During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List:
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First Strike (Fury)
Lethal Strike
Devastating Charge (+1~Str, +1~AP)
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The model part gains Devastating Charge (always Str~4, always AP~2, always Agi~10).
Tethaen is always considered to have rolled a 3+ when rolling for whether he arrives using Ambush. In addition, at the beginning of , if Tethaen won the Round of Combat and an enemy Character in that Combat was removed as a casualty, then Tethaen may be placed in Ambush.
Casting Rolls for Learned Spells made by a model with Daemon in this army using two or three Magic Dice gain a~+1 modifier. In games involving one or more Daemon Legions armies, the Active Player gains one additional Magic Dice during their Magic Phase’s Siphon the Veil step (i.e. both players gain one additional Magic Dice in their Player Turn).
The model loses the Pitmaster model part and its base size is changed to 60100~. The bearer gains Random Movement) (#1D6 (3)) and its Attack Value is set to~#1D3 (4).
The model part gains Academy. Model parts with Academy in the model’s unit gain .
The “” model part gains , Paired Weapons and Temple.
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
The unit gains Wizard Conclave (2),. The “” model part gains . The unit selects its spells from:
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Ice and Fire ()
Whispers of the Veil ()
Illusory Paths ()
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Friendly units within~6 of one or more models with benefit from +2~Off and +2~Agi.
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
is extended until the end of the second Game Turn.
The model part gains Grind Attack) (X).
After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2))
When the model is not Engaged in Combat, X is set to~1.
When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
During Pre-game~Selections, a Dwarven Holds army marks units on the opponent’s Army List with Grudge Markers (note that Characters can be marked, too). The number of Grudge Markers placed is equal to the number of instances of on units in your Army List.
All model parts with Dwarf in your army gain First Strike (Hatred (towards units containing a Grudge Marker)).
The model’s Mobility is set to~8, and it gains Fly.
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
Attacks made with this weapon gain Automatic Hits and always have Str~5 and AP~0.
Shooting Attacks from the model with a Pistol gain Flaming Attacks. In addition, Height~1 Rank-and-File models in the bearer’s unit benefits from First Strike (Zeal, Flaming Attacks).
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the model’s unit change their state from Sober to Drunk.
The model gains Attached, Exclusive (Height~1), Frenzy, Fury, War10000\ Platform, Unruly.
Model parts with Elf in friendly units within~12 of the gain Fury.
The model gains Attached, War10000\ Platform, Exclusive (Height~1), and a single Attendant model part gains .
Whenever a friendly unit within~12 of the initiates any kind of move (see the Definition and Terminology chapter in the Reference Handbook), the unit gains +1~Mobility and Devastating Charge (Stri\-der), with Duration: End of Turn.
The model’s Charge Speed and Mobility are always~0. In addition, it gains Channel (2), Emplacement, Solitary, Fearless, Stubborn, Un\-stable.
When another friendly unit within~18 of the model suffers one or more HP losses from an enemy attack, the may cause three hits with Str~4, AP~2, and Unmodifiable onto the enemy unit that caused those losses. This effect can only be used once per phase.
The model gains Commanding Presence (12, ).
If the Army List includes a model with , the owner may reroll Ambush rolls of~1 and~2. If the owner has the second Player Turn, any unit containing may choose to roll for its Ambush starting from Game Turn~1.
After a Round of Combat in which at least one attack with caused any HP loss, all attacks from the same unit with gain Hatred until the end of the next Player Turn.
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
X18231
X30131Area Attack (15), Direct Hit (~6, ~2)
X30141Quick to Fire.
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
The model gains , Disciplined.
The wearer gains Resistance (Flaming Attacks),Aegis (6+).
+1~Str, +1~AP.
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
Models without Statue gain that Property. They have their set to~1, gain +1~Res and , and lose .
If an army includes any model with , then all models in the Army List must have .
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
The model gains Resistance (Flaming Attacks).
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
The Caster gains +1~to cast Learned Spells with type: Damage.
Standard Melee Attacks gain +1 to wound.
+2~Def, +1~Str, +1~AP, Agi always ~0.
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
At the end of each of your Player Turns, if there are no friendly models with on the Battlefield, each unit containing loses X~HP, where X is equal to half the Resurrected, value fractions are rounded up, (roll any dice when needed). These hits can only be allocated onto models with .
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
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If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
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All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
All units not containing within~6 of the model benefits from Fearless, Frenzy, Unruly. Friendly units engaged in the same Combined Combat as the model with Aura of Madness automatically pass their tests.
During its Shooting Phase, the model part can make a Shooting Attack that targets all enemy units within~12 of the model (including those Engaged in Combat and outside Front Arc and/or Line of Sight). This attack can be used even if the Altar is Engaged in Combat. Each target suffers D6~hits with a Strength equal to the current Game Turn number, Armour Penetration~2, and Unmodifiable.
Units within~8 of one or more friendly models with benefit from +2~Def and +2~Off. Model parts with Mount are not affected.
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
All friendly units within~6 of one or more models with Necromantic Aura reduce the number of HP losses caused by , Un\-stable by~1.
The model loses Light Troops.
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
At the start of each friendly Player Turn, each model with may select one of the following effects, called Orders, and apply it to a single unit, with Duration: One Turn. The target unit must:
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Be a Parent or .
Be the model’s own unit, or be within range of the model’s Commanding Presence or Beacon of Courage) (if it has one of these rules).
The chosen target cannot already be under the effect of an Order.
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On The Double!The target gains +1~Cha and +2~Mob.
Steady, Men!
The target gains Disciplined, and its Courage Tests gain Minimised.
Ready!~Aim!~Fire!The target gains Accurate.
Brace For Impact!The target gains Fight in Extra Rank and Shoot in Extra Rank.
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
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If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
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If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
The model can Raise Health Points above a unit’s starting size for the units stated within brackets (X). However, units cannot be increased beyond twice their starting size or beyond the unmodified maximum unit size (that is printed in their unit entry). A unit’s starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Shooting Attacks made by the model part with a Crossbow, , gain Lethal Strike, Zeal.
Afflict (1~Str, 1~AP)
The model gains . One use only: this weapon can be used as a Shooting Weapon with the following profile.
After this weapon has been used as a Shooting Weapon, the model loses .
Unless the model has Height~5, or only has model parts with Beast and/or Statue, it gains +1~Arm, Metal Armour, and loses Light Armour (if it has it). A model with Mount cannot benefit from this +1~Arm more than once.
If an army includes any model with , then all models in the Army List must have .
Counts as a Hand Weapon, with the following additional rules: +1~Str, and Devastating Charge (+1~AP).
One use only. Duration: One Turn. May be activated at the start of any friendly Player Turn, provided the General is on the Battlefield and not Shaken:
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Friendly units gain +1~Charge Speed and +1~Mobility.
If the General is a or a , friendly units entirely with Goblin gain Light Troops as long as they are not Engaged in Combat.
If the General is an or an , friendly units entirely with Orc have their Charge Range rolls Maximised.
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If one model in this unit is affected by an Engineer, all Rank-and-File models in this unit are affected by the Engineer.
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
The model part gains Slaver. Apply the following effects to units within range of this model’s Commanding Presence (friend or foe):
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Friendly units containing Beast: Courage Tests gain Minimised.
Friendly units: rolls for the number of hits from Stomp Attack) gain Maximised.
Enemy units: rolls for the number of hits from Stomp Attack) gain Minimised.
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Afflict (3~Def).
A unit containing Blessings gains First Strike (Hatred). Model parts with Mount are not affected. The model can cast the following three Bound Spells (3), with Type: Caster, and Duration: One Turn.
ullorUllor’s Blessing
The target’s unit gains Aegis (5+, against Melee Attacks).
sunnaSunna's Blessing
The target’s unit gains Flaming Attacks. Each enemy unit in contact with the target’s unit when the spell is cast, suffers D6~hits with ~4, ~0, Flaming Attacks, Magical Attacks.
volundVolund’s Blessing
The target’s unit gains Zeal.
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
The Weapon Beast model part gains First Strike (Hatred) and the following Shooting Weapon: *15pt
312452Stand and Shoot,Quick to Fire
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
Tethaen’s rags and strange hat never stop dripping, even when out of the water.Aegis (5+),Resistance (against Flaming Attacks).
A unit that contains a Character with may reroll failed Panic Tests at the cost of inflicting one HP loss on a Character with in the unit.
The model gains Bodyguard (General), and the model part gains Great Weapon, and loses Halberd.
Paired Weapons. Poison Attacks.
The model gains Sweeping Attack) (#1D6 (2), Str~3, AP~1).
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
During Pre-game~Selections, each unit containing Drunkard must choose whether it is Sober or Drunk: the unit benefits of one of the two sets of effects below depending on this choice. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober).
[t]0.4
minipage[t]0.4
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A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield. When a Height 1--3 model is using a Hand Weapon and is Using a Spiked Shield simultaneously, and the bearer successfully passes an Armour Save roll of 4+ against a Melee Attack from an enemy model Engaged in its Front Facing, the bearer immediately inflicts 1 hit with the bearers Str and AP and Automatic Hits towards the Health Pool of the model that caused the wound, before any casualties are removed.
X24242 Stand and Shoot, Quick to Fire, Counts as a Paired Weapons in Combat
After using its Breath Attack, the model loses a Health Point.
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
Legendary.
Units containing Headbashers gain Bodyguard, and Rank-and-File model parts with Orc in the unit gain Lethal Strike. Additionally, units entirely with Headbashers that count towards Core count towards Special instead.
The model’s Charge Range rolls towards units containing Height~5 gain Maximised.
Impact Hits) gain Multiple Wounds (D3, towards Height #1 (5)).
The Chassis’s Strength is set to~6, and its Armour Penetration is set to~3.
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
The model gains Hard Target (1), Light Troops, Skirmisher, Van\-guard~Mob).
The~model~gains Multiple Wounds (2, towards Height~3--5). In addition, when a unit containing this rule Charges a unit containing a model with Height~3-5, its Charge Range roll gains Maximised.
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable:
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The enemy unit successfully Charges a unit containing in contact with a Terrain Feature.
The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing .
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Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
The wielder gains +1D3~Grind Attacks when engaged with an enemy unit containing a Grudge Marker.
The Range of the model’s Shooting Weapon is doubled. Enemy units hit by the weapon suffer 1~Charge Speed and 1~Mobility, both to a minimum of~3, with Duration: One Turn.
The model may use Shooting Attacks towards enemy units Engaged in Combat, with the following rules and restrictions:
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Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
Roll to-hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
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The model gains Ambush (Battlefield Edge), Hard Target (1), Scout.
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
Only one model per unit may use a in any one Shooting Phase.
Increase the Aim of the by~1 for each other model in the unit armed with a .
Shooting Attacks towards enemy units in contact with one or more models with gain +1 to hit.
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
A unit containing Captain gains the following additional rules:
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If the unit has a Standard Bearer, it is considered to be within range of its Battle Standard Bearer’s* Beacon of Courage) rule.
If the unit has a Musician, it is considered to be within range of its General’s* Commanding Presence rule.
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A unit can only contain a single Attachable Model with Captain.
*Provided such a model is on the Battlefield at all.
During Pre-game~Selections, you must select one of the following options for each unit with this rule and apply its effect to that unit. Duration: Instant. itemize Loot and Pillage: The unit gains Light Troops. Extra Ration: The model gains Devastating Charge (+1~Str, +1~AP), Fearless, Unruly, and loses Ambush,Scout, Van\-guard~Mob), Light Troops. itemize
+2~Arm.
Standard Melee Attacks that roll a 6 to wound gain Multiple Wounds (D3). If at least one such attack causes an HP loss, this model Recovers 1~HP at the end of the Agility Step (unless it was removed as a casualty).
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
+2~AP.
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
The model’s unit may never voluntarily change its number of files. After performing a March Move, the unit loses 1D6~HP.
The model gains Diseased, Exclusive.
The model’s unit gains Poison Attacks.
The Chassis model part’s Agility is set to~4 and it gains Grind Attack) (D3+1), Devastating Charge (+10~Agi).
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty.
This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation.
You may place a marker next to the unit instead.
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
The Dark Coach’s base size is changed to 50150, and gains one additional .
The ’s base size is changed to 5050~.
The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
If the General is a , apply the following changes to Army List creation:
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Max.~10\% of the Army Points may be spent on units entirely with Goblin.
The Rarity and Duplication Limits items/army (X) units/army (X), models/army (X), and max.~#1 per army (X)) in the unit profiles of certain units entirely with Orc are modified, as indicated by TL:~#1 (X).
For example, Uncommon (TL: Regular) means that if the General is a Tribe Leader, the Rarity becomes Regular, whereas units/army (1 (TL:~#1 (2))) means that if the General is a Tribe Leader, the Duplication Limit becomes units/army (2).
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Friendly units within~6 of the model benefit from Autonomous.
A unit containing a Knight Banneret adds +1 to the Combat Score of its side. In addition, it can take a single Banner Enchantment from the list of Army Specific Magic Items.
The model gains Nobility and the Men-at-Arms model part gains .
When the model part allocates Attacks in a Combat, it may choose to exchange all of its Standard Melee Attacks for a Grind Attack) (HP, Str~9, AP~10, Magical Attacks,Psychic Attacks,Unmodifiable)
The number of hits is equal to the model’s current number of~HP
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
The model gains Hard Target (1), Light Troops, Skirmisher.
The model gains Aegis (5+, against Magical Attacks).
The model must buy Weapon Enchantments for two of its mundane weapons. The Points Cost of one of the Weapon Enchantments (the cheapest if applicable) is halved, rounding fractions up.
The model gains Attached, Exclusive (, ,), Stand Behind, Stri\-der, War10000\ Platform.
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become .
The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
While the unit has a Standard Bearer and the General is on the Battlefield, it:
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Gains Fight in Extra Rank.
May reroll a failed Command Test. If it chooses to do this, and still fails the test, the unit loses Standard Bearer, and you must remove one Rank-and-File model from the unit as a casualty (no saves allowed).
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The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
The bearer gains Attached, Exclusive, and . Its base size is changed to 4040.
The bearer gains Exclusive, as well as Weapon Master, , Halberd, Great Weapon. While it is using a Melee Weapon without a Weapon Enchantment, add the following rules to the weapon, depending on the weapon used:
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Great Weapon: +2~Att, +1~to wound.
Halberd: +2~Att, Dis\-trac\-ting (1).
: +3~Att.
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The bearer gains Attached, Exclusive, as well as Weapon Master, , Halberd, Great Weapon.
Give one Incendiary Marker to the unit, with Duration: Permanent. A unit containing one or more Incendiary Markers gains Weakness (Flaming Attacks). Remove one Incendiary Marker:
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Immediately when the unit suffers one or more wounds (before saves are performed) from Ranged Attacks with Flaming Attacks.
At the end of a Round of Combat in which the unit has suffered one or more wounds (before saves are performed) from Melee Attacks with Flaming Attacks.
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A Character leaving a unit affected by one or more Incendiary Markers is no longer affected, unless the Character was a single model unit when it gained Incendiary Markers: in that case, the Character keeps those Incendiary Markers.
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Courage and Command Tests taken by the model’s unit are Minimised, and may use the Discipline from other units within~8, following the rules below:
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Choose a single model in the unit to take the test for the whole unit, as usual.
Determine the model with the highest Discipline value in any other friendly, non-Shaken unit within~8.
Set the Discipline value of the model chosen in step~1 above to the value determined in step~2.
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This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
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Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
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When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5.
In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
The model gains Ambush (Terrain Feature with a friendly ),.
In addition, each on the Army List increases the duplication limit of by~1.
Friendly units within~6 of one or more models with benefit from +1~Charge Speed.
Frenzy, Impact Hits) (D6), Unruly.
One use only. Duration: End of Turn. Choose one of the following effects; all models in the unit must choose and activate the same effect simultaneously.
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May be activated during Combat Choices. The model gains Grind Attack) (1, ~2, ~3, Unmodifiable); if it is in the second rank and not in contact with any enemy model, it can make its Grind Attack) across models in the first rank directly in front of it.
May be activated in the Shooting Phase. The model gains the following Shooting Weapon:
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*15pt
16223Accurate, March and Shoot
The model gains +1~Arm, and replaces Light Armour with Metal Armour.
The model gains Light Troops, Afflict (-1~Discipline).
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
The model gains Wizard Conclave (2).
*5pt
The unit selects its spells from the following:#1#2 (Fountain of Youth (),
Stone Skin (),
Mind Fog (),
Shrouded Steps (),)
The model gains Fly, Wizard Conclave (1)
*5pt
The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
The model gains Hard Target (1), Light Troops,Skirmisher.
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Spells cast by this unit gains +12~Range.
The model selects one spell less than normal.
When a unit containing is part of a Combined Charge, its Charge Range rolls gain Maximised. When multiple units containing are Engaged in the same Combined Combat, each of these units gains First Strike (Resolute).
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
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The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
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During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat.
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Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks.
Dance of Biting Wind: +1~AP and Lethal Strike
Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+)
Dance of Whirling Blades: +1~Att
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The unit cannot choose a specific Dance again until after one or both of the following has happened:
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The unit is not Engaged in Combat.
The unit has chosen a different Dance.
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If the General is a Darrmu, apply the following changes to Army List creation:
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Max.~10\% of the Army Points may be spent on units entirely with Orc.
The Rarity and Duplication Limits items/army (X) units/army (X), models/army (X), and max.~#1 per army (X)) in the unit profiles of certain units entirely with Goblin are modified, as indicated by D:~#1 (X).
For example, Uncommon (D: Regular) means that if the General is a Darrmu, the Rarity becomes Regular, whereas units/army (1 (D:~#1 (2))) means that if the General is a Darrmu, the Duplication Limit becomes units/army (2).
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Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit:
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The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value.
A single model in the target Recovers a number of HP equal to its Resurrected value.
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This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
When shooting at an enemy unit Engaged in Combat (using the Callous rule), hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of~5+ instead of~4+.
The model gains Weakness (Flaming Attacks).
Only one model per unit may use a in any one Shooting Phase.
Increase the Aim of the by~1 for each other model in the unit armed with a .
Enemy units in Contact with the model lose Devastating Charge.
Melee Attacks against the model can never wound on better than~4+.
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
The model gains +1~Att for each enemy model in contact with it. In addition, when a unit containing this rule Charges a unit containing a model with Height~0-2, its Charge Range roll gains Maximised.
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point.
If the model’s Health Points reach 20 or more, all units within~9 immediately suffer #1D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
For each Standard Melee Attack allocated against a model with Diseased that rolls a to-hit roll of~1, the attacking model’s Health Pool suffers a hit with Toxic Attacks at the end of the same Agility Step.
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
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The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
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After choosing an eligible unit, follow these steps:
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Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
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If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
Starting on Game Turn~1, a model with Sleeper may decide whether its arrival from Ambush succeeds or fails, without rolling.
One use only. At the beginning of Vanguard Units (Battle Setup, step~3.F), a unit containing may choose to be removed from the Battlefield. If so, the unit gains Ambush (Terrain Feature with a friendly ).
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up).
These hits can only be allocated onto models with .
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies.
A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
The model’s base size is changed to 6060~.
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
The model is a Wizard Apprentice with access to Druidism, Shamanism, Evocation. It can select its spells from the Apprentice Spell and Adept Spells~(\#1-\#4) from its chosen Path. This replaces the normal rules for Spell Selection connected to being a Wizard Apprentice.
Evocation=evocation,Druidism=druidism,Shamanism=shamanism
The model must select three different . Note which spells are selected on the Army List. The Range of these spells is set to~36. The model cannot cast Bound Spells in the same Player Turn that it performed a Move Manoeuvre.
During the opponent’s Pre-game~Selections, the opponent must choose Power or Wisdom.
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Power: the model gains Channel (1).
Wisdom: immediately choose up to two units from the opponent’s Army List: the chosen units begin the game with an Incendiary Marker.
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Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
When models in a unit make a dice roll of the type defined in brackets (X), after seeing the result(s) of all simultaneous rolls for X, and rolling eventual re-rolls, it may add~2 to~X for all simultaneous rolls with this attribute.
If this modifier is used, immediately roll a D6 and consult the table below:
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1--2 Oops: Change the target of all simultaneous Attacks or a spell with Maniacal Enthusiasm to a friendly unit within range chosen by the controlling player (the model’s own unit is always an eligible target).
3--4 Room for Improvement: After fully resolving the simultaneous attacks or a spell that triggered the roll on this table, the model’s unit suffers 3~hits with Str~4, AP~10 and Unmodifiable.
5--6 Glorious Success!: No additional effect.
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The Manticore gains Stomp Attack) (D3), and its base size is changed to 50100~.
Standard Melee Attacks with a Great Weapon ignore Dis\-trac\-ting, Parry.
The model gains ,Light Troops,Van\-guard~Mob).
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points.
At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
The model part gains Grind Attack) (X, AP~4, Flaming Attacks, Magical Attacks, Unmodifiable, Zeal (towards Metal Armour)). These hits always wound on a~4+.
Each Vermin Swarm army gains one Tunnel Marker, and an additional Tunnel Marker for each unit on the Army List with .
During Pre-game~Selections, for each of your army’s Tunnel Markers, mark a Terrain Feature with a Tunnel Marker.
Only Terrain Features that are not in contact with the opponent’s Deployment Zone can be marked. Note: Impassable Terrain can be chosen.
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Can only be used with Longbows and Paired Weapons.
When a unit suffers one or more wounds from attacks with (before any saves are taken), all models in the unit suffer a 1 to-hit modifier (both for Shooting Attacks and Melee Attacks), with Duration: One Turn.
Living Steel (),
Corruption of Tin (),
Hellfire ()
Changes to the model’s profile:
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Base size changed to .
set to~6.
Number of Tillers and Hellsteeds set to~(3).
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (#1D3 (3)).
Single model.
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Changes to the model’s profile:
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Base size changed to .
set to~8.
Number of Tillers and Hellsteeds set to~(4).
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (#1D3 (4)).
Single model.
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Legendary.
Can only be taken in an army with a as the General.
The unit may select up to two Manifestations instead of one.
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
Legendary.
Can only be taken in an army with an as the General.
The unit may select up to two Manifestations instead of one.
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
The Phoenix model part gains Flaming Attacks,Grind Attack) (D6, Str~4, AP~1, Flaming Attacks, Unmodifiable), Sweeping Attack) ((#1D3 (X))+1, Str~4, AP~1, Flaming Attacks).
X is the number of Ranks in the target unit.
The model gains Su\-per\-nal, Fearless,Magical Attacks, Afflict (2~Def, 2~Off, and 2~Agi).
While Engaged in the same Combined Combat as another friendly unit, the model part benefits from +1~Att and First Strike (Hatred).
The Charge Range rolls of units entirely with Mutant within~12 one or more gains Maximised.
Shooting Attacks against the model’s unit are all resolved against the . In addition, as long as the unit has at least one Proper Rank, apply the following to all models in the Infernal Bastion's unit when they are shooting or casting spells:
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While the model is joined to a unit of or , the unit gains .
After resolving all simultaneous attacks, any unit hit by at least one attack with Oil Flasks gains an Incendiary Marker.
Halberd, Grind Attack) (1, Toxic Attacks)
Can only be used with Longbows without Weapon Enchantments.
The attack gains Flaming Attacks, Magical Attacks, and its Strength is set to~4.
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
The model’s unit gains Magical Attacks, Stri\-der (Forest).
The model gains Magic Resistance (3),Stri\-der (Forest).
A unit entirely with only needs to have three files to form Proper Ranks.
However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
The model gains Aegis (5+),Aegis (3+, against non-Magical Attacks).
The model’s base size is changed to 60×100~mm, and it gains 6~additional Skink Riders. The rule Exclusive (Tegu Warriors) is replaced with Exclusive (Skink Warriors, Skink Hunters). Model parts with Skink in the bearer’s unit benefit from First Strike (Hatred), Poison Attacks.
Sweeping Attack) (1).
+2~Agi. Once per Melee Phase, during Combat Choices in a combat within~6 of the wielder, you may activate the following ability:
Select a single friendly unit within~6 of the wielder (which can be the wielder itself).
The selected unit gains Flaming Attacks, Magical Attacks. Duration: One Phase.
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
If the model is without Mount, it gains +1~Arm, which is improved to +2~Arm against Shooting Attacks.
Immediately before the model is removed as a casualty as a result of an enemy Melee Attack, it inflicts 1~hit with ~3, ~0, , Unmodifiable towards the Health Pool of the attacking model.
The model gains +1~Discipline, Disciplined, and passes its Rebirth roll on~3+ instead of~5+. The Phoenix model part gains Mount, and the model gains an additional model part:
Uncommon. Must include at least~1.
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If the model has chosen Evocation as its Path of Magic: whenever the model successfully casts the Hereditary Spell, all targets of the spell are considered to have +1~.
If the model has chosen a different path than Evocation as its Path of Magic: the model knows the Apprentice Spell~(\#1) in Evocation in addition to its other spells.
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During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
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Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
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The model gains Courageous.
The model gains , Commanding Presence (12, Insignificant), First Strike (Stubborn).
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks,
and loses Skirmisher, Hard Target (1).
+1~Str, +1~AP.
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
The model part gains +1~Str when using a Hand Weapon.
The model gains Musician, Exclusive (,), and the “Chassis” model part gains Impact Hits) (D3+1).
Increase the number of ignored Health Points due to by two in Combats where at least one friendly unit containing is within~12 of one or more Sacred Platforms with a .
Remember that Unit Boundaries are frozen until after taking Break Tests.
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
Friendly units entirely with Vassal within~12 of one or more models with gain +1~Mobility.
During Pre-game~Selections, each unit must select one of the following effects, with Duration: Permanent.
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+1~Str, +1~AP.
+3~Agi, Van\-guard~Mob).
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One use only. Duration: One Phase. Can be activated in the Movement Phase: the model gains Sweeping Attack) (D3, Str~3, AP~1).
The model gains Exclusive,War10000\ Platform, and it loses Stubborn. In addition, all Rank-and-File models in its unit benefit from Parry.
The Monstrous Revenant gains Stomp Attack) (D3) and its base size is changed to 60100.
The model may give one additional Order.
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
+1~Att, +1 to hit, Two-Handed. This weapon cannot be enchanted with Weapon Enchantments.
+1~Att, and counts as a Great Weapon in Melee. Any unit that suffers one or more ranged hits from this weapon loses Swift\-stride, and cannot regain it in any way, until the start of the Active Player’s next Turn.
Counts has a Hand Weapon with the following additional rules: +1~Str, +1~AP, and Agility is always~0.
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
Any unit that suffers one or more hits from this weapon loses Swift\-stride, and cannot regain it in any way, until the start of the Active Player’s next Turn.
The model gains a Shield and the model part gains a Lance.
The model’s unit gains Magical Attacks, Stri\-der.
The player of this army has a +1~modifier on Dispel Rolls, as long as at least one friendly model with Channel (X) is on the Battlefield.
An Undying Dynasties army must include at least one model with Hierophant.
Friendly units within~8 of the model gain First Strike (Hatred). Model parts with Mount are not affected.
Bound Spells from Blessings cast by the rider have their Range set to~8″ and gain the Types: Augment and Aura. The model can cast Fate’s Judgement (Divination) as a Bound Spell (3).
The model gains Hard Target (1), Skirmisher.
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
The model becomes an Attachable Model, gains Exclusive (,), and loses Solitary. While the model is joined to a unit of Raptor Pack or Raptor Riders, the model gains Pack Hunter. Model parts with Magnasaur in the model’s unit gain Fury. No more than a single model with can ever be joined to the same unit.
X121User +1User +1Quick to Fire, March and Shoot, Multiple Wounds (D3, towards Height~5)
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
312D6+14 [5]1 [2]
Other friendly units within range of the model’s Commanding Presence benefit from Fearless. In the Melee Phase, they also benefit from Un\-stable.
The model part is equipped with a Hand Weapon enchanted with , and can only take up to 50~pts of Magic Items.
During Combat Choices, each unit containing this Attack Attribute must take a Courage Test. If the test is passed, all model parts with in the unit gain Hatred, with Duration: Round of Combat.
+1~Arm against Melee Attacks, +1~Att, and Parry.
The model gains Hard Target (1),Skirmisher.
When casting a Learned Spell, any Dispelling Roll made against its Casting Roll suffers a~1 modifier.
The unit and all Characters joined to it gains Van\-guard~Mob). Remember Characters are not allowed to leave units during a Vanguard.
The model part gains +1~Att. The extra Melee Attack resulting from Kingsoath can only be allocated towards targets in a unit containing a Grudge Marker.
The wearer gains +1~Armour Equipment and Stri\-der (Water Terrain).
Unit profiles in this Army Book contain an additional Characteristic: Aegis (Aeg). This gives the unit the model rule Aegis (X+), where X is the Aeg value.
Remember that lack of an Aeg value does not prevent a unit from being affected by Aegis modifiers.
During Pre-game~Selections, you may place a single Forest on the Battlefield, so that it is not inside either Deployment Zone and not in contact with any other Terrain Feature. This Forest has the dimensions of a 106 rectangle. In addition to the normal Forest rules, it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain, and can never be chosen for Primary or Secondary Objectives.
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry).
All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker.
Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
When Calculating Combat Result for a Combat involving one or more units containing , ignore the first two Health Point losses suffered by all Health Pools with during the current Round of Combat. Units containing that are Steadfast gain +2~Discipline when taking Break Tests.
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
Paired Weapons, +1~AP.
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
Spear. Poison Attacks.
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
The model can cast as a Bound Spell (5).
: Range:~12, Type: Ground, Duration: Instant.
Summon a Skeletons or Zombies unit. Declare which when selecting the target. The unit has a number of Health Points corresponding to its . All upgrades except Command Group Options are allowed. Note: all models must be placed within the spell’s Range, with at least one model touching the target point.
If Height~1--4, the model gains Regeneration (5+). When the model casts Arise!, it may choose to set the spell’s Range to~6 and give it the Type: Aura (this choice is declared when selecting targets). In addition, the model has access to Cosmology in addition to its normal Paths.
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Melee Attacks from models in a unit containing gain +1~AP.
The model gains , but is limited to the Order Ready!~Aim!~Fire!. In addition, for the purpose of this rule, any unit of Reiters the model has joined is considered to be a .
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display
The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority #1 of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.
The Wizard’s Learned Spells have their Casting Value reduced by 1, to a minimum Casting Value of~6.
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
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Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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While joined to a unit consisting entirely of Height~1 Skinks, the unit gains Feigned Flight, Hit and Run, Van\-guard~Mob).
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X].
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Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with .
Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature.
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No more than two models with Mentor can ever be joined to the same unit.
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
Units entirely with must reroll failed Charge Range rolls if either or both of the following apply:
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Its Charge is part of a Combined Charge.
Its Charge is Declared towards a unit that is already Engaged in Combat.
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At the model part’s Agility Step, each enemy unit in contact with it suffers two hits that are set to-wound on~5+, always have AP~10, Magical Attacks, Unmodifiable.
The models unit benefits from , Devastating Charge (Lethal Strike).
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
The model’s rolls for Random Movement) gain Maximised. The model may choose not to move despite having Random Movement). The model cannot choose to Pursue –– unless it is Charging, in which case it must Pursue (including Overrun).
Immediately before the model is removed as a casualty, it inflicts D6~hits with ~4, ~0, , Unmodifiable on all units, other than its own, within~6 of the model’s unit.
Models of Height~1--3 using a Hand Weapon and a Shield simultaneously gain Aegis (6+, against Melee Attacks from models Engaged in their Front Facing), as well as Aegis (5+, against Melee Attacks from Charging models Engaged in their Front Facing).
Afflict (3~Off).
Friendly Rank-and-File models in units within~6 benefit from Regeneration (6+). In addition:
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Ghasts benefit from Regeneration (4+).
Models from Core also benefit from First Strike (Regeneration (+1, max.~5+)).
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The model gains Aegis (5+, against no Armour Save).
This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
The model cannot take any Army Specific Magic Items, and can never cast .
The model part's Att is to~5. At the beginning of the army may gain a +1 to the roll-off. If so done and winning the roll-off the army must select be the Attacker.
Enemy units within~8 of one or more suffer~1 to hit with Shooting Attacks.
In addition, during the first Game Turn, all models in friendly units containing Height~1 within~8 of one or more gain Hard Target (1).
During Pre-game~Selections, you can select a single Field, Forest, Ruins Terrain Feature. That Terrain Feature is replaced with a Water Terrain rectangle of the dimensions 106. All Water Terrain Features are considered Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain for all models. This works even if the is in Ambush.
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
Regeneration (5+),Random Movement) (#1D6 (3)).
During Pre-game~Selections, a Kingdom of Equitaine army creates a pool of : one for each unit in your Army List with Holy Vows. There can never be more than 6~tokens in the pool. can be used in each Magic Phase, at any time before (step 5.A of the Magic Phase, Casting Spells): discard a Token, choose a friendly unit anywhere on the battlefield, and grant one of the following Model Rules. All those effects have Duration: One Turn.
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Orison of Discipline: Discipline set to~9.
Orison of Shielding: Aegis (5+).
Orison of Striking: +2~Off, Magical Attacks, and ignore Parry. Model parts with Mount are not affected.
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No model can be affected by more than one of the above effects simultaneously unless specifically stated. Applying an Orison to a model cancels any Orisons previously applied to it, unless specifically stated that it can be affected by them simultaneously.
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects:
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Raise 1~HP on a Rank-and-File Health Pool in the unit.
Discard 1~ and Recover 1~HP on any model in the unit.
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The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Charge Range rolls made towards an enemy unit’s Flank or Rear Facing are Maximised.
A unit containing a model with this rule is referred to as a . gains Fight in Extra Rank while there is at least one engaged in the same combat.
If the Death Cult Hierarch’s chosen Path of Magic is:
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Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on.
Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells.
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The model gains +1~Arm, Parry, Hard Target (1).
The model may take a single Banner Enchantment (using the bearer’s Special Item allowance as normal).
In addition, the first time an enemy unit engaged with the bearer’s unit is removed as a casualty, including all Attached Models, the bearer gains Resolute.
When Deploying the unit, you may place a Wall fully within~1 of the unit’s Front Facing, and not in contact with any other Terrain Features. This Wall cannot be wider than~1, nor longer than~8. It follows the normal rules for Walls, with the exception that it is Covering Terrain (Height~1) instead of Height~3.
The model part gains Fury, Lethal Strike.
In addition, it counts as a Rank-and-File model for the purposes of .
During Pre-game~Selections, regardless of its chosen Path of Magic, the bearer may exchange one of its spells for the Apprentice Spell~(\#1) of either Alchemy, Pyromancy, Occultism. In addition, it gains access to the options below:
The bearer gains Aegis (4+), Flaming Attacks,Magical Attacks, Aegis (3+, against Flaming Attacks), suffers 3~Arm, and loses Metal Armour and . In addition, it gains access to the options below:
The bearer gains Engineer (, or). In addition, it gains access to the options below:
The bearer gains access to the options below:
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
The model gains Engineer (,).
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
When the model loses its last Health Point, unless it is a Summoned model, the owner must roll a~D6. On a~5+, it is a success — apply the following effects:
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Before removing the model as a casualty, mark the centre of its final position.
At the start of the next friendly Movement Phase, Summon a new Phoenix within~3 of the marked point.
The Summoned model has the same upgrades as the original Phoenix. Immediately after being Deployed, the model loses 4~Health Points, which cannot be prevented nor Recovered in any way.
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If the roll is failed, the model is removed as a casualty as normal.
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit.
The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
The model’s base size is changed to 100150 mm and its HP are set to 8.
Apply the following to the model:
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It gains Impact Hits (1~hit), Swift\-stride, Centauroid, and its Height is set to~2.
Its Charge Speed and Mobility are both set to~7.
Its base size is changed to 2550.
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The model part gains +1~Att, and the model gains Fearless. The model is always considered to be under the effect of all Orisons at the same time (i.e. Discipline set to~9, +2 Off, Aegis (5+), Magical Attacks, ignore Parry). This does not prevent the model’s unit from being the target of an Orison, although the model itself does not benefit from this additional Orison.
The model gains Resistance (Flaming Attacks), and the Weapon Beast model part gains Breath Attack (Str~4, AP~0, Flaming Attacks). This Breath Attack does not have: One use only.
The wearer gains +1~Arm.
The models Mobility is set to~7 and it gains Swift\-stride,D3+1.
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Apply the following rules during the first game turn: itemize For Shooting Attacks made against units that are more than~12 away, all units are considered to be in Soft~Cover. Charge Range rolls made against units that are more than~12 away are subject to Minimised Roll. Units entirely with does not suffer from this penalty. itemize
Command Tests taken by enemy units within~8 of one or more models with this rule are Maximised. Start of all enemy units in contact must take a Command Test. Each unit that fails suffers -2~Def. Duration: Round of Combat.
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
A unit containing a model with this rule is referred to as a . within~8 of a gain Resolute.
During the opponent’s Charge Phase, may perform one of the following actions:
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Supporting Fire: the may perform an out of sequence Shooting Attack towards an enemy unit that has successfully performed a Charge Move against a friendly within~8. Apply the normal rules for Shooting Attacks, ignoring the for Cover and Line of Sight purposes.
Counter Charge: after enemy units finish their Charge Moves, within~8 of a successfully charged friendly may choose one enemy unit that has Charged the and declare a Charge, applying the normal rules for Charging (Line of Sight, Front Arc, rolls for Charge Range, etc.). A that performs a Counter Charge is considered to have at most one~Proper Rank for the purpose of inflicting Surrounded, with Duration: Round of Combat.
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The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
The model gains +1~to hit towards targets with Hard Target that are at Long Range.
The model’s unit, as well as every enemy unit in contact with it, gain Magic Resistance (2), which is also applied to friendly spells. This Magic Resistance value cannot be increased.
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
At Agility Step (10) all other units, Engaged in the same Combat as the model suffer #1D6 (1)+1 hits with Toxic Attacks
The must choose one or two different .
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+).
Model parts with Mount are not affected by .
A unit containing Valiant automatically passes Panic Tests caused by Terror.
At the end of each Melee Phase, check and resolve the following effects for all models with Vampiric:
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Character (or Attachable Model): if at least one attack with Vampiric made by the Character (or Attachable Model) caused any HP loss against enemy units, the model with Vampiric can make a single Vampiric roll. If successful, the model Recovers a single~HP.
Rank-and-File model: if at least one attack with Vampiric made by a Rank-and-File model in the unit caused any HP loss against enemy units, the unit can make a single Vampiric roll. If successful, the unit’s Rank-and-File Health Pool Raises a single~HP.
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A Vampiric roll is successful if the D6 scores X+, where X is the number stated within brackets. If a unit or Character has multiple model parts with this Attack Attribute that each caused a HP loss, use the best value.
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
The model gains 2.
The model gains Exclusive (Flagellants), Fearless, Dying Blow, Un\-stable.