Correspondance des traductions avec la VO
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Porte-étendard
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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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.
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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.
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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.
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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.
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Avant-garde
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Beastmaster
A Beastmaster may only join units of War Wolves, Ice Wolves or Snow Trolls, following the rules for Mixed Units. All War Wolves, Ice Wolves or Snow Trolls joined by a Beastmaster gain Devastating Charge. However, a Beastmaster may never be your Army General.
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Beastmaster
A Beastmaster may only join units of War Wolves, Ice Wolves or Snow Trolls, following the rules for Mixed Units. All War Wolves, Ice Wolves or Snow Trolls joined by a Beastmaster gain Devastating Charge. However, a Beastmaster may never be your Army General.
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Bitter Cruelty
When the Cursed Ettin charged an enemy unit in the flank or rear, the bonus to its combat resolution is doubled.
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Bitter Cruelty
When the Cursed Ettin charged an enemy unit in the flank or rear, the bonus to its combat resolution is doubled.
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Blood Rage
Whenever a model with this rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat.
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Blood Rage
Whenever a model with this rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat.
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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.
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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.
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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.
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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.
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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
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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
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Sans peur
Flóki 'Lostson' and any unit he joined may re-roll Psychology tests.
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Fearless
Flóki 'Lostson' and any unit he joined may re-roll Psychology tests.
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Counter-Charge
A unit where the majority of the models have this rule can declare to use Counter-Charge as a charge reaction (including Frenzied units) if they are charged to the front by an enemy that is more than its M value away from the Norse unit.
Before the enemy roll their charge distance, the Norse unit must take a LD test. If failed, treat the charge reaction as a Hold. If passed, the Norse unit moves 2D3" forwards using Random Movement, but stopping within 1" of any enemy unit. They may also use any Quick to Fire weapons they might have before they move.
The enemy unit then rolls their charge distance and complete the charge as normal. If the charge is successful, then both units will count as charging in the ensuing combat phase.
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Counter-Charge
A unit where the majority of the models have this rule can declare to use Counter-Charge as a charge reaction (including Frenzied units) if they are charged to the front by an enemy that is more than its M value away from the Norse unit.
Before the enemy roll their charge distance, the Norse unit must take a LD test. If failed, treat the charge reaction as a Hold. If passed, the Norse unit moves 2D3" forwards using Random Movement, but stopping within 1" of any enemy unit. They may also use any Quick to Fire weapons they might have before they move.
The enemy unit then rolls their charge distance and complete the charge as normal. If the charge is successful, then both units will count as charging in the ensuing combat phase.
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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)
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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)
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Deep Bond
Jora and Bjorn must always be in the same unit if they join one. As long as both Jora and Bjorn are alive, they have Immunity (Psychology). Roll a D6 for each Hit Jora suffers, on a 4+, Bjorn steps in to protect her; resolve the Hit against him instead. If Jora is slain, Bjorn becomes Frenzied and Unbreakable. If Bjorn is slain, then Jora becomes Unbreakable and Hates the unit that killed him.
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Deep Bond
Jora and Bjorn must always be in the same unit if they join one. As long as both Jora and Bjorn are alive, they have Immunity (Psychology). Roll a D6 for each Hit Jora suffers, on a 4+, Bjorn steps in to protect her; resolve the Hit against him instead. If Jora is slain, Bjorn becomes Frenzied and Unbreakable. If Bjorn is slain, then Jora becomes Unbreakable and Hates the unit that killed him.
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Defiant
Sigrun, and any unit of Shieldmaidens that she joins, has Stubborn.
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Defiant
Sigrun, and any unit of Shieldmaidens that she joins, has Stubborn.
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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.
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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.
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Solitaire
The Ravenswyrd may never be the army's General, and he cannot ever join any unit.
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Loner
The Ravenswyrd may never be the army's General, and he cannot ever join any unit.
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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.
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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.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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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.
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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.
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Fly (10)
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.
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Fly (10)
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.
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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.
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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.
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Frénésie
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frost Breath
Instead of attacking normally, the whole unit can choose to breathe ice on the enemy. Each model inflicts one automatic S 4 hit with Ignores Armour Saves and Ice Attacks, distributed as hits from shooting.
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Frost Breath
Instead of attacking normally, the whole unit can choose to breathe ice on the enemy. Each model inflicts one automatic S 4 hit with Ignores Armour Saves and Ice Attacks, distributed as hits from shooting.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Gibberer
All enemy units within 8" of the Cursed Ettin suffer -1 to their LD. This has no effect on models with Immunity (Psychology).
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Gibberer
All enemy units within 8" of the Cursed Ettin suffer -1 to their LD. This has no effect on models with Immunity (Psychology).
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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.
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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.
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Hammer Hand
The Hammer Hand is an additional Attack that is resolved at S 8 with Heroic Killing Blow.
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Hammer Hand
The Hammer Hand is an additional Attack that is resolved at S 8 with Heroic Killing Blow.
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Hatred (Empire)
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.
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Hatred (Empire)
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.
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Hymns of Malice
If Sturmjarl is in a unit with Blood Rage, then the unit is subject to Hatred.
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Hymns of Malice
If Sturmjarl is in a unit with Blood Rage, then the unit is subject to Hatred.
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Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).
Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
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Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).
Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
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Ice Breath
Ice Breath is a Breath Weapon Attack. Hits are resolved at S 4 with Ignores Armour saves and Ice Attacks. Any hits are distributed as hits from shooting.
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Ice Breath
Ice Breath is a Breath Weapon Attack. Hits are resolved at S 4 with Ignores Armour saves and Ice Attacks. Any hits are distributed as hits from shooting.
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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).
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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).
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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.
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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.
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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.
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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.
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Impact Hits (D6+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.
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Impact Hits (D6+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.
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Indémoralisable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Invocation of Thunder
Once per game, at the beginning of any of your turns, Erik may call upon the Invocation of Thunder. The effects of the Invocation last until the start of the next Norse turn. All missile fire during this time suffers -1 to hit. One enemy unit of your choice suffers D6 S 4 hits which Ignores Armour saves.
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Invocation of Thunder
Once per game, at the beginning of any of your turns, Erik may call upon the Invocation of Thunder. The effects of the Invocation last until the start of the next Norse turn. All missile fire during this time suffers -1 to hit. One enemy unit of your choice suffers D6 S 4 hits which Ignores Armour saves.
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King of the Wolfkin
If Fenrir is your Army General, Ulfwerenar count as Core Units instead of Special Units. In addition, all friendly units of Ulfwerenar and Skin Wolves within 12" of Fenrir may re-roll their charge distance results (including Counter-Charges).
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King of the Wolfkin
If Fenrir is your Army General, Ulfwerenar count as Core Units instead of Special Units. In addition, all friendly units of Ulfwerenar and Skin Wolves within 12" of Fenrir may re-roll their charge distance results (including Counter-Charges).
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Knitting Flesh
The Werebeast gains Regeneration (4+).
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Knitting Flesh
The Werebeast gains Regeneration (4+).
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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.
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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.
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Mammoth Attacks
When the War Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result.
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Mammoth Attacks
When the War Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result.
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Man Scyther
The Cursed Ettin loses Hammer Hand but gains Impact Hits (D6+1) and +1 A.
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Man Scyther
The Cursed Ettin loses Hammer Hand but gains Impact Hits (D6+1) and +1 A.
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Messenger of the Gods
A Valkyrie counts as having Inspiring Presence with a range of 6".
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Messenger of the Gods
A Valkyrie counts as having Inspiring Presence with a range of 6".
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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.
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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.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Raging Beast
For the purposes of calculating combat result bonuses, a Werebeast counts as having no flanks or rear.
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Raging Beast
For the purposes of calculating combat result bonuses, a Werebeast counts as having no flanks or rear.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Rune Caller
The Cursed Ettin loses Hammer Hand but becomes a Level 1 Wizard that uses spell from the Lore of Beasts, Shadows or Death. Should the Cursed Ettin miscast, their personality will automatically shift (with no LD test required).
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Rune Caller
The Cursed Ettin loses Hammer Hand but becomes a Level 1 Wizard that uses spell from the Lore of Beasts, Shadows or Death. Should the Cursed Ettin miscast, their personality will automatically shift (with no LD test required).
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Rune-etched Tongue
Any Skal song sung by Bragi affects all friendly units within 8" of him, rather than just his unit.
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Rune-etched Tongue
Any Skal song sung by Bragi affects all friendly units within 8" of him, rather than just his unit.
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Scaled Horror
The Cursed Ettin gains Natural Armour (4+). In addition, whenever it suffers an unsaved Wound in close combat, the unit which inflicted the wound suffer D6 S 2 Hits with Poisoned Attacks.
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Scaled Horror
The Cursed Ettin gains Natural Armour (4+). In addition, whenever it suffers an unsaved Wound in close combat, the unit which inflicted the wound suffer D6 S 2 Hits with Poisoned Attacks.
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Scaly Hide
The Werebeast gains Natural Armour (5+).
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Scaly Hide
The Werebeast gains Natural Armour (5+).
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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.
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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.
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Shield Bash
For every successful Parry save made by Sigrun, she immediately gets to make an additional Attack back against the model that struck the blow. This attack does not benefit from the effects of her weapon.
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Shield Bash
For every successful Parry save made by Sigrun, she immediately gets to make an additional Attack back against the model that struck the blow. This attack does not benefit from the effects of her weapon.
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Shield Parry
Shieldmaidens may re-roll failed Parry saves.
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Shield Parry
Shieldmaidens may re-roll failed Parry saves.
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Shieldwall
All models with this rule gain an additional +1 to their armour save against missile attacks to their front and sides from their shields.
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Shieldwall
All models with this rule gain an additional +1 to their armour save against missile attacks to their front and sides from their shields.
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Skald
A Skald counts as a Musician, and may not be the army's General. At the start of the Norse turn, the Skald may choose one of the songs or tales to tell his unit. Each song can only be sung once per battle by the same Skald, and any unit can only be affected by it once per battle, and only one per turn. Each effect lasts until the start of the next Norse turn.
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Skald
A Skald counts as a Musician, and may not be the army's General. At the start of the Norse turn, the Skald may choose one of the songs or tales to tell his unit. Each song can only be sung once per battle by the same Skald, and any unit can only be affected by it once per battle, and only one per turn. Each effect lasts until the start of the next Norse turn.
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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.
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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.
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Snarling Fangs
The Werebeast gains Multiple Wounds (D3).
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Snarling Fangs
The Werebeast gains Multiple Wounds (D3).
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Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
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Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
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Steel-hard Claws
The Werebeast gains Armour Piercing (1).
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Steel-hard Claws
The Werebeast gains Armour Piercing (1).
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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.
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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.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Styrmir Rimefrost
Styrmir may never be the army's General. If Styrmir is included in your army, you may take 1-2 Frost Giants as a single Rare choice.
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Styrmir Rimefrost
Styrmir may never be the army's General. If Styrmir is included in your army, you may take 1-2 Frost Giants as a single Rare choice.
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Ravens
Each of the two Ravens gives the Ravenswyrd an additional Attack that is resolved at WS 3 and S 3. These attacks do not benefit from any bonuses or Magic Weapons.
If the Ravenswyrd is wounded, roll a D6 for each wound suffered. On a 2+, the Ravenswyrd may ignore the wound and reduce his S, T or A by 1 instead. On a 1, one of his Ravens are slain instead. If both Ravens are killed then the Ravenswyrd will also die and is removed from the table.
In addition, roll a D6 at beginning of the Norse turn. On a roll of a 6 the Ravenswyrd may increase his S, T or A by 1. This increase may not take it above the Ravenwyrd's starting characteristics.
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The Ravens
Each of the two Ravens gives the Ravenswyrd an additional Attack that is resolved at WS 3 and S 3. These attacks do not benefit from any bonuses or Magic Weapons.
If the Ravenswyrd is wounded, roll a D6 for each wound suffered. On a 2+, the Ravenswyrd may ignore the wound and reduce his S, T or A by 1 instead. On a 1, one of his Ravens are slain instead. If both Ravens are killed then the Ravenswyrd will also die and is removed from the table.
In addition, roll a D6 at beginning of the Norse turn. On a roll of a 6 the Ravenswyrd may increase his S, T or A by 1. This increase may not take it above the Ravenwyrd's starting characteristics.
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Tormented Mind
At the start of each of your turns, Fenrir must take a LD test. If passed, Fenrir retains control over his mind and acts as normal this turn. If failed, he will automatically fail any Berserk Rage test he is required to make this turn, but he may also re-roll all failed rolls To Hit in close combat.
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Tormented Mind
At the start of each of your turns, Fenrir must take a LD test. If passed, Fenrir retains control over his mind and acts as normal this turn. If failed, he will automatically fail any Berserk Rage test he is required to make this turn, but he may also re-roll all failed rolls To Hit in close combat.
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Two-headed
Choose which personality of the Cursed Ettin to be in control at the start of the game. At the end of any phase in which the Cursed Ettin has suffered a Wound, it must take a LD test. If passed, the Cursed Ettin retains its current personality, if failed the other takes over.
The effects of the two separate heads are:
The Betrayer: The Cursed Ettin has Hatred and Bitter Cruelty.
The Savage: The Cursed Ettin has +1 S, -1 WS, -1 LD, Frenzy.
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Two-headed
Choose which personality of the Cursed Ettin to be in control at the start of the game. At the end of any phase in which the Cursed Ettin has suffered a Wound, it must take a LD test. If passed, the Cursed Ettin retains its current personality, if failed the other takes over.
The effects of the two separate heads are:
The Betrayer: The Cursed Ettin has Hatred and Bitter Cruelty.
The Savage: The Cursed Ettin has +1 S, -1 WS, -1 LD, Frenzy.
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Warhird of Skeggi
If your army contains Flóki 'Lostson', you may upgrade one unit Norse Horsemen to Norse Cold One Riders, gaining Fear, Natural Armour (6+) and Stupidity. This unit counts as a Special Choice.
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Warhird of Skeggi
If your army contains Flóki 'Lostson', you may upgrade one unit Norse Horsemen to Norse Cold One Riders, gaining Fear, Natural Armour (6+) and Stupidity. This unit counts as a Special Choice.
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