Dogs of War

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Porte-étendard
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Alfiere
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Peur
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Angst
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Miedo
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Paura
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
Been There, Done That
Each Maneater in the unit may pick one of the special rules.
Been There, Done That
Each Maneater in the unit may pick one of the special rules.
Been There, Done That
Each Maneater in the unit may pick one of the special rules.
Been There, Done That
Each Maneater in the unit may pick one of the special rules.
Been There, Done That
Each Maneater in the unit may pick one of the special rules.
Been There, Done That
Each Maneater in the unit may pick one of the special rules.
Berserkergang
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
Berserkergang
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
Berserkergang
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
Berserkergang
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
Berserkergang
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
Berserkergang
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
Black Lotus
If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.
Black Lotus
If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.
Black Lotus
If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.
Black Lotus
If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.
Black Lotus
If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.
Black Lotus
If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.
Blessings of Lethe
Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.
Blessings of Lethe
Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.
Blessings of Lethe
Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.
Blessings of Lethe
Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.
Blessings of Lethe
Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.
Blessings of Lethe
Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.
Bodyguard
The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.
Garde du corps
The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.
Leibwache
The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.
Bodyguard
The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.
Guardaespaldas
The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.
Guardia del Corpo
The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.
Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Charge dévastatrice
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Vernichtender Angriff
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Carga Devastadora
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Carica Devastante
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Hidden
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Dissimulé
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Hidden
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Hidden
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Oculto
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Celato
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Schnelle Bewegung
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Zancada Veloz
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Falcata Rapida
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Crimson Shade
One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.
Crimson Shade
One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.
Crimson Shade
One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.
Crimson Shade
One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.
Crimson Shade
One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.
Crimson Shade
One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.
Crossbow Hunter
Marco ignores Move or Fire with his crossbow.
Crossbow Hunter
Marco ignores Move or Fire with his crossbow.
Crossbow Hunter
Marco ignores Move or Fire with his crossbow.
Crossbow Hunter
Marco ignores Move or Fire with his crossbow.
Crossbow Hunter
Marco ignores Move or Fire with his crossbow.
Crossbow Hunter
Marco ignores Move or Fire with his crossbow.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Tenace
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Unnachgiebig
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Tozudo
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Determinato
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Difficult to Slay
If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.
Difficult to Slay
If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.
Difficult to Slay
If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.
Difficult to Slay
If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.
Difficult to Slay
If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.
Difficult to Slay
If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (6+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (6+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (6+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (6+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (6+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (6+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Elven Grace
Models with this special rule have Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Entsetzen
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terrore
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fights on Foot
Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.
Fights on Foot
Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.
Fights on Foot
Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.
Fights on Foot
Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.
Fights on Foot
Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.
Fights on Foot
Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Genius
You may set Leonardo's formidable intellect to each of the following problems: • Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn. • Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase. • Battle Strategy: One Core unit in the army gains Ambushers.
Genius
You may set Leonardo's formidable intellect to each of the following problems: • Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn. • Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase. • Battle Strategy: One Core unit in the army gains Ambushers.
Genius
You may set Leonardo's formidable intellect to each of the following problems: • Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn. • Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase. • Battle Strategy: One Core unit in the army gains Ambushers.
Genius
You may set Leonardo's formidable intellect to each of the following problems: • Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn. • Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase. • Battle Strategy: One Core unit in the army gains Ambushers.
Genius
You may set Leonardo's formidable intellect to each of the following problems: • Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn. • Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase. • Battle Strategy: One Core unit in the army gains Ambushers.
Genius
You may set Leonardo's formidable intellect to each of the following problems: • Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn. • Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase. • Battle Strategy: One Core unit in the army gains Ambushers.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Grudgebringer Cavalry
Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.
Grudgebringer Cavalry
Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.
Grudgebringer Cavalry
Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.
Grudgebringer Cavalry
Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.
Grudgebringer Cavalry
Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.
Grudgebringer Cavalry
Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.
Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Haine
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hass
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Odio
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Odio
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunisé (Psycologie)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Inseparable
Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.
Inseparable
Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.
Inseparable
Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.
Inseparable
Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.
Inseparable
Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.
Inseparable
Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.
Invincible Swordsman
Aenur always hits his opponents on a roll of 2+ in close combat.
Invincible Swordsman
Aenur always hits his opponents on a roll of 2+ in close combat.
Invincible Swordsman
Aenur always hits his opponents on a roll of 2+ in close combat.
Invincible Swordsman
Aenur always hits his opponents on a roll of 2+ in close combat.
Invincible Swordsman
Aenur always hits his opponents on a roll of 2+ in close combat.
Invincible Swordsman
Aenur always hits his opponents on a roll of 2+ in close combat.
Iron-hard Hooves
A Pegasus with this upgrade re-roils failed To Wound rolls.
Iron-hard Hooves
A Pegasus with this upgrade re-roils failed To Wound rolls.
Iron-hard Hooves
A Pegasus with this upgrade re-roils failed To Wound rolls.
Iron-hard Hooves
A Pegasus with this upgrade re-roils failed To Wound rolls.
Iron-hard Hooves
A Pegasus with this upgrade re-roils failed To Wound rolls.
Iron-hard Hooves
A Pegasus with this upgrade re-roils failed To Wound rolls.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Knife Fighter Extraordinaire
Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.
Knife Fighter Extraordinaire
Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.
Knife Fighter Extraordinaire
Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.
Knife Fighter Extraordinaire
Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.
Knife Fighter Extraordinaire
Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.
Knife Fighter Extraordinaire
Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Loremaster (Hedge Magic)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Hedge Magic)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Hedge Magic)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Hedge Magic)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Hedge Magic)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Hedge Magic)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Lucrezzia's Kiss
At the start of the battle, one character in your army may be given Poisoned Attacks.
Lucrezzia's Kiss
At the start of the battle, one character in your army may be given Poisoned Attacks.
Lucrezzia's Kiss
At the start of the battle, one character in your army may be given Poisoned Attacks.
Lucrezzia's Kiss
At the start of the battle, one character in your army may be given Poisoned Attacks.
Lucrezzia's Kiss
At the start of the battle, one character in your army may be given Poisoned Attacks.
Lucrezzia's Kiss
At the start of the battle, one character in your army may be given Poisoned Attacks.
Master of Siegecraft
If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.
Master of Siegecraft
If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.
Master of Siegecraft
If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.
Master of Siegecraft
If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.
Master of Siegecraft
If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.
Master of Siegecraft
If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.
Mighty Athlete
Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.
Mighty Athlete
Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.
Mighty Athlete
Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.
Mighty Athlete
Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.
Mighty Athlete
Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.
Mighty Athlete
Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.
Money Lender
The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.
Money Lender
The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.
Money Lender
The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.
Money Lender
The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.
Money Lender
The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.
Money Lender
The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.
Motley Crew
The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Motley Crew
The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Motley Crew
The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Motley Crew
The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Motley Crew
The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Motley Crew
The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Murderous Charge
Lietpold and any unit he has joined gain Devastating Charge.
Murderous Charge
Lietpold and any unit he has joined gain Devastating Charge.
Murderous Charge
Lietpold and any unit he has joined gain Devastating Charge.
Murderous Charge
Lietpold and any unit he has joined gain Devastating Charge.
Murderous Charge
Lietpold and any unit he has joined gain Devastating Charge.
Murderous Charge
Lietpold and any unit he has joined gain Devastating Charge.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musicien
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Mydas' Bodyguard
Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.
Mydas' Bodyguard
Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.
Mydas' Bodyguard
Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.
Mydas' Bodyguard
Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.
Mydas' Bodyguard
Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.
Mydas' Bodyguard
Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.
Navigator's Telescope
Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.
Navigator's Telescope
Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.
Navigator's Telescope
Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.
Navigator's Telescope
Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.
Navigator's Telescope
Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.
Navigator's Telescope
Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.
Net Fighters
When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.
Net Fighters
When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.
Net Fighters
When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.
Net Fighters
When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.
Net Fighters
When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.
Net Fighters
When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Orc Animosity
Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Orc Animosity
Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Orc Animosity
Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Orc Animosity
Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Orc Animosity
Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Orc Animosity
Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Parry (6+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Parry (6+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Parry (6+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Parry (6+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Parry (6+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Parry (6+)
Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Quell Treachery
Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.
Quell Treachery
Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.
Quell Treachery
Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.
Quell Treachery
Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.
Quell Treachery
Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.
Quell Treachery
Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Razorbeak
The Griffon gains Armour Piercing (1).
Razorbeak
The Griffon gains Armour Piercing (1).
Razorbeak
The Griffon gains Armour Piercing (1).
Razorbeak
The Griffon gains Armour Piercing (1).
Razorbeak
The Griffon gains Armour Piercing (1).
Razorbeak
The Griffon gains Armour Piercing (1).
Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Ribault
To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart. If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.
Ribault
To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart. If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.
Ribault
To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart. If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.
Ribault
To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart. If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.
Ribault
To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart. If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.
Ribault
To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart. If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.
Scorpion
A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.
Scorpion
A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.
Scorpion
A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.
Scorpion
A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.
Scorpion
A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.
Scorpion
A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Sheikh Yadosh the Money Lender
Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.
Sheikh Yadosh the Money Lender
Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.
Sheikh Yadosh the Money Lender
Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.
Sheikh Yadosh the Money Lender
Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.
Sheikh Yadosh the Money Lender
Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.
Sheikh Yadosh the Money Lender
Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Stunning Beauty
Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).
Stunning Beauty
Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).
Stunning Beauty
Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).
Stunning Beauty
Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).
Stunning Beauty
Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).
Stunning Beauty
Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).
Swift as the Wind
A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
Swift as the Wind
A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
Swift as the Wind
A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
Swift as the Wind
A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
Swift as the Wind
A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
Swift as the Wind
A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
The Best Money Can Buy
If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.
The Best Money Can Buy
If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.
The Best Money Can Buy
If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.
The Best Money Can Buy
If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.
The Best Money Can Buy
If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.
The Best Money Can Buy
If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.
The Pay Cart
Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.
The Pay Cart
Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.
The Pay Cart
Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.
The Pay Cart
Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.
The Pay Cart
Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.
The Pay Cart
Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.
The Paychest
The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6". If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.
The Paychest
The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6". If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.
The Paychest
The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6". If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.
The Paychest
The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6". If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.
The Paychest
The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6". If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.
The Paychest
The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6". If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.
The Red Thirst
Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.
The Red Thirst
Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.
The Red Thirst
Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.
The Red Thirst
Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.
The Red Thirst
Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.
The Red Thirst
Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.  Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.  Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.  Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.  Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.  Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.  Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.  Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.  Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.  Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.  Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.  Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.  Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
Vampire Hunter
All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.
Vampire Hunter
All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.
Vampire Hunter
All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.
Vampire Hunter
All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.
Vampire Hunter
All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.
Vampire Hunter
All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.
Vampiric
Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks
Vampirique
Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks
Vampirisch
Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks
Vampiric
Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks
Vampiric
Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks
Vampiric
Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks
Wanderer
Aenur may never be your Army General.
Wanderer
Aenur may never be your Army General.
Wanderer
Aenur may never be your Army General.
Wanderer
Aenur may never be your Army General.
Wanderer
Aenur may never be your Army General.
Wanderer
Aenur may never be your Army General.
War Cry of the Steppes
Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).
War Cry of the Steppes
Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).
War Cry of the Steppes
Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).
War Cry of the Steppes
Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).
War Cry of the Steppes
Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).
War Cry of the Steppes
Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).

Magic Items usable by the army

EN FR DE PL ES IT

Magic Standards usable by the army

EN FR DE PL ES IT

Units od the army

EN FR DE PL ES IT
Merchant Prince
Merchant Prince
Merchant Prince
Merchant Prince
Merchant Prince
Merchant Prince
Hireling Wizard Lord
Hireling Wizard Lord
Hireling Wizard Lord
Hireling Wizard Lord
Hireling Wizard Lord
Hireling Wizard Lord
Mercenary General
Mercenary General
Mercenary General
Mercenary General
Mercenary General
Mercenary General
Pegasus
Pegasus
Pegasus
Pegasus
Pegasus
Pegasus
Crew
Crew
Crew
Crew
Crew
Crew
Wolf-boss
Wolf-boss
Wolf-boss
Wolf-boss
Wolf-boss
Wolf-boss
Hobgoblin
Hobgoblin
Hobgoblin
Hobgoblin
Hobgoblin
Hobgoblin
Crossbowman
Crossbowman
Crossbowman
Crossbowman
Crossbowman
Crossbowman
Marksman
Marksman
Marksman
Marksman
Marksman
Marksman
Stradiot
Stradiot
Stradiot
Stradiot
Stradiot
Stradiot
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Lucrezzia Belladonna
Lucrezzia Belladonna
Lucrezzia Belladonna
Lucrezzia Belladonna
Lucrezzia Belladonna
Lucrezzia Belladonna
Ulli & Marquand
Ulli & Marquand
Ulli & Marquand
Ulli & Marquand
Ulli & Marquand
Ulli & Marquand
Simius Gantt
Simius Gantt
Simius Gantt
Simius Gantt
Simius Gantt
Simius Gantt
Nicodemus
Nicodemus
Nicodemus
Nicodemus
Nicodemus
Nicodemus
Mydas the Mean
Mydas the Mean
Mydas the Mean
Mydas the Mean
Mydas the Mean
Mydas the Mean
Marianna Chevaux
Marianna Chevaux
Marianna Chevaux
Marianna Chevaux
Marianna Chevaux
Marianna Chevaux
Aenur
Aenur
Aenur
Aenur
Aenur
Aenur
Johann the Knife
Johann the Knife
Johann the Knife
Johann the Knife
Johann the Knife
Johann the Knife
Leonardo Da Miragliano
Leonardo Da Miragliano
Leonardo Da Miragliano
Leonardo Da Miragliano
Leonardo Da Miragliano
Leonardo Da Miragliano
Marco Colombo
Marco Colombo
Marco Colombo
Marco Colombo
Marco Colombo
Marco Colombo
Borgio the Besieger
Borgio the Besieger
Borgio the Besieger
Borgio the Besieger
Borgio the Besieger
Borgio the Besieger
Lorenzo Lupo
Lorenzo Lupo
Lorenzo Lupo
Lorenzo Lupo
Lorenzo Lupo
Lorenzo Lupo
Ghazak Khan
Ghazak Khan
Ghazak Khan
Ghazak Khan
Ghazak Khan
Ghazak Khan
Lietpold the Black
Lietpold the Black
Lietpold the Black
Lietpold the Black
Lietpold the Black
Lietpold the Black
Morgan Bernhardt
Morgan Bernhardt
Morgan Bernhardt
Morgan Bernhardt
Morgan Bernhardt
Morgan Bernhardt
Mercenary Captain
Mercenary Captain
Mercenary Captain
Mercenary Captain
Mercenary Captain
Mercenary Captain
Hireling Wizard
Hireling Wizard
Hireling Wizard
Hireling Wizard
Hireling Wizard
Hireling Wizard
Paymaster
Paymaster
Paymaster
Paymaster
Paymaster
Paymaster
Assassin
Assassin
Assassin
Assassin
Assassin
Assassin
Dwarf Mercenary Captain
Dwarf Mercenary Captain
Dwarf Mercenary Captain
Dwarf Mercenary Captain
Dwarf Mercenary Captain
Dwarf Mercenary Captain
Elf Mercenary Captain
Elf Mercenary Captain
Elf Mercenary Captain
Elf Mercenary Captain
Elf Mercenary Captain
Elf Mercenary Captain
Orc Mercenary Captain
Orc Mercenary Captain
Orc Mercenary Captain
Orc Mercenary Captain
Orc Mercenary Captain
Orc Mercenary Captain
Ogre Mercenary Captain
Ogre Mercenary Captain
Ogre Mercenary Captain
Ogre Mercenary Captain
Ogre Mercenary Captain
Ogre Mercenary Captain
Hobgoblin Mercenary Captain
Hobgoblin Mercenary Captain
Hobgoblin Mercenary Captain
Hobgoblin Mercenary Captain
Hobgoblin Mercenary Captain
Hobgoblin Mercenary Captain
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Pikemen
Pikemen
Pikemen
Pikemen
Pikemen
Pikemen
Duellists
Duellists
Duellists
Duellists
Duellists
Duellists
Sellswords
Sellswords
Sellswords
Sellswords
Sellswords
Sellswords
Freelancers
Freelancers
Freelancers
Freelancers
Freelancers
Freelancers
Stradiots
Stradiots
Stradiots
Stradiots
Stradiots
Stradiots
Paymaster's Bodyguard
Paymaster's Bodyguard
Paymaster's Bodyguard
Paymaster's Bodyguard
Paymaster's Bodyguard
Paymaster's Bodyguard
Gladiators
Gladiators
Gladiators
Gladiators
Gladiators
Gladiators
Mercenary Dwarfs
Mercenary Dwarfs
Mercenary Dwarfs
Mercenary Dwarfs
Mercenary Dwarfs
Mercenary Dwarfs
Norse Marauders
Norse Marauders
Norse Marauders
Norse Marauders
Norse Marauders
Norse Marauders
Halflings
Halflings
Halflings
Halflings
Halflings
Halflings
Mercenary Ogres
Mercenary Ogres
Mercenary Ogres
Mercenary Ogres
Mercenary Ogres
Mercenary Ogres
Ballista
Ballista
Ballista
Ballista
Ballista
Ballista
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Mercenary Orcs
Mercenary Orcs
Mercenary Orcs
Mercenary Orcs
Mercenary Orcs
Mercenary Orcs
Mercenary Elves
Mercenary Elves
Mercenary Elves
Mercenary Elves
Mercenary Elves
Mercenary Elves
Ogre Maneaters
Ogre Maneaters
Ogre Maneaters
Ogre Maneaters
Ogre Maneaters
Ogre Maneaters
Giant
Giant
Giant
Giant
Giant
Giant
Cannon
Cannon
Cannon
Cannon
Cannon
Cannon
Halfling Hot Pot
Halfling Hot Pot
Halfling Hot Pot
Halfling Hot Pot
Halfling Hot Pot
Halfling Hot Pot
Ribault
Ribault
Ribault
Ribault
Ribault
Ribault
Onager
Onager
Onager
Onager
Onager
Onager
The 'Marienburg' Class Land Battle Ship
The 'Marienburg' Class Land Battle Ship
The 'Marienburg' Class Land Battle Ship
The 'Marienburg' Class Land Battle Ship
The 'Marienburg' Class Land Battle Ship
The 'Marienburg' Class Land Battle Ship