Gelände (2) ablegen.
Charaktermodelle können sich keinen Einheiten mit Modellen mit Unberechenbar anschließen. Wenn beim Würfeln der Zufälligen Bewegung einer Einheit mit Unberechenbar alle Würfel das gleiche Ergebnis zeigen, verliert die Einheit W3 Lebenspunkte (gegen die keinerlei Schutzwürfe erlaubt sind) und bewegt sich dann in eine zufällig ermittelte Richtung anstatt der gewählten Richtung. Wenn Einheiten mit Unberechenbar die Spielfeldkante berühren, in 1" Abstand von Unpassierbarem Gelände anhalten oder in Basekontakt mit einem Geländestück außer Offenem Gelände oder Hügel kommen, müssen alle Modelle der Einheit einen Test für Gefährliches Gelände (2) ablegen.
Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Makhar Battle Fever.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.
Der Modellteil erhält Battle Focus und Hatred, sofern er sich in einer Einheit befindet, die ein oder mehrere R&F-Modelle mit Schlachtfieber enthält.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.
Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Makhar Battle Fever.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.
Der Modellteil erhält Battle Focus und Hatred, sofern er sich in einer Einheit befindet, die ein oder mehrere R&F-Modelle mit Schlachtfieber enthält.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4
Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.
Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.
Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.
Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.
Das Modell kann nicht vom Gegner als das Modell bestimmt werden, dass die Abzüge für das Ablehnen eines Duells erleidet.
Das Modell kann nicht vom Gegner als das Modell bestimmt werden, dass die Abzüge für das Ablehnen eines Duells erleidet.
Das Modell kann nicht vom Gegner als das Modell bestimmt werden, dass die Abzüge für das Ablehnen eines Duells erleidet.
Das Modell kann nicht vom Gegner als das Modell bestimmt werden, dass die Abzüge für das Ablehnen eines Duells erleidet.
Das Modell fügt der Armee einen einzelnen Tunnel Marker hinzu. Zusätzlich darf das Modell das Spiel in Tunnelreserve beginnen. Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Dies kann nicht geschehen, wenn das Modell im Nahkampf gebunden oder erschüttert ist.
Das Modell fügt der Armee einen einzelnen Tunnel Marker hinzu. Zusätzlich darf das Modell das Spiel in Tunnelreserve beginnen. Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Dies kann nicht geschehen, wenn das Modell im Nahkampf gebunden oder erschüttert ist.
Das Modell fügt der Armee einen einzelnen Tunnel Marker hinzu. Zusätzlich darf das Modell das Spiel in Tunnelreserve beginnen. Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Dies kann nicht geschehen, wenn das Modell im Nahkampf gebunden oder erschüttert ist.
Das Modell fügt der Armee einen einzelnen Tunnel Marker hinzu. Zusätzlich darf das Modell das Spiel in Tunnelreserve beginnen. Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Dies kann nicht geschehen, wenn das Modell im Nahkampf gebunden oder erschüttert ist.
Wenn freundliche Einheiten in der Befehlsreichweite des Modells (inklusive dem Modell selbst) durch instabil Lebenspunkte verlieren, wird die Anzahl verlorener Lebenspunkte um die Anzahl vollständiger Glieder in der Einheit reduziert, bis zu einem Maximum von 3.
Wenn freundliche Einheiten in der Befehlsreichweite des Modells (inklusive dem Modell selbst) durch instabil Lebenspunkte verlieren, wird die Anzahl verlorener Lebenspunkte um die Anzahl vollständiger Glieder in der Einheit reduziert, bis zu einem Maximum von 3.
Wenn freundliche Einheiten in der Befehlsreichweite des Modells (inklusive dem Modell selbst) durch instabil Lebenspunkte verlieren, wird die Anzahl verlorener Lebenspunkte um die Anzahl vollständiger Glieder in der Einheit reduziert, bis zu einem Maximum von 3.
Wenn freundliche Einheiten in der Befehlsreichweite des Modells (inklusive dem Modell selbst) durch instabil Lebenspunkte verlieren, wird die Anzahl verlorener Lebenspunkte um die Anzahl vollständiger Glieder in der Einheit reduziert, bis zu einem Maximum von 3.
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Das Modell erhält +1 Attackewert für jedes gegnerische Modell in Basekontakt (einschließlich des Gegners in einem Duell falls zutreffend).
Das Modell erhält +1 Attackewert für jedes gegnerische Modell in Basekontakt (einschließlich des Gegners in einem Duell falls zutreffend).
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.
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.
Universal Rule.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, units consisting entirely of models with Devotees of Tyranny and, if applicable, a Drum Gogyag, may reroll failed Charge Range rolls in the Charge Phase
Universal Rule.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, units consisting entirely of models with Devotees of Tyranny and, if applicable, a Drum Gogyag, may reroll failed Charge Range rolls in the Charge Phase
Personal Protection.
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point.
When the model has 18 Health Points or more, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
0-1 per Army. Das Modell kann Die Toten erheben sich als gebundenen Zauber mit Energiestufe (4/8) wirken. Die Toten erheben sich: Range 12", Typ Ground, Dauer Instant. Beschwöre eine der in der Universalregel Erwecken (X) des Wirkenden angegebenen Einheiten (bestimme die Einheit vor dem Zauberversuch) mit einer Anzahl an Lebenspunkten, die dem Reanimiert-Wert der Einheit entspricht. Alle Modelle müssen innerhalb der Reichweite des Zaubers platziert werden, und mindestens ein Modell auf dem gewählten Punkt. Alle Aufwertungen außer Kommandoabteilung sind erlaubt. Die Einheit verliert Punktend (sofern vorhanden).
0-1 per Army. Das Modell kann Die Toten erheben sich als gebundenen Zauber mit Energiestufe (4/8) wirken. Die Toten erheben sich: Range 12", Typ Ground, Dauer Instant. Beschwöre eine der in der Universalregel Erwecken (X) des Wirkenden angegebenen Einheiten (bestimme die Einheit vor dem Zauberversuch) mit einer Anzahl an Lebenspunkten, die dem Reanimiert-Wert der Einheit entspricht. Alle Modelle müssen innerhalb der Reichweite des Zaubers platziert werden, und mindestens ein Modell auf dem gewählten Punkt. Alle Aufwertungen außer Kommandoabteilung sind erlaubt. Die Einheit verliert Punktend (sofern vorhanden).
Das Modell erhält +1 Stärke, +1 Rüstungsdurchschlag und +1 Widerstandsfähigkeit und seine Basegröße wird auf 25×50 mm geändert. Das Modell verliert Insignificant.
Das Modell erhält +1 Stärke, +1 Rüstungsdurchschlag und +1 Widerstandsfähigkeit und seine Basegröße wird auf 25×50 mm geändert. Das Modell verliert Insignificant.
Das Modell erhält +1 Stärke, +1 Rüstungsdurchschlag und +1 Widerstandsfähigkeit und seine Basegröße wird auf 25×50 mm geändert. Das Modell verliert Insignificant.
Das Modell erhält +1 Stärke, +1 Rüstungsdurchschlag und +1 Widerstandsfähigkeit und seine Basegröße wird auf 25×50 mm geändert. Das Modell verliert Insignificant.
Einheiten, die vollständig aus Modellen mit Jünger bestehen erhalten Swiftstride für den Angriffswurf, sofern sie in der Flanke oder dem Rücken der angegriffen Einheit sind, wenn sie den Angriffswurf in der Angriffsphase würfeln. Zusätzlich erhalten die Nahkampfwaffenattacken des Modells +1 auf Trefferwürfe und +1 Rüstungsdurchschlag, solange die Einheit des Modells in Kontakt mit der Flanke oder dem Rücken einer feindlichen Einheit in Kontakt ist.
Einheiten, die vollständig aus Modellen mit Jünger bestehen erhalten Swiftstride für den Angriffswurf, sofern sie in der Flanke oder dem Rücken der angegriffen Einheit sind, wenn sie den Angriffswurf in der Angriffsphase würfeln. Zusätzlich erhalten die Nahkampfwaffenattacken des Modells +1 auf Trefferwürfe und +1 Rüstungsdurchschlag, solange die Einheit des Modells in Kontakt mit der Flanke oder dem Rücken einer feindlichen Einheit in Kontakt ist.
Falls mehr als die Hälfte der Modelle einer Einheit Kriegsdisziplin hat, unterliegen ihre Disziplintests außer Panik- und Aufriebstests der Regel Minimierter Würfelwurf.
Falls mehr als die Hälfte der Modelle einer Einheit Kriegsdisziplin hat, unterliegen ihre Disziplintests außer Panik- und Aufriebstests der Regel Minimierter Würfelwurf.
Gegnerische Zauberer innerhalb von 36"" um eine oder mehrere Laden von Phatep erleiden einen -1 Modifikator auf ihre Zauberwürfe. Wenn eine Lade von Phatep als Verlust entfernt wird, erleiden alle Einheiten innerhalb von 12" 3W3+3 Treffer mit Stärke 1 und Rüstungsdurchschlag 10.
Gegnerische Zauberer innerhalb von 36"" um eine oder mehrere Laden von Phatep erleiden einen -1 Modifikator auf ihre Zauberwürfe. Wenn eine Lade von Phatep als Verlust entfernt wird, erleiden alle Einheiten innerhalb von 12" 3W3+3 Treffer mit Stärke 1 und Rüstungsdurchschlag 10.
Universal Rule.
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must(if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion. All R&F models in the chosen unit must reroll failed Aegis Save rolls of '1' until the end of the next Player Turn.
At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion. All R&F models in the chosen unit must reroll failed Aegis Save rolls of '1' until the end of the next Player Turn.
Each Legion of Sin has its own Dominion rule that each Character must take, as specified in the corresponding unit entries.
The model must reroll natural to-hit rolls of ‘1’ against Objects of Envy.
The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
The model must reroll natural to-wound rolls of '1' with its Melee Attacks.
The model must reroll natural to-wound rolls of '1' with its Melee Attacks.
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Universal Rule
The model gains Strider. In addition, the model’s unit must reroll failed Charge Range rolls in the Charge Phase while located in the Charged unit’s Flank or Rear Arc.
The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
Units with more than half of their models with this rule may reroll failed Discipline Tests.
The model may reroll failed Discipline Tests.
Units with more than half of their models with this rule may reroll failed Discipline Tests.
The model gains Aegis (+1, against Special Attacks).
The model gains Aegis (+1, against Special Attacks).
The model's attacks ignore Parry.
The model gains Devastating Charge (+1″ Adv).
The model's attacks ignore Parry.
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.
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.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
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.
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 the start of each Magic Phase, the target suffers 2D6 hits with Strength 2, Armour Penetration 1, and Lethal Strike.
Universal Rule.
Unless another friendly Daimyo does so first, a Kensai must issue or accept Duels whenever possible
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.
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.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Falls zu Fuß, kann sich das Modells nur Yetis und Säbelzahntigern anschließen (ignoriere die Regel Bedeutungslos für das Anschließen von Einheiten). Falls beritten, kann es sich keinen Einheiten anschließen. Ein Modell mit Einzelgänger kann sich keinen Einheiten anschließen, die andere Charaktermodelle enthalten, und Charaktermodelle können sich keinen Einheiten anschließen, die ein Modell mit Einzelgänger enthalten.
Falls zu Fuß, kann sich das Modells nur Yetis und Säbelzahntigern anschließen (ignoriere die Regel Bedeutungslos für das Anschließen von Einheiten). Falls beritten, kann es sich keinen Einheiten anschließen. Ein Modell mit Einzelgänger kann sich keinen Einheiten anschließen, die andere Charaktermodelle enthalten, und Charaktermodelle können sich keinen Einheiten anschließen, die ein Modell mit Einzelgänger enthalten.
Das Modell erhält Aegis (5+, gegen Nahkampfwaffenattacken). Diese Regel kann nur gegen Attacken verwendet werden, die von Gegnern im Frontbereich der Einheit des Modells durchgeführt werden.
Das Modell erhält Aegis (5+, gegen Nahkampfwaffenattacken). Diese Regel kann nur gegen Attacken verwendet werden, die von Gegnern im Frontbereich der Einheit des Modells durchgeführt werden.
Universal Rule.
Units with Champion only.
The unit gains Wizard Conclave that knows only Spear of Infinity (Hereditary Spell).
Universal Rule.
Units with Champion only.
The unit gains Wizard Conclave that knows only Spear of Infinity (Hereditary Spell).
Universal Rule.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Universal Rule.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
Armour Equipment
When combined with Light Armour, the wearer gains +1 Armour.
Armour Equipment
When combined with Light Armour, the wearer gains +1 Armour.
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
Eine Einheit, in der mehr als die Hälfte der Modelle Tiefe Wurzeln hat, erhält Stubborn, während sich mehr als die Hälfte der Modelle in der Einheit mit dem Mittelpunkt ihres Bases innerhalb eines Waldes befindet.
Eine Einheit, in der mehr als die Hälfte der Modelle Tiefe Wurzeln hat, erhält Stubborn, während sich mehr als die Hälfte der Modelle in der Einheit mit dem Mittelpunkt ihres Bases innerhalb eines Waldes befindet.
Das Modell folgt den Regeln für Hinterhalt mit folgender Ausnahme. Anstatt das Schlachtfeld von einer Spielfeldkante zu betreten: 1. Wähle eine Einheit mit Unterirdischer Hinterhalt, die das Spielfeld betritt. 2. Platziere die Einheit irgendwo auf dem Schlachtfeld in einer legalen Formation und unter Berücksichtigung der Einheitenabstandsregel. 3. Wirf dann einen W6: • Bei 5-6 kommt die Einheit dort an, wo sie ursprünglich platziert wurde. • Bei 1-4 wird die Einheit (ohne ihre Ausrichtung zu ändern) 2D6" in eine zufällig bestimmte Richtung bewegt. Falls dies die Einheit innerhalb von 1" von anderen Einheiten, unpassierbarem Gelände oder der Spielfeldkante bringt, hält die Einheit 1" davor an und jedes Modell in der Einheit mit Unterirdischem Hinterhalt muss einen Test für gefährliches Gelände (1) ablegen. Die Einheit darf anschließend eine Drehung durchführen (und muss die Einheitenabstandsregel nach der Drehung einhalten). Keines dieser Manöver verhindert, dass die Einheit anschließend den normalen Regeln für Hinterhalt folgend bewegt. 4. Widerhole die Schritte 1-3 für alle anderen ankommenden Einheiten mit Unterirdischer Hinterhalt.
The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).
The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).
The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).
The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).
Jeder Amboss der Macht darf bis zu drei verschiedene Kampfrunen auswählen.
Jeder Amboss der Macht darf bis zu drei verschiedene Kampfrunen auswählen.
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.
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.
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.
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.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
The model's base size is changed to 150×100 mm and its Height is changed to Gigantic. Its Health Points are set to 8 and it loses War Platform.
The model's base size is changed to 150×100 mm and its Height is changed to Gigantic. Its Health Points are set to 8 and it loses War Platform.
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Addiere +4 für jeden Wurf auf der Fehlfunktionstabelle.
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
Addiere +4 für jeden Wurf auf der Fehlfunktionstabelle.
Universal Rule.
The model gains Ordeal and loses Fearless and Unstable. When the unit is deployed, choose a single Terrain Feature that the unit is in contact with. The chosen Terrain Feature is no longer Dangerous Terrain for any unit (friend or foe) for the rest of the game (but can become Dangerous Terrain from other sources)
Universal Rule.
The model gains Ordeal and loses Fearless and Unstable. When the unit is deployed, choose a single Terrain Feature that the unit is in contact with. The chosen Terrain Feature is no longer Dangerous Terrain for any unit (friend or foe) for the rest of the game (but can become Dangerous Terrain from other sources)
Die Versuch und Irrsinn Sektion in einem Waffenprofil beschreibt einen alternativen Schussmodus. Wenn ein Modell den Versuch und Irrsinn Modus verwendet, müssen alle Modelle in seiner Einheit ihn verwenden. Der Effekt dauert bis zum Ende der Phase.
Die Versuch und Irrsinn Sektion in einem Waffenprofil beschreibt einen alternativen Schussmodus. Wenn ein Modell den Versuch und Irrsinn Modus verwendet, müssen alle Modelle in seiner Einheit ihn verwenden. Der Effekt dauert bis zum Ende der Phase.
Die Versuch und Irrsinn Sektion in einem Waffenprofil beschreibt einen alternativen Schussmodus. Wenn ein Modell den Versuch und Irrsinn Modus verwendet, müssen alle Modelle in seiner Einheit ihn verwenden. Der Effekt dauert bis zum Ende der Phase.
Die Versuch und Irrsinn Sektion in einem Waffenprofil beschreibt einen alternativen Schussmodus. Wenn ein Modell den Versuch und Irrsinn Modus verwendet, müssen alle Modelle in seiner Einheit ihn verwenden. Der Effekt dauert bis zum Ende der Phase.
The model part may use Shooting Attacks from any rank.
The model part may use Shooting Attacks from any rank.
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only
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.
Wenn sich das Modell Rittern der Kaiserlichen Orden anschließt, erhält die Einheit Furchtlos. Falls das Modell der General ist, erhalten die R&F Modelle der Einheit zusätzlich Hauptregiment.
Wenn sich das Modell Rittern der Kaiserlichen Orden anschließt, erhält die Einheit Furchtlos. Falls das Modell der General ist, erhalten die R&F Modelle der Einheit zusätzlich Hauptregiment.
Ghoul-Champions erhalten Swift Reform.
Ghoul-Champions erhalten Swift Reform.
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.
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.
Das Modell zählt hinsichtlich Unsterblicher Wille als R&F-Modell. Falls es sich in derselben Einheit wie ein Pharao oder Nomarch befindet (solange ihm kein anderes Modell zuvorkommt): • Ein Nekropolenherold muss ein Duell aussprechen. • Ein Nekropolenherold muss ein Duell annehmen.
Das Modell zählt hinsichtlich Unsterblicher Wille als R&F-Modell. Falls es sich in derselben Einheit wie ein Pharao oder Nomarch befindet (solange ihm kein anderes Modell zuvorkommt): • Ein Nekropolenherold muss ein Duell aussprechen. • Ein Nekropolenherold muss ein Duell annehmen.
Das Modell erhält Weiche Deckung gegen Attacken von Modellen, die sich in seinem Frontbereich befinden und Parry.
Das Modell erhält Weiche Deckung gegen Attacken von Modellen, die sich in seinem Frontbereich befinden und Parry.
Der Modellteil erhält einen +1 Trefferwurf- modifikator für Attacken mit einer Great Weapon.
Der Modellteil erhält einen +1 Trefferwurf- modifikator für Attacken mit einer Great Weapon.
The model gains Fly (6", 18") and Light Troops, and its Height is changed to Gigantic.
The model gains Fly (6", 18") and Light Troops, and its Height is changed to Gigantic.
Das Modell erhält Fearless und Magical Attacks. Modelle mit Waldgeist können sich nur Einheiten mit Waldgeist anschließen und nur Modelle mit Waldgeist können sich ihnen anschließen.
Das Modell erhält Fearless und Magical Attacks. Modelle mit Waldgeist können sich nur Einheiten mit Waldgeist anschließen und nur Modelle mit Waldgeist können sich ihnen anschließen.
The model's Offensive Skill and Defensive Skill are set to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
The model's Offensive Skill and Defensive Skill are set to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Die Marschrate des Modells wird auf 16" gesetzt.
Die Marschrate des Modells wird auf 16" gesetzt.
Wenn ein Modell mit dieser Regel eine Wunde durch eine Attacke mit Multiple Lebenspunktverluste erleidet, halbiere die Anzahl an Lebenspunktverlusten, zu der diese (aufgrund von Multiple Lebenspunktverluste) multipliziert werden, wobei aufgerundet wird.
Wenn ein Modell mit dieser Regel eine Wunde durch eine Attacke mit Multiple Lebenspunktverluste erleidet, halbiere die Anzahl an Lebenspunktverlusten, zu der diese (aufgrund von Multiple Lebenspunktverluste) multipliziert werden, wobei aufgerundet wird.
Das Modell erhält Zweihandwaffe, Infernorüstung und Hass (gegen Bestien und Kavallerie).
Das Modell erhält Zweihandwaffe, Infernorüstung und Hass (gegen Bestien und Kavallerie).
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, the model may perform Make Way moves even when it is in base contact with an enemy model.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, the model may perform Make Way moves even when it is in base contact with an enemy model.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
In addition, replace the rules of Devour with (changes from original version in bold):
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 20 Health Points or more, all units within 12″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Universal Rule.
The model gains One of a Kind and +1 Health Point.
The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
In addition, replace the rules of Devour with (changes from original version in bold):
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 20 Health Points or more, all units within 12″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, all Weapon Enchantments are ignored for as long as their bearers remain in base contact with the model.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, all Weapon Enchantments are ignored for as long as their bearers remain in base contact with the model.
Universal Rule.
The model gains One of a Kind, +1 Health Point, Vanguard, and Aegis (+1, against Ranged Attacks).
Universal Rule.
The model gains One of a Kind, +1 Health Point, Vanguard, and Aegis (+1, against Ranged Attacks).
Universal Rule.
The model gains One of a Kind and +1 Health Point.
The rolls for determining the model’s Attack Value and Offensive Skill are subject to Maximised Roll.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
The rolls for determining the model’s Attack Value and Offensive Skill are subject to Maximised Roll.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, instead of selecting spells, the model knows all spells from its chosen Path. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, instead of selecting spells, the model knows all spells from its chosen Path. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
When the model reaches 0 Health Points due to a Health Point loss caused by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. If so, the model does not benefit from Rage and cannot use Stomp Attacks, and it must allocate its Close Combat Attacks towards the Health Pool of the model that caused the final Health Point loss. If models from more than one Health Pool were involved, the Close Combat Attacks must be allocated as equally as possible towards the involved Health Pools.
Universal Rule.
The model gains One of a Kind and +1 Health Point.
When the model reaches 0 Health Points due to a Health Point loss caused by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. If so, the model does not benefit from Rage and cannot use Stomp Attacks, and it must allocate its Close Combat Attacks towards the Health Pool of the model that caused the final Health Point loss. If models from more than one Health Pool were involved, the Close Combat Attacks must be allocated as equally as possible towards the involved Health Pools.
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind
Attack Attribute – Close Combat
The attack wounds automatically on a successful natural to-hit roll of ‘5’ or ‘6’, unless the target has Immune (Poison Attacks).
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
Universal Rule.
The model gains Accurate if it did not move during this Player Turn.
Universal Rule.
The model gains Accurate if it did not move during this Player Turn.
Universal Rule.
The model gains Accurate if it did not move during this Player Turn.
Universal Rule.
The model gains Accurate if it did not move during this Player Turn.
The bearer and R&F models in the bearer's unit gain Battle Focus. In addition, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Dieses Angriffsattribut kann nur mit Langbogen und Waffenpaar benutzt werden. Wenn eine Einheit von Attacken mit Feenhauch getroffen wird, muss sie für jeden Treffer einen Widerstandsfähigkeitstest ablegen, wobei die Widerstandsfähigkeit der Mehrheit der Modelle der Einheit benutzt wird (verwende bei Gleichstand den höheren Wert). Falls ein oder mehrere Widerstandsfähigkeitstests misslingen, sind alle Modelle der Einheit bis zum Beginn des nächsten Spielerzugs des aktiven Spielers von Feenhauch betroffen. Ein Modell, das (ein- oder mehrfach) von Feenhauch betroffen ist, erleidet einen -1 Trefferwurfmodifikator (sowohl für Schuss- als auch für Nahkampfwaffenattacken).
Dieses Angriffsattribut kann nur mit Langbogen und Waffenpaar benutzt werden. Wenn eine Einheit von Attacken mit Feenhauch getroffen wird, muss sie für jeden Treffer einen Widerstandsfähigkeitstest ablegen, wobei die Widerstandsfähigkeit der Mehrheit der Modelle der Einheit benutzt wird (verwende bei Gleichstand den höheren Wert). Falls ein oder mehrere Widerstandsfähigkeitstests misslingen, sind alle Modelle der Einheit bis zum Beginn des nächsten Spielerzugs des aktiven Spielers von Feenhauch betroffen. Ein Modell, das (ein- oder mehrfach) von Feenhauch betroffen ist, erleidet einen -1 Trefferwurfmodifikator (sowohl für Schuss- als auch für Nahkampfwaffenattacken).
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind
Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Das Modell erhält Wizard Apprentice. Statt seine Zauber wie üblich auszuwählen, muss es während der Zauberauswahl einen Zauber aus folgender Liste auswählen:Glory of Gold (Alchemy), Pentagram of Pain (Occultism), or Höllenfeuer (Hereditary Spell).
Das Modell erhält Wizard Apprentice. Statt seine Zauber wie üblich auszuwählen, muss es während der Zauberauswahl einen Zauber aus folgender Liste auswählen:Glory of Gold (Alchemy), Pentagram of Pain (Occultism), or Höllenfeuer (Hereditary Spell).
Wenn ein Modell mit Fanatisch durch eine Nahkampfattacke während eines Initiativeschritts der Nahkampfrunde, in der es kämpft, ausgeschaltet wird, entferne es erst am Ende von Initiativeschritt 0 als Verlust.
Wenn ein Modell mit Fanatisch durch eine Nahkampfattacke während eines Initiativeschritts der Nahkampfrunde, in der es kämpft, ausgeschaltet wird, entferne es erst am Ende von Initiativeschritt 0 als Verlust.
Changes to the model's profile: • Its base size is changed to 100×100 mm. • Its Health Points are set to 6. • It gains 1 additional Tiller. • It gains 1 additional Draft Beast. • It gains Colossal Stature. • The Chassis gains Impact Hits (3D3).
Changes to the model's profile: • Its base size is changed to 100×100 mm. • Its Health Points are set to 6. • It gains 1 additional Tiller. • It gains 1 additional Draft Beast. • It gains Colossal Stature. • The Chassis gains Impact Hits (3D3).
Changes to the model's profile: • Its base size is changed to 100×150 mm. • Its Health Points are set to 8. • It gains 2 additional Tillers. • It gains 2 additional Draft Beasts. • It gains Colossal Stature. • The Chassis gains Impact Hits (4D3).
Changes to the model's profile: • Its base size is changed to 100×150 mm. • Its Health Points are set to 8. • It gains 2 additional Tillers. • It gains 2 additional Draft Beasts. • It gains Colossal Stature. • The Chassis gains Impact Hits (4D3).
Universal Rule.
The model loses Battle Fever and gains Trophy Rack, Hellforged Armour, Paired Weapons, and counts as a Character for the purpose of issuing, accepting, and refusing Duels.
Universal Rule.
The model loses Battle Fever and gains Trophy Rack, Hellforged Armour, Paired Weapons, and counts as a Character for the purpose of issuing, accepting, and refusing Duels.
Das Modell erhält Fearless solange es in der selben Einheit wie ein Schwarmpriester ist.
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Fearless and Unbreakable. In addition, while joined by one or more Characters with Cult of Errahman, Charge, Pursuit, and Overrun Moves of the model's unit gain Swiftstride.
Das Modell erhält Fearless solange es in der selben Einheit wie ein Schwarmpriester ist.
Das Modell erhält Fearless solange es in der selben Einheit wie ein Schwarmpriester ist.
Das Modell erhält Fearless solange es in der selben Einheit wie ein Schwarmpriester ist.
Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.
Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.
Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.
Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.
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.
Das Modell erhält Flaming Attacks, Aegis (2+, against Flaming Attacks) und Grind Attacks (W6). Das Modell kann eine Sweeping Attack durchführen. Die gegnerische Einheit erleidet W6 Treffer und weitere W3 Treffer für jedes Glied nach dem ersten. Zermahlen- und Hinwegfegen-Attacken werden mit Stärke 4, Rüstungsdurchschlag 1 und Flaming Attacks durchgeführt.
Das Modell erhält Flaming Attacks, Aegis (2+, against Flaming Attacks) und Grind Attacks (W6). Das Modell kann eine Sweeping Attack durchführen. Die gegnerische Einheit erleidet W6 Treffer und weitere W3 Treffer für jedes Glied nach dem ersten. Zermahlen- und Hinwegfegen-Attacken werden mit Stärke 4, Rüstungsdurchschlag 1 und Flaming Attacks durchgeführt.
Das Modell erhält Aegis (5+), Fearless und Supernal. Gegnerische Einheiten in Basekontakt mit mindestens einem Frostphönix erleiden -2 Agilität, -2 Offensivfertigkeit und -2 Defensivfertigkeit.
Das Modell erhält Aegis (5+), Fearless und Supernal. Gegnerische Einheiten in Basekontakt mit mindestens einem Frostphönix erleiden -2 Agilität, -2 Offensivfertigkeit und -2 Defensivfertigkeit.
The model part gains Battle Focus and Born to Fight. The model gains Aegis (6+), Fearless, and Frenzy.
The model part gains Battle Focus and Born to Fight. The model gains Aegis (6+), Fearless, and Frenzy.
The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.
The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.
The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.
The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.
Nur eine Anwendung. Darf zu Beginn einer beliebigen Nahkampfrunde aktiviert werden. Wende folgende Effekte an: • Gegnerische Einheiten können keine Kampfergebnis-Boni dafür in der Flanke oder im Rücken der Einheit zukämpfen beanspruchen. • Die Einheit unterliegt niemals Kampfordnung Gestört. • Parieren, Schildwall und Eisenwall können in allen Bereichen verwendet werden. • Zum Zwecke von Unterstützungsattacken werden alle Bereiche wie der Frontbereich behandelt (z.B. kann ein Modell Unterstützungsattacken auch zur Flanke oder zum Rücken hin durchführen). • Die Einheit kann nicht verfolgen (oder überrennen). Die Effekte dauern, bis die Einheit nicht mehr im Nahkampf gebunden ist.
Nur eine Anwendung. Darf zu Beginn einer beliebigen Nahkampfrunde aktiviert werden. Wende folgende Effekte an: • Gegnerische Einheiten können keine Kampfergebnis-Boni dafür in der Flanke oder im Rücken der Einheit zukämpfen beanspruchen. • Die Einheit unterliegt niemals Kampfordnung Gestört. • Parieren, Schildwall und Eisenwall können in allen Bereichen verwendet werden. • Zum Zwecke von Unterstützungsattacken werden alle Bereiche wie der Frontbereich behandelt (z.B. kann ein Modell Unterstützungsattacken auch zur Flanke oder zum Rücken hin durchführen). • Die Einheit kann nicht verfolgen (oder überrennen). Die Effekte dauern, bis die Einheit nicht mehr im Nahkampf gebunden ist.
Das Modell erhält Heavy Armour und Shield. In der Angriffsphase gewürfelte Angriffswürfe von Einheiten innerhalb von 12", die vollständig aus Riesenratten, Fetthis-Kolossen, Arenabestien und Modellen auf Prätorianischer Sänfte bestehen, unterliegen Minimiertem Wurf
Das Modell erhält Heavy Armour und Shield. In der Angriffsphase gewürfelte Angriffswürfe von Einheiten innerhalb von 12", die vollständig aus Riesenratten, Fetthis-Kolossen, Arenabestien und Modellen auf Prätorianischer Sänfte bestehen, unterliegen Minimiertem Wurf
Das Modell erhält Heavy Armour und Shield. In der Angriffsphase gewürfelte Angriffswürfe von Einheiten innerhalb von 12", die vollständig aus Riesenratten, Fetthis-Kolossen, Arenabestien und Modellen auf Prätorianischer Sänfte bestehen, unterliegen Minimiertem Wurf
Das Modell erhält Heavy Armour und Shield. In der Angriffsphase gewürfelte Angriffswürfe von Einheiten innerhalb von 12", die vollständig aus Riesenratten, Fetthis-Kolossen, Arenabestien und Modellen auf Prätorianischer Sänfte bestehen, unterliegen Minimiertem Wurf
Ein angreifender Modellteil mit Feuer beim Aufprall!, der eine Pistole, ein Pistolenpaar oder eine Repetierpistole benutzt, attackiert immer im Initiativeschritt 10, und die Stärke seiner Nahkampfwaffenattacken wird auf 4 gesetzt und ihr Rüstungsdurchschlag wird auf 2 gesetzt (unabhängig von Agilität, Stärke und Rüstungsdurchschlag des Benutzers).
Ein angreifender Modellteil mit Feuer beim Aufprall!, der eine Pistole, ein Pistolenpaar oder eine Repetierpistole benutzt, attackiert immer im Initiativeschritt 10, und die Stärke seiner Nahkampfwaffenattacken wird auf 4 gesetzt und ihr Rüstungsdurchschlag wird auf 2 gesetzt (unabhängig von Agilität, Stärke und Rüstungsdurchschlag des Benutzers).
Die Summe der in Klammern angegebenen Werte von Feuer der Industrie aller Modelle in der Armee ist begrenzt auf 1 je 750 Armeepunkte, wobei Brüche aufgerundet werden.
Die Summe der in Klammern angegebenen Werte von Feuer der Industrie aller Modelle in der Armee ist begrenzt auf 1 je 750 Armeepunkte, wobei Brüche aufgerundet werden.
The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.
The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.
The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.
The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.
Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.
Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.
Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.
Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.
Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).
Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).
Wähle zu Beginn jeder Nahkampfrunde eine gegnerische Einheit, die sich in Basekontakt mit einem oder mehreren Modellen mit Netzen befindet, und wirf einen W6. Bei 2+ ist die gewählte Einheit Gefangen. Bei einem Wurf von '1' ist die Einheit mit Netzen Gefangen. Einheiten, die ein oder mehrmals Gefangen sind erleiden --1 Strength und -1 Armour Penetration, bis zum Ende der Kampfrunde.
Wähle zu Beginn jeder Nahkampfrunde eine gegnerische Einheit, die sich in Basekontakt mit einem oder mehreren Modellen mit Netzen befindet, und wirf einen W6. Bei 2+ ist die gewählte Einheit Gefangen. Bei einem Wurf von '1' ist die Einheit mit Netzen Gefangen. Einheiten, die ein oder mehrmals Gefangen sind erleiden --1 Strength und -1 Armour Penetration, bis zum Ende der Kampfrunde.
Der Modellteil erhält Impact Hits (1). Falls seine Einheit 2 oder mehr vollständige Glieder hat, erhält der Modellteil Impact Hits (2). Ein Charaktermodell mit Fleischlawine erhält stattdessen Impact Hits (W3), oder Impact Hits (W3+1), falls seine Einheit 2 oder mehr vollständige Glieder hat. Zusätzlich ist das Modell immun gegenüber den Auswirkungen von Angst von gegnerischen Modellen.
Der Modellteil erhält Impact Hits (1). Falls seine Einheit 2 oder mehr vollständige Glieder hat, erhält der Modellteil Impact Hits (2). Ein Charaktermodell mit Fleischlawine erhält stattdessen Impact Hits (W3), oder Impact Hits (W3+1), falls seine Einheit 2 oder mehr vollständige Glieder hat. Zusätzlich ist das Modell immun gegenüber den Auswirkungen von Angst von gegnerischen Modellen.
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 3 [7], AP 0 [10], Area Attack (1×5) [Multiple Wounds (D3)], Flaming Attacks.
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.
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.
Attack Attribute.
Catapult (4×4), Range 12–48″, Shots 1, Str 4, AP0, Flaming Attacks. The model changes its Height to Large.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
Universal Rule.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
Universal Rule.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
Die Einheit des Trägers und jede gegnerische Einheit in Basekontakt mit der Einheit des Trägers erhält Magic Resistance (2), die auch auf befreundete Zauber wirkt. Dieser Magieresistenzwert kann nicht erhöht werden.
Die Einheit des Trägers und jede gegnerische Einheit in Basekontakt mit der Einheit des Trägers erhält Magic Resistance (2), die auch auf befreundete Zauber wirkt. Dieser Magieresistenzwert kann nicht erhöht werden.
Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].
Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire
Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
Wenn eine oder mehr gleichzeitige Attacken mit Ölgefäßen trifft, erhält die Zieleinheit einen Entzündlich Marker nachdem die Attacken durchgeführt wurden oder zwei Entzündlich Marker, wenn die angreifende Einheit 3 oder mehr volle Glieder hat.
Wenn eine oder mehr gleichzeitige Attacken mit Ölgefäßen trifft, erhält die Zieleinheit einen Entzündlich Marker nachdem die Attacken durchgeführt wurden oder zwei Entzündlich Marker, wenn die angreifende Einheit 3 oder mehr volle Glieder hat.
Dieses Angriffsattribut kann nur mit Bogen oder Langbogen ohne Waffenverzauberungen verwendet werden. Die Attacke erhält Flammenattacken und Magische Attacken und ihre Stärke wird auf 4 und ihr Rüstungsdurchschlag auf 1 gesetzt.
Dieses Angriffsattribut kann nur mit Bogen oder Langbogen ohne Waffenverzauberungen verwendet werden. Die Attacke erhält Flammenattacken und Magische Attacken und ihre Stärke wird auf 4 und ihr Rüstungsdurchschlag auf 1 gesetzt.
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.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Wenn ein Modell mit Fluch der Mumie als Verlust entfernt wird, erleidet das Modell, das die letzte Wunde verursacht hat, einen Treffer mit Stärke 6 und Rüstungsdurchschlag 10. Dies wird wie eine Fernkampfattacke behandelt. War mehr als ein Modell an der Aktion beteiligt, die den Verlust des Modells mit Fluch der Mumie verursachte, wird der Treffer zufällig unter diesen Modellen verteilt.
Wenn ein Modell mit Fluch der Mumie als Verlust entfernt wird, erleidet das Modell, das die letzte Wunde verursacht hat, einen Treffer mit Stärke 6 und Rüstungsdurchschlag 10. Dies wird wie eine Fernkampfattacke behandelt. War mehr als ein Modell an der Aktion beteiligt, die den Verlust des Modells mit Fluch der Mumie verursachte, wird der Treffer zufällig unter diesen Modellen verteilt.
Gegnerische Einheiten in Basekontakt mit einem oder mehreren Modellen mit Flügelsturm erleiden -1 Offensivfertigkeit und -1 Defensivfertigkeit.
Gegnerische Einheiten in Basekontakt mit einem oder mehreren Modellen mit Flügelsturm erleiden -1 Offensivfertigkeit und -1 Defensivfertigkeit.
Universal Rule.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
Universal Rule.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind
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). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
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). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
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). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
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). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Blitzartige Reflexe. Das Arkane Gespann kann Ice and Fire (Cosmology) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Blitzartige Reflexe. Das Arkane Gespann kann Ice and Fire (Cosmology) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
The model gains Insignificant and Strider (Forest).
The model gains Insignificant and Strider (Forest).
The model gains +1 Attack Value and +1 Armour. Models on foot only
The model gains +1 Attack Value and +1 Armour. Models on foot only
Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)
Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)
Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)
Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)
The model gains Magic Resistance (3) and Strider (Forest).
The model gains Magic Resistance (3) and Strider (Forest).
The model gains Magic Resistance (3) and Strider (Forest).
The model gains Magic Resistance (3) and Strider (Forest).
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Das Modell erhält Wizard Adept und muss Zauber aus Alchemy wählen. Modelle mit Armour 4 oder mehr in gegnerischen Einheiten die in Basekontakt mit dem Modell sind müssen erfolgreiche Armourswürfe von Wunden verursacht von Daragische Klingen wiederholen.
As Modell erhält Magical Attacks und Ghost Step. R&F-Modellen mit dieser Regel können sich nur Charaktermodelle mit Geisterhafte Erscheinung anschließen.
As Modell erhält Magical Attacks und Ghost Step. R&F-Modellen mit dieser Regel können sich nur Charaktermodelle mit Geisterhafte Erscheinung anschließen.
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
Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken.
Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers -1 Discipline until the end of its next Player Turn.
Eine Einheit mit mindestens einem Modell mit Häutungspeitsche kann eine Hinwegfegen-Attacke gegen eine einzelne nicht im Nahkampf gebundene gegnerische Einheit durchführen, die sie innerhalb von 1" passiert (sie muss und darf sich nicht durch oder über die Einheit hinweg bewegen). Die gegnerische Einheit erleidet 1 Treffer mit Stärke 4 und Rüstungsdurchschlag 0 für jedes Modell mit Häutungspeitsche in der Einheit. Eine Einheit, die einen oder mehrere Lebenspunkte durch diese Hinwegfegen- Attacke verliert, erleidet -1 Disziplin bis zum Ende ihres nächsten Spielerzugs.
Eine Einheit mit mindestens einem Modell mit Häutungspeitsche kann eine Hinwegfegen-Attacke gegen eine einzelne nicht im Nahkampf gebundene gegnerische Einheit durchführen, die sie innerhalb von 1" passiert (sie muss und darf sich nicht durch oder über die Einheit hinweg bewegen). Die gegnerische Einheit erleidet 1 Treffer mit Stärke 4 und Rüstungsdurchschlag 0 für jedes Modell mit Häutungspeitsche in der Einheit. Eine Einheit, die einen oder mehrere Lebenspunkte durch diese Hinwegfegen- Attacke verliert, erleidet -1 Disziplin bis zum Ende ihres nächsten Spielerzugs.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers -1 Discipline until the end of its next Player Turn.
Das Modell erhält +2 Agilität. Zu Beginn jeder Nahkampfphase kannst du eine einzelne befreundete Einheit innerhalb von 6" des Trägers wählen (einschließlich des Trägers selbst). Die Nahkampfwaffenattacken der gewählten Einheit erhalten Flammenattacken und Magische Attacken bis zum Ende der Nahkampfphase.
Das Modell erhält +2 Agilität. Zu Beginn jeder Nahkampfphase kannst du eine einzelne befreundete Einheit innerhalb von 6" des Trägers wählen (einschließlich des Trägers selbst). Die Nahkampfwaffenattacken der gewählten Einheit erhalten Flammenattacken und Magische Attacken bis zum Ende der Nahkampfphase.
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.
Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.
Universal Rule.
The model’s Armour can never be improved beyond 5.
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Das Modell erhält Schwieriges Ziel (1), unbedeutend, Plänkler und Schleuder.
Das Modell erhält Schwieriges Ziel (1), unbedeutend, Plänkler und Schleuder.
Das Modell besteht automatisch durch Entsetzen verursachte Paniktests.
Das Modell besteht automatisch durch Entsetzen verursachte Paniktests.
Gegnerische Einheiten erleiden -1 Agilität für jede Einheit Yetis in Basekontakt mit ihnen.
Gegnerische Einheiten erleiden -1 Agilität für jede Einheit Yetis in Basekontakt mit ihnen.
During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).
During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).
During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).
During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).
Nach der Auswahl der Zauber muss der Zauberer einen seiner erlernten Zauber durch einen der folgenden Zauber ersetzen: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Wrath of God (Thaumaturgy) (only if Wizard Master) • Höllenfeuer (Hereditary Spell)
Nach der Auswahl der Zauber muss der Zauberer einen seiner erlernten Zauber durch einen der folgenden Zauber ersetzen: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Wrath of God (Thaumaturgy) (only if Wizard Master) • Höllenfeuer (Hereditary Spell)
Der Phönix Modellteil erhält +1 Disziplin, Kriegsdisziplin und besteht seinen Wiedergeburt-Wurf auf 3+ anstatt 5+. Der Phönix-Modellteil erhält Harnessed. Das Modell erhält einen zusätzlichen Modellteil: Offensive Att Off Str AP Agi Model Rules Wächter 25306 Lightning Reflexes, Halberd
Der Phönix Modellteil erhält +1 Disziplin, Kriegsdisziplin und besteht seinen Wiedergeburt-Wurf auf 3+ anstatt 5+. Der Phönix-Modellteil erhält Harnessed. Das Modell erhält einen zusätzlichen Modellteil: Offensive Att Off Str AP Agi Model Rules Wächter 25306 Lightning Reflexes, Halberd
Wenn ein Modell mit Pforten der Unterwelt erfolgreich Erhebt euch! wirkt, wähle, nachdem der Effekt des Zaubers angewandt wurde, eine befreundete Einheit mit einem Reanimiert-Wert innerhalb von 12" um den Wirkenden. Diese Einheit, oder ein einzelnes Charaktermodell in dieser Einheit, belebt 1 Lebenspunkt wieder. Keine Einheit kann öfter als zweimal pro Magiephase von Pforten der Unterwelt profitieren.
Wenn ein Modell mit Pforten der Unterwelt erfolgreich Erhebt euch! wirkt, wähle, nachdem der Effekt des Zaubers angewandt wurde, eine befreundete Einheit mit einem Reanimiert-Wert innerhalb von 12" um den Wirkenden. Diese Einheit, oder ein einzelnes Charaktermodell in dieser Einheit, belebt 1 Lebenspunkt wieder. Keine Einheit kann öfter als zweimal pro Magiephase von Pforten der Unterwelt profitieren.
Am Ende jeder eigenen Magiephase kann jeder Höllenschlund eine der folgenden Aktionen durchführen: • Ein Portal öffnen: Markiere einen einzelnen Punkt auf dem Spielfeld mit einem Portalmarker. Ieser Punkt muss sich in Sichtline und 24" des Höllenschlunds und weiter als 6" entfernt von gegnerischen Einheiten befinden. Es können sich niemals mehr als 4 eigene Portalmarker (inklusive unheilbringender Portale) auf dem Spielfeld befinden. • Ein Portal schließen: Wähle einen eigenen Portalmarker, dessen Mittelpunkt in Sichtline und innerhalb 24" des Höllenschlunds liegt. Alle Einheiten innerhalb von 6" um den Mittelpunkt des Markers erleiden W6 Treffer mit Toxische Attacken und Magische Attacken. Anschließend wird der Marker entfernt. Wenn alle befreundeten Höllenschlunde als Verluste entfernt wurden, schließe sofort sofort alle befreundeten Portale wie hier beschrieben. Eine freundliche Einheit darf sich entscheiden ein Portal zu betreten, wenn die folgenden Bedingungen erfüllt sind: • Die Einheit enthält keine Gigantischen Modelle. • Die Einheit ist in Kontakt mit dem Mittelpunkt eines freundlichen Portalmarkers. • Alle Modelle in der Einheit haben soeben eine Vorrückbewegung oder eine Marschbewegung durchgeführt, und kein andere Modell hat sich seitdem bewegt. Entferne die Einheit vom Spielfeld. Die Einheit: 1. Wird dann zurück auf dem Spielfeld platziert, innerhalb von 3" des Mittelpunkts eines beliebigen anderen befreundeten Portalmarkers. Kein Modell darf dabei weiter als seine Marschrate vom Mittelpunkt des gewählten Markers platziert werden. 2. Muss die gleiche Formation besitzen, darf aber in beliebiger Ausrichtung aufgestellt werden. 3. Muss die Einheitenabstandsregel befolgen. 4. Erleidet W6+X Treffer mit Toxische Attacken und Magische Attacken, die vom Besitzer verteilt werden, wobei X der Anzahl der Glieder der Einheit entspricht. Treffern, die auf Modelle mit Höllengeschmiedete Rüstung oder Metaphysisch verteilt werden, misslingt automatisch der Verwundungswurf. 5. Verliert Punktend bis zum nächsten eigenen Spielerzug. Nur eine einzelne Einheit darf den gleichen Portalmarker in jedem Spielerzug verlassen.
Am Ende jeder eigenen Magiephase kann jeder Höllenschlund eine der folgenden Aktionen durchführen: • Ein Portal öffnen: Markiere einen einzelnen Punkt auf dem Spielfeld mit einem Portalmarker. Ieser Punkt muss sich in Sichtline und 24" des Höllenschlunds und weiter als 6" entfernt von gegnerischen Einheiten befinden. Es können sich niemals mehr als 4 eigene Portalmarker (inklusive unheilbringender Portale) auf dem Spielfeld befinden. • Ein Portal schließen: Wähle einen eigenen Portalmarker, dessen Mittelpunkt in Sichtline und innerhalb 24" des Höllenschlunds liegt. Alle Einheiten innerhalb von 6" um den Mittelpunkt des Markers erleiden W6 Treffer mit Toxische Attacken und Magische Attacken. Anschließend wird der Marker entfernt. Wenn alle befreundeten Höllenschlunde als Verluste entfernt wurden, schließe sofort sofort alle befreundeten Portale wie hier beschrieben. Eine freundliche Einheit darf sich entscheiden ein Portal zu betreten, wenn die folgenden Bedingungen erfüllt sind: • Die Einheit enthält keine Gigantischen Modelle. • Die Einheit ist in Kontakt mit dem Mittelpunkt eines freundlichen Portalmarkers. • Alle Modelle in der Einheit haben soeben eine Vorrückbewegung oder eine Marschbewegung durchgeführt, und kein andere Modell hat sich seitdem bewegt. Entferne die Einheit vom Spielfeld. Die Einheit: 1. Wird dann zurück auf dem Spielfeld platziert, innerhalb von 3" des Mittelpunkts eines beliebigen anderen befreundeten Portalmarkers. Kein Modell darf dabei weiter als seine Marschrate vom Mittelpunkt des gewählten Markers platziert werden. 2. Muss die gleiche Formation besitzen, darf aber in beliebiger Ausrichtung aufgestellt werden. 3. Muss die Einheitenabstandsregel befolgen. 4. Erleidet W6+X Treffer mit Toxische Attacken und Magische Attacken, die vom Besitzer verteilt werden, wobei X der Anzahl der Glieder der Einheit entspricht. Treffern, die auf Modelle mit Höllengeschmiedete Rüstung oder Metaphysisch verteilt werden, misslingt automatisch der Verwundungswurf. 5. Verliert Punktend bis zum nächsten eigenen Spielerzug. Nur eine einzelne Einheit darf den gleichen Portalmarker in jedem Spielerzug verlassen.
Das Modell erhält Infernorüstung und Mal des Infernos.
Das Modell erhält Infernorüstung und Mal des Infernos.
The model gains Makhar Battle Fever.
Universal Rule.
The model gains Scent of Blood
Das Modell erhält Infernorüstung und Mal des Infernos.
The model gains Makhar Battle Fever.
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Universal Rule.
The model gains Poison Attacks and Unholy Appetite.
Universal Rule.
The model gains Poison Attacks and Unholy Appetite.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim
Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.
Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.
Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.
Universal Rule.
The model gains Shield Wall and Light Armour.
Universal Rule.
The model gains Shield Wall and Light Armour.
Close Combat Weapon.
Counts as Spear. Additionally, the Attack gains Area Attack (1×2), and its Strength and Armour Pen- etration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, round- ing fractions up. This is done after applying other modifiers and affects only the Young Giant’s Attacks.
Counts as Spear. Additionally, the Attack gains Area Attack (1×2), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers and affects only the Young Giant’s Attacks.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.
Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.
Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.
Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
The model gains Cult of Errahman and Fortitude (6+).
Universal Rule.
The model gains Battle Fever.
The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).
The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).
Universal Rule.
The model gains Light Armour and Martial Discipline.
Universal Rule.
The model gains +1 Armour and Cold Blooded.
Universal Rule.
The model gains Insignificant, Serf, and Light Armour.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Universal Rule.
The model gains Insignificant, Serf, and Light Armour.
Universal Rule.
The model gains Support Unit.
Universal Rule.
The model gains Born to Fight.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.
Universal Rule.
The model gains Feigned Flight, Light Troops, and Strider (Forest).
Universal Rule.
The model gains Born to Fight.
Universal Rule.
The model gains +1 Armour and Cold Blooded.
Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.
Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
Universal Rule.
The model gains Insignificant, Serf, and Light Armour.
Universal Rule.
The model adds +1 to its Combat Score.
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy
Universal Rule.
The model gains Light Armour and Martial Discipline.
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
Universal Rule.
The model gains Support Unit.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Universal Rule.
The model gains Battle Fever.
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
Universal Rule.
The model gains Feigned Flight, Light Troops, and Strider (Forest).
Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Universal Rule.
The model gains +1 Armour and Cold Blooded.
The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).
Universal Rule.
The model gains +1 Armour and Cold Blooded.
The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).
Universal Rule.
The model gains Insignificant, Serf, and Light Armour.
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy
Universal Rule.
The model gains Scent of Blood
Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.
Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.
Universal Rule.
The model gains Poison Attacks and Sapling Bow (4+)
Universal Rule.
The model gains Poison Attacks and Sapling Bow (4+)
Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.
Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.
The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.
The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.
The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.
The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.
The target gains Battle Focus, Fearless, and Frenzy.
Befreundete Einheiten mit mehr als der Hälfte ihrer Modelle mit Ölgefäße innerhalb von 12" eines oder mehr Modelle mit Vasallenherrscher erhalten zu Beginn ihrer Marschbewegung +2" Marschrate. Zusätzlich darf sich das Modell Einheiten Einberufener Vasallen anschließen. Das ersetzt die entsprechende Beschränkung von Insignificant.
Befreundete Einheiten mit mehr als der Hälfte ihrer Modelle mit Ölgefäße innerhalb von 12" eines oder mehr Modelle mit Vasallenherrscher erhalten zu Beginn ihrer Marschbewegung +2" Marschrate. Zusätzlich darf sich das Modell Einheiten Einberufener Vasallen anschließen. Das ersetzt die entsprechende Beschränkung von Insignificant.
Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.
Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.
Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.
Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.
Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.
Während Schritt 8 der Spielvorbereitung (nach der Zauberauswahl) muss jede Einheit Wächter der Feste eine der folgenden Optionen erhalten, die für die Dauer der Schacht angewendet wird: • +1 Stärke und +1 Rüstungsdurchschlag • Vorhut • +2 Agilität
Während Schritt 8 der Spielvorbereitung (nach der Zauberauswahl) muss jede Einheit Wächter der Feste eine der folgenden Optionen erhalten, die für die Dauer der Schacht angewendet wird: • +1 Stärke und +1 Rüstungsdurchschlag • Vorhut • +2 Agilität
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.
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.
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.
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.
Das Modell kann aus dem dritten Glied schießen (zusätzlich zum 1. und 2.) und es erleidet nicht den - 1 Trefferwurfmodifikator für Stehen und Schießen-Angriffsreaktionen.
Das Modell kann aus dem dritten Glied schießen (zusätzlich zum 1. und 2.) und es erleidet nicht den - 1 Trefferwurfmodifikator für Stehen und Schießen-Angriffsreaktionen.
Hinwegfegen-Attacke. Nur eine Anwendung. Die gegnerische Einheit erleidet W3 Treffer für jeden Dampfkopter in der Einheit. Die Treffer werden mit Stärke 3 und Rüstungsdurchschlag 0 durchgeführt.
Hinwegfegen-Attacke. Nur eine Anwendung. Die gegnerische Einheit erleidet W3 Treffer für jeden Dampfkopter in der Einheit. Die Treffer werden mit Stärke 3 und Rüstungsdurchschlag 0 durchgeführt.
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Universal Rule.
The model’s Health Points and Attack Value are set to 8, and its base size is changed to 120 mm round. The model can also select Wrath of God (Thaumaturgy) as one of its 2 spells.
Universal Rule.
The model’s Health Points and Attack Value are set to 8, and its base size is changed to 120 mm round. The model can also select Wrath of God (Thaumaturgy) as one of its 2 spells.
Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Der Monströse Wiedergänger erhält Devastating Charge (+1 Str, +1 AP) und ändert seine Basegröße zu 60×100 mm.
Der Monströse Wiedergänger erhält Devastating Charge (+1 Str, +1 AP) und ändert seine Basegröße zu 60×100 mm.
Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry
Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry
Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry
Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry
Ein großer Taktiker darf zwei Befehle pro Spielzug erteilen anstatt einem.
Ein großer Taktiker darf zwei Befehle pro Spielzug erteilen anstatt einem.
Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
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.
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.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
Wenn die Einheit einen Standartenträger oder einen Armeestandartenträger mit Schrottling-Späher enthält, müssen weniger als 3 R&F-Modelle in der Einheit sein, bevor Treffer auf Charaktermodelle mit demselben Typ und derselben Höhe wie die Einheit verteilt werden können.
Wenn die Einheit einen Standartenträger oder einen Armeestandartenträger mit Schrottling-Späher enthält, müssen weniger als 3 R&F-Modelle in der Einheit sein, bevor Treffer auf Charaktermodelle mit demselben Typ und derselben Höhe wie die Einheit verteilt werden können.
The model and each R&F model in its unit gains Strider.
At the start of each friendly Player Turn, the model may choose a friendly unit with Type Beast or Cavalry within 12″. The chosen unit gains Pack Hunter and Minimised (Discipline Tests) until the end of the Charge Phase.
At the start of each friendly Player Turn, the model may choose a friendly unit with Type Beast or Cavalry within 12″. The chosen unit gains Pack Hunter and Minimised (Discipline Tests) until the end of the Charge Phase.
Model parts without Harnessed of the model ⟨and of each R&F model in its unit⟩ gain Lethal Strike.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.
The bearer gains Channel (1) and Fear. Shamans only
The bearer gains Channel (1) and Fear. Shamans only
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
Eine Einheit gilt als Hauptregiment, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Hauptregimenter behandeln alle Unterstützungstruppen als Bedeutungslos. Sofort wenn ein Hauptregiment in der Angriffsphase einen erfolgreichen Wurf für die Angriffsreichweite gegen eine nicht fliehende gegnerische Einheit würfelt, dürfen, bevor die Angriffsbewegung durchgeführt wird, Unterstützungstruppen innerhalb von 8" um das Hauptregiment einen Unterstützungsangriff durchführen. Dazu sagt die gesamte Unterstützungstruppe einen Angriff gegen dieselbe gegnerische Einheit an. Wende die üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.), mit der Ausnahme, dass der Gegner keine andere Angriffsreaktion als Angriff annehmen wählen kann. Dies wird hinsichtlich Angriffsbewegungen wie ein kombinierter Angriff behandelt. Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Unterstützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
Eine Einheit gilt als Hauptregiment, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Hauptregimenter behandeln alle Unterstützungstruppen als Bedeutungslos. Sofort wenn ein Hauptregiment in der Angriffsphase einen erfolgreichen Wurf für die Angriffsreichweite gegen eine nicht fliehende gegnerische Einheit würfelt, dürfen, bevor die Angriffsbewegung durchgeführt wird, Unterstützungstruppen innerhalb von 8" um das Hauptregiment einen Unterstützungsangriff durchführen. Dazu sagt die gesamte Unterstützungstruppe einen Angriff gegen dieselbe gegnerische Einheit an. Wende die üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.), mit der Ausnahme, dass der Gegner keine andere Angriffsreaktion als Angriff annehmen wählen kann. Dies wird hinsichtlich Angriffsbewegungen wie ein kombinierter Angriff behandelt. Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Unterstützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
Nahkampfattacken von Einheiten innerhalb von 6" um einen oder mehrere befreundete Große Grüne Götzen müssen natürliche Verwundungswürfe von '1' wiederholen. Aufriebstests von Einheiten innerhalb von 6" um einen oder mehrere befreundete, im Nahkampf gebundene Große Grüne Götzen unterliegen der Regel Minimierter Wurf.
Nahkampfattacken von Einheiten innerhalb von 6" um einen oder mehrere befreundete Große Grüne Götzen müssen natürliche Verwundungswürfe von '1' wiederholen. Aufriebstests von Einheiten innerhalb von 6" um einen oder mehrere befreundete, im Nahkampf gebundene Große Grüne Götzen unterliegen der Regel Minimierter Wurf.
One of a Kind.
The model gains Bodyguard (General). In addition, a Standard Bearer with Headbashers gains Battle Standard
Bearer and can take up to 2 Banner Enchantments with a Special Item allowance with no limit. If the model’s unit
would normally count towards Core, it counts towards Special instead.
Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.
Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.
Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.
Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Hass. Modellteile mit Angeschirrt sind davon nicht betroffen. Alle vom Reiter als gebundene Zauber gewirkten Segen erhalten Typ: Aura und Reichweite 6" (ersetzt Typ: Einheit des Wirkenden). Das Modell kann Unerring Strike (Divination) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
Befreundete Einheiten innerhalb von 6" um das Modell erhalten Hass. Modellteile mit Angeschirrt sind davon nicht betroffen. Alle vom Reiter als gebundene Zauber gewirkten Segen erhalten Typ: Aura und Reichweite 6" (ersetzt Typ: Einheit des Wirkenden). Das Modell kann Unerring Strike (Divination) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
Wenn mindestens 3 Modelle mit Heiliges Triumvirat auf deiner Armeeliste sind und sie entweder alle Caelysischer Pantheon oder alle Kult von Errahman haben, dürfen diese Modelle ihre Zauber wie folgt wählen: • Zaubernovizen wählen aus den Erlernten Zauber 1, 2, 3 und 4 ihres gewählten Pfades und dem Ererbten Zauber. • Zauberadepten wählen aus den Erlernten Zauber 1, 2, 3, 4, 5 und 6 ihres gewählten Pfades und dem Ererbten Zauber.
Wenn mindestens 3 Modelle mit Heiliges Triumvirat auf deiner Armeeliste sind und sie entweder alle Caelysischer Pantheon oder alle Kult von Errahman haben, dürfen diese Modelle ihre Zauber wie folgt wählen: • Zaubernovizen wählen aus den Erlernten Zauber 1, 2, 3 und 4 ihres gewählten Pfades und dem Ererbten Zauber. • Zauberadepten wählen aus den Erlernten Zauber 1, 2, 3, 4, 5 und 6 ihres gewählten Pfades und dem Ererbten Zauber.
Wenn mindestens 3 Modelle mit Heiliges Triumvirat auf deiner Armeeliste sind und sie entweder alle Caelysischer Pantheon oder alle Kult von Errahman haben, dürfen diese Modelle ihre Zauber wie folgt wählen: • Zaubernovizen wählen aus den Erlernten Zauber 1, 2, 3 und 4 ihres gewählten Pfades und dem Ererbten Zauber. • Zauberadepten wählen aus den Erlernten Zauber 1, 2, 3, 4, 5 und 6 ihres gewählten Pfades und dem Ererbten Zauber.
Wenn mindestens 3 Modelle mit Heiliges Triumvirat auf deiner Armeeliste sind und sie entweder alle Caelysischer Pantheon oder alle Kult von Errahman haben, dürfen diese Modelle ihre Zauber wie folgt wählen: • Zaubernovizen wählen aus den Erlernten Zauber 1, 2, 3 und 4 ihres gewählten Pfades und dem Ererbten Zauber. • Zauberadepten wählen aus den Erlernten Zauber 1, 2, 3, 4, 5 und 6 ihres gewählten Pfades und dem Ererbten Zauber.
In der ersten Nahkampfrunde erhält das Modell +3 Agilität und Lightning Reflexes. Es ist ein Champion, das in der Einheit aufgestellt wird, für die es gekauft wurde. Jedoch erhält es weder Erster unter Gleichen noch Den Angriff Befehlen erhalten, oder jegliche Modellregel die andere R&F-Modelle in seiner Einheit haben, außer es ausdrücklich erwähnt. Es ist nicht gezwungen die gleichen Nahkampfwaffen im Nahkampf zu wählen, wie die anderen R&F-Modelle in seiner Einheit.
In der ersten Nahkampfrunde erhält das Modell +3 Agilität und Lightning Reflexes. Es ist ein Champion, das in der Einheit aufgestellt wird, für die es gekauft wurde. Jedoch erhält es weder Erster unter Gleichen noch Den Angriff Befehlen erhalten, oder jegliche Modellregel die andere R&F-Modelle in seiner Einheit haben, außer es ausdrücklich erwähnt. Es ist nicht gezwungen die gleichen Nahkampfwaffen im Nahkampf zu wählen, wie die anderen R&F-Modelle in seiner Einheit.
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a −1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a −1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Universal Rule.
While the model’s unit consists entirely of Cavalry models, place a Forest Terrain Feature underneath the unit (this can be substituted by placing a marker next to the unit). This Forest always extends to the edges of unit’s Unit Boundary (even if the unit moves or changes formation).
Universal Rule.
While the model’s unit consists entirely of Cavalry models, place a Forest Terrain Feature underneath the unit (this can be substituted by placing a marker next to the unit). This Forest always extends to the edges of unit’s Unit Boundary (even if the unit moves or changes formation).
Universal Rule.
The model gains +1 Strength and +1 Armour Penetration.
Universal Rule.
The model gains +1 Strength and +1 Armour Penetration.
The model loses Champion and gains Attached, Exclusive (own unit), Order the Charge and Character with the following exceptions:
- It does not count towards the Characters Army Category (for Army List creation).
- It does not count as Character when Deploying Units and must be deployed in the unit it belongs to.
- It can perform Swirling Melee.
Das Modell erhält Great Weapon und Paired Weapons.
Das Modell erhält Great Weapon und Paired Weapons.
Das Modell erhält Great Weapon und Paired Weapons.
Das Modell erhält Great Weapon und Paired Weapons.
Die Einheit fügt der Armee einen einzelnen Tunnel Marker hinzu.
Die Einheit fügt der Armee einen einzelnen Tunnel Marker hinzu.
Die Einheit fügt der Armee einen einzelnen Tunnel Marker hinzu.
Die Einheit fügt der Armee einen einzelnen Tunnel Marker hinzu.
The Casting Values of all spells cast by enemy models are increased by 1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.
The Casting Values of all spells cast by enemy models are increased by 1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.
Universal Rule.
The Cultists army gains +6 to the roll for choosing the Deployment Zone. Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), the owner must place a single Ruins Terrain Feature with its centre in the friendly Deployment Zone and not in contact with any other Terrain Feature except Open Terrain. This Terrain Feature may not be larger than 8″ in length and 8″ in width.
Einzigartig. Eine Unsterbliche Dynastien-Armee muss ein einzelnes Modell mit dieser Universalregel beinhalten. Wenn der Hierophant spellformatDer Tod ist nur der Anfang als einen nicht gebundenen Zauber wirkt, darf er die Reichweite des Zaubers auf 18" setzen (anstelle der normalen Zielbeschränkungen des Zaubers).
Einzigartig. Eine Unsterbliche Dynastien-Armee muss ein einzelnes Modell mit dieser Universalregel beinhalten. Wenn der Hierophant spellformatDer Tod ist nur der Anfang als einen nicht gebundenen Zauber wirkt, darf er die Reichweite des Zaubers auf 18" setzen (anstelle der normalen Zielbeschränkungen des Zaubers).
Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.
Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.
Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.
Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.
The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only
The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only
For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.
For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.
Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.
Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.
Das Modell kann keine Niedertrampeln-Attacken durchführen und kann, wenn es sich im 2. Glied befindet und nicht in Basekontakt mit einem gegnerischen Modell ist, Zermalmen-Attacken über das Modell im 1. Glied direkt vor ihm hinweg durchführen. Wenn ein Modell mit Hoffnungslos durch eine Nahkampfattacke getötet wird, entferne es erst am Ende von Initiativeschritt 0 als Verlust. Eine Einheit mit mindestens einem Modell mit Hoffnungslos darf nie mehr Glieder als Reihen haben.
Das Modell kann keine Niedertrampeln-Attacken durchführen und kann, wenn es sich im 2. Glied befindet und nicht in Basekontakt mit einem gegnerischen Modell ist, Zermalmen-Attacken über das Modell im 1. Glied direkt vor ihm hinweg durchführen. Wenn ein Modell mit Hoffnungslos durch eine Nahkampfattacke getötet wird, entferne es erst am Ende von Initiativeschritt 0 als Verlust. Eine Einheit mit mindestens einem Modell mit Hoffnungslos darf nie mehr Glieder als Reihen haben.
If there are at least 3 models with Holy Triumvirate on your Army List, these models can all select spells as follows: • Wizard Apprentices: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path. • Wizard Adepts: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path. • During Spell Selection, each Wizard can choose to select one Learned Spell fewer than usual and to select 1 Sacred Plague instead.
The model gains Aegis (+1, against Magical Attacks, max. 4+)
The model gains Aegis (+1, against Magical Attacks, max. 4+)
The model gains Aegis (+1, against Magical Attacks, max. 4+)
The model gains Aegis (+1, against Magical Attacks, max. 4+)
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind
Universal Rule.
The model gains Hard Target (1) and Skirmisher and loses Throwing Weapons (5+)
Universal Rule.
The model gains Hard Target (1) and Skirmisher and loses Throwing Weapons (5+)
Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×100 mm.
• Its Health Points are set to 6.
• It gains 1 additional Tiller.
• It gains 1 additional Draft Beast.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (3D3).
Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×100 mm.
• Its Health Points are set to 6.
• It gains 1 additional Tiller.
• It gains 1 additional Draft Beast.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (3D3).
The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.
Das Grünhaut-Katapult verliert Bedeutungslos, erhält +1 Lebenspunkt, seine Disziplin wird auf 7 gesetzt und es ändert seine Höhe zu Groß. Wenn das Grünhaut-Katapult auf der Fehlfunktionstabelle würfelt, darf es sich entscheiden, 1 Lebenspunkt zu verlieren, um den Wurf zu wiederholen. Das Modell erhält einen zusätzlichen Modellteil: Offensive Att Off Str AP Agi Model Rules Ork-Aufseher 13302 Gewöhnlicher Ork
Das Grünhaut-Katapult verliert Bedeutungslos, erhält +1 Lebenspunkt, seine Disziplin wird auf 7 gesetzt und es ändert seine Höhe zu Groß. Wenn das Grünhaut-Katapult auf der Fehlfunktionstabelle würfelt, darf es sich entscheiden, 1 Lebenspunkt zu verlieren, um den Wurf zu wiederholen. Das Modell erhält einen zusätzlichen Modellteil: Offensive Att Off Str AP Agi Model Rules Ork-Aufseher 13302 Gewöhnlicher Ork
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.
Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.
Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.
Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.
Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.
Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.
Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.
The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.
The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.
The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.
The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.
Universal Rule.
The model must be the General.
Attack Attribute.
At step 5 of the Round of Combat Sequence (after issuing and accepting Duels), the model must use one of the following fighting techniques and apply its effects until the end of the Round of Combat.
• Drawing the Void: Aegis (+1).
• Ritual of Steel: +2 Armour Penetration with Close Combat Attacks.
• A single Moment: +1 to wound with Close Combat Attacks.
The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.
The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.
The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.
Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.
Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.
Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.
Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.
The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.
The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.
The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.
The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.
Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.
Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.
Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
Der Modellteil erhält +1 Attackewert und ist mit einer Handwaffe ausgestattet, die mit Das Licht von Sonnstahl verzaubert ist, und darf besondere Gegenstände nur für bis zu 50 Pkt erhalten.
Der Modellteil erhält +1 Attackewert und ist mit einer Handwaffe ausgestattet, die mit Das Licht von Sonnstahl verzaubert ist, und darf besondere Gegenstände nur für bis zu 50 Pkt erhalten.
Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
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).
Das Modell erhält Sengende Hitze, Swiftstride, Volcanic Embrace (D3+2), und +3 Attackewert. Seine Marschrate wird auf 14" gesetzt.
Das Modell erhält Sengende Hitze, Swiftstride, Volcanic Embrace (D3+2), und +3 Attackewert. Seine Marschrate wird auf 14" gesetzt.
Das Modell erhält Feuer der Industrie (2), Riss in der Esse (siehe Infernomaschine), Volcanic Embrace (2), und Zugriff auf die folgenden optionen.
Das Modell erhält Feuer der Industrie (2), Riss in der Esse (siehe Infernomaschine), Volcanic Embrace (2), und Zugriff auf die folgenden optionen.
Universal Rule.
The model is a Wizard Apprentice that does not select spells as normal, but instead must select 2 spells from:
• Cloak of Cinders(Pyromancy)
• Glory of Gold (Alchemy)
• Pyroclastic Flow (Pyromancy)
• Silver Spike (Alchemy)
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Wenn diese Auswahl für ein beliebiges Modell der Armee gewählt wird, müssen alle Modelle mit der Auswahl diese wählen. Wenn das Modell als Verlust entfernt wird, platziere es in einem Verstärkungsvorrat neben dem Schlachtfeld. Du kannst jederzeit 40 Modelle aus dem Verstärkungsvorrat entfernen und eine der folgenden Beschwörten Einheiten in der Tunnelreserve platzieren: • 25 Schwarmlegionäre mit einem Champion, einem Musician, einem Standard Bearer mit Adlerstandarte, und der Fähigkeit Zahllos. Die Einheit verliert Punktend. Die Einheit darf Schild und Speer wählen. • 40 Schwarmsklaven mit einem textbfMusician und der Fähigkeit Zahllos.
Wenn diese Auswahl für ein beliebiges Modell der Armee gewählt wird, müssen alle Modelle mit der Auswahl diese wählen. Wenn das Modell als Verlust entfernt wird, platziere es in einem Verstärkungsvorrat neben dem Schlachtfeld. Du kannst jederzeit 40 Modelle aus dem Verstärkungsvorrat entfernen und eine der folgenden Beschwörten Einheiten in der Tunnelreserve platzieren: • 25 Schwarmlegionäre mit einem Champion, einem Musician, einem Standard Bearer mit Adlerstandarte, und der Fähigkeit Zahllos. Die Einheit verliert Punktend. Die Einheit darf Schild und Speer wählen. • 40 Schwarmsklaven mit einem textbfMusician und der Fähigkeit Zahllos.
Wenn diese Auswahl für ein beliebiges Modell der Armee gewählt wird, müssen alle Modelle mit der Auswahl diese wählen. Wenn das Modell als Verlust entfernt wird, platziere es in einem Verstärkungsvorrat neben dem Schlachtfeld. Du kannst jederzeit 40 Modelle aus dem Verstärkungsvorrat entfernen und eine der folgenden Beschwörten Einheiten in der Tunnelreserve platzieren: • 25 Schwarmlegionäre mit einem Champion, einem Musician, einem Standard Bearer mit Adlerstandarte, und der Fähigkeit Zahllos. Die Einheit verliert Punktend. Die Einheit darf Schild und Speer wählen. • 40 Schwarmsklaven mit einem textbfMusician und der Fähigkeit Zahllos.
Wenn diese Auswahl für ein beliebiges Modell der Armee gewählt wird, müssen alle Modelle mit der Auswahl diese wählen. Wenn das Modell als Verlust entfernt wird, platziere es in einem Verstärkungsvorrat neben dem Schlachtfeld. Du kannst jederzeit 40 Modelle aus dem Verstärkungsvorrat entfernen und eine der folgenden Beschwörten Einheiten in der Tunnelreserve platzieren: • 25 Schwarmlegionäre mit einem Champion, einem Musician, einem Standard Bearer mit Adlerstandarte, und der Fähigkeit Zahllos. Die Einheit verliert Punktend. Die Einheit darf Schild und Speer wählen. • 40 Schwarmsklaven mit einem textbfMusician und der Fähigkeit Zahllos.
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Armour Equipment.
Counts as Plate Armour. The bearer additionally gains Aegis (5+, against Flaming Attacks).
Das Modell erhält Befehlsgewalt mit den folgenden Beschränkungen: Dies hat eine Reichweite von 6" und nur Einheiten mit Bedeutungslos können davon profitieren. Einheiten mit Standardgröße, von denen mehr als die Hälfte der Modelle Mal des Infernos haben, verdoppeln die Anzahl ihrer vollen Ränge für Standhaft in der ersten Nahkampfrunde, es sei denn, sie zählen als angreifend.
Das Modell erhält Befehlsgewalt mit den folgenden Beschränkungen: Dies hat eine Reichweite von 6" und nur Einheiten mit Bedeutungslos können davon profitieren. Einheiten mit Standardgröße, von denen mehr als die Hälfte der Modelle Mal des Infernos haben, verdoppeln die Anzahl ihrer vollen Ränge für Standhaft in der ersten Nahkampfrunde, es sei denn, sie zählen als angreifend.
Universal Rule.
The model gains Infernal Armour and Flintlock Axe (3+). Its Discipline is set to 8, and it must select spells from Pyromancy.
Universal Rule.
The model gains Infernal Armour and Flintlock Axe (3+). Its Discipline is set to 8, and it must select spells from Pyromancy.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Universal Rule.
The model gains Scout and loses Scoring.
Universal Rule.
The model gains Scout and loses Scoring.
Zu Beginn jeder Nahkampfrunde muss jede Einheit mit einem oder mehreren Modellteilen mit diesem Angriffsattribut einen Disziplintest ablegen. Wenn der Test bestanden wird, müssen alle Modellteile mit Urinstinkte in der Einheit misslungene Trefferwürfe in dieser Nahkampfrunde wiederholen.
Zu Beginn jeder Nahkampfrunde muss jede Einheit mit einem oder mehreren Modellteilen mit diesem Angriffsattribut einen Disziplintest ablegen. Wenn der Test bestanden wird, müssen alle Modellteile mit Urinstinkte in der Einheit misslungene Trefferwürfe in dieser Nahkampfrunde wiederholen.
The model gains Hard Target (1), Light Troops, Skirmisher, and loses Scoring.
Das Modell ist gegenüber den Auswirkungen von Angst immun. Einheiten mit mehr als der Hälfte ihrer Modelle mit Tapfer bestehen automatisch durch Entsetzen verursachte Paniktests.
Das Modell ist gegenüber den Auswirkungen von Angst immun. Einheiten mit mehr als der Hälfte ihrer Modelle mit Tapfer bestehen automatisch durch Entsetzen verursachte Paniktests.
Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.
Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.
The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.
The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.
The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.
If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.
If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.
The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.
The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.
The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.
The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.
Close Combat Weapon
The bearer gains Parry, +1 Armour and +1 Attack Value.
Das Modell erhält Hard Target (1) und Skirmisher.
Das Modell erhält Hard Target (1) und Skirmisher.
Der Zauberwert von Zaubern die von diesem Modell gezaubert werden ist um +1 erhöht. Bannwürfe gegen nicht-gebundene Zauber die von diesem Modell gewirkt werden erleiden einen -2 Modifikator.
Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
Der Zauberwert von Zaubern die von diesem Modell gezaubert werden ist um +1 erhöht. Bannwürfe gegen nicht-gebundene Zauber die von diesem Modell gewirkt werden erleiden einen -2 Modifikator.
Der Zauberwert von Zaubern die von diesem Modell gezaubert werden ist um +1 erhöht. Bannwürfe gegen nicht-gebundene Zauber die von diesem Modell gewirkt werden erleiden einen -2 Modifikator.
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
For dice rolls subject to Maximised Roll, roll one additional D6 and discard the lowest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes.
roll one additional D6 and discard the highest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind
Universal Rule.
The model’s base size is changed to 50×75 mm and its Discipline is set to 7.
Universal Rule.
The model’s base size is changed to 50×75 mm and its Discipline is set to 7.
Two-Handed. Attacks made with this weapon gain +1 Offensive Skill, +1 Strength and ignore Parry.
The model cannot be the General.
Alle R&F-Modelle in befreundeten Einheiten innerhalb von 6" erhalten Zähigkeit (6+). Düsterschrecken in befreundeten Einheiten innerhalb von 6" erhalten stattdessen Zähigkeit (4+). Zusätzlich erhalten alle R&F-Modelle in befreundeten Einheiten aus der Kategorie Kern innerhalb von 6" um einen oder mehrere Kadaverwagen Zähigkeit (+1, max. 5+) während ihrer ersten Nahkampfrunde.
Alle R&F-Modelle in befreundeten Einheiten innerhalb von 6" erhalten Zähigkeit (6+). Düsterschrecken in befreundeten Einheiten innerhalb von 6" erhalten stattdessen Zähigkeit (4+). Zusätzlich erhalten alle R&F-Modelle in befreundeten Einheiten aus der Kategorie Kern innerhalb von 6" um einen oder mehrere Kadaverwagen Zähigkeit (+1, max. 5+) während ihrer ersten Nahkampfrunde.
Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each Character and each Initiative Step. While fighting in a Duel, the model part gains Kenjutsu (2). If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
Universal Rule.
When calculating Combat Score, the model adds +1 to its side’s Combat Score.
0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.
0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.
0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.
0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.
Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf
Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf
Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf
Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf
Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.
Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.
Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.
Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.
Universal Rule.
At the start of the Initiative Step in which the model’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the model’s Attack Value is set to 1.
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
Armour Equipment
If on foot, the wearer gains +1 Armour
Armour Equipment
If on foot, the wearer gains +1 Armour
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.
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.
Das Modell erhält Wizard Adept und muss Zauber aus Alchemy wählen. Modelle mit Armour 4 oder mehr in gegnerischen Einheiten die in Basekontakt mit dem Modell sind müssen erfolgreiche Armourswürfe von Wunden verursacht von Daragische Klingen wiederholen.
Kyudo: Attack Attribute – Shooting.
The Shooting Attack gains Shots 2.
Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.
The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.
The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.
The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.
The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.
Halbiere die Anzahl von Lebenspunktverlusten von Modellen mit Leben ist wertlos für das Ermitteln des Kampfergebnis. Brüche werden aufgerundet. Dies gilt allerdings nicht für Boni aufs Kampfergebnis von Overkill.
Halbiere die Anzahl von Lebenspunktverlusten von Modellen mit Leben ist wertlos für das Ermitteln des Kampfergebnis. Brüche werden aufgerundet. Dies gilt allerdings nicht für Boni aufs Kampfergebnis von Overkill.
Halbiere die Anzahl von Lebenspunktverlusten von Modellen mit Leben ist wertlos für das Ermitteln des Kampfergebnis. Brüche werden aufgerundet. Dies gilt allerdings nicht für Boni aufs Kampfergebnis von Overkill.
Halbiere die Anzahl von Lebenspunktverlusten von Modellen mit Leben ist wertlos für das Ermitteln des Kampfergebnis. Brüche werden aufgerundet. Dies gilt allerdings nicht für Boni aufs Kampfergebnis von Overkill.
Nur eine Anwendung. Kann zu Beginn eines befreundeten Spielerzugs aktiviert werden (alle Modelle in einer Einheit müssen diese Regel zur gleichen Zeit aktivieren). Das Modell erhält während dieses Spielerzugs +6" Marschrate und Vernichtender Angriff (+1 Att, +1 Str).
Nur eine Anwendung. Kann zu Beginn eines befreundeten Spielerzugs aktiviert werden (alle Modelle in einer Einheit müssen diese Regel zur gleichen Zeit aktivieren). Das Modell erhält während dieses Spielerzugs +6" Marschrate und Vernichtender Angriff (+1 Att, +1 Str).
Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.
Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.
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
Das Limit für Sagenhafte Ungeheuer wird auf Max. 45% erhöhtquot;. Während sich das Modell auf dem Spielfeld befindet, dürfen befreundete Modelle mit Fliegen keine Flugbewegung durchführen.
Das Limit für Sagenhafte Ungeheuer wird auf Max. 45% erhöhtquot;. Während sich das Modell auf dem Spielfeld befindet, dürfen befreundete Modelle mit Fliegen keine Flugbewegung durchführen.
Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×150 mm.
• Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3)
Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×150 mm.
• Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3)
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.
Das Modell erhält Blutfährte und behandelt alle freundlichen Beast Modelle als Insignificant.
Das Modell erhält Blutfährte und behandelt alle freundlichen Beast Modelle als Insignificant.
Das Modell erhält Blutfährte und behandelt alle freundlichen Beast Modelle als Insignificant.
Das Modell erhält Blutfährte und behandelt alle freundlichen Beast Modelle als Insignificant.
Das Modell erhält Blutfährte und behandelt alle freundlichen Beast Modelle als Insignificant.
Das Modell erhält Blutfährte und behandelt alle freundlichen Beast Modelle als Insignificant.
Wenn der Ketten-Beissa zum ersten Mal in der Schlacht eine Einheit berührt, erhält er für den Rest der Schlacht Amoklauf!!.
Wenn der Ketten-Beissa zum ersten Mal in der Schlacht eine Einheit berührt, erhält er für den Rest der Schlacht Amoklauf!!.
When calculating Combat Score, halve the first 10 Health Point losses of models with Life is Cheap per unit, rounding fractions up. This does not affect Combat Score bonuses from Overkill.
Range 18′′, Shots 1, Strength 4, Armour Penetration 0, Quick to Fire.
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.
Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance
Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance
Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance
Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts, Large and Cavalry, Gigantic).
Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts, Large and Cavalry, Gigantic).
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.
Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.
Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.
Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.
Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.
Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy
Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.
Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.
The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.
Universal Rule.
The unit gains Ambush and does not roll for Am- bush but automatically enters the Battlefield in your second Player Turn. All units using Longship Raid must arrive from the same Board Edge. Otherwise follow the rules for Ambush.
The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.
The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.
Universal Rule.
While joined by a mounted model with this rule, Cavalry units gain Strider.
Universal Rule.
While joined by a mounted model with this rule, Cavalry units gain Strider.
The model gains Strider.
Universal Rule.
One use only. Directly before the battle (during Sep 7 of the Deployment Phase Sequence), the model casts The Requiem of Pomona (Hereditary Spell) automatically on itself. This spell cannot be dispelled.
Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.
Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.
Das Modell erhält Aegis (4+) und verliert Infernorüstung. Der Modellteil erhält Flaming Attacks und Magical Attacks. Wenn das Modell des Trägers zu Fuß ist, erhält es Ghost Step, seine Bewegungsrate wird auf 4" und seine Marschrate auf 12" gesetzt. Das Modell erhält Zugriff auf die folgenden Optionen.
Das Modell erhält Aegis (4+) und verliert Infernorüstung. Der Modellteil erhält Flaming Attacks und Magical Attacks. Wenn das Modell des Trägers zu Fuß ist, erhält es Ghost Step, seine Bewegungsrate wird auf 4" und seine Marschrate auf 12" gesetzt. Das Modell erhält Zugriff auf die folgenden Optionen.
The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.
The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.
The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.
The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.
Universal Rule.
The model gains Wizard Apprentice and knows all hereditary spells of the 16 main armies with a casting value of 6+ or less and cannot select the own Hereditary Spell. Each of these spells can only be attempted to cast a single time and the model cannot cast more than a single spell per turn (except for bound spells). Boosted versions of these spells can only be cast of their casting value is 6+ or less. The model cannot take any Special Equipment that is restricted to wizards only.
The model gains Terror and Deafening Clamour.
The model gains Terror and Deafening Clamour.
Ein General auf Kriegsthron setzt die Reichweite seiner Befehlsgewalt auf 18".
Ein General auf Kriegsthron setzt die Reichweite seiner Befehlsgewalt auf 18".
Nahkampfattacken von Modellen in der gleichen Einheit wie ein oder mehrere Modelle mit Meisterhaftes Runenwissen erhalten +1 Rüstungsdurchschlag.
Nahkampfattacken von Modellen in der gleichen Einheit wie ein oder mehrere Modelle mit Meisterhaftes Runenwissen erhalten +1 Rüstungsdurchschlag.
Die Zauber des Zauberers haben einen um 1 verringerten Zauberwert. Bei einem Zauberversuch mit einem einzigen Magiewürfel gilt ein natürlicher Wurf von '1' oder '2' immer als fehlgeschlagener Zauberversuch, ungeachtet jeglicher Modifikatoren.
Die Zauber des Zauberers haben einen um 1 verringerten Zauberwert. Bei einem Zauberversuch mit einem einzigen Magiewürfel gilt ein natürlicher Wurf von '1' oder '2' immer als fehlgeschlagener Zauberversuch, ungeachtet jeglicher Modifikatoren.
- 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
.
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.
Hat sich der Werksmeister einem Hauptregiment oder einer Unterstützungstruppe angeschlossen, darf er dieser den Befehl Legt an! erteilen.
Hat sich der Werksmeister einem Hauptregiment oder einer Unterstützungstruppe angeschlossen, darf er dieser den Befehl Legt an! erteilen.
Der Träger kann einen Schild (oder einen Stachelschild) gleichzeitig mit einer Hellebarde oder einer Zweihandwaffe verwenden.
Der Träger kann einen Schild (oder einen Stachelschild) gleichzeitig mit einer Hellebarde oder einer Zweihandwaffe verwenden.
Wähle direkt vor der Schlacht (während Schritt 7 der Aufstellungsphase) und zu Beginn jedes befreundeten Spielerzugs eine befreundete Einheit innerhalb von 18" um den Gruftarchitekten, die vollständig aus Modellen mit Beseelte Statue besteht. Diese Einheit erhält bis zum Beginn deines nächsten Spielerzugs oder bis der Gruftarchitekt als Verlust entfernt wird Fortitude (5+), was auch immer zuerst eintritt.
Wähle direkt vor der Schlacht (während Schritt 7 der Aufstellungsphase) und zu Beginn jedes befreundeten Spielerzugs eine befreundete Einheit innerhalb von 18" um den Gruftarchitekten, die vollständig aus Modellen mit Beseelte Statue besteht. Diese Einheit erhält bis zum Beginn deines nächsten Spielerzugs oder bis der Gruftarchitekt als Verlust entfernt wird Fortitude (5+), was auch immer zuerst eintritt.
Die maximale Anzahl der Unterstützungsattacken des Modells wird auf 3 gesetzt.
Die maximale Anzahl der Unterstützungsattacken des Modells wird auf 3 gesetzt.
Beim Schießen mit einem Waldlangbogen dürfen alle Modelle einer Einheit mit Meisterschütze wählen, ob sie entweder +2 Armour Penetration oder +2 auf Trefferwürfe erhalten.
Beim Schießen mit einem Waldlangbogen dürfen alle Modelle einer Einheit mit Meisterschütze wählen, ob sie entweder +2 Armour Penetration oder +2 auf Trefferwürfe erhalten.
Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).
Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.
Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded
Sofern das Modell keine Vorrück- oder Marschbewegung während des aktuellen Spielerzugs durchgeführt hat, kann es folgenden gebundenen Zauber mit Energiestufe (6/6) wirken: Typ: Schaden, Fluch, Range 36". Dauer: Sofort. Das Ziel muss einen Disziplintest mit einem zusätzlichen W6 ablegen. Misslingt der Test, erleidet die Einheit einen Treffer für jeden Punkt, um den der Test misslang. Diese Treffer verwunden automatisch und haben Rüstungsdurchschlag 10.
Sofern das Modell keine Vorrück- oder Marschbewegung während des aktuellen Spielerzugs durchgeführt hat, kann es folgenden gebundenen Zauber mit Energiestufe (6/6) wirken: Typ: Schaden, Fluch, Range 36". Dauer: Sofort. Das Ziel muss einen Disziplintest mit einem zusätzlichen W6 ablegen. Misslingt der Test, erleidet die Einheit einen Treffer für jeden Punkt, um den der Test misslang. Diese Treffer verwunden automatisch und haben Rüstungsdurchschlag 10.
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).
Während der Zauberauswahl muss jeder Erhabene Herold zwei verschiedene Manifestationen aus der nachfolgenden Liste wählen und ihre Effekte während des Spiels anwenden. Das Modell muss 3 Zauber auswählen aus den Zaubern, die in den gewählten Manifestationen aufgeführt werden, Wrath of God (Thaumaturgy) und Höllenfeuer (Hereditary Spell). Dies ersetzt die normalen Regeln für die Zauberauswahl von Zauberadepten. Zusätzlich wird Guiding Light (Divination) zum Attributzauber für alle nichtgebundenen Zauber, die durch das Modell gewirkt werden, und ersetzt den jeweiligen Attributzauber des Zaubers, sofern vorhanden.
Während der Zauberauswahl muss jeder Erhabene Herold zwei verschiedene Manifestationen aus der nachfolgenden Liste wählen und ihre Effekte während des Spiels anwenden. Das Modell muss 3 Zauber auswählen aus den Zaubern, die in den gewählten Manifestationen aufgeführt werden, Wrath of God (Thaumaturgy) und Höllenfeuer (Hereditary Spell). Dies ersetzt die normalen Regeln für die Zauberauswahl von Zauberadepten. Zusätzlich wird Guiding Light (Divination) zum Attributzauber für alle nichtgebundenen Zauber, die durch das Modell gewirkt werden, und ersetzt den jeweiligen Attributzauber des Zaubers, sofern vorhanden.
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
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model's Commanding Presence range is increased by 6".
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model's Commanding Presence range is increased by 6".
Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model’s Commanding Presence range is increased by 6″.
Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model’s Commanding Presence range is increased by 6″.
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.
Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.
Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.
Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.
Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
R&F models with Cult of Errahman in the bearer's unit gain Fortitude (6+).
When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model's initial Health Points in a Martyr Pool next to the Battlefield. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
If the model is mounted by a Character, ignore the rider’s Armour Equipment (including Armour Enchantments) and Personal Protections, unless specifically stated otherwise (such as Armour Enchantments that affect the bearer’s model).
Universal Rule.
The model gains +1 Discipline, Daemonic Summon, Scout, and its Commanding Presence range is set to 18″.
Universal Rule.
The model gains +1 Discipline, Daemonic Summon, Scout, and its Commanding Presence range is set to 18″.
One Character in the Vampire Covenant army must be nominated to be the Master. At the start of the game, the General is always the Master.
One Character in the Vampire Covenant army must be nominated to be the Master. At the start of the game, the General is always the Master.
Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.
Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.
Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.
Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.
Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.
Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.
Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.
Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.
Universal Rule.
The model may give two Orders per turn instead of one.
The Dragon model part gains Channel (1).
Universal Rule.
The model gains +4” March Rate for ground movement.
Universal Rule.
The model gains Tree Singing. In addition, if the model starts a Round of Combat with the centre of its base inside a Forest, then the mount must reroll to-wound rolls of ’1’ with its Close Combat Attacks for the duration of that Round of Combat.
The Dragon model part gains Channel (1).
Universal Rule.
The Dragon model part gains Channel (1).
Universal Rule.
The model gains Tree Singing. In addition, if the model starts a Round of Combat with the centre of its base inside a Forest, then the mount must reroll to-wound rolls of ’1’ with its Close Combat Attacks for the duration of that Round of Combat.
Universal Rule.
The model gains +4” March Rate for ground movement.
Universal Rule.
The model may give two Orders per turn instead of one.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
The model's unit gains Coastal Predator and Devastating Charge (Lethal Strike).
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
Eine Einheit, die vollständig aus Modellen zu Fuß mit Schnitter besteht, ignoriert alle anderen Einheiten für Bewegungen in der Bewegungsphase, muss aber am Ende der Bewegung die Einheiten- Abstandsregel einhalten. Die Einheit kann eine Hinwegfegen-Attacke durchführen. Die gegnerische Einheit erleidet für jedes Modell mit Schnitter in der Einheit 1 Treffer mit Stärke 5, Rüstungsdurchschlag 10 und Magische Attacken.
Eine Einheit, die vollständig aus Modellen zu Fuß mit Schnitter besteht, ignoriert alle anderen Einheiten für Bewegungen in der Bewegungsphase, muss aber am Ende der Bewegung die Einheiten- Abstandsregel einhalten. Die Einheit kann eine Hinwegfegen-Attacke durchführen. Die gegnerische Einheit erleidet für jedes Modell mit Schnitter in der Einheit 1 Treffer mit Stärke 5, Rüstungsdurchschlag 10 und Magische Attacken.
Models with this Mon gain Distracting in the first Round of each Combat. Infantry only.
Model parts with this Mon and with Kenjutsu (X) gain Devastating Charge (Kenjutsu (2)). Additionally, Units with all of their models with this Mon must reroll any natural rolls of ‘1’ when rolling for Charge Range. Warhorse Model Parts with this Mon gain Vanguard. Cannot be taken by Infantry models.
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).
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.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Writhing Nightmares
• -Mesmerising Plumage
• -Chilling Yawn
Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Writhing Nightmares
• -Mesmerising Plumage
• -Chilling Yawn
Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Mesmerising Plumage
• -Chilling Yawn
• -Venom Sacs
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].
Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].
Einheiten, die vollständig aus Modellen mit unstabile Motoren bestehen: • Erhalten +D6" auf ihre Angriffswürfe in der Angriffsphase. Und addieren diesen W6 auch auf Reichweite für verpatzte Angriffe. • Erhalten +D6" Marschrate sofort nachdem sie sich entschieden haben, eine Marschbewegung durchzuführen. Die Effekte dauern bis zum Ende der Phase. Sofort nachdem ein Modell als Verlust von der Einheit entfernt wurde, verursacht das Modell D6 Treffer mit Stärke 4, Rüstungsdurchschlag 0 und Flammenattacken gegen alle Einheiten (einschließlich der Einheit des Modells) innheralb von 6" zum Modell. Würfele einmal für jede Einheit für die Anzahl von Treffern. Diese Treffer gelten als Spezialattacken.
Einheiten, die vollständig aus Modellen mit unstabile Motoren bestehen: • Erhalten +D6" auf ihre Angriffswürfe in der Angriffsphase. Und addieren diesen W6 auch auf Reichweite für verpatzte Angriffe. • Erhalten +D6" Marschrate sofort nachdem sie sich entschieden haben, eine Marschbewegung durchzuführen. Die Effekte dauern bis zum Ende der Phase. Sofort nachdem ein Modell als Verlust von der Einheit entfernt wurde, verursacht das Modell D6 Treffer mit Stärke 4, Rüstungsdurchschlag 0 und Flammenattacken gegen alle Einheiten (einschließlich der Einheit des Modells) innheralb von 6" zum Modell. Würfele einmal für jede Einheit für die Anzahl von Treffern. Diese Treffer gelten als Spezialattacken.
Einheiten, die vollständig aus Modellen mit unstabile Motoren bestehen: • Erhalten +D6" auf ihre Angriffswürfe in der Angriffsphase. Und addieren diesen W6 auch auf Reichweite für verpatzte Angriffe. • Erhalten +D6" Marschrate sofort nachdem sie sich entschieden haben, eine Marschbewegung durchzuführen. Die Effekte dauern bis zum Ende der Phase. Sofort nachdem ein Modell als Verlust von der Einheit entfernt wurde, verursacht das Modell D6 Treffer mit Stärke 4, Rüstungsdurchschlag 0 und Flammenattacken gegen alle Einheiten (einschließlich der Einheit des Modells) innheralb von 6" zum Modell. Würfele einmal für jede Einheit für die Anzahl von Treffern. Diese Treffer gelten als Spezialattacken.
Einheiten, die vollständig aus Modellen mit unstabile Motoren bestehen: • Erhalten +D6" auf ihre Angriffswürfe in der Angriffsphase. Und addieren diesen W6 auch auf Reichweite für verpatzte Angriffe. • Erhalten +D6" Marschrate sofort nachdem sie sich entschieden haben, eine Marschbewegung durchzuführen. Die Effekte dauern bis zum Ende der Phase. Sofort nachdem ein Modell als Verlust von der Einheit entfernt wurde, verursacht das Modell D6 Treffer mit Stärke 4, Rüstungsdurchschlag 0 und Flammenattacken gegen alle Einheiten (einschließlich der Einheit des Modells) innheralb von 6" zum Modell. Würfele einmal für jede Einheit für die Anzahl von Treffern. Diese Treffer gelten als Spezialattacken.
Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Universal Rule.
In the Charge Phase, the model gains Maximised (Charge Range) for Charges against units consisting entirely of models with Towering Presence. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Solange das Modell einen Schild benutzt, erhält es Aegis (6+, gegen Nahkampfwaffenattacken). Dies wird zu Aegis (5+, gegen Nahkampfwaffenattacken) verbessert, falls die Attacke von einem angreifenden Modell durchgeführt wird. Diese Regel kann nur gegen Attacken verwendet werden, die von Gegnern im Frontbereich der Einheit des Modells durchgeführt werden.
Solange das Modell einen Schild benutzt, erhält es Aegis (6+, gegen Nahkampfwaffenattacken). Dies wird zu Aegis (5+, gegen Nahkampfwaffenattacken) verbessert, falls die Attacke von einem angreifenden Modell durchgeführt wird. Diese Regel kann nur gegen Attacken verwendet werden, die von Gegnern im Frontbereich der Einheit des Modells durchgeführt werden.
The first failed Dispelling Attempt during each enemy Magic Phase must be rerolled.
The first failed Dispelling Attempt during each enemy Magic Phase must be rerolled.
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.
For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.
For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.
For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.
Das Modell erhält Feuer der Industrie (1) und Engineer (3+). Es kann Engineerauf einen einzelnen befreundeten Geschütztrupp, Infernogeschütz oder Infernomaschine innerhalb 6" verwenden. Das Modell erhält Zugriff auf die folgenden Optionen.
Das Modell erhält Feuer der Industrie (1) und Engineer (3+). Es kann Engineerauf einen einzelnen befreundeten Geschütztrupp, Infernogeschütz oder Infernomaschine innerhalb 6" verwenden. Das Modell erhält Zugriff auf die folgenden Optionen.
At the start of step 6 of the Pre-Game Sequence (Determine the Deployment Zones), the opponent may choose to gain a +6 or −6 modifier to the roll for choosing the Deployment Zone. If so, the Cultists player must nominate one of the opponent’s Characters as Destrian Inquisitor. If the Destrian Inquisitor has been removed as a casualty or is Fleeing at the end of the game, the Cultists player gains +200 Victory Points.
Ignore Nobody Expects… if the opponent’s army is also from the Cultists Supplement.
At the start of step 6 of the Pre-Game Sequence (Determine the Deployment Zones), the opponent may choose to gain a +6 or −6 modifier to the roll for choosing the Deployment Zone. If so, the Cultists player must nominate one of the opponent’s Characters as Destrian Inquisitor. If the Destrian Inquisitor has been removed as a casualty or is Fleeing at the end of the game, the Cultists player gains +200 Victory Points.
Ignore Nobody Expects… if the opponent’s army is also from the Cultists Supplement.
Das Modell kann keine besonderen Gegenstände aus diesem Armeebuch wählen und kann nicht Curse of Nezibkesh (Hereditary Spell) wirken. Es kann sich nicht Einheiten, deren Modelle zu mehr als der Hälfte Mal des Infernos tragen oder Einheiten aus gefesselten Sklaven anschließen.
Das Modell kann keine besonderen Gegenstände aus diesem Armeebuch wählen und kann nicht Curse of Nezibkesh (Hereditary Spell) wirken. Es kann sich nicht Einheiten, deren Modelle zu mehr als der Hälfte Mal des Infernos tragen oder Einheiten aus gefesselten Sklaven anschließen.
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List that is not from Core. The models of the chosen units are considered Objects of Envy.
The model part gains +2 Attack Value and its Special Item allowance is increased by 100 pts. In addition, the army may modify the roll for choosing Deployment Zones by -1.
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).
Units with models with Oi it bites! cannot be joined by Characters.
Units with models with Oi it bites! cannot be joined by Characters.
Units with models with Oi it bites! cannot be joined by Characters.
Units with models with Oi it bites! cannot be joined by Characters.
Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Flammable, Insignificant, Oil
Flasks, Heavy Armour, and Throwing Weapons (5+) with Shots 5.
Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Flammable, Insignificant, Oil
Flasks, Heavy Armour, and Throwing Weapons (5+) with Shots 5.
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
0-2 per Army. Markiere zu Beginn von Schritt 7 der Spielvorbereitungssequenz (Zauberauswahl) für jedes Unheilvolle Portal einen Punkt auf dem Spielfeld außerhalb der gegnerischen Aufstellungszone, mit einem Portalmarker.
0-2 per Army. Markiere zu Beginn von Schritt 7 der Spielvorbereitungssequenz (Zauberauswahl) für jedes Unheilvolle Portal einen Punkt auf dem Spielfeld außerhalb der gegnerischen Aufstellungszone, mit einem Portalmarker.
Universal Rule.
In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of
Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
The bearer gains Stand Behind and cannot issue Duels.
Universal Rule.
The model’s unit gains Fear and Fearless.
Universal Rule.
The model’s unit gains Fear and Fearless.
Universal Rule.
The model’s unit gains Fear and Fearless.
The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:
The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:
The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:
The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:
At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.
The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.
The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.
The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.
The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.
0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.
0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.
0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.
0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.
Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.
Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.
Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.
Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge
Einheiten, die vollständig aus Modellen mit Rudelverhalten bestehen, erhalten Devastating Charge (Swiftstride) während sie den Flanken- oder Rückenbereich einer gegnerischen Einheit angreifen. Dies gilt nicht für Verfolgungs- und Überrennbewegungen.
Einheiten, die vollständig aus Modellen mit Rudelverhalten bestehen, erhalten Devastating Charge (Swiftstride) während sie den Flanken- oder Rückenbereich einer gegnerischen Einheit angreifen. Dies gilt nicht für Verfolgungs- und Überrennbewegungen.
Einheiten, die vollständig aus Modellen mit Rudelverhalten bestehen, erhalten Devastating Charge (Swiftstride) während sie den Flanken- oder Rückenbereich einer gegnerischen Einheit angreifen. Dies gilt nicht für Verfolgungs- und Überrennbewegungen.
Universal Rule.
The unit gains Swiftstride for the Charge Range roll if it is located in the Charged unit’s Flank or Rear Facing when rolling its Charge Range in the Charge Phase.
The army can only contain a single unit with this rule.
Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.
Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.
Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.
Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.
Wenn eine Beissa-Herde im Nahkampf aufgerieben wird, wird sie sofort als Verlust entfernt. Alle Einheiten innerhalb von 6" erleiden einen Treffer für je 5 Beissa in der Beissa-Herde (abgerundet). Die Treffer werden mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt.
Wenn eine Beissa-Herde im Nahkampf aufgerieben wird, wird sie sofort als Verlust entfernt. Alle Einheiten innerhalb von 6" erleiden einen Treffer für je 5 Beissa in der Beissa-Herde (abgerundet). Die Treffer werden mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt.
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction.
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Stand and Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll. Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll.
Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Stand and Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll. Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.
Befindet sich das Modell zu Beginn einer eigenen Magiephase auf dem Schlachtfeld, ziehe keine Magiekarte. Wende stattdessen das Folgende an: 5 Magiewürfel (beide Spieler) 4+D3 Schleiermarker (Aktiver Spieler)
Befindet sich das Modell zu Beginn einer eigenen Magiephase auf dem Schlachtfeld, ziehe keine Magiekarte. Wende stattdessen das Folgende an: 5 Magiewürfel (beide Spieler) 4+D3 Schleiermarker (Aktiver Spieler)
Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.
Einheiten mit mehr als der Hälfte ihrer Modelle mit Pfad der Ausgestoßenen müssen misslungene Aufriebstests wiederholen. Am Ende von Schritt 7 des Ablaufs einer Nahkampfrunde (nachdem Aufriebstests abgelegt wurden), führen Modelle mit Pfad der Ausgestoßenen in einer Einheit, der der Aufriebstest misslungen ist, gleichzeitig Nahkampfwaffenattacken durch (ignoriere die Regeln zur Initiativreihenfolge, aber folge ansonsten den normalen Regeln wie für Unterstützungsattacken oder Attacken Zuweisen). Entferne die Modelle anschließend als Verlust. Modelle mit Pfad der Ausgestoßenen können sich keinen Modellen mit Pfad der Begünstigten anschließen und umgekehrt.
Einheiten mit mehr als der Hälfte ihrer Modelle mit Pfad der Ausgestoßenen müssen misslungene Aufriebstests wiederholen. Am Ende von Schritt 7 des Ablaufs einer Nahkampfrunde (nachdem Aufriebstests abgelegt wurden), führen Modelle mit Pfad der Ausgestoßenen in einer Einheit, der der Aufriebstest misslungen ist, gleichzeitig Nahkampfwaffenattacken durch (ignoriere die Regeln zur Initiativreihenfolge, aber folge ansonsten den normalen Regeln wie für Unterstützungsattacken oder Attacken Zuweisen). Entferne die Modelle anschließend als Verlust. Modelle mit Pfad der Ausgestoßenen können sich keinen Modellen mit Pfad der Begünstigten anschließen und umgekehrt.
Einheiten mit mehr als der Hälfte ihrer Modelle mit Pfad der Begünstigten müssen misslungene Aufriebstests wiederholen. Zusätzlich erhalten Modellteile mit Pfad der Begünstigten, die zu einem Champion aufgewertet wurden, +1 Lebenspunkt bis zu einem Maximum von 3, und ihr Disziplinwert wird auf 9 gesetzt.
Einheiten mit mehr als der Hälfte ihrer Modelle mit Pfad der Begünstigten müssen misslungene Aufriebstests wiederholen. Zusätzlich erhalten Modellteile mit Pfad der Begünstigten, die zu einem Champion aufgewertet wurden, +1 Lebenspunkt bis zu einem Maximum von 3, und ihr Disziplinwert wird auf 9 gesetzt.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer
The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer
Armour Equipment
The bearer gains +3 Armour against Ranged Attacks.
The model knows one additional Learned Spell, and the model's unit gains Fearless and Poison Attacks. If the models already had Poison Attacks, then they wound automatically on a successful natural to-hit roll of '5' or '6', unless the target has Immune (Poison Attacks).
Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of '6' made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Im Initiativeschritt 10 erhält jede feindliche Einheit in Basekontakt mit dem Modell 2 Treffer mit Armour Penetration 10 und Magical Attacks, die verwunden auf: • 4+ für Modelle mit Standard Größe • 5+ für Modelle mit Large Größe • 6+ für Modelle mit Gigantic Größe
Im Initiativeschritt 10 erhält jede feindliche Einheit in Basekontakt mit dem Modell 2 Treffer mit Armour Penetration 10 und Magical Attacks, die verwunden auf: • 4+ für Modelle mit Standard Größe • 5+ für Modelle mit Large Größe • 6+ für Modelle mit Gigantic Größe
While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat 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.
While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat Attacks.
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
Personal Protections.
As long as the unit has at least 20 models armed with Pikes you can choose one enemy unit engaged in the unit’s front facing during each Round of Combat. If you do and if the both units are in contact with each other’s front facing, both units make Supporting At- tacks from one Rank less than usual.
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
The wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
Ein Modell mit dieser Spezialattacke kann sie als 1. Schussattacke oder 2. als Spezialattacke im Nahkampf einsetzen. 1. Wähle ein Ziel gemäß den normalen Regeln für Schussattacken. Sie hat Reichweite Range 8", Marschieren und Schießen und verursacht W6+2 Treffer mit Stärke 4, Rüstungsdurchschlag 1 und Magische Attacken. 2. Die Attacke wird zum Initiativeschritt des Modellteils durchgeführt. Kündige beim Zuweisen der Attacken an, dass du Wehklagen verwenden willst. In diesem Fall kann der Modellteil keine Nahkampfwaffenattacken durchführen. Wähle eine einzelne Einheit in Basekontakt als Ziel. Das Ziel erleidet W3+1 Treffer mit Stärke 4, Rüstungsdurchschlag 1 und Magische Attacken.
Ein Modell mit dieser Spezialattacke kann sie als 1. Schussattacke oder 2. als Spezialattacke im Nahkampf einsetzen. 1. Wähle ein Ziel gemäß den normalen Regeln für Schussattacken. Sie hat Reichweite Range 8", Marschieren und Schießen und verursacht W6+2 Treffer mit Stärke 4, Rüstungsdurchschlag 1 und Magische Attacken. 2. Die Attacke wird zum Initiativeschritt des Modellteils durchgeführt. Kündige beim Zuweisen der Attacken an, dass du Wehklagen verwenden willst. In diesem Fall kann der Modellteil keine Nahkampfwaffenattacken durchführen. Wähle eine einzelne Einheit in Basekontakt als Ziel. Das Ziel erleidet W3+1 Treffer mit Stärke 4, Rüstungsdurchschlag 1 und Magische Attacken.
Models with Pledged to Darkness can only join or be joined by models with Pledged to Darkness. While joined by one or more Characters, R&F models with Pledged to Darkness gain Fearless.
Fallen Heroes
• Base: 25×25 mm
• Resilience set to 4
• −1 Agility
Kinslayers
• Base: 25×25 mm
• +1 Offensive Skill
• +1 Defensive Skill
The Dishonoured
• −1″ Advance Rate
• March Rate setto at least
9″*
• Resilience set to 4
• −1 Agility
Wayward Children
• +1″ Advance Rate
• +2″ March Rate
• +1 Agility
*The March Rate of Daemon Symbiotes and Possessed is set to at least 12″ instead
Models with Pledged to Darkness can only join or be joined by models with Pledged to Darkness. While joined by one or more Characters, R&F models with Pledged to Darkness gain Fearless.
Fallen Heroes
• Base: 25×25 mm
• Resilience set to 4
• −1 Agility
Kinslayers
• Base: 25×25 mm
• +1 Offensive Skill
• +1 Defensive Skill
The Dishonoured
• −1″ Advance Rate
• March Rate setto at least
9″*
• Resilience set to 4
• −1 Agility
Wayward Children
• +1″ Advance Rate
• +2″ March Rate
• +1 Agility
*The March Rate of Daemon Symbiotes and Possessed is set to at least 12″ instead
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.
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.
Dieses Modell muss der General sein. Solange sie in der Befehlsreichweite des Modells sind erhalten befreundete Einheiten die Regel Unstable und können nicht freiwillig die Angriffsreaktion fliehen auswählen.
Dieses Modell muss der General sein. Solange sie in der Befehlsreichweite des Modells sind erhalten befreundete Einheiten die Regel Unstable und können nicht freiwillig die Angriffsreaktion fliehen auswählen.
Dieses Modell muss der General sein. Solange sie in der Befehlsreichweite des Modells sind erhalten befreundete Einheiten die Regel Unstable und können nicht freiwillig die Angriffsreaktion fliehen auswählen.
Dieses Modell muss der General sein. Solange sie in der Befehlsreichweite des Modells sind erhalten befreundete Einheiten die Regel Unstable und können nicht freiwillig die Angriffsreaktion fliehen auswählen.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.
Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.
Das Modell kennt Der Schwarm erwacht (Hereditary Spell), zusätzlich zu seinen anderen Zaubersprüchen. Zusätzlich erhält das Modell einen Modifikator von +1 auf den ersten Zauberversuch in jeder Magiephase.
Das Modell kennt Der Schwarm erwacht (Hereditary Spell), zusätzlich zu seinen anderen Zaubersprüchen. Zusätzlich erhält das Modell einen Modifikator von +1 auf den ersten Zauberversuch in jeder Magiephase.
Das Modell kennt Der Schwarm erwacht (Hereditary Spell), zusätzlich zu seinen anderen Zaubersprüchen. Zusätzlich erhält das Modell einen Modifikator von +1 auf den ersten Zauberversuch in jeder Magiephase.
Das Modell kennt Der Schwarm erwacht (Hereditary Spell), zusätzlich zu seinen anderen Zaubersprüchen. Zusätzlich erhält das Modell einen Modifikator von +1 auf den ersten Zauberversuch in jeder Magiephase.
Die Einheit des Trägers darf, sofern sie nicht flieht, misslungene Disziplintests wiederholen. Jedes Mal, wenn Attacken, die durch das Modell des Trägers durchgeführt wurden, ein gegnerisches Modell in einem Duell töten, erhält das Modell des Trägers einen Kampfergebnismodifikator von +1 für den Rest des Spiels (dies gilt auch für Attacken, die außerhalb der Nahkampfphase durchgeführt wurden). Zusätzlich darf das Modell des Trägers eine einzelne Bannerverzauberung erhalten (verwende wie gewöhnlich das Budget des Trägers für besondere Gegenstände).
Die Einheit des Trägers darf, sofern sie nicht flieht, misslungene Disziplintests wiederholen. Jedes Mal, wenn Attacken, die durch das Modell des Trägers durchgeführt wurden, ein gegnerisches Modell in einem Duell töten, erhält das Modell des Trägers einen Kampfergebnismodifikator von +1 für den Rest des Spiels (dies gilt auch für Attacken, die außerhalb der Nahkampfphase durchgeführt wurden). Zusätzlich darf das Modell des Trägers eine einzelne Bannerverzauberung erhalten (verwende wie gewöhnlich das Budget des Trägers für besondere Gegenstände).
When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.
When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.
When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.
When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.
Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.
Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.
Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.
Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.
Universal Rule.
The model can cast the following Spells from Cosmology as Bound Spells with Power Level (4/8). These spells
can only target the Yamabushi’s unit or enemy units in base contact with the Yamabushi.
• Altered Sight
• Perception of Strength
• Unity in Divergence
Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.
Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.
Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.
Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.
Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.
Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.
Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.
Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.
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".
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
Universal Rule.
The model’s March Rate is set to 16″.
Universal Rule.
The model’s March Rate is set to 16″.
The model cannot join units that contain another model from the same unit entry.
Das Modell erhält zugriff auf die folgenden Optionen.
Das Modell erhält zugriff auf die folgenden Optionen.
Die Attacke erhält Multiple Lebenspunktverluste (W3) und Todesstoß und muss misslungene Verwundungswürfe wiederholen.
Die Attacke erhält Multiple Lebenspunktverluste (W3) und Todesstoß und muss misslungene Verwundungswürfe wiederholen.
Nur eine Anwendung. Darf zu Beginn einer beliebigen eigenen Magiephase aktiviert werden. Bis zum Beginn deines nächsten Spielerzugs, immer wenn ein Spieler eine Fluxkarte ziehen würde, zieht er stattdessen die Quelle der Seelen-Fluxkarte (ignoriere diesen Effekt, falls ein Spieler keine Fluxkarte zieht). Quelle der Seelen (Fluxkarte) 5 Magiewürfel (beide Spieler) 5 Veil Tokens (Aktiver Spieler) Bei Zauberwürfen mit 3 oder mehr Magiewürfeln zählt jeder 2er-Pasch als 3er-Pasch. Ein Wirkender kann mehr als einen Kontrollverlust-Effekt durch einen einzelnen Zauberwurf erleiden. Kein Kontrollverlust-Effekt kann jedoch mehr als einmal angewendet werden.
Nur eine Anwendung. Darf zu Beginn einer beliebigen eigenen Magiephase aktiviert werden. Bis zum Beginn deines nächsten Spielerzugs, immer wenn ein Spieler eine Fluxkarte ziehen würde, zieht er stattdessen die Quelle der Seelen-Fluxkarte (ignoriere diesen Effekt, falls ein Spieler keine Fluxkarte zieht). Quelle der Seelen (Fluxkarte) 5 Magiewürfel (beide Spieler) 5 Veil Tokens (Aktiver Spieler) Bei Zauberwürfen mit 3 oder mehr Magiewürfeln zählt jeder 2er-Pasch als 3er-Pasch. Ein Wirkender kann mehr als einen Kontrollverlust-Effekt durch einen einzelnen Zauberwurf erleiden. Kein Kontrollverlust-Effekt kann jedoch mehr als einmal angewendet werden.
In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).
In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).
In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).
In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).
The bearer's unit must reroll natural to-hit rolls of '1'.
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits
Immer wenn das Modell einen Lebenspunkt verliert, erhält es +1 Attackewert. Immer wenn das Modell einen Lebenspunkt erhält, erleidet es -1 Attackewert.
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.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
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.
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.
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.
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.
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.
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.
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.
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.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].
Das Modell erhält Engineer (3+), der auch auf Experimentelle Waffengruppen eingesetzt werden kann und dann alle Experimentelle Waffengruppen Modelle in der gewählten Einheit betrifft.
Das Modell erhält Engineer (3+), der auch auf Experimentelle Waffengruppen eingesetzt werden kann und dann alle Experimentelle Waffengruppen Modelle in der gewählten Einheit betrifft.
Das Modell erhält Engineer (3+), der auch auf Experimentelle Waffengruppen eingesetzt werden kann und dann alle Experimentelle Waffengruppen Modelle in der gewählten Einheit betrifft.
Das Modell erhält Engineer (3+), der auch auf Experimentelle Waffengruppen eingesetzt werden kann und dann alle Experimentelle Waffengruppen Modelle in der gewählten Einheit betrifft.
Geifernde Beissa können Unterstützungsattacken durchführen, obwohl sie Angeschirrt haben. Ihre Goblin-Reiter können keine Unterstützungsattacken durchführen. Geifernde Beissa verursachen Aufpralltreffer mit folgenden Ausnahmen zu den normalen Regeln: Anstatt eine bestimmte Anzahl an Aufpralltreffern pro angreifendem Beissa-Modell zu verursachen, verursacht eine angreifende Geifernde Beissa-Einheit aus bis zu 5 Geifernden Beissan W3 Treffer gegen eine einzelne gegnerische Einheit in Basekontakt mit der Vorderkante der Beissa-Einheit, während eine Einheit aus 6-10 Modellen 2W3 Aufpralltreffer verursacht.
Geifernde Beissa können Unterstützungsattacken durchführen, obwohl sie Angeschirrt haben. Ihre Goblin-Reiter können keine Unterstützungsattacken durchführen. Geifernde Beissa verursachen Aufpralltreffer mit folgenden Ausnahmen zu den normalen Regeln: Anstatt eine bestimmte Anzahl an Aufpralltreffern pro angreifendem Beissa-Modell zu verursachen, verursacht eine angreifende Geifernde Beissa-Einheit aus bis zu 5 Geifernden Beissan W3 Treffer gegen eine einzelne gegnerische Einheit in Basekontakt mit der Vorderkante der Beissa-Einheit, während eine Einheit aus 6-10 Modellen 2W3 Aufpralltreffer verursacht.
The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks must be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks must be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
Attack Attribute – Close Combat.
The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units.
The additional attacks must be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).
Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).
Verliert ein Phönix zum ersten Mal seinen letzten Lebenspunkt, wirft der Besitzer einen W6. Bei einem Wurf von 5+ (oder 3+, falls das Modell Verbundenheit des Wächters hat) gelingt der Wurf: • Entferne das Modell wie üblich als Verlust, aber platziere einen Marker auf dem Mittelpunkt der letzten Position des Modells. • Im nächsten Spielerzug, zu Beginn von Schritt 3 des Ablaufs der Bewegungsphase (nach dem Sammeln fliehender Einheiten), wird das Modell wieder auf dem Spielfeld platziert. Der Mittelpunkt des Modells muss innerhalb von 3" um den Marker platziert werden und das Modell muss mehr als 1" von anderen Einheiten und unpassierbarem Gelände platziert werden, darf aber in beliebiger Richtung ausgerichtet werden. • Falls das Modell nicht gemäß dieser Regeln platziert werden kann, kann es für den Rest des Spiels nicht zurückkehren. • Das zurückgekehrte Modell ist dasselbe Modell, das das Spiel verlassen hat, einschließlich jeglicher anhaltender Effekte (wie Zauber, die das Modell betreffen), mit der Ausnahme, dass es immer mit nur 1 Lebenspunkt zurückkehrt und dass es als gesammelt gilt, falls es fliehend war, als es seinen letzten Lebenspunkt verlor (weshalb es bis zum Ende des Spielerzugs erschüttert ist). • Für das Modell erhält der Gegner keine Siegpunkte für zerstörte Einheiten, falls es am Ende des Spiels noch einen oder mehrere Lebenspunkte übrig hat. Misslingt der Wurf, folge den normalen Regeln (d.h. das Modell wird als Verlust entfernt).
Verliert ein Phönix zum ersten Mal seinen letzten Lebenspunkt, wirft der Besitzer einen W6. Bei einem Wurf von 5+ (oder 3+, falls das Modell Verbundenheit des Wächters hat) gelingt der Wurf: • Entferne das Modell wie üblich als Verlust, aber platziere einen Marker auf dem Mittelpunkt der letzten Position des Modells. • Im nächsten Spielerzug, zu Beginn von Schritt 3 des Ablaufs der Bewegungsphase (nach dem Sammeln fliehender Einheiten), wird das Modell wieder auf dem Spielfeld platziert. Der Mittelpunkt des Modells muss innerhalb von 3" um den Marker platziert werden und das Modell muss mehr als 1" von anderen Einheiten und unpassierbarem Gelände platziert werden, darf aber in beliebiger Richtung ausgerichtet werden. • Falls das Modell nicht gemäß dieser Regeln platziert werden kann, kann es für den Rest des Spiels nicht zurückkehren. • Das zurückgekehrte Modell ist dasselbe Modell, das das Spiel verlassen hat, einschließlich jeglicher anhaltender Effekte (wie Zauber, die das Modell betreffen), mit der Ausnahme, dass es immer mit nur 1 Lebenspunkt zurückkehrt und dass es als gesammelt gilt, falls es fliehend war, als es seinen letzten Lebenspunkt verlor (weshalb es bis zum Ende des Spielerzugs erschüttert ist). • Für das Modell erhält der Gegner keine Siegpunkte für zerstörte Einheiten, falls es am Ende des Spiels noch einen oder mehrere Lebenspunkte übrig hat. Misslingt der Wurf, folge den normalen Regeln (d.h. das Modell wird als Verlust entfernt).
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform
instead of a Reform . The unit makes a Reform with the following exceptions:
• The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for
moving and shooting).
• The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its
movement with its centre farther away than its Advance Rate from its starting position, measure this distance
after the Reform.
• No model can end its movement (after an Advance Move) with its centre farther away than its March Rate
from its starting position before the Reform.
The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit
The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.
Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.
Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.
Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.
Universal Rule.
The model gains Honesty, and loses Ordeal and Shield. In addition, the Casting Value of friendly spells that target one or more friendly units within 12” of one or more Relic Bearers is reduced by 1.
Universal Rule.
The model gains Honesty, and loses Ordeal and Shield. In addition, the Casting Value of friendly spells that target one or more friendly units within 12” of one or more Relic Bearers is reduced by 1.
Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.
Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.
Shooting Weapon
Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Shooting Weapon
Range 12′′, Shots 2, Strength 3, Armour Penetration 1, Quick to Fire, Accurate.
Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.
Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.
Die Einheit wird von Hauptregimentern und Unterstützungstruppen als Bedeutungslos behandelt.
Die Einheit wird von Hauptregimentern und Unterstützungstruppen als Bedeutungslos behandelt.
Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).
Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).
Universal Rule.
The model’s base size is changed to 100×150 mm and its Health Points are set to 7.
Universal Rule.
The model’s base size is changed to 100×150 mm and its Health Points are set to 7.
Universal Rule.
The model gains Stand Behind and counts as a R&F model during step 4 of the Round of Combat Sequence (Issuing and Accepting Duels).
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
Universal Rule.
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.
If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.
If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.
Dispelling rolls from your opponent against Augment Spells suffer a -1 modifier if more than half of the models affected by the Spell have this rule. This also affects Bound Spells.
Das Modell unterliegt den folgenden Modifikationen: • Es erhält Cannot be Stomped, Impact Hits (1), und Tall. • Seine Bewegungsrate wird auf 6" und seine Marschrate auf 14" gesetzt. • eine Basegröße wird auf 25×50 mm verändert. • Sein Typ wird zu Bestie verändert.
Das Modell unterliegt den folgenden Modifikationen: • Es erhält Cannot be Stomped, Impact Hits (1), und Tall. • Seine Bewegungsrate wird auf 6" und seine Marschrate auf 14" gesetzt. • eine Basegröße wird auf 25×50 mm verändert. • Sein Typ wird zu Bestie verändert.
Der Modellteil erhält Vernichtender Angriff (+1 Str, +1 RD) und es erleidet keinen -1 Trefferwurfmodifikator für Stehen und Schießen-Angriffsreaktionen.
Der Modellteil erhält Vernichtender Angriff (+1 Str, +1 RD) und es erleidet keinen -1 Trefferwurfmodifikator für Stehen und Schießen-Angriffsreaktionen.
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.
The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.
Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.
If the model's unit has at least one Full Rank, the model's Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
If the model's unit has at least one Full Rank, the model's Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
Universal Rule.
The model’s Shooting Attacks gain Accurate and become Magical Attacks. The model gains Scout with the following exception: it must be deployed fully inside the owner’s Deployment Zone.
Universal Rule.
The model’s Height is changed to Large.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +2 Armour Penetration, and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain a +1 to-wound modifier and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Universal Rule.
The model’s Shooting Attacks gain Accurate and become Magical Attacks. The model gains Scout with the following exception: it must be deployed fully inside the owner’s Deployment Zone.
Universal Rule.
The model’s Height is changed to Large.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +2 Armour Penetration, and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain a +1 to-wound modifier and become Magical Attacks.
Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.
When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.
When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.
When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.
The attack gains +1 to wound during the First Round of Combat.
Attack Attribute – Close Combat.
The attack gains +1 to wound during the First Round of Combat.
Sacred Plagues are upgrades that certain Cult of Errahman Characters and Champions may take. Sacred Plagues are Bound Spells with Power Level (4/8) and Duration: Permanent. Certain Champions may choose 1 Sacred Plague from the list below that must be noted on the Army List and that has Range 8". Certain Characters may choose up to 4 different Sacred Plagues that they select from the list below during Spell Selection and that have Range 18". Instead of measuring a Sacred Plague's Range from the Caster as normal, it can be measured from any unit under the effect of a Sacred Plague within 18" of the Caster. If so, the Range is set to 8". Slug PoxHexThe target suffers -2 Agility and -2" Advance Rate. TrollscaleAugmentThe target gains Fear and +1 Resilience. Gnashing FeverUniversalThe target gains Battle Focus, Fearless, and Frenzy. Dread RotUniversalAt the start of each Magic Phase, the target suffers 2D6 hits with Strength 2, Armour Penetration 1, and Lethal Strike.An army cannot attempt to cast the same Sacred Plague more than twice during the same Magic Phase. Only one Sacred Plague can affect a unit at a time (the one most recently successfully cast). At the end of step 3 of any Magic Phase Sequence (after Siphon the Veil), the opponent may remove one or more dice from their Magic Dice Pool. For each removed Magic Dice, the opponent nominates a unit (friend or foe) under the effect of a Sacred Plague. The Sacred Plague affecting the nominated unit immediately ends.
Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool
Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool
Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool
Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool
Immediately before performing a Casting Attempt with a Wizard in a unit containing one or more models with Sacrificial Offerings, you may inflict 1 hit against that unit. This hit wounds automatically with Armour Penetration 10 and with no saves of any kind allowed. If a Health Point loss was caused against a model with Sacrificial Offerings, the Casting Attempt gains a +1 Casting Modifier. Each unit can be affected by Sacrificial Offerings only once per Magic Phase.
Immediately before performing a Casting Attempt with a Wizard in a unit containing one or more models with Sacrificial Offerings, you may inflict 1 hit against that unit. This hit wounds automatically with Armour Penetration 10 and with no saves of any kind allowed. If a Health Point loss was caused against a model with Sacrificial Offerings, the Casting Attempt gains a +1 Casting Modifier. Each unit can be affected by Sacrificial Offerings only once per Magic Phase.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.
One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.
One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.
One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.
Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.
Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.
Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.
Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.
Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.
Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.
Each side with one or more units with Sashimonos and at least one Full Rank adds +1 to its Combat Score.
Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)
Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)
Universal Rule.
The Ancient Giant model part gains Harnessed. The model gains Distracting and the following additional
model part that is not affected by Undying Will:
Offensive Att Off Str AP Agi Model Rules
Scarabs 8 3 2 1 3 Poison Attacks
Universal Rule.
The Ancient Giant model part gains Harnessed. The model gains Distracting and the following additional
model part that is not affected by Undying Will:
Offensive Att Off Str AP Agi Model Rules
Scarabs 8 3 2 1 3 Poison Attacks
The model gains +2 Armour.
The model gains +2 Armour.
The model gains +2 Armour.
The model gains +2 Armour.
Das Modell des Satrapen erhält +1 Agilität, +1 Disziplin und +1 Attackewert und sein Budget für besondere Gegenstände wird auf 200 Punkte gesetzt.
Das Modell des Satrapen erhält +1 Agilität, +1 Disziplin und +1 Attackewert und sein Budget für besondere Gegenstände wird auf 200 Punkte gesetzt.
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Armour Equipment
The wearer gains +1 Armour.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
The number of chosen units for Objects of Envy is increased by 1.
Universal Rule.
The model gains a Shield.
Universal Rule.
The model gains a Shield.
Universal Rule.
The model part gains Hatred, its Special Item allowance is increased to 200 pts, and its Discipline is set to 9.
Universal Rule.
The model part gains Hatred, its Special Item allowance is increased to 200 pts, and its Discipline is set to 9.
Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only
The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only
Attack Attribute.
The model part may reroll the roll for the number of Impact Hits
Attack Attribute.
The model part may reroll the roll for the number of Impact Hits
Personal Protection.
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model’s unit’s Front Facing.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.
Range 12″, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.
Während die Einheit des Modells in Kontakt mit einem oder mehr feindlichen Charakteren ist, erhält das Modell +1 Attackewert für jeden anderen Dämmerklingenassassinen in der selben Einheit.
Während die Einheit des Modells in Kontakt mit einem oder mehr feindlichen Charakteren ist, erhält das Modell +1 Attackewert für jeden anderen Dämmerklingenassassinen in der selben Einheit.
Während die Einheit des Modells in Kontakt mit einem oder mehr feindlichen Charakteren ist, erhält das Modell +1 Attackewert für jeden anderen Dämmerklingenassassinen in der selben Einheit.
Während die Einheit des Modells in Kontakt mit einem oder mehr feindlichen Charakteren ist, erhält das Modell +1 Attackewert für jeden anderen Dämmerklingenassassinen in der selben Einheit.
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
The model's base is changed to 60 mm round.
The model's base is changed to 60 mm round.
The model's base is changed to 60 mm round.
The model's base is changed to 60 mm round.
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers −1 Discipline until the end of its next Player Turn.
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.
Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers −1 Discipline until the end of its next Player Turn.
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
The model gains Fortitude (6+) and Random Movement (3D6").
The model gains Fortitude (6+) and Random Movement (3D6").
The model gains Fortitude (6+) and Random Movement (3D6").
The model gains Fortitude (6+) and Random Movement (3D6").
The target suffers -2 Agility and -2" Advance Rate.
Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).
Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).
Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).
Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).
Attack Attribute – Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Attack Attribute – Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.
In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.
In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.
In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.
Universal Rule.
The model changes its base size to 40×40mm and gains the model part Broken Troll.
The wearer gains +1 Armour.
Universal Rule.
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
Universal Rule.
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
The model may never join units or be joined by other Characters.
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
Falls es beim Bestimmen der Aufstellungszone zu einem Unentschieden kommt, kann der Spieler mit einem oder mehr Nebelleviathans die Aufstellungszone wählen, anstatt den Wurf zu Wiederholen. Falls beide Armeen einen oder mehr Nebelleviathans enthalten muss der Wurf wiederholt werden. Zusätzlich, dürfen zu Beginn des ersten Zugs des Besitzers, freundliche Infantry Einheiten innerhalb von 8" zu einem oder mehreren Nebelleviathans ihre Marschdistanz auf 14" setzen. Falls sie dies tun verlieren sie March and Shoot. Der Effekt dauert bis zum Ende des Spielerzugs. Wenn das Kampfergebnis berechnet wird, beträgt der Bonus auf das Kamofergebnis von freundlichen angreifenden Modellen innerhalb von 8" zu einem oder mehreren Nebelleviathanen +2 anstatt +1.
Falls es beim Bestimmen der Aufstellungszone zu einem Unentschieden kommt, kann der Spieler mit einem oder mehr Nebelleviathans die Aufstellungszone wählen, anstatt den Wurf zu Wiederholen. Falls beide Armeen einen oder mehr Nebelleviathans enthalten muss der Wurf wiederholt werden. Zusätzlich, dürfen zu Beginn des ersten Zugs des Besitzers, freundliche Infantry Einheiten innerhalb von 8" zu einem oder mehreren Nebelleviathans ihre Marschdistanz auf 14" setzen. Falls sie dies tun verlieren sie March and Shoot. Der Effekt dauert bis zum Ende des Spielerzugs. Wenn das Kampfergebnis berechnet wird, beträgt der Bonus auf das Kamofergebnis von freundlichen angreifenden Modellen innerhalb von 8" zu einem oder mehreren Nebelleviathanen +2 anstatt +1.
Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.
Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.
Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.
Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.
Attack Attribute – Close Combat.
The model can perform up to 3 Supporting Attacks.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
Attack Attribute – Close Combat.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
Attack Attribute – Close Combat.
The model can perform up to 3 Supporting Attacks.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.
The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.
The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.
The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.
The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.
The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.
The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.
The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion's Tempest gain Battle Focus.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion's Tempest gain Battle Focus.
Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion’s Tempest gain Battle Focus.
Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion’s Tempest gain Battle Focus.
Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
The model can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Adept.
Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).
Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).
Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).
Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
Universal Rule.
The model cannot benefit from Commanding Presence or Rally Around the Flag
Eine Einheit gilt als Unterstützungstruppe, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Unterstützungstruppen werden von Hauptregimentern als Bedeutungslos behandelt. Unterstützungstruppen innerhalb von 8" um mindestens ein Hauptregiment erhalten Kämpft aus zusätzlichem Glied und dürfen Schussattacken aus dem 3. Glied (zusätzlich zum 1. und 2.) durchführen. Falls die Unterstützungstruppe mindestens ein vollständiges Glied hat, zählt sie, , falls sie weniger volle Glieder hat, als das Hauptregiment, als hätte sie dieselbe Anzahl an vollständigen Gliedern wie ein Hauptregiment innerhalb von 8", wenn ermittelt wird, ob die Einheit standhaft ist. Während der gegnerischen Angriffsphase dürfen Unterstützungstruppen eine der folgenden Aktionen durchführen: 1. Sofort nachdem ein nicht im Nahkampf gebundenes Hauptregiment innerhalb von 8" eine Angriffsreaktion außer einer obligatorischen Flucht Angrifssreaktion ansagt, darf die Unterstützungstruppe Stehen und Schießen, als ob der Gegner einen Angriff gegen sie an ihrer aktuellen Position angesagt hätte (wende die normalen Regeln für die Stehen und Schießen-Angriffsreaktion an). 2. Sofort nachdem alle gegnerischen Einheiten ihre Angriffsbewegungen durchgeführt haben, dürfen Unterstützungstruppen innerhalb von 8" um ein Hauptregiment, das in dieser Phase erfolgreich angegriffen wurde, einen Gegenangriff starten. Wähle dazu eine gegnerische Einheit, die das Hauptregiment erfolgreich angegriffen hat, und sage mit der gesamten Unterstützungstruppe einen Angriff gegen sie an. Wende alle üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.). Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Untersützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
Eine Einheit gilt als Unterstützungstruppe, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Unterstützungstruppen werden von Hauptregimentern als Bedeutungslos behandelt. Unterstützungstruppen innerhalb von 8" um mindestens ein Hauptregiment erhalten Kämpft aus zusätzlichem Glied und dürfen Schussattacken aus dem 3. Glied (zusätzlich zum 1. und 2.) durchführen. Falls die Unterstützungstruppe mindestens ein vollständiges Glied hat, zählt sie, , falls sie weniger volle Glieder hat, als das Hauptregiment, als hätte sie dieselbe Anzahl an vollständigen Gliedern wie ein Hauptregiment innerhalb von 8", wenn ermittelt wird, ob die Einheit standhaft ist. Während der gegnerischen Angriffsphase dürfen Unterstützungstruppen eine der folgenden Aktionen durchführen: 1. Sofort nachdem ein nicht im Nahkampf gebundenes Hauptregiment innerhalb von 8" eine Angriffsreaktion außer einer obligatorischen Flucht Angrifssreaktion ansagt, darf die Unterstützungstruppe Stehen und Schießen, als ob der Gegner einen Angriff gegen sie an ihrer aktuellen Position angesagt hätte (wende die normalen Regeln für die Stehen und Schießen-Angriffsreaktion an). 2. Sofort nachdem alle gegnerischen Einheiten ihre Angriffsbewegungen durchgeführt haben, dürfen Unterstützungstruppen innerhalb von 8" um ein Hauptregiment, das in dieser Phase erfolgreich angegriffen wurde, einen Gegenangriff starten. Wähle dazu eine gegnerische Einheit, die das Hauptregiment erfolgreich angegriffen hat, und sage mit der gesamten Unterstützungstruppe einen Angriff gegen sie an. Wende alle üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.). Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Untersützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
Zu Beginn jeder freundlichen Angriffsphase, darf jede freundliche Einheit, die nicht im Nahkampf gebunden und die nicht Erschüttert ist, eine einzelne nicht im Nahkampf gebundene gegnerische Einheit innerhalb von 18" und in Sichtlinie nominieren. Falls sie das tut, kann die Silexianische Hilfstruppen Einheit keine Angriffe während dieser Angriffsphase ansagen. Bis zum Ende des Spielerzuges erhält die so ausgewählte gegnerische Einheit -1 zum Treffen gegen angreifende akademiegeschulte Einheiten. Eine Einheit mit mehreren Silexianische Hilfstruppen Einheiten zu nominieren hat keinen kumulativen Effekt.
Zu Beginn jeder freundlichen Angriffsphase, darf jede freundliche Einheit, die nicht im Nahkampf gebunden und die nicht Erschüttert ist, eine einzelne nicht im Nahkampf gebundene gegnerische Einheit innerhalb von 18" und in Sichtlinie nominieren. Falls sie das tut, kann die Silexianische Hilfstruppen Einheit keine Angriffe während dieser Angriffsphase ansagen. Bis zum Ende des Spielerzuges erhält die so ausgewählte gegnerische Einheit -1 zum Treffen gegen angreifende akademiegeschulte Einheiten. Eine Einheit mit mehreren Silexianische Hilfstruppen Einheiten zu nominieren hat keinen kumulativen Effekt.
Das Modell wird nicht normal aufgestellt. Stattdessen wird es in der Einheit verborgen, für die es gekauft wurde. Es gilt als Einheitenaufwertung und wird daher beim Berechnen der Siegpunkte nicht berücksichtigt (ihre Punkte sind bereits in den Kosten der sie verbergenden Einheit beinhaltet und werden vergeben, wenn die Einheit zerstört wird). Bis es eingesetzt wird und seine Einheit verlässt, kann das Modell nicht geschädigt oder anderweitig beeinflusst werden und hat selbst keinerlei Einfluss auf das Spiel. Wes als Verlust entfernt wird, verursacht es keine Panik. Trotzdem beweget es sich und handelt unabhägig und wird unabhängig von Sonderregeln betroffen wie normale Einheiten (sobald es losgelassen wurde). Für die Bestimmung der Einheitengröße der verbergenden Einheit wird es ignoriert. Es kann auf zwei Arten losgelassen werden: • Irre Wirbla können losgelassen werden, wenn ihre Einheit eine Stehen und Schießen-Angriffsreaktion mit einer Schusswaffe ansagt (die Einheit schießt wie gewohnt). Hat die Einheit keine Schusswaffe, darf sie eine Stehen und Schießen-Angriffsreaktion mit den Irren Wirblan erklären. In jedem Fall müssen alle Irren Wirbla der Einheit losgelassen werden. Dies zäjlt nicht als Schussattacke. • Falls eine Einheit mit einem oder mehreren verborgenen Irren Wirblan zu Beginn der eigenen Schussphase nicht im Nahkampf gebunden und nicht auf der Flucht ist und sich innhalb von 8" um eine gegnerische Einheit befindet, muss sie sofort all ihre Irren Wirbla loslassen. Das Loslassen der Irren Wirbla wird einer nach dem anderen durchgeführt. Platziere den losgelassenen Irren Wirbla so nah wie möglich (nicht in Basekontakt) an die verbergende Einheit und wähle eine Richtung, in die sich das Modell bewegen soll (ignoriere hierbei Amoklauf!! des Irren Wirblas). Diese Richtung darf nicht so gewählt werden, dass sie den losgelassenen Irren Wirbla potenziell mit seiner Einheit in Kontakt bringen könnte. Beim Loslassen wird das Modell gemäß Unberechenbar in die gewählte Richtung bewegt. Während dieser Bewegung verursacht das Würfeln des gleichen Würfelergebnisses nicht die W3 Lebenspunktverluste und die Bewegung in eine zufällige Richtung.
Das Modell wird nicht normal aufgestellt. Stattdessen wird es in der Einheit verborgen, für die es gekauft wurde. Es gilt als Einheitenaufwertung und wird daher beim Berechnen der Siegpunkte nicht berücksichtigt (ihre Punkte sind bereits in den Kosten der sie verbergenden Einheit beinhaltet und werden vergeben, wenn die Einheit zerstört wird). Bis es eingesetzt wird und seine Einheit verlässt, kann das Modell nicht geschädigt oder anderweitig beeinflusst werden und hat selbst keinerlei Einfluss auf das Spiel. Wes als Verlust entfernt wird, verursacht es keine Panik. Trotzdem beweget es sich und handelt unabhägig und wird unabhängig von Sonderregeln betroffen wie normale Einheiten (sobald es losgelassen wurde). Für die Bestimmung der Einheitengröße der verbergenden Einheit wird es ignoriert. Es kann auf zwei Arten losgelassen werden: • Irre Wirbla können losgelassen werden, wenn ihre Einheit eine Stehen und Schießen-Angriffsreaktion mit einer Schusswaffe ansagt (die Einheit schießt wie gewohnt). Hat die Einheit keine Schusswaffe, darf sie eine Stehen und Schießen-Angriffsreaktion mit den Irren Wirblan erklären. In jedem Fall müssen alle Irren Wirbla der Einheit losgelassen werden. Dies zäjlt nicht als Schussattacke. • Falls eine Einheit mit einem oder mehreren verborgenen Irren Wirblan zu Beginn der eigenen Schussphase nicht im Nahkampf gebunden und nicht auf der Flucht ist und sich innhalb von 8" um eine gegnerische Einheit befindet, muss sie sofort all ihre Irren Wirbla loslassen. Das Loslassen der Irren Wirbla wird einer nach dem anderen durchgeführt. Platziere den losgelassenen Irren Wirbla so nah wie möglich (nicht in Basekontakt) an die verbergende Einheit und wähle eine Richtung, in die sich das Modell bewegen soll (ignoriere hierbei Amoklauf!! des Irren Wirblas). Diese Richtung darf nicht so gewählt werden, dass sie den losgelassenen Irren Wirbla potenziell mit seiner Einheit in Kontakt bringen könnte. Beim Loslassen wird das Modell gemäß Unberechenbar in die gewählte Richtung bewegt. Während dieser Bewegung verursacht das Würfeln des gleichen Würfelergebnisses nicht die W3 Lebenspunktverluste und die Bewegung in eine zufällige Richtung.
The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.
Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.
Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.
Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.
Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.
Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.
The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
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.
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.
Universal Rule.
The range of Academy Training to and from the model’s unit is increased from 8″ to 12″.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Universal Rule.
The model gains a Light Crossbow (4+).
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Impassable Terrain”.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Impassable Terrain”.
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Close Combat Weapon.
Two-Handed. Attacks made with this weapon gain +1 Strength. The wielder gains Parry and can use a Shield simultaneously with the Testudo.
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
The model gains Fearless, Frenzy, Hard Target (1), Light Troops, Skirmisher, and loses Scoring.
Universal Rule.
The model must select Wrath of God (Thaumaturgy) and Pentagram of Pain (Occultism) during Spell Selection.
This overrides the Spell Selection rules connected to being a Wizard Adept. If the model performed any kind of move during a Player Turn, it cannot cast any spells in that Player Turn’s Magic Phase. The range for spells cast by this model is doubled.
Universal Rule.
The model must select Wrath of God (Thaumaturgy) and Pentagram of Pain (Occultism) during Spell Selection.
This overrides the Spell Selection rules connected to being a Wizard Adept. If the model performed any kind of move during a Player Turn, it cannot cast any spells in that Player Turn’s Magic Phase. The range for spells cast by this model is doubled.
An army from the Cultists Army Book gains a +6 modifier to the roll for choosing the Deployment Zone.
An army from the Cultists Army Book gains a +6 modifier to the roll for choosing the Deployment Zone.
Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), you must place a single Forest Terrain Feature:
• Entirely within your half of the Battlefield
• Not in contact with any other Terrain Feature except Open Terrain
• More than 6″ away from the centre of the board when playing Hold the Ground, and more than 6″ away from the centre of any marker used for the Secondary Objective.
If both players are fielding Sylvan Elves, the player that selected their Deployment Zone places their Forest first.
This Terrain Feature may not be larger than 27 cm in length and 19 cm in width. All Forests on the Battlefield are considered Dangerous Terrain (1) for all units except those with Strider or Strider (Forest).
Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), you must place a single Forest Terrain Feature:
• Entirely within your half of the Battlefield
• Not in contact with any other Terrain Feature except Open Terrain
• More than 6″ away from the centre of the board when playing Hold the Ground, and more than 6″ away from the centre of any marker used for the Secondary Objective.
If both players are fielding Sylvan Elves, the player that selected their Deployment Zone places their Forest first.
This Terrain Feature may not be larger than 27 cm in length and 19 cm in width. All Forests on the Battlefield are considered Dangerous Terrain (1) for all units except those with Strider or Strider (Forest).
Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.
Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.
Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.
Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.
Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.
Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.
Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.
Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.
When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat that the model’s unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.
Universal Rule.
The model gains one of the following Bound Spells with Energy Level (4 / 8), Duration: One Turn and Type: Caster’s unit.
• Blackwing Totem: The target gains +3 Agility and adds D3+1′′ to its Charge Range.
• Blooded Horn Totem: The target gains +1 Attack Value, and its Close Combat Attacks gain +2 Armour
Penetration.
• Clouded Eye Totem: The target gains Hard Target (1) and Magic Resistance (3). • Gnarled Hide Totem: The target gains +1 Armour and Distracting.
While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.
Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.
Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.
Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gainsNot a Leader and War
Platform with the following exception: it can only join units that include at least one Åsklanders or Huskarls
model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gainsNot a Leader and War
Platform with the following exception: it can only join units that include at least one Åsklanders or Huskarls
model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model
If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.
If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.
If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.
If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
Wähle zum Initiativeschritt des Modellteils eine gegnerische Einheit aus, die das Modell mit seinen Nahkampfwaffen- attacken attackieren könnte. Diese Einheit erleidet einen Treffer, der mit Stärke 5 und Rüstungsdurchschlag 10 durchgeführt wird. Das Modellteil darf entweder seine Nahkampfwaffenattacken oder Troll-Rülpser durchführen.
At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
Wähle zum Initiativeschritt des Modellteils eine gegnerische Einheit aus, die das Modell mit seinen Nahkampfwaffen- attacken attackieren könnte. Diese Einheit erleidet einen Treffer, der mit Stärke 5 und Rüstungsdurchschlag 10 durchgeführt wird. Das Modellteil darf entweder seine Nahkampfwaffenattacken oder Troll-Rülpser durchführen.
At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.
Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.
Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
The target gains Fear and +1 Resilience.
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
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
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
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.
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.
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.
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.
Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
EinheitenmiteinemodermehrerenModellenmitUnsterblicherWilleerhalten+2Offensivfertigkeit, +2Defensivfertigkeit und Lethal Strike und ersetzen die Zielgenauigkeit ihrer Schusswaffen mit (4+). Charaktermodelle, Bestien, Modelle mit Beseelte Statue und Modellteile mit Angeschirrt sind von Unsterblicher Wille nicht betroffen.
EinheitenmiteinemodermehrerenModellenmitUnsterblicherWilleerhalten+2Offensivfertigkeit, +2Defensivfertigkeit und Lethal Strike und ersetzen die Zielgenauigkeit ihrer Schusswaffen mit (4+). Charaktermodelle, Bestien, Modelle mit Beseelte Statue und Modellteile mit Angeschirrt sind von Unsterblicher Wille nicht betroffen.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind
Überprüfe am Ende jeder Nahkampfphase und führe ggf. folgende Effekte für alle Modelle mit Vampirisch durch: • Charaktermodelle - Hat mindestens eine Attacke mit Vampirisch durch das Charaktermodell einen gegnerischen Lebenspunktverlust verursacht, kann das Charaktermodell einen einzelnen Vampirisch-Wurf durchführen. Falls dieser gelingt, Heilt das Charaktermodell einen einzelnen Lebenspunkt. • R&F-Modelle - Hat mindestens eine Attacke mit Vampirisch durch ein R&F-Modell in der Einheit einen Lebenspunktverlust verursacht, kann die Einheit einen einzelnen Vampirisch-Wurf durchführen. Falls dieser gelingt, belebt die Einheit einen einzelnen Lebenspunkt wieder. Ein Vampirisch-Wurf gelingt, wenn mit einem W6 X+ erzielt wird (wobei X dem Wert in Klammern entspricht). Verwende nur den besten Wert, falls eine Einheit oder ein Charaktermodell mehrere Modellteile mit diesem Angriffsattribut haben, die alle Lebenspunktverluste verursacht haben. Ein Ergebnis von '1' bei einem Vampirisch- Wurf gilt immer als misslungen und eine '6' immer als gelungen. Modelle mit Riesige Statur erleiden einen -2 Modifikator auf ihre Vampirisch-Würfe.
Überprüfe am Ende jeder Nahkampfphase und führe ggf. folgende Effekte für alle Modelle mit Vampirisch durch: • Charaktermodelle - Hat mindestens eine Attacke mit Vampirisch durch das Charaktermodell einen gegnerischen Lebenspunktverlust verursacht, kann das Charaktermodell einen einzelnen Vampirisch-Wurf durchführen. Falls dieser gelingt, Heilt das Charaktermodell einen einzelnen Lebenspunkt. • R&F-Modelle - Hat mindestens eine Attacke mit Vampirisch durch ein R&F-Modell in der Einheit einen Lebenspunktverlust verursacht, kann die Einheit einen einzelnen Vampirisch-Wurf durchführen. Falls dieser gelingt, belebt die Einheit einen einzelnen Lebenspunkt wieder. Ein Vampirisch-Wurf gelingt, wenn mit einem W6 X+ erzielt wird (wobei X dem Wert in Klammern entspricht). Verwende nur den besten Wert, falls eine Einheit oder ein Charaktermodell mehrere Modellteile mit diesem Angriffsattribut haben, die alle Lebenspunktverluste verursacht haben. Ein Ergebnis von '1' bei einem Vampirisch- Wurf gilt immer als misslungen und eine '6' immer als gelungen. Modelle mit Riesige Statur erleiden einen -2 Modifikator auf ihre Vampirisch-Würfe.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Universal Rule.
The model follows the rules for Ambush with the following exception:
When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6” of an enemy model with Channel).
Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).
Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).
Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).
Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).
Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.
The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.
The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.
The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.
Infantry models in friendly units within 6" of the model gain Fortitude (+1, max. 4+).
Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.
Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.
Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.
Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.
Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.
Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.
Freundliche Einheiten innerhalb 6" von einer nicht fliehenden unit containing one or more models with Wille des Senats textbfmüssen verpatzte Paniktests wiederholen.
Freundliche Einheiten innerhalb 6" von einer nicht fliehenden unit containing one or more models with Wille des Senats textbfmüssen verpatzte Paniktests wiederholen.
Model parts without Harnessed of the model gain Lethal Strike.
Universal Rule.
Units with at least one model with Vow of Redemption:
• Gain Stubborn while having at least as many files as they have ranks.
• Cannot be joined by Characters other than Folk Heroes with Cleric.
Universal Rule.
Units with at least one model with Vow of Redemption:
• Gain Stubborn while having at least as many files as they have ranks.
• Cannot be joined by Characters other than Folk Heroes with Cleric.
Universal Rule.
Units with at least one model with Vow of Redemption:
• Gain Stubborn while having at least as many files as they have ranks.
• Cannot be joined by Characters other than Folk Heroes with Cleric.
Die Reichweite der Befehlsgewalt des Modells wird auf 18" textbfgesetzt, wenn sie zu Einheiten mit einem oder mehr Modellen mit Adlerstandarte gemessen wird.
Die Reichweite der Befehlsgewalt des Modells wird auf 18" textbfgesetzt, wenn sie zu Einheiten mit einem oder mehr Modellen mit Adlerstandarte gemessen wird.
Die Reichweite der Befehlsgewalt des Modells wird auf 18" textbfgesetzt, wenn sie zu Einheiten mit einem oder mehr Modellen mit Adlerstandarte gemessen wird.
Die Reichweite der Befehlsgewalt des Modells wird auf 18" textbfgesetzt, wenn sie zu Einheiten mit einem oder mehr Modellen mit Adlerstandarte gemessen wird.
Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.
Once per game, at the start of a Player Turn, an Orcs and Goblins General on the Battlefield may utter a War Cry!. All friendly units gain +1″ Advance Rate, +2″ March Rate, and Swiftstride until the end of the Player Turn.
Once per game, at the start of a Player Turn, an Orcs and Goblins General on the Battlefield may utter a War Cry!. All friendly units gain +1″ Advance Rate, +2″ March Rate, and Swiftstride until the end of the Player Turn.
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.
Universal Rule.
The model gains War Platform, Exclusive (Scoring and Infantry), Attached, and changes its Base to 60×100 mm. Additionally, models in the same unit as the War Shrine gain Lethal Strike and Fight in Extra Rank.
Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).
Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).
Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).
Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).
The total Combat Score bonus from each player gained in Duels (from lost Health Points on enemy units and Overkill), is reduced by 1, to a minimum of 0.
The total Combat Score bonus from each player gained in Duels (from lost Health Points on enemy units and Overkill), is reduced by 1, to a minimum of 0.
Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.
Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.
Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.
Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.
You cannot refuse a Duel if a model with Way of the Warrior could accept it. If at least half of the models in a unit have this rule, the first Break Test taken by the unit in each Close Combat is subject to Minimised Roll. A unit or Character with this rule that fails a Break Test during the game counts as a Shattered Unit, unless it is already a Destroyed Unit, when determining Victory Points
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
The model gains Frenzy and Impact Hits (D6).
The model gains Frenzy and Impact Hits (D6).
The model gains Frenzy and Impact Hits (D6).
The model gains Frenzy and Impact Hits (D6).
Universal Rule.
The model gains Flammable, Flaming Attacks, and Grind Attacks (3D3). These Grind Attacks are resolved with Strength 4, Armour Penetration 0, and Flaming Attacks.
Universal Rule.
The model gains Flammable, Flaming Attacks, and Grind Attacks (3D3). These Grind Attacks are resolved with Strength 4, Armour Penetration 0, and Flaming Attacks.
The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only
The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only
The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind
The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.
The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
Prälaten dürfen sich dieser Einheit anschließen und erhalten Furchtlos und Unerschütterlich, solange sie der Einheit angeschlossen sind.
Prälaten dürfen sich dieser Einheit anschließen und erhalten Furchtlos und Unerschütterlich, solange sie der Einheit angeschlossen sind.
Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).
Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).