Sonderregeln
Imperium von Sonnstahl

Global

Blessed Steel

Attack Attribute - Close Combat.
The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.

Steam Powered

The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0".
Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.

Arcane Shield

Universal Rule.
Friendly units within 6" of the model gains Distracting.
The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).

Beast Hunters

Attack Attribute - Shooting.
When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.

Blessings

The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn:

-"Ullor's Blessing"
The target gains Aegis (5+) against Melee Attacks

- "Sunna's Blessing"
The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks.

- "Volund's Blessing"
The target must reroll failed to-wound rolls with Melee Attacks.

Big Fan of Sunna

Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).

Cannon

Can be fired in two ways:
- As a Cannon Artillery Weapon: Range 72", Shots 1, Str 3[10], AP 0[10], [Multiple Wounds (D3+1, Clipped Wings)].
- As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.

Cannon of empire

This Artillery Weapon can be fired in two ways:

- As a Cannon Artillery Weapon:
Range 72", Shots 1, Str 3[10], AP 0[10], Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].

- As a Volley Gun Artillery Weapon:
Range 12", Shots 2D6, Str 4, AP 4.

Steam Cannon

Steam Cannon: Cannon Artillery Weapon.
Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].

Silver Shots

Attack Attribute - Shooting.
The attack gains Multiple Wounds (D3), Lethal Strike, and must reroll failed to-wound rolls.

Fanatical

When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.

Fire on Impact!

Attack Attribute - Close Combat.
A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).

First Knight

When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.

Foresight

Universal Rule.
Friendly units within 6" of the model gains Lightning Reflexes.
The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).

Frontiersmen

The model automatically passes Panic Tests caused by Terror.

Giant See, Giant Do

Universal Rule.
The model gains Support Unit.

Great Tactician

Universal Rule.
The model may give two Orders per turn instead of one.

Holy Relic

Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected.

For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura.

The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).

Imperial Prince

Universal Rule.
The model is equipped with a Hand Weapon enchanted with the Light of Sonnstahl, and may only take up to 50 pts of Special Equipment

Imperial Rocketeer

Catapult (1) Artillery Weapon:
Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Irregulars

Universal Rule
0-15 Models per Unit.
The model gains Skirmisher, Light Troops, and Hard Target (1).

Knightly Orders

Universal Rule.
The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.

The Light of Sonnstahl

Attacks made with this weapon wound automatically, always have Armour Penetration 10, and Magical Attacks.

Liberal Magics

During Spell Selection, if a Wizard from Empire of Sonnstahl chooses the Hereditary Spell or gains it by any other means, it must instead choose a Path from the ones available to it other than its own chosen Path. The Wizard gains the Learned Spell #1 from that Path as if it was the Hereditary Spell.

Master Artificer

The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.

Mortar

Catapult (6x6) Artillery Weapon:
Range 12-48", Shots 1, Str 3[6], AP 1[4], [Multiple Wounds (D3)].

Orders

A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence.
Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected.

The available orders are listed below:
- On the Double: The target gains +1 Advance Rate and +4 March Rate.
- Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes).
- Ready Aim Fire: The target gains Accurate.
- Brace for impact: The target gains Fight in Extra Rank

Parent Unit

A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant.

Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.

Reserves

Universal Rule.
The unit is treated as Insignificant by Parent and Support Units

Support Unit

A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units.

Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast.
During the opponent's Charge Phase, Support Units may perform one of the following actions:
1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction).
2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.

Zealots

Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.