Infernal Weapon
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.
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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 and overrun Distance in the Melee Phase are always 0".
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 ontoquot;. A natural '6' always wounds and a natural '1' always fails to wound.
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.
The number of the Chassis' Grind Attacks is increased by 2D3.
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. The model gains access to the options below.
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.
The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
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.
The minimum range and the maximum range of the model's Artillery Weapon are 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.
The model must buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
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.
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.
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.
The model gains Soft Cover against attacks from models Located in its Front Arc, and Parry.
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.
The model's unit and enemy units in base contact with the model's unit gain Magic Resistance (2) that is also applied to friendly spells. This Magic Resistance value cannot be increased.
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
The model gains +2 Agility. At the start of each Melee Phase, you may choose a single friendly unit within 6" of the wielder (including the wielder itself). The chosen unit's Close Combat Attacks become Flaming Attacks and Magical Attacks until the end of the Melee Phase.
The model gains Infernal Armour and Infernal Brand.
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.
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.
The model gains Swiftstride, Volcanic Embrace (D3+1), and its March Rate is set to 14".
The model gains Furnace Breach, Volcanic Embrace (1), and access to the options below.
The model gains Commanding Presence with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, 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.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Flaming Attacks and Magical Attacks. If on foot, the model gains Ghost Step, its Advance Rate is set to 4" and its March Rate is set to 12". The model gains access to the options below.
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand.
The model can never voluntarily leave its unit.
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
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.
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.
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.
The model gains access to the options below.
The model gains Fight in Extra Rank and Great Weapon.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
The model is subject to the following modifications: • It gains Cannot be Stomped, Impact Hits (1), and Tall. • Its Advance Rate is set to 7" and its March Rate is set to 14". • Its base size is changed to 25×50 mm. • Its Type is changed to Beast.
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
The model may never join units or be joined by other Characters.
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain Magic Resistance (2) that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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.