Arma infernale
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).
Universal Rule.
At the end of step 2 of the the Movement Phase Sequence (directly after Rallying Fleeing units), the Infernal Engine may engage its boiler.
If so, until the end of this Player Turn, the unit may not shoot and gains Random Movement (3D6), with the following exception: it cannot move into base contact with an enemy unit that was not within the Infernal Engine’s Front Arc before the initial Pivot.
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.
Universal Rule.
The Overlord and all model parts without Harnessed in the same unit gain Hatred.
Attack Attribute.
If joined to a Taurukh Anointed unit, when a R&F model from its unit is removed as a casualty due to Melee Attacks, the bearer:
• Must immediately perform a Close Combat Attack if possible.
• Must reroll failed to-hit rolls until the end of the phase.
The model's unit automatically passes Fear Tests.
Universal Rule.
The model’s unit automatically passes Fear Tests.
Universal Rule.
The model’s unit automatically passes Fear Tests.
Universal Rule.
Weapon Enchantments carried by models (friend and enemy) in base contact with a Lammasu cannot be used. A Character riding a Lamassu is unaffected.
Both the mount and the rider Wizard count as two separate models for rules and effects that affect Wizards (like Spell Selection, Casting Modifiers, Artefacts).
Universal Rule.
The model gains Backstabbers (see Hobgoblins).
As long as the General is on the Battlefield and not Fleeing, a model with Backstabber Boss may set its Discipline to the General’s Discipline value.
Universal Rule.
The model gains Poison Attacks and Paired Weapons.
It loses its Armour and all weapons other than Paired Weapons and cannot be equipped with any kind of Armour or weapons other than Paired Weapons.
In addition, the model gains +2” Advance Rate when Charging an enemy unit’s Flank and +4” Advance Rate when Charging an enemy unit’s Rear Facing.
Universal Rule.
The maximum range of the model’s Artillery Weapon is increased by 6″ if it is a Naphtha Thrower or Titan Mortar, and by 12″ if it is a Rocket Battery.
Personal Protection.
The Strength of all Melee Attacks from Special Attacks against models with Blessing of Nezibkesh is halved, rounding fractions up, and in addition the attacks suffer -2 Armour Penetration
Attack Attribute - Close Combat.
The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat
● If it is the first Round of Combat.
● Or if the model part’s unit is Steadfast at the start of the Round of Combat
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
Universal Rule.
The model gains March and Shoot and cannot voluntarily choose Flee as a Charge Reaction.
The model automatically passes all Fear Tests (but still suffers -1 Discipline from Fear) and considers all units without Chosen of Ashuruk as Insignificant. Furthermore, model parts without Harnessed gain Battle Focus, which cannot be used during the first Round of Combat. R&F models with Chosen of Ashuruk cannot be joined by Characters without Chosen of Ashuruk.
Shooting
If the attack scores one or more hits against an enemy unit, the next closest unengaged enemy unit within 6″ of the original target immediately suffers D3+1 hits with Strength 4 and Armour Penetration 1. If there is more than one eligible unit, the Active Player chooses which is hit. These hits are considered Special Attacks and aren’t affected by Cluster Munitions.
Attack Attribute - Close Combat.
The model's Close Combat Attacks become Divine Attacks when allocated towards models with Aegis (2+, against Flaming Attacks). Each time the model fails a Frenzy Test it gains +1 Attack Value for the rest of the game.
Universal Rule.
Failed Charge Range rolls of the model in the Charge Phase must be rerolled.
Universal Rule.
Failed Charge Range rolls of the model in the Charge Phase must be rerolled.
Universal Rule.
The model can only join units of Disciples of Lugar, and when joined to Disciples of Lugar, the model gains Scoring. If the secondary objective is Capture the Flags, the model gains Scoring (no matter if joined to a unit of Disciples of Lugar or not).
Universal Rule.
The model may only declare Hold as voluntary Charge Reaction.
Universal Rule.
At the start of each friendly Player Turn, the Bound Daemon must take a Discipline Test. If the test is failed the Bound Daemon gains Random Movement (3D6) until the end of the Player Turn. It cannot freely choose which direction to rotate towards but must move directly towards the closest enemy unit in the Movement Phase (in case the initial Pivot is impeded, the model Pivots as far as possible towards the closest enemy unit and then moves no further).
Close Combat and Shooting.
The model part gains Magical Attacks, and any Panic Tests they cause to enemy units through 25% casualties suffer -1 Discipline.
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
Universal Rule.
The model treats all rolls of Jammed (3-4) on the Misfire Table as Malfunction (5+).
Universal Rule.
At the end of a phase, if there are no friendly models with Chosen of Ashuruk or Opportunist on the Battlefield, immediately remove all your Orc Slaves models as casualties.
At the start of a friendly Player Turn, if there aren't any friendly units with Chosen of Ashuruk or Opportunist within 6" of an unengaged non-Fleeing Orc Slave unit, roll a D6:
1-2: The Orc Slave unit immediately flees directly towards the nearest Board Edge.
3-4: The Orc Slave unit is Shaken until the end of the Player Turn.
5-6: No effect. The Orc Slave unit behaves normally.
Shooting
If the attack scores one or more hits, the target and all enemy War Machines within 6″ of the target lose Channel and suffer −1 to hit until the start of the next friendly Shooting Phase. Being affected by more than one instance of Ether Cloud does not stack.
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
The model can use Crush Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
This weapon has two modes of fire:
Flamethrower Artillery Weapon.
Range 12", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
Flamethrower Artillery Weapon.
Range 18", Shots 1, Str 0, AP 0.
All models in a unit hit by this weapon gain Flammable. The effect lasts until the end of the next Player Turn, or until one or more models are wounded (including rerolling to wound) by Flaming Attacks (whichever comes first)
Universal Rule.
The unit may set its Discipline to the value of a non-Fleeing friendly model with Infernal Brand within 6″. At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Forced Compliance must take a Discipline Test:
• If the test is failed, all models in the unit become Shaken until the end of the Player Turn.
• If the test is passed, the unit may immediately, if it has at least one Full Rank, receive an order from a single friendly unit with Infernal Brand within 6″, and apply one of the following effects:
– Ammo-Bearers: Shooting Attacks made with a Blunderbuss, Flintlock Axe, or Pistol from the unit which gave the order gain Battle Focus. For every natural to-hit roll of ‘1’ with Shooting Attacks from the unit that gave the order, the unit with Forced Compliance suffers 1 hit with Armour Penetration 10 that wounds automatically, with no saves of any kind allowed.
– Sacrificial Wretches: Any Health Point loss caused by Dangerous Terrain Tests on the unit that gave the order is ignored. Instead, for each ignored Health Point loss, the unit with Forced Compliance suffers 1 hit with Armour Penetration 10 that wounds automatically, with no saves of any kind allowed.
The effects last until the end of the Player Turn.
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
Universal Rule.
The model gains Infernal Armour and Infernal Brand
Place one Incendiary marker for each instance of Incendiary next to the unit. A unit with one or more Incendiary markers gains Flammable. Remove one Incendiary marker:
• Immediately when the unit suffers one or more wounds (before saves are performed) from Ranged Attacks that are Flaming Attacks.
• At the end of a Round of Combat in which the unit suffers one or more wounds (before saves are performed) from Melee Attacks that are Flaming Attacks.
A Character leaving a unit affected by Incendiary is no longer affected, unless the Character was a single model unit when it gained Incendiary. In that case, the Character keeps those Incendiary markers.
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
Shooting
The attacks become Flaming Attacks and gain +1 Strength, and +1 Armour Penetration (including any values in brackets).
Close Combat, Shooting
The attacks become Flaming Attacks and Magical Attacks. Close Combat Attacks and Shooting Attacks with Kadim Manifestation that become Flaming Attacks from more than one source, including other instances of Kadim Manifestation, also become Divine Attacks.
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
Universal Rule.
If the model has not performed a March Move during this Player Turn, it may shoot from the third rank (in addition to the first and second).
Universal Rule.
The model gains Feigned Flight, Hard Target (1), Light Troops, and Skirmisher and loses Scoring.
Universal Rule.
During the Charge Phase, the model ignores other units and Terrain when moving and automatically passes Dangerous Terrain Tests caused by Terrain.
Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Flammable, Insignificant, and Throwing Weapons (4+). Any unit that suffers one or more hits from the model’s Shooting Attacks gains 1 Incendiary marker.
Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Light Armour, Oil Flasks, Flammable, Insignificant, and Throwing Weapons (4+) with Shots 4.
Close Combat, Shooting
Model parts with this rule may:
• Immediately before performing a Melee Attack, set the Strength of their attacks to 1 until the end of the Round of Combat.
• If they haven’t performed a March Move during the Player Turn, immediately before performing a Shooting Attack, set the Strength of their attacks to 1 and reduce the range of their Shooting Attacks by −6″ until the end of the phase.
If so, all model parts with Oil Skins in the unit must do so. If one or more of these attacks hit, after resolving these attacks, the target unit gains:
• One Incendiary marker if the attacking unit has fewer than 3 Full Ranks.
• Two Incendiary markers if the attacking unit has 3 Full Ranks or more
Close Combat
When fighting an enemy unit in the enemy’s Flank or Rear Facing while only being Engaged in the Front Facing, a model part with this rule must reroll failed to-hit rolls.
Universal Rule.
If an army includes one or more units with Opposition Research, immediately before step 1 of the Deployment Phase Sequence (Determine who deploys first), the owner may choose one of the non-Character units on the opponent’s Army List that can be deployed during the Deployment Phase. This unit loses Scout and Vanguard if it had it, and the opponent must immediately deploy this unit. This is done outside the normal Deployment procedure and is ignored when determining the first deployed unit and the number of deployed units.
Universal Rule.
One use only. At step 2 of the Round of Combat Sequence, all models with Pact of Fire in the same unit may gain Volcanic Embrace (1) and lose Distracting until the end of the game.
Universal Rule.
One use only. At the start of the Melee Phase, all models with Pact of Fire in the same unit may gain Fearless, Volcanic Embrace (1), and suffer −1 Armour Penetration and −1 Offensive Skill until the end of the game.
Universal Rule.
The Infernal Engine may not declare Charges, and its Pursuit and Overrun Distance is always 0".
Universal Rule.
Regardless of its chosen Path, the model knows Alchemical Fire (Alchemy) and Blaze (Pyromancy).
When successfully casting a spell from:
• Alchemy, the model may cast Blaze (Pyromancy) instead of Alchemical Fire as Attribute Spell.
• Pyromancy, the model may cast Alchemical Fire (Alchemy) instead of Blaze as Attribute Spell.
• Occultism without performing The Sacrifice, the model may cast Alchemical Fire or Blaze as Attribute Spell.
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
Universal Rule.
The model gains Fires of Industry (1) and Engineer (3+) that it can use on a single friendly Gunnery Team, Infernal Artillery, or Infernal Engine within 6″. The model gains access to the options below.
Universal Rule.
The model gains access to the options below
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
Universal Rule.
The number of the Chassis’ Grind Attacks is increased by +2D3.
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
Special Attack.
If the model’s unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit. While joined to the unit, Taurukh Commissioners gain Shamut’s Thunder.
The model may never join units or be joined by other Characters
Universal Rule.
• The model’s base size is changed to 100×150 mm.
• The model gains +1 Health Point.
• The Chassis’ Attack Value and Offensive Skill are set to 3.
• The model’s Defensive Skill is set to 3.
0–2 Models/Army
The model is subject to the following modifications:
• It gains Cannot be Stomped, Impact Hits (1), and Tall.
• It loses March and Shoot.
• Its Advance Rate is set to 7″, its March Rate is set to 14″.
• Its base size is changed to 25×50 mm.
• Its Type is changed to Beast.
Personal Protection.
The model gains Soft Cover against attacks from models Located in its Front Arc, and Parry.
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
Shooting
The attacks become Divine Attacks and their Armour Penetration is set to 0. Armour Save rolls of ‘1’, ‘2’, and ‘3’ are always considered failed when saving wounds caused by attacks with Vaneb’s Judgement.
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Attacks made by the model part, including Special Attacks, become Flaming Attacks and Magical Attacks. In addition, the model part gains Grind Attacks (X), where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they always wound on a roll equal to or greater than “7 minus the Armour of the model that the hit is distributed onto”. An unmodified ‘6’ always wounds and an unmodified ‘1’ always fails to wound.
Universal Rule.
The model gains Swiftstride, Volcanic Embrace (D3+1), and +3 Attack Value. Its March Rate is
set to 14″. While in base contact with the model, enemy units suffer −1 Offensive Skill and −1 Defensive Skill.
Universal Rule.
The model gains Furnace Breach, Volcanic Embrace (1), and access to the options below.
Universal Rule.
The Battering Ram can only use its Crush Attack against enemy units Engaged in the model’s Front Facing. The model must be deployed in and can only join a unit that contains at least 1 R&F models with Infernal Brand, and it can never voluntarily leave its unit.
Universal Rule.
The Battering Ram can only use its Crush Attack against enemy units Engaged in the model’s Front Facing. The model must be deployed in and can only join a unit that consists entirely of models with Infernal Brand, and it can never voluntarily leave its unit.
Universal Rule.
At step 2 of the Round of Combat Sequence, all models with Whispers of the Mask in the same unit may gain Aegis (+1, against Melee Attacks) and lose Battle Focus until the end of the Round of Combat.
Universal Rule.
The model gains Fight in Extra Rank and Great Weapon.