Ogrze Chanaty

Ogrze Chanaty

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Zasady i Wyposażenie używane przez armię

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Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone). Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone). Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
Great Weapon
Great Weapon
Heavy Armour
Heavy Armour
Paired Weapons
Paired Weapons
Light Armour
Light Armour
Throwing Weapons
Throwing Weapons
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Freezing Aura
The model can cast Chilling Howl from Shamanism as a Bound Spell (Power Level 3). Enemy units suffer -3 Initiative for each Frost Mammoth within 6", to a minimum of 1.
Freezing Aura
The model can cast Chilling Howl from Shamanism as a Bound Spell (Power Level 3). Enemy units suffer -3 Initiative for each Frost Mammoth within 6", to a minimum of 1.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Ogre Crossbow
Shooting Weapon. Range 30", Strength 2[5], Armour Piercing (1), Penetrating.
Ogre Crossbow
Shooting Weapon. Range 30", Strength 2[5], Armour Piercing (1), Penetrating.
Battle-Scarred
Each unit of Mercenary Veterans must be given two of the special rules listed below (written on the Army List) - Poisoned Attacks - Bodyguard - Lethal Strike - Swiftstride - Vanguard - Thunderous Charge - Armour Piercing (1) - Accurate Each special rule may only be taken by a single unit of Mercenary Veterans in your army.
Battle-Scarred
Each unit of Mercenary Veterans must be given two of the special rules listed below (written on the Army List) - Poisoned Attacks - Bodyguard - Lethal Strike - Swiftstride - Vanguard - Thunderous Charge - Armour Piercing (1) - Accurate Each special rule may only be taken by a single unit of Mercenary Veterans in your army.
Hand Cannon
Shooting weapon. Range 24", Strength 4, Multiple Shots (D6), Armour Piercing (1). Hand Cannons do not suffer from negative to-hit modifiers due to Moving and Shooting or Multiple Shots.
Hand Cannon
Shooting weapon. Range 24", Strength 4, Multiple Shots (D6), Armour Piercing (1). Hand Cannons do not suffer from negative to-hit modifiers due to Moving and Shooting or Multiple Shots.
Impact Hits (3D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (3D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Do What You’re Told
All Slave Giants may reroll on the Giant Attacks table, but must accept the second result.
Do What You’re Told
All Slave Giants may reroll on the Giant Attacks table, but must accept the second result.
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Sons of the Avalanche
Models on foot with this special rule gain Impact Hits (1). Characters on foot with this special rule gain Impact Hits (D3). All models with Sons of the Avalanche are immune to the effects of Fear.
Sons of the Avalanche
Models on foot with this special rule gain Impact Hits (1). Characters on foot with this special rule gain Impact Hits (D3). All models with Sons of the Avalanche are immune to the effects of Fear.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hunting Spear
Shooting Weapon. Range 12", User Strength +1, Quick to Fire, Multiple Wounds (D3, Monsters, Ridden Monsters).
Hunting Spear
Shooting Weapon. Range 12", User Strength +1, Quick to Fire, Multiple Wounds (D3, Monsters, Ridden Monsters).
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
It’s A Trap!
Any Forests, Fields or Ruins Terrain Feature becomesDangerous Terrain (1)for the remainder of the game if at the time of deployment or at the end of any movement phase a non-fleeing unit of Scrapling Trappers is in contact with it. Models that normally treat these Features as Dangerous Terrain (1) treat them as Dangerous Terrain (2) instead. Scrapling Trappers do not test for Dangerous Terrain when moving in or out of a modified Feature.
It’s A Trap!
Any Forests, Fields or Ruins Terrain Feature becomesDangerous Terrain (1)for the remainder of the game if at the time of deployment or at the end of any movement phase a non-fleeing unit of Scrapling Trappers is in contact with it. Models that normally treat these Features as Dangerous Terrain (1) treat them as Dangerous Terrain (2) instead. Scrapling Trappers do not test for Dangerous Terrain when moving in or out of a modified Feature.
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Loner
Mammoth Hunters on foot may only join units of Yetis and Sabretooth Tigers, and only as long as no other characters form part of the unit already. Other Characters cannot join Yetis and Sabretooth Tigers with a Mammoth Hunter joined to it. Mounted Mammoth Hunters may not join any units at all
Loner
Mammoth Hunters on foot may only join units of Yetis and Sabretooth Tigers, and only as long as no other characters form part of the unit already. Other Characters cannot join Yetis and Sabretooth Tigers with a Mammoth Hunter joined to it. Mounted Mammoth Hunters may not join any units at all
Mount’s Protection (5+)
Mount’s Protection (5+)
Mount’s Protection (6+)
Mount’s Protection (6+)
Not a Leader
Models with this rule can never be the General.
Not a Leader
Models with this rule can never be the General.
Stone Skin
If a model with this special rule suffers a wound with the Multiple Wounds special rule, the number of wounds suffered is halved, rounded up.
Stone Skin
If a model with this special rule suffers a wound with the Multiple Wounds special rule, the number of wounds suffered is halved, rounded up.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Touch of Frost
Enemy units suffer -1 Initiative (to a minimum of 1) for each unit of Yetis in base contact with them.
Touch of Frost
Enemy units suffer -1 Initiative (to a minimum of 1) for each unit of Yetis in base contact with them.
Wizard Apprentice with 1 learned spell
Wizard Apprentice with 1 learned spell

Magiczne przedmioty używane przez armię

PL EN

Magiczne sztandary używane przez armię

PL EN
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Skull of Qenghet
Models in the bearer’s unit cause Fear and automatically pass Terror Tests.
Skull of Qenghet
Models in the bearer’s unit cause Fear and automatically pass Terror Tests.
Dragonskin Banner
Models in the bearer’s unit may reroll to-hit, to-wound, and Armour Save rolls of ‘1’ in the first Round of Combat (including Special Attacks).
Dragonskin Banner
Models in the bearer’s unit may reroll to-hit, to-wound, and Armour Save rolls of ‘1’ in the first Round of Combat (including Special Attacks).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.

Jednostki armii

PL EN
Khagans - Great Khan
Khagans - Great Khan
Khagans - Khan
Khagans - Khan
Shaman
Shaman
Mammoth Hunter
Mammoth Hunter
Tusker
Tusker
Rock Auroch
Rock Auroch
Scraplings
Scraplings
Tribesmen
Tribesmen
Bruisers
Bruisers
Kin-Eater
Kin-Eater
Mercenary Veterans
Mercenary Veterans
Sabretooth Tigers
Sabretooth Tigers
Scrapling Trappers
Scrapling Trappers
Tusker Cavalry
Tusker Cavalry
Yetis
Yetis
Bombardiers
Bombardiers
Frost Mammoth
Frost Mammoth
Rock Auroch
Rock Auroch
Scratapult
Scratapult
Slave Giant
Slave Giant
Thunder Cannon
Thunder Cannon