Attacks that are Divine Attacks made against the model and against R&F models in its unit lose this Attack Attribute Dominant
The model and each R&F model in its unit gains +1″ Advance Rate. Dominant
The model and each R&F model in its unit gains +1 Agility. Dominant
The model and each R&F model in its unit gains Hard Target (1). Dominant
The model and each R&F model in its unit gains Parry. Dominant
Each Close Combat Attack allocated towards the model and R&F models in its unit for which a natural ‘1’ is rolled to hit is distributed onto the attacking model’s Health Pool. Dominant
At the end of each Round of Combat during which the model’s unit was Engaged in Combat, and during which the model caused at least three Health Point losses against enemy units with Close Combat Attacks, the unit Raises D3 Health Points. Dominant
At the end of each Round of Combat during which the model’s unit was Engaged in Combat, and during which the model and R&F models in its unit caused at least three Health Point losses against enemy units with Close Combat Attacks, the unit Raises D3 Health Points. Dominant.
One use only. Must be activated the first time the model’s unit performs a Post-Combat Pivot or a Post-Combat Reform.
The model and each R&F model inits unit gains +1 Strength and +1 Armour Penetration until the end of the game. Dominant
Failed to-wound rolls from Close Combat Attacks against Large or Gigantic models made by the model and each R&F model in its unit must be rerolled. Dominant
Close Combat Attacks made by the model and each R&F model in its unit gain +1 Armour Penetration. Dominant
The model and each R&F model in its unit gains Poison Attacks. If the model’s Close Combat Attacks or those from R&F models in its unit already were Poison Attacks from another source than this Manifestation, the attack will automatically wound on successful to-hit rolls of 5+, instead of 6+. Dominant
When Charging a unit that contains one or more Special Item, the model and each R&F model in its unit gains +2″ Advance Rate for Charge Range rolls. The effects only apply in the Charge Phase and only if all models in the unit are affected by Divining Snout. Dominant
At the end of each Round of Combat during which the model’s unit was Engaged in Combat and the model and R&F model in its unit caused at least three Health Point losses against enemy units with Melee Attacks, the owner gains D3 Veil Tokens to their Veil Token pool. Dominant
The model and each R&F model in its unit gains Devastating Charge (+2 Agi). Dominant
While the unit is Engaged with an enemy unit’s Flank or Rear Facing, the model and each R&F model in its unit gains +1 Strength and +1 Armour Penetration. Dominant
Enemy units in base contact with one or more models with this Manifestation suffer −1 Offensive Skill and −1 Defensive Skill. Dominant
The model and each R&F model in its unit gains Hatred. Dominant
The model and each R&F model in its unit gains Vanguard (6″). Dominant
Enemy units suffer −2″ Advance Rate to a minimum of 1 when rolling for Charge Range against units with this Manifestation in the Charge Phase. Dominant
Enemy units in base contact with one or more models with this Manifestation suffer −2 Agility. Dominant.
When the model or a R&F model in its unit suffers a wound from an attack with Multiple Wounds (X), reduce X by 1, to a minimum of 1. Dominant
The model and each R&F model in its unit gains Aegis (2+, against Flaming Attacks). All Melee Attacks (including Special Attacks) and Shooting Attacks made by the model with Incendiary Ichor and each R&F model in its unit become Flaming Attacks. The model and each R&F model in its unit automatically fails all Fortitude Saves. Dominant
The model’s Close Combat Attacks and those of R&F models in its unit gain +1 Strength and +1 Armour Penetration, but each of its Close Combat Attacks with a natural to-hit roll of ‘1’ is distributed onto the bearer’s unit. Dominant
The model and each R&F model in its unit gains Lightning Reflexes. Dominant
Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Universal Rule.
Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of
hits from its Stomp Attacks is subject to Maximised Roll.
Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Universal Rule.
At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver.
At the end of each Round of Combat, the bearer’s Attack Value is set to 1.
Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Personal Protection.
For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step.
For each rolled 4+, the model gains +1 Health Point.
When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Universal Rule.
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Universal Rule.
The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Universal Rule.
The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.
Universal Rule.
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Universal Rule.
The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.
Universal Rule.
Units with more than half of their models with this rule may reroll failed Discipline Tests.
Universal Rule.
The model gains Aegis (+1, against Special Attacks).
Universal Rule.
The model’s attacks ignore Parry.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion.
All R&F models in the chosen unit gain the Dominion rule in the Character’s unit entry until the end of the next Player Turn.
Universal Rule.
The model’s base is changed to 150x100mm and its Height to Gigantic. Its Health Points are set to 7, Resilience is set to 6, March Rate is set to 15”, and it loses War Platform.
Universal Rule.
The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.
Universal Rule.
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Universal Rule
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).
Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Personal Protection.
If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• Writhing Nightmares
• Mesmerising Plumage
• Chilling Yawn
Universal Rule.
In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
Universal Rule.
The model follows the rules for Ambush with the following exceptions:
When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Attack Attribute – Close Combat.
If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.
Attack Attribute - Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Attack Attribute - Close Combat.
The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.
Universal Rule.
Instead of selecting spells as normal, the model must select the following Learned Spells during Spell Selection.
If it is a Wizard Apprentice:
• Smite the Unbeliever (Thaumaturgy)
If it is a Wizard Adept:
• Know Thine Enemy (Divination)
• Smite the Unbeliever (Thaumaturgy)
If it is a Wizard Master:
• Know Thine Enemy (Divination)
• Ancestral Aid (Evocation)
• Smite the Unbeliever (Thaumaturgy)
This replaces the normal rules for Spell Selection associated with being a Wizard Apprentice, Adept, or Master.
Universal Rule.
At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Manifestation.
Enemy units in base contact with one or more models with Writhing Nightmares suffer −1 Discipline.