Infantry
Type Archers Type Footmen Type Heavy Demolishers Type Heavy Infantrymen Type Heavy archers Type Kragling Type Pikemen Type Spearmen
Skirmishers
Type Hunters Type Savages Type Skirmishers Type War workers Type Warriors
Cavalry
Type Eagle Riders Type Grimfang Riders Type Grimfang lancers Type Ironclad knights
Light Cavalry
Type Scouts
Vehicles
Type War carriage
Monsters
Type Grimfangs Type Bird of Prey Type War eagles
Artillery
Type Balista Type Mangonel Type Scorpios
Titans
Type war beast
Characters
Type Alpha Grimfang Type Captain Type Chief Type Engineer Type Great banner bearer Type Great shaman Type Lieutenant Type Master of Flames Type Raid Leader Type Shaman Type Taskmaster Type Tracker Type Warlord
Named Characters
Type Drokmar Type Gratak Type King Vorgath Type Roga Firefang Type Tharnak Type Zorak Ironfist Type Zunak

Gryndor


infantry


Archers
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Dagger5--11
Melee fighter
Devastator
Ranged weaponsRgPSA
Bow12"-2-1
EquipmentArmor, Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Footmen
MGTW B PtsQt
3"5+6 | 7+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Axe3--2 | -31
EquipmentArmor, Shield, Blade, Axe
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+5.8pts
Banner bearer
+8pts
Drummer
+2.5pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Heavy Demolishers
MGTWSvB PtsQt
2.5"5 | 6+7+45+9 | 7+
Pts
Melee weaponsRkPSA
Heavy Axe4-1-4 | -51
Heavy Wounds
EquipmentHeavy armor, Heavy Axe
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Keywords
Elite
Special rules
Veteran
Mountaineer
Squad Leader
+9.7pts
Banner bearer
+10pts
Hornblower
+12pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Mountaineer

This unit has a affinity with the Stone element.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Heavy Infantrymen
MGTW B PtsQt
2.5"4 | 5+7 | 8+47 | 5+
Pts
Melee weaponsRkPSA
Spear1-1-1 | -21
Wall of Spears
Blade3-2-0 | -11
Melee fighter
Warhammer3+1-3 | -41
EquipmentHeavy armor, Shield, Spear, Blade, Warhammer
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Shield wall
Push
Squad Leader
+5.2pts
Banner bearer
+8pts
Drummer
+8.5pts

Shield wall

+1T against attacks on the front arc when the unit is stable.

Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Heavy archers
MGTW B PtsQt
2.5"4 | 5+6+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Long bow15"-2-11
EquipmentHeavy armor, Blade, Long bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Ranked Fire
Squad Leader
+6pts

Ranked Fire

If the unit's final position at the start of the Shooting phase is less than M-4" from its initial position at the start of the Movement phase, the unit does not undergo the Advance & Fire modifier.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Kragling
MGTW B PtsQt
3"4+46 | 2+
Pts
ArmorsMGTW
Shield--5 | 6+--
Melee weaponsRkPSA
Blade3-1-0 | -11
Melee fighter
Axe3+1-2 | -31Replacement-
EquipmentLight armor, Blade
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Keywords
Rookie
Special rules
Horde

Horde

+1A for each group of the squad in melee, when attacking encircled targets.

Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions.


Opportunistic rallying


If your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Pikemen
MGTW B PtsQt
3"5+6 | 7+47 | 5+
Pts
Melee weaponsRkPSA
Pike0-1-0 | -11
Spades wall
Too long
Axe3--2 | -31+0.8
Blade3-2-0 | -11+0.6
Melee fighter
EquipmentArmor, Shield, Pike
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6.4pts
Banner bearer
+5.5pts
Drummer
+3pts

Spades wall

When this unit is stable, melee attacks targeting it are halved.

If the unit is composed of two groups, stable and charging, it may choose to lose this previous bonus for this round and double its melee attacks for this round in exchange.

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+2G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Barrier

When resolving a wound roll against this unit, if the modified T value before applying this rule is equal to or higher than this unit’s original T, this unit gains +1T against that wound roll.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Too long

If either the unit or its target is in Cover, this weapon’s A is halved.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Spearmen
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-2 | -31
Wall of Spears
Cleaver3-1-1 | -21+0.4
Blade3-2-0 | -11+0.2
Melee fighter
Two-Handed Halberd1--3 | -41Replacement+0.2
Wall of Spears
EquipmentArmor, Two-Handed Spear
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6.2pts
Banner bearer
+6.5pts
Drummer
+3pts

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.


skirmishers


Hunters
MGTWSvB PtsQt
3"6 | 7+4+46+7 | 5+
Pts
Melee weaponsRkPSA
Poisoned Dagger5-11
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Bow12"-3-1
Poisoned Bow12"-4-1Replacement+0.4
Poison
EquipmentLight armor, Poisoned Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Furtive
Hunter
Forester
Mountaineer
Ambusher
+0.6pts
Scout
+14pts
Squad Leader
+26.5pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Savages
MGTW B PtsQt
3"5 | 6+4+47 | 5+
Pts
Melee weaponsRkPSA
x2 Blade3-2-0 | -12
Melee fighter
EquipmentLight armor, x2 Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Reckless
Reinforcement
Bloodlust
Light foot
Mountaineer
Squad Leader
+9.5pts

Reckless

If they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.

They cannot move as long as at least one enemy unit is within 1''.

Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Bloodlust

Add +2" to this unit's movement when it charges.

Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat.

Light foot

This unit ignores the M penalties caused by Areas.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Skirmishers
MGTW B PtsQt
3"5 | 6+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Axe3--2 | -31Replacement-0.2
Ranged weaponsRgPSA
Javelins6"-2-11+2.2
Heavy Wounds
Throwing weapon
EquipmentLight armor & Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Harassment master
Squad Leader
+8.6pts

Harassment master

When shooting this unit may ignore the Harassment modifier.

Furthermore, the Rear Attack modifier applied to the targets of this unit is doubled.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


War workers
MGTW B PtsQt
3"4 | 5+3+46 | 2+
Pts
Melee weaponsRkPSA
Axe3+1-2 | -31
Pickaxe4+1-4 | -51
Heavy Two-Handed Axe4+1-4 | -51Replacement+0.4
Heavy Wounds
EquipmentSkin, Axe, Pickaxe
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Rookie
Special rules
Combat Engineering
Scout
+14pts

Combat Engineering

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated up to 3 times. Each activation can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+
Swap a Basic Cover for a Heavy CoverAuto
Swap a Heavy Cover for a Fortified Cover6+
Inflict a Critical damage roll on a CoverAuto

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.


A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it twice per battle (once a round), when activated during the Tactical phase on a terrain element within 1".

Whether or not the skill roll is successful, the unit will be considered exhausted.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Warriors
MGTW B PtsQt
3"5 | 6+46 | 4+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Javelin3"-1+0.8
Heavy Wounds
Throwing weapon
EquipmentLight armor, Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Relief
Reckless
Mountaineer
Squad Leader
+6pts

Relief

During the Movement phase, if this squad swap its position with a friendly squad engaged in melee, this exchange does not trigger an Opportunity Attack on this friendly squad.

Reckless

If they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.

They cannot move as long as at least one enemy unit is within 1''.

Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.



cavalry


Eagle Riders
MGTWSvB PtsQt
4.5"4+5+125+9 | 7+
Pts
Melee weaponsRkPSA
Cavalry Spear1-2-1 | -62
Anti cavalry
Blade3-3-1 | -32
Melee fighter
Eagle - Large Claws4-3-5 | -64
Devastator
Large Wounds
Mount Attacks
Eagle - Beak6-3-52
Mount Attacks
Ranged weaponsRgPSA
Javelins6"-21+0.6
Heavy Wounds
Throwing weapon
EquipmentArmor, Eagle, Cavalry Spear, Blade, Beak, Large Claws
Base50mm Round Individual model
Category
Rider
Monster
Species
Orc
Keywords
Elite
Special rules
Veteran
Vanguard
Scary
Hunter
Mountaineer
Fly

Veteran

This unit ignores the result of the first rout roll it suffers.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Mountaineer

This unit has a affinity with the Stone element.

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Large Wounds

Multiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.

And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.

When the roll is improved, take into account the last die rolled.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.
Eagle Riders dismounted
MGTWSvB PtsQt
3"6+45+9 | 7+
Pts
Melee weaponsRkPSA
Spear1-2-2 | -32
Wall of Spears
Blade3-3-1 | -22
Melee fighter
Ranged weaponsRgPSA
Javelins6"-21+1.2
Heavy Wounds
Throwing weapon
EquipmentArmor, Spear, Blade
Base50mm Round Individual model
Category
Infantryman
Species
Orc
Keywords
Elite
Special rules
Veteran
Vanguard

Veteran

This unit ignores the result of the first rout roll it suffers.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Grimfang Riders
MGTW B PtsQt
4"5+87 | 5+
Pts
ArmorsMGTW
Shield--6 | 7+--
Melee weaponsRkPSA
Spear (mounted)2-1-1 | -41
Anti cavalry
Blade3-2-0 | -21
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLight armor, Grimfang, Blade, Spear (mounted), Claws, Fangs, Small Bow
Base40mm Round Individual model
Category
Rider
Monster
Species
Orc
Special rules
Scary
Vanguard
+0.6pts
Reinforcement
+3.4pts
Squad Leader
+24.3pts
Hornblower
+17pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.
Grimfang Riders dismounted
MGTW B PtsQt
3"5+4+47 | 5+
Pts
ArmorsMGTW
Shield--5 | 6+--
Melee weaponsRkPSA
Spear1-1-1 | -21
Wall of Spears
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLight armor, Blade, Spear, Small Bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Vanguard
+0pts
Reinforcement
+0.6pts
Squad Leader
+7.8pts
Hornblower
+4pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grimfang lancers
MGTW B PtsQt
4"5+87 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear (mounted)2-1-2 | -51
Anti cavalry
Blade3-2-0 | -21
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentLight armor, Grimfang, Two-Handed Spear (mounted), Blade, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Species
Orc
Special rules
Rage
Scary
Vanguard
+1pts
Reinforcement
+5pts
Squad Leader
+30.5pts
Hornblower
+20pts

Rage

When charging, they can reroll failed melee attack rolls.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Grimfang lancers dismounted
MGTW B PtsQt
3"5+4+47 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-2 | -31
Wall of Spears
Blade3-2-0 | -11
Melee fighter
EquipmentLight armor, Two-Handed Spear, Blade
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Rage
Vanguard
+0.2pts
Reinforcement
+1.6pts
Squad Leader
+9pts
Hornblower
+4pts

Rage

When charging, they can reroll failed melee attack rolls.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Ironclad knights
MGTWSvB PtsQt
4"5 | 6+6 | 7+85+9 | 6+
Pts
Melee weaponsRkPSA
Cavalry Spear1-2-1 | -62
Anti cavalry
Blade3-3-1 | -32
Melee fighter
Warhammer3--4 | -62
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Ranged weaponsRgPSA
Javelin3"-11+0.6
Heavy Wounds
Throwing weapon
EquipmentHeavy armor, Shield, Alpha grimfang, Blade, Cavalry Spear, Warhammer, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Species
Orc
Keywords
Elite
Special rules
Scary
Fake retreat
+7pts
Banner bearer
+28.5pts
Squad Leader
+51.7pts
Hornblower
+36pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Fake retreat

Once per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.

This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one.

When the unit is redeployed, according to its deployment rules, it recovers all its lost W.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Ironclad knights dismounted
MGTWSvB PtsQt
2.5"5 | 6+8 | 9+45+9 | 6+
Pts
Melee weaponsRkPSA
Spear1-2-2 | -32
Wall of Spears
Blade3-3-1 | -22
Melee fighter
Warhammer3--4 | -52
Ranged weaponsRgPSA
Javelin3"-11+1.2
Heavy Wounds
Throwing weapon
EquipmentHeavy armor, Shield, Blade, Spear, Warhammer
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Keywords
Elite
Special rules
Fake retreat
+2.1pts
Banner bearer
+9.4pts
Squad Leader
+18pts
Hornblower
+9.6pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Fake retreat

Once per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.

This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one.

When the unit is redeployed, according to its deployment rules, it recovers all its lost W.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.


light cavalry


Scouts
MGTW B PtsQt
4"5 | 6+4+87 | 5+
Pts
Melee weaponsRkPSA
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Dagger5--1 | -21
Melee fighter
Devastator
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLighter armor, Grimfang, Dagger, Claws, Fangs, Small Bow
Base40mm Round Individual model
Category
Rider
Skirmisher
Monster
Species
Orc
Special rules
Vanguard
Scout
Furtive
Scary
Fake retreat
+6pts
Squad Leader
+42.4pts

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Fake retreat

Once per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.

This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one.

When the unit is redeployed, according to its deployment rules, it recovers all its lost W.
Scouts dismounted
MGTW B PtsQt
3.5"6 | 7+2+47 | 5+
Pts
Melee weaponsRkPSA
Dagger5--11
Melee fighter
Devastator
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLighter armor, Dagger, Small Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Vanguard
Scout
Furtive
Fake retreat
+4.5pts
Squad Leader
+30.3pts

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Fake retreat

Once per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.

This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one.

When the unit is redeployed, according to its deployment rules, it recovers all its lost W.


monsters


Grimfangs
MGTW B PtsQt
4.5"5+57+
Pts
Melee weaponsRkPSA
Claws4-2-2 | -32
Devastator
Fangs6-2-31
Mount Attacks
EquipmentSkin, Claws, Fangs
Base40mm Round Individual model
Category
Monster
Species
Grimfang
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Ambusher
+2.4pts
Squad Leader
+21.5pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Mountaineer

This unit has a affinity with the Stone element.

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Bird of Prey
MGTW B PtsQt
5"5+4+48+
Pts
Melee weaponsRkPSA
Claws4-3-1 | -22
Devastator
Beak6-31
Mount Attacks
EquipmentSkin, Claws, Beak
Base40mm Round Individual model
Category
Monster
Species
Bird of Prey
Special rules
Scary
Hunter
Mountaineer
Fierce charge
Fly
Scout
+14pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Mountaineer

This unit has a affinity with the Stone element.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

War eagles
MGTWSvB PtsQt
5"4+85+9+
Pts
Melee weaponsRkPSA
Large Claws4-3-5 | -64
Devastator
Large Wounds
Beak6-3-52
Mount Attacks
EquipmentSkin, Beak, Large Claws
Base50mm Round Individual model
Category
Monster
Species
Eagle
Special rules
Scary
Hunter
Mountaineer
Fierce charge
Fly

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Mountaineer

This unit has a affinity with the Stone element.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Large Wounds

Multiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.

And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.

When the roll is improved, take into account the last die rolled.


artillery


Balista
MGTW B PtsQt
1"5+5 | 8+97 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -23
Ranged weaponsRgPSA
Ballista - Arrows18"-2-71
Traumatic
2D6 Wounds
Blast
Slow Reload
EquipmentArmor, Pavois, One-handed Weapon, Ballista - Arrows
Base100mm Round Individual model
Category
Artillery
Species
Orc
Keywords
Elite
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

2D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 2D6.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6.

Slow Reload

When this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.

If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation.

After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls.

Mangonel
MGTW B PtsQt
1"5+5 | 8+97 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -23
Ranged weaponsRgPSA
Mangonel - Rocks18"--120.5
Traumatic
4D6 Wounds
Mangonel - Fire Balls12"--18
Traumatic
Plasma
Slow Reload
EquipmentArmor, Pavois, One-handed Weapon, Mangonel - Rocks, Mangonel - Fire Balls
Base95x120mm Oval Individual model
Category
Artillery
Species
Orc
Keywords
Elite
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

4D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 4D6.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Slow Reload

When this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.

If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation.

After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls.

Scorpios
MGTW B PtsQt
1"5+5 | 8+87 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -22
Ranged weaponsRgPSA
Scorpio - Arrows15"-2-41
Traumatic
Blast
1D6 Wounds
EquipmentArmor, Pavois, One-handed Weapon, Scorpio - Arrows
Base50mm Round Individual model
Category
Artillery
Species
Orc
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.


titans


war beast
MGTW B PtsQt
3.5"3+9+327+
Pts
ArmorsMGTW
Armor--11+-+33
Melee weaponsRkPSA
Great Horns2-1-5 | -94
Anti cavalry
1D6 Wounds
Great Feet5+1-5 | -72
1D6 Wounds
Mount Attacks
EquipmentHard skin, Great Horns, Great Feet
Base95x120mm Oval Individual model
Category
Titan
Species
Rhakor
Special rules
Tireless
Scary
Dramatic destruction
Fierce charge
Firing platform [1]

Tireless

During the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Dramatic destruction

When this unit is killed by a Critical damage roll, all models with a smaller individual base and within 3'' suffer a hit roll.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Firing platform [1]

Deployment



During deployment, a Firing platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule.


Embark



During the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase and the Melee phase.


Disembark



During a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging.

Troops disembarking receive a +1 on their arrival roll.


Capacity



The value X indicates the capacity of the platform, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix on a platform, provided they are eligible.


Targeting



Units on a firing platform can be targeted separately by shooting attacks but cannot be chosen as the target of melee attacks. They benefit from Heavy Cover with a bonus of +3G. Additionally, the platform is considered the closest target.


Base


Consider the base of the firing platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances.


Rear arc


Units embarked on a firing platform have no rear arc and may shoot in any direction without penalty.


Eligibility



Unlike a transport, units embarked on a firing platform remain eligible during the Shooting Phase.

attack from the Titan

If the platform is a Titan, the soldiers it transports benefit from the high ground rule 3.


Context


Unless otherwise specified, the ranged weapons of units inside a firing platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M.

If the platform itself is considered Encircled, all units on it are also considered encircled.


Catastrophic Disembarkation


If this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit.

The embarked units cannot be activated or react to during this round.

If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed.


Emergency Disembarkation


If this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit.

If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll.


Transport Spaces


Some units can operate within layered transport systems, shifting between internal structures as the battle evolves.

If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space.

You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity.

Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase.


Elites


Infantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.




characters


Alpha Grimfang
MGTWSvB PtsQt
4.5"7+6+85+9+
Pts
Melee weaponsRkPSA
Spear1-2-4 | -54
Wall of Spears
EquipmentSkin, Spear
Base40mm Round Individual model
Category
Monster
Species
Grimfang
Keywords
Character
Leader
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Cacique
Ambusher
+7.4pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Mountaineer

This unit has a affinity with the Stone element.

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Captain
MGTWSvB PtsQt
2.5"6 | 8+8 | 9+45+
6+
12 | 10+
Pts
Melee weaponsRkPSA
Blade3-3-1 | -23
Melee fighter
Axe3-1-3 | -43+1.6
Cleaver3-2-2 | -33Replacement-0.6
EquipmentHeavy armor, Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Officer
Authority
No mercy

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Veteran

This unit ignores the result of the first rout roll it suffers.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Chief on grimfang
MGTWSvB PtsQt
4"6 | 7+125+10 | 8+
Pts
Melee weaponsRkPSA
Axe3-1-3 | -53
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Blade3-3-1 | -33Replacement-
Melee fighter
Spear (mounted)2-2-2 | -53+1.6
Anti cavalry
EquipmentArmor, Shield, Alpha grimfang, Axe, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Scary
Cacique

Veteran

This unit ignores the result of the first rout roll it suffers.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.
Chief
MGTWSvB PtsQt
3"7 | 8+45+
6+
10 | 8+
Pts
Melee weaponsRkPSA
Axe3-1-3 | -43
Blade3-3-1 | -23Replacement+0.6
Melee fighter
Spear1-2-2 | -33+1.8
Wall of Spears
EquipmentArmor, Shield, Axe
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Cacique

Veteran

This unit ignores the result of the first rout roll it suffers.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Engineer
MGTWSvB PtsQt
2.5"5 | 7+6+46+8 | 6+
Pts
Melee weaponsRkPSA
Heavy Flail5-3-22
Heavy Wounds
EquipmentHeavy armor, Heavy Flail
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Artillery Master
Renowned blacksmith
Ground preparation
+4pts

Artillery Master

This character can join an artillery unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule.



+1P.



+1S.



Repairer

Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units.

Using this rule this unit may not be activated or react during the other phases of this round.

Renowned blacksmith

Before the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.

Great banner bearer
MGTWSvB PtsQt
2.5"6 | 8+7+45+11 | 9+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
EquipmentHeavy armor, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Veteran
Great banner

Veteran

This unit ignores the result of the first rout roll it suffers.

Great banner

Grants the following temporary bonus to up to the 5 eligible closest squads within 12''.

Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Great shaman
MGTWSvB PtsQt
3"7 | 8+5+46+8 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Poisoned Spear1-1-2 | -32
Wall of Spears
Poison
EquipmentLight armor, Two-Handed Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Curse
Poisoning
Poisonous decoction
Painkiller
Mystic
Healer

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Painkiller

Before the deployment, designate 1 squad and grant it +2T.

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Poisoning

Before deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Lieutenant on grimfang
MGTWSvB PtsQt
4"6 | 8+6 | 7+126+10 | 8+
Pts
Melee weaponsRkPSA
Spear (mounted)2-2-1 | -42
Anti cavalry
Blade3-3-0 | -22
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentHeavy armor, Shield, Grimfang, Blade, Spear (mounted), Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Patriot
Scary
Taking initiative

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Lieutenant
MGTWSvB PtsQt
2.5"5 | 7+7 | 8+46+10 | 8+
Pts
Melee weaponsRkPSA
Spear1-2-1 | -22
Wall of Spears
Blade3-3-0 | -12
Melee fighter
EquipmentHeavy armor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Patriot
Taking initiative

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Master of Flames
MGTWSvB PtsQt
2.5"7 | 9+7+46+7 | 5+
Pts
Melee weaponsRkPSA
Enchanted Staff2-1+1 | 01
Enchanted
Mount Attacks
Enchanted Warhammer3+1-3 | -41
Enchanted
Ranged weaponsRgPSA
Magical fireballs12"-24
Magical
Plasma
Torrent of fire3"-412
Throwing weapon
Magical
Plasma
EquipmentHeavy armor, Enchanted Warhammer, Enchanted Staff, Magical fireballs, Torrent of fire
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Mountaineer
Renowned blacksmith
Enchantment
+6pts

Mountaineer

This unit has a affinity with the Stone element.

Renowned blacksmith

Before the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Enchantment

Before the deployment, designate 1 squad and grant it this bonus:



Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.



Raid Leader on grimfang
MGTWSvB PtsQt
4"6 | 7+5+125+9 | 7+
Pts
Melee weaponsRkPSA
Long Blade2-4-2 | -43
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Ranged weaponsRgPSA
Bow12"-4-2+2.2
Throwing daggers3"-3-12+1
Throwing weapon
EquipmentArmor, Alpha grimfang, Long Blade, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Soldiers of Fortune
Scary
Tracker
Ambusher
+12.6pts
Surprise Attack
+16.6pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Raid Leader
MGTWSvB PtsQt
3"8 | 9+6+45+9 | 7+
Pts
Melee weaponsRkPSA
Long Blade2-4-2 | -33
Ranged weaponsRgPSA
Bow12"-4-2+4.2
Throwing daggers3"-3-12+1.8
Throwing weapon
EquipmentArmor, Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Soldiers of Fortune
Tracker
Ambusher
+7pts
Surprise Attack
+9.6pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Shaman
MGTWSvB PtsQt
3"7 | 8+5+46+7 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Poisoned Spear1-1-2 | -31
Wall of Spears
Poison
EquipmentLight armor, Two-Handed Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Poisonous decoction
Speach
Healer

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Speach

Before the deployment, designate 1d3 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Taskmaster
MGTWSvB PtsQt
2.5"5 | 7+7+45+8 | 6+
Pts
Melee weaponsRkPSA
Mace4--4 | -53
Whip1-1-0 | -12+1
Mount Attacks
EquipmentHeavy armor, Mace
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Taskmaster
Summary execution
Horde leader
Beastmaster
+13pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Taskmaster

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Indoctrination

+1T.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Horde leader

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules.

If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Beastmaster

Before the deployment, designate 1 Monster unit and grant it +1T.

This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Tracker on grimfang
MGTWSvB PtsQt
4"6 | 7+5+126+9 | 7+
Pts
Melee weaponsRkPSA
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Dagger5-2-2 | -33
Melee fighter
Devastator
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Poisoned Bow12"-5-2
Poison
EquipmentLight armor, Grimfang, Dagger, Claws, Fangs, Poisoned Bow
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Eternal hate
Scary
Tracker
Ambusher
+7pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Tracker
MGTWSvB PtsQt
3"8 | 9+5+45+9 | 7+
Pts
Melee weaponsRkPSA
Dagger5-23
Melee fighter
Devastator
Ranged weaponsRgPSA
Poisoned Bow12"-5-2
Poison
EquipmentLight armor, Dagger, Poisoned Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Eternal hate
Tracker
Ambusher
+1pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Warlord on grimfang
MGTWSvB PtsQt
4"6 | 7+124+11 | 9+
Pts
Melee weaponsRkPSA
Spear (mounted)2-3-2 | -54
Anti cavalry
Blade3-4-1 | -34
Melee fighter
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Heavy Axe4-2-4 | -64Replacement+1.8
Heavy Wounds
EquipmentHeavy armor, Shield, Alpha grimfang, Blade, Spear (mounted), Claws, Fangs
Base40mm Round Individual model
Category
Monster
Species
Orc
Keywords
Character
Leader
Special rules
Choleric
Steadfast warrior
Scary
Warlord
Taking initiative
Epic speach
No mercy
Rallying

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Choleric

Each model of this unit double it's A with all its weapons, when this unit is Shaken.

If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Rallying

Once per battle, when an elligible squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.
Warlord
MGTWSvB PtsQt
2.5"6 | 8+8 | 9+44+
6+
11 | 9+
Pts
Melee weaponsRkPSA
Spear1-3-2 | -34
Wall of Spears
Blade3-4-1 | -24
Melee fighter
Heavy Axe4-2-4 | -54Replacement+1.2
Heavy Wounds
EquipmentHeavy armor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Choleric
Steadfast warrior
Warlord
Taking initiative
Epic speach
No mercy
Rallying

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Choleric

Each model of this unit double it's A with all its weapons, when this unit is Shaken.

If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Rallying

Once per battle, when an elligible squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.


named characters


Drokmar
The Skullcrusher -Drokmar, hulking commander of the Ironclad, is a juggernaut of war. Wielding a warhammer that shatters stone and spirits alike, he leads from the front, unbreakable and merciless. Loyal to Vorgath out of respect rather than fear, he is the fist that smashes Gryndor’s enemies into dust.
MGTWSvB PtsQt
2.5"6 | 8+8+44+11 | 9+
Pts
Melee weaponsRkPSA
Mastercrafted Heavy Two-Handed Flail5-5-65
Heavy Wounds
EquipmentHeavy armor, Mastercrafted Heavy Two-Handed Flail
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Elite
Named
Leader
Special rules
Resilience
General
Tactician
Instructor
Authority
War cry
No mercy
Reform the Ranks

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

War cry

Grants the following temporary bonus to his squad.



Tumultuous charge

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Gratak
The Rhakor Warlord -Gratak Bloodhorn rides Steelhide, his iron-plated behemoth, into battle. Together they are living engines of destruction, tearing through fortresses and armies alike. Cunning and ruthless, Gratak embodies Gryndor’s creed of fire and iron—victory through overwhelming force.
MGTWSvB PtsQt
3.5"4 | 5+10+456+7 | 5+
Pts
Melee weaponsRkPSA
Cavalry Spear1-1-0 | -72
Anti cavalry
Steelhide - Great Horns2-1-5 | -94
Anti cavalry
1D6 Wounds
Mount Attacks
Steelhide - Great Feet5+1-5 | -72
1D6 Wounds
Mount Attacks
EquipmentHeavy armor, Steelhide, Cavalry Spear, Great Horns, Great Feet
Base140x180mm Oval Individual model
Category
Titan
Species
Orc
Keywords
Character
Named
Special rules
Tireless
Scary
Dramatic destruction
Fierce charge
Firing platform [1]
Resilience
Strategist
Tactician
Counter attack

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Tireless

During the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Dramatic destruction

When this unit is killed by a Critical damage roll, all models with a smaller individual base and within 3'' suffer a hit roll.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Firing platform [1]

Deployment



During deployment, a Firing platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule.


Embark



During the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase and the Melee phase.


Disembark



During a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging.

Troops disembarking receive a +1 on their arrival roll.


Capacity



The value X indicates the capacity of the platform, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix on a platform, provided they are eligible.


Targeting



Units on a firing platform can be targeted separately by shooting attacks but cannot be chosen as the target of melee attacks. They benefit from Heavy Cover with a bonus of +3G. Additionally, the platform is considered the closest target.


Base


Consider the base of the firing platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances.


Rear arc


Units embarked on a firing platform have no rear arc and may shoot in any direction without penalty.


Eligibility



Unlike a transport, units embarked on a firing platform remain eligible during the Shooting Phase.

attack from the Titan

If the platform is a Titan, the soldiers it transports benefit from the high ground rule 3.


Context


Unless otherwise specified, the ranged weapons of units inside a firing platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M.

If the platform itself is considered Encircled, all units on it are also considered encircled.


Catastrophic Disembarkation


If this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit.

The embarked units cannot be activated or react to during this round.

If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed.


Emergency Disembarkation


If this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit.

If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll.


Transport Spaces


Some units can operate within layered transport systems, shifting between internal structures as the battle evolves.

If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space.

You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity.

Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase.


Elites


Infantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Gratak dismounted
MGTWSvB PtsQt
2.5"6 | 8+7+46+7 | 5+
Pts
Melee weaponsRkPSA
Spear1-1-1 | -22
Wall of Spears
EquipmentHeavy armor, Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Named
Special rules
Resilience
Strategist
Tactician
Counter attack

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

King Vorgath on grimfang
The Iron King -Vorgath Ironfang, clad in black iron and astride his Grimfang Shadewolf, rules Gryndor with fire and steel. A warrior-king and master strategist, he forged the orcs into the Ironclad juggernaut. To defy him is to be crushed beneath his iron fist, as Gryndor’s banners blaze across the horizon.
MGTWSvB PtsQt
4"6 | 7+7 | 8+124+11 | 9+
Pts
Melee weaponsRkPSA
Cavalry Spear1-4-2 | -74
Anti cavalry
One-handed Weapon3-4-3 | -54
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
EquipmentShield, Complete plate armor, Alpha grimfang, Cavalry Spear, One-handed Weapon, Claws, Fangs
Base40mm Round Individual model
Category
Monster
Species
Orc
Keywords
Character
Named
Faction leader
Elite
Leader
Special rules
Mountaineer
Heavy
Scary
Resilience
Warlord
Taking initiative
Epic speach
Devastating charge
No mercy
Inspiration

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Mountaineer

This unit has a affinity with the Stone element.

Devastating charge

Grants the following temporary bonus to his squad.



Rage

When charging, they can reroll failed melee attack rolls.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


King Vorgath
MGTWSvB PtsQt
2.5"7 | 9+10 | 11+44+
6+
11 | 9+
Pts
Melee weaponsRkPSA
Spear1-4-3 | -44
Wall of Spears
One-handed Weapon3-4-3 | -44
EquipmentShield, Complete plate armor, Spear, One-handed Weapon
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Named
Faction leader
Elite
Leader
Special rules
Mountaineer
Heavy
Resilience
Warlord
Taking initiative
Epic speach
Devastating charge
No mercy
Inspiration

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Mountaineer

This unit has a affinity with the Stone element.

Devastating charge

Grants the following temporary bonus to his squad.



Rage

When charging, they can reroll failed melee attack rolls.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Roga Firefang on grimfang
The Huntress -Roga Firefang, master of the Grimfang riders, leads her savage cavalry on raids that leave only ash and corpses. Bloodtusk, her monstrous mount, is feared across the realm. Ruthless and ambitious, she serves Vorgath loyally—for now—awaiting the moment to rise even higher.
MGTWSvB PtsQt
4"6 | 7+5+135+
6+
9 | 7+
Pts
Melee weaponsRkPSA
Cavalry Spear1-3-1 | -63
Anti cavalry
Flail4-4-2 | -43
Bloodtusk - Claws4-3-2 | -34
Devastator
Mount Attacks
Bloodtusk - Fangs6-32
Mount Attacks
Ranged weaponsRgPSA
Javelin3"-2-12
Heavy Wounds
Throwing weapon
EquipmentArmor, Bloodtusk, Cavalry Spear, Flail, Claws, Fangs, Javelin
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Elite
Named
Special rules
Terror
Resilience
Adventurer
Cacique
Inspiration
Forced march

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.
Roga Firefang
MGTWSvB PtsQt
3"7 | 8+5+44+9 | 7+
Pts
Melee weaponsRkPSA
Spear1-3-2 | -33
Wall of Spears
Flail4-4-2 | -33
Ranged weaponsRgPSA
Javelin3"-2-12
Heavy Wounds
Throwing weapon
EquipmentArmor, Spear, Flail, Javelin
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Elite
Named
Special rules
Resilience
Adventurer
Cacique
Inspiration
Forced march

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Tharnak
The Reaver -Tharnak, dread lord of the Iron Seas, commands ironclad warships that strike without warning. A pirate-king at heart, his loyalty is bought in gold and blood. As long as Gryndor prospers, his fleets bring terror to the coasts, ensuring that no shore is safe from his sails of fire.
MGTWSvB PtsQt
2.5"6 | 8+7+44+11 | 9+
Pts
Melee weaponsRkPSA
Blade3-4-1 | -24
Melee fighter
Ranged weaponsRgPSA
Throwing daggers3"-3-12
Throwing weapon
EquipmentHeavy armor, Blade, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Elite
Named
Leader
Special rules
Fearsome
Soldiers of Fortune
Mountaineer
Resilience
Officer
Instructor
Melee Master
Charisma
Vehemence
Spoils of War

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Charisma

Grants a temporary bonus of +2B to his squad.

Vehemence

Grants one of the following temporary bonus to his squad, on a skill roll of 3+.



Fury

They can reroll failed melee attack rolls.



Marksmanship

They can reroll failed shooting attack rolls.

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Mountaineer

This unit has a affinity with the Stone element.

Melee Master

Before the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.

Spoils of War

Grants a temporary bonus of +2B to up to the 5 eligible closest squads within 12'', when you have more Vp than you opponent.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Zorak Ironfist
The Taskmaster -Zorak Ironfist, overseer of the Iron Crucible, drives Gryndor’s forges without rest. His brutality ensures weapons and war machines never cease flowing to the front. Both feared and respected, he thrives in the balance between reward and execution—failure in his halls means death.
MGTWSvB PtsQt
2.5"5 | 7+6+45+8 | 6+
Pts
Melee weaponsRkPSA
Warhammer3+1-3 | -42
EquipmentHeavy armor, Warhammer
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Named
Special rules
Resilience
Blacksmith
Taskmaster
Logistician
Renowned blacksmith
Renowned armorer

Blacksmith

Before deployment begins, choose 1 of these special rules:



Artisan

Grants a bonus of +1T to an unit, and a bonus of +1S to an unit melee and throwing weapons.



Craftsman

Add weapon and armor options worth a total of 1D3 × 10pts to one or more of your units.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Taskmaster

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Indoctrination

+1T.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Renowned blacksmith

Before the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.

Renowned armorer

Before the deployment, designate 1 squad and grant it +1T.

Zunak
The Flamecaster -Zunak, chief sorcerer of the Forge Masters, bends volcanic fury to his will. Scarred by fire, obsessed with destruction, he forges weapons imbued with the earth’s molten core. His brilliance terrifies even his allies, for his hunger for power burns hotter than Gryndor’s endless forges.
MGTWSvB PtsQt
2.5"5 | 7+6+46+8 | 6+
Pts
Melee weaponsRkPSA
Enchanted Staff2-2+1 | 02
Enchanted
Warhammer3--3 | -42
Ranged weaponsRgPSA
Mastercrafted Magical fireballs15"-4-34
Magical
Plasma
Heavy Torrent of fire6"-512
Throwing weapon
Magical
Plasma
Heavy Wounds
EquipmentHeavy armor, Enchanted Staff, Warhammer, Mastercrafted Magical fireballs, Heavy Torrent of fire
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Named
Special rules
Mountaineer
Resilience
Artillery Master
Sorcery
Renowned blacksmith
Enchantment
Renowned armorer

Artillery Master

This character can join an artillery unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule.



+1P.



+1S.



Repairer

Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units.

Using this rule this unit may not be activated or react during the other phases of this round.

Renowned blacksmith

Before the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.

Mountaineer

This unit has a affinity with the Stone element.

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Enchantment

Before the deployment, designate 1 squad and grant it this bonus:



Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Renowned armorer

Before the deployment, designate 1 squad and grant it +1T.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.