Infantry
Archers
Conscripts
Helmguard
Man at Arms
Palace Guards
Shield maidens
Warriors
Skirmishers
Rangers
Cavalry
Patrolmen
Riders
Royal Guards
Light Cavalry
Scions of the Wind
Scouts
Artillery
Mangonel
Scorpios
Characters
Capitain
Great Hornblower
Great banner bearer
High Huntsman
Lieutenant
Lord
Named Characters
Brannhelm
Cynric
Dunwine
Eadric
Elfwald
Eofric
Garmund
Grimwald
Hareth
Lady Arwyn
Storrhold
infantry
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -2 | - | 1 | ||||||
| Equipment | Armor, Blade, Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+6.4pts | |||||||||
Melee fighterThe 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Conscripts | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 6 | 7+ | 4 | 6 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -1 | - | 1 | ||||||
| Equipment | Armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rookie | |||||||||
| Special rules | Relief Horde | |||||||||
ReliefDuring 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.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 rallyingIf 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 fighterThe 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. | ||||||||||
| Helmguard | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 7 | 8+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavier armor | 2.5" | 5 | 6+ | 8 | 9+ | - | -1 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -4 | 1 | ||||||
| Equipment | Armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Veteran Rage Squad Leader
+9.9pts Banner bearer
+11pts Hornblower
+7pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. | ||||||||||
| Man at Arms | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 6 | 7+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 1 | |||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+5.4pts Banner bearer
+7.5pts Hornblower
+3.5pts | |||||||||
Wall of SpearsIf 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 fighterThe 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. | ||||||||||
| Palace Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 6+ | 8 | 9+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | 1 | |||||||
| Blade | 3 | -3 | -1 | 1 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Bodyguard Steadfast warrior Squad Leader
+8.9pts Banner bearer
+5.5pts Hornblower
+10.5pts | |||||||||
Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. Steadfast warriorUnits 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. Wall of SpearsIf 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 fighterThe 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. | ||||||||||
| Shield maidens | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 5 | 6+ | 4 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | - | 1 | ||||||
| Axe | 3 | - | -1 | 1 | ||||||
| Equipment | Light armor, Shield, Spear, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rare | |||||||||
| Special rules | Shield wall Squad Leader
+5.9pts Banner bearer
+5.5pts Hornblower
+3.5pts | |||||||||
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. Wall of SpearsIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. | ||||||||||
| Warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 6 | 7+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Axe | 3 | - | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | - | 1 | +0.8 | ||||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Armor, Shield, Blade, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+6.8pts Hornblower
+3.5pts | |||||||||
Melee fighterThe 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 WoundsMultiply 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 weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. HornblowerAdd 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. | ||||||||||
skirmishers
| Rangers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 5+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -4 | - | 1 | ||||||
| Equipment | Armor, Blade, Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Furtive Hunter Forester Mountaineer Guerrilla Ambusher
+0.2pts Scout
+11pts Squad Leader
+23.9pts | |||||||||
FurtiveThe 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.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 GuerrillaBefore the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.This shots suffer no Long Range Shooting modifier. Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets. charactersYou can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad. Melee fighterThe 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf 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 | ||||||||||
cavalry
| Patrolmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 5+ | 5 | 6+ | 8 | 5+ | 9 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -2 | -2 | -4 | 2 | ||||||
| Axe | 3 | -1 | -3 | -4 | 2 | ||||||
| Blade | 3 | -3 | -1 | -2 | 2 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | 1 | |||||||
| Bow | 12" | -3 | - | 1 | -0.6 | |||||
| Equipment | Armor, Shield, War horse , Spear (mounted), Axe, Blade, Hooves, Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Tumultuous charge Push Reinforcement
+4.4pts Squad Leader
+43pts Banner bearer
+24.5pts Hornblower
+24pts | |||||||||
Tumultuous chargeRout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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 WoundsMultiply 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 weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Patrolmen dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 7 | 8+ | 4 | 5+ | 9 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | 2 | |||||||
| Axe | 3 | -1 | -3 | 2 | ||||||
| Blade | 3 | -3 | -1 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | 1 | |||||||
| Bow | 12" | -3 | - | 1 | - | |||||
| Equipment | Armor, Shield, Spear, Axe, Blade, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Tumultuous charge Push Reinforcement
+2.4pts Squad Leader
+20.4pts Banner bearer
+10.6pts Hornblower
+10pts | |||||||||
Tumultuous chargeRout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. Wall of SpearsIf 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 fighterThe 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 WoundsMultiply 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 weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4.5" | 5+ | 4 | 5+ | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 1 | ||||||
| Axe | 3 | - | -2 | -3 | 1 | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Horse - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | - | 1 | |||||||
| Bow | 12" | -2 | - | 1 | -0.6 | |||||
| Equipment | Armor, Shield, Horse, Spear (mounted), Axe, Blade, Hooves, Javelin | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider | Species | Human | |||||||
| Special rules | Squad Leader
+21.5pts Hornblower
+14.5pts | |||||||||
Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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 WoundsMultiply 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 weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. HornblowerAdd 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. | ||||||||||
| Riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 6 | 7+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 1 | |||||||
| Axe | 3 | - | -2 | 1 | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | - | 1 | |||||||
| Bow | 12" | -2 | - | 1 | - | |||||
| Equipment | Armor, Shield, Spear, Axe, Blade, Javelin | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+7.6pts Hornblower
+4.5pts | |||||||||
Wall of SpearsIf 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 fighterThe 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 WoundsMultiply 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 weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. HornblowerAdd 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. | ||||||||||
| Royal Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 5 | 6+ | 8 | 5+ | 10 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -2 | -2 | -4 | 2 | ||||||
| Blade | 3 | -3 | -1 | -2 | 2 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Shield, War horse , Spear (mounted), Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider | Species | Human | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Bodyguard Steadfast warrior Push Patriot Squad Leader
+45.3pts Banner bearer
+14.5pts Hornblower
+29pts | |||||||||
Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. Steadfast warriorUnits 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. PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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. | ||||||||||
| Royal Guards dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 6+ | 8 | 9+ | 4 | 5+ 6+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | 2 | |||||||
| Blade | 3 | -3 | -1 | 2 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Bodyguard Steadfast warrior Push Patriot Squad Leader
+17.3pts Banner bearer
+10.4pts Hornblower
+11.8pts | |||||||||
Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. Steadfast warriorUnits 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. PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Wall of SpearsIf 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 fighterThe 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 bearerAdd 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. HornblowerAdd 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
| Scions of the Wind | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 5 | 7+ | 6 | 7+ | 12 | 5+ | 11 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -3 | -4 | 3 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Shield, Caparisoned war horse , Axe, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Fanatic Offensive Effort Fury Legendary Steadfast warrior Push Ready for Action
+1pts Squad Leader
+56.1pts Hornblower
+47.5pts | |||||||||
FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.FuryThey can reroll failed melee attack rolls.LegendaryThe rout rolls caused by their attacks and shots have a -4B bonus.Units that benefit from this rule are immune to its effects, as well as the effects of all special rules that reduce their B or offer bonuses on their rout rolls. 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. Steadfast warriorUnits 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. PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. Mount AttacksWhen 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 OptionsIf 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. Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. HornblowerAdd 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. | ||||||||||
| Scions of the Wind dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 7+ | 8 | 9+ | 4 | 5+ 6+ | 11 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -3 | 3 | ||||||
| Equipment | Heavy armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Fanatic Offensive Effort Fury Legendary Steadfast warrior Ready for Action
+0.4pts Squad Leader
+23.8pts Hornblower
+15pts | |||||||||
FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.FuryThey can reroll failed melee attack rolls.LegendaryThe rout rolls caused by their attacks and shots have a -4B bonus.Units that benefit from this rule are immune to its effects, as well as the effects of all special rules that reduce their B or offer bonuses on their rout rolls. 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. Steadfast warriorUnits 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. Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. HornblowerAdd 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. | ||||||||||
| Scouts | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 5 | 6+ | 4 | 5+ | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Courser - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -2 | - | 1 | ||||||
| Equipment | Armor, Shield, Courser, Blade, Hooves, Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Vanguard Scout Furtive Swift Hunter
+1pts | |||||||||
VanguardThis 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 guardSome 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 FurtiveThe 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.SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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. HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 | ||||||||||
| Scouts dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 6 | 7+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -2 | - | 1 | ||||||
| Equipment | Armor, Shield, Blade, Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Vanguard Scout Furtive Hunter
+0.2pts | |||||||||
VanguardThis 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 guardSome 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 FurtiveThe 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 fighterThe 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. HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 | ||||||||||
artillery
| Mangonel | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 5+ | 5 | 8+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | - | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mangonel - Rocks | 18" | - | -12 | 0.5 | ||||||
| Mangonel - Fire Balls | 12" | - | -1 | 8 | ||||||
| Equipment | Armor, Pavois, Axe, Mangonel - Rocks, Mangonel - Fire Balls | |||||||||
| Base | 95x120mm Oval | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
TraumaticThe rout rolls caused by their shots have a -1B bonus.4D6 WoundsMultiply each wound inflicted by this weapon by the result of a 4D6.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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 ReloadWhen 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 5+ | 5 | 8+ | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 15" | -2 | -4 | 1 | ||||||
| Equipment | Armor, Pavois, Blade, Scorpio - Arrows | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Special rules | ||||||||||
Melee fighterThe 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. TraumaticThe rout rolls caused by their shots have a -1B bonus.BlastRoll 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
characters
| Capitain on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5 | 6+ | 12 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | -2 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Axe | 3 | -1 | -3 | -4 | 3 | +2.4 | |||||
| Spear (mounted) | 2 | -2 | -2 | -4 | 3 | +1.8 | |||||
|
Anti cavalry
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | 2 | |||||||
| Bow | 12" | -3 | - | 2 | -0.8 | |||||
| Equipment | Armor, Shield, War horse , Blade, Hooves, Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Officer Authority Charisma | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.VeteranThis unit ignores the result of the first rout roll it suffers.CharismaGrants a temporary bonus of +2B to his squad.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Heavy WoundsMultiply 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 weaponIf 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. | ||||||||||
| Capitain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4 | 5+ 6+ | 11+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | 3 | ||||||
| Axe | 3 | -1 | -3 | 3 | +1.2 | |||||
| Spear | 1 | -2 | 3 | +1 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | 2 | |||||||
| Bow | 12" | -3 | - | 2 | - | |||||
| Equipment | Armor, Shield, Blade, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Officer Authority Charisma | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.VeteranThis unit ignores the result of the first rout roll it suffers.CharismaGrants a temporary bonus of +2B to his squad.Melee fighterThe 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 SpearsIf 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 WoundsMultiply 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 weaponIf 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. | ||||||||||
| Great Hornblower on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5+ | 12 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 1 | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Armor, War horse , Spear (mounted), Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Veteran Great horn Rallying | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Great hornGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Horn Add +3" to this unit's movement when it charges. RallyingOnce 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.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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. | ||||||||||
| Great Hornblower | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 6+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 1 | |||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Armor, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Veteran Great horn Rallying | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Great hornGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Horn Add +3" to this unit's movement when it charges. RallyingOnce 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.Wall of SpearsIf 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 fighterThe 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 banner bearer on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5+ | 12 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Armor, War horse , Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Great banner | |||||||||
Great bannerGrants 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 fighterThe 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 AttacksWhen 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 OptionsIf 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. | ||||||||||
| Great banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 6+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Great banner | |||||||||
Great bannerGrants 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 fighterThe 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. | ||||||||||
| High Huntsman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 5+ | 12 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -4 | -1 | -2 | 3 | ||||||
| Courser - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 18" | -5 | -2 | 2 | ||||||
| Equipment | Heavy armor, Courser, Blade, Hooves, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Rare Elite | |||||||||
| Special rules | Furtive Sniper Commando Hunter Instinct shooter Swift Lone Wolf Master shooter Marksmanship
+5pts Recon
+30pts Take it down
+6pts | |||||||||
FurtiveThe 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.SniperThis rule does not apply to shots at a target less than 1" away.Character killerThis unit can target a character with shooting attacks even if he is inside a squad, or more than 18" away. If all character within the squad are hidding, it can target them with shooting attacks, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s shooting 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 shooting attacks. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Lone WolfWhen 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. HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 Instinct shooterOnce per round, during the Shooting Phase, this unit can benefit from one of these bonuses:Shoot on InstinctThe Defense of the target is reduced by -1. Improved ReflexesWhen this unit reacts to a shoot action, the effects of its shots are taken into account before the unit that targeted it begins to shoot .Appropriate AnswerThis unit may react normally (not using the previous rule) during the Shooting phase, even if it has already been activated, on a 5+ on 1d6. Fast shootingIt may be activated a second time during the Shooting phase on a skill roll of 6+ on 1d6. If another rule allows it to be activated a second time on a skill roll, only roll the best skill roll and add +1 to its result. Master shooterBefore the deployment, designate 1 squad and grant it +1P for shooting.SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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. Take it downGrants 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. MarksmanshipThey can reroll failed shooting attack rolls.ReconAt 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 spottedInstead, 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. | ||||||||||
| High Huntsman dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 7 | 9+ | 7+ | 4 | 5+ 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -4 | -1 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 18" | -5 | -2 | 2 | ||||||
| Equipment | Heavy armor, Blade, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Rare Elite | |||||||||
| Special rules | Furtive Sniper Commando Hunter Instinct shooter Lone Wolf Master shooter Marksmanship
+4.2pts Recon
+30pts Take it down
+4pts | |||||||||
FurtiveThe 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.SniperThis rule does not apply to shots at a target less than 1" away.Character killerThis unit can target a character with shooting attacks even if he is inside a squad, or more than 18" away. If all character within the squad are hidding, it can target them with shooting attacks, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s shooting 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 shooting attacks. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Lone WolfWhen 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. HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 Instinct shooterOnce per round, during the Shooting Phase, this unit can benefit from one of these bonuses:Shoot on InstinctThe Defense of the target is reduced by -1. Improved ReflexesWhen this unit reacts to a shoot action, the effects of its shots are taken into account before the unit that targeted it begins to shoot .Appropriate AnswerThis unit may react normally (not using the previous rule) during the Shooting phase, even if it has already been activated, on a 5+ on 1d6. Fast shootingIt may be activated a second time during the Shooting phase on a skill roll of 6+ on 1d6. If another rule allows it to be activated a second time on a skill roll, only roll the best skill roll and add +1 to its result. Master shooterBefore the deployment, designate 1 squad and grant it +1P for shooting.Melee fighterThe 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. Take it downGrants 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. MarksmanshipThey can reroll failed shooting attack rolls.ReconAt 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 spottedInstead, 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. | ||||||||||
| Lieutenant on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5 | 6+ | 12 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -2 | -3 | 2 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Blade | 3 | -3 | -0 | -1 | 2 | +2.8 | |||||
|
Melee fighter
|
||||||||||
| Spear (mounted) | 2 | -2 | -1 | -3 | 2 | +2 | |||||
|
Anti cavalry
|
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| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | -1 | 2 | +2.8 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Bow | 12" | -3 | - | 2 | +1.4 | |||||
| Equipment | Armor, Shield, War horse , Axe, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants 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. Mount AttacksWhen 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 OptionsIf 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 fighterThe 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 cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Heavy WoundsMultiply 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 weaponIf 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. | ||||||||||
| Lieutenant | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 4 | 6+ | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -2 | 2 | ||||||
| Blade | 3 | -3 | - | 2 | +1.6 | |||||
|
Melee fighter
|
||||||||||
| Spear | 1 | -2 | -1 | 2 | +1.2 | |||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | -1 | 2 | +3 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Bow | 12" | -3 | - | 2 | +2.6 | |||||
| Equipment | Armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants 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 fighterThe 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 SpearsIf 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 WoundsMultiply 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 weaponIf 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. | ||||||||||
| Lord on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5 | 6+ | 12 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -2 | -2 | -4 | 3 | ||||||
| Mastercrafted Blade | 3 | -4 | -2 | -3 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Mastercrafted Axe | 3 | -2 | -4 | -5 | 3 | +3.2 | |||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | 2 | |||||||
| Bow | 12" | -3 | - | 2 | -0.4 | |||||
| Equipment | Armor, Shield, War horse , Spear (mounted), Mastercrafted Blade, Hooves, Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Cacique Forced march Taking initiative
+3pts Charisma
+4pts | |||||||||
CaciqueOnce 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 marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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 WoundsMultiply 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 weaponIf 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. Taking initiativeGrants 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. CharismaGrants a temporary bonus of +2B to his squad. | ||||||||||
| Lord | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4 | 5+ | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | 3 | |||||||
| Mastercrafted Blade | 3 | -4 | -2 | 3 | ||||||
| Mastercrafted Axe | 3 | -2 | -4 | 3 | +1.2 | |||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | 2 | |||||||
| Bow | 12" | -3 | - | 2 | +0.2 | |||||
| Equipment | Armor, Shield, Spear, Mastercrafted Blade, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Cacique Forced march Taking initiative
+2pts Charisma
+4pts | |||||||||
CaciqueOnce 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 marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .Wall of SpearsIf 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 fighterThe 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 WoundsMultiply 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 weaponIf 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. Taking initiativeGrants 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. CharismaGrants a temporary bonus of +2B to his squad. | ||||||||||
named characters
| Brannhelm on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Sentinel of the North -Brannhelm, commander of the Helmguards, defends the northern frontier with patience and iron discipline. Loyal to throne and kingdom, he stands as Storrhold’s unyielding shield against Darkholm raiders and orc warbands spilling from Grimstone. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5 | 6+ | 12 | 4+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -6 | -3 | -4 | 4 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Armor, Shield, War horse , Mastercrafted Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Resilience Officer Cacique Instructor Charisma Vehemence Rallying Great horn | |||||||||
OfficerOnce 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. InstructorBefore 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. CharismaGrants a temporary bonus of +2B to his squad.VehemenceGrants 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. CaciqueOnce 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. RallyingOnce 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.Great hornGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Horn Add +3" to this unit's movement when it charges. ResilienceThis 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 fighterThe 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 AttacksWhen 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 OptionsIf 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. | ||||||||||
| Brannhelm | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 4 | 4+ 6+ | 12+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -6 | -3 | 4 | ||||||
| Equipment | Armor, Shield, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Resilience Officer Cacique Instructor Charisma Vehemence Rallying Great horn | |||||||||
OfficerOnce 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. InstructorBefore 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. CharismaGrants a temporary bonus of +2B to his squad.VehemenceGrants 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. CaciqueOnce 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. RallyingOnce 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.Great hornGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Horn Add +3" to this unit's movement when it charges. ResilienceThis 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 fighterThe 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. | ||||||||||
| Cynric on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Last Great King -Cynric of Storrhold, once the greatest rider of his age, forged independence from Vlandor and safeguarded the realm with wisdom and steel. Age weighs on him now, yet his will endures as he balances feuding heirs and looming wars on all fronts. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 8+ | 6 | 7+ | 12 | 5+ 6+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Blade | 3 | -5 | -2 | -3 | 3 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Shield, Caparisoned war horse , Mastercrafted Magical Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Named Faction leader Leader | |||||||||
| Special rules | Push Resilience General Instructor Epic speach Authority Devastating charge Take it down Reform the Ranks | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.Epic speachBefore 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. Devastating chargeGrants the following temporary bonus to his squad.Rage When charging, they can reroll failed melee attack rolls. Take it downGrants 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. PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. ResilienceThis 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 fighterThe 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. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Mount AttacksWhen 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 OptionsIf 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. | ||||||||||
| Cynric | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 8 | 9+ | 4 | 4+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Blade | 3 | -5 | -2 | 3 | ||||||
| Equipment | Heavy armor, Shield, Mastercrafted Magical Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Named Faction leader Leader | |||||||||
| Special rules | Resilience General Instructor Epic speach Authority Devastating charge Take it down Reform the Ranks | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.Epic speachBefore 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. Devastating chargeGrants the following temporary bonus to his squad.Rage When charging, they can reroll failed melee attack rolls. Take it downGrants 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. ResilienceThis 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 fighterThe 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. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Dunwine on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Loyal Shield -Dunwine of Dunmere, steadfast lord of the south, serves without ambition. Loyal to Cynric and mentor to Eadric, he protects the kingdom with quiet strength, preferring peace but ready for war, the pillar of stability in Storrhold’s storm. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 8+ | 6 | 7+ | 12 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -4 | -3 | -5 | 3 | ||||||
| Mastercrafted Blade | 3 | -6 | -3 | -4 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Shield, War horse , Spear (mounted), Mastercrafted Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Patriot Choleric Steadfast warrior Resilience Officer Taking initiative Melee Master Authority Vehemence | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.CholericEach 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 warriorUnits 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. Taking initiativeGrants 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 MasterBefore the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.VehemenceGrants 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. ResilienceThis 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 cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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. | ||||||||||
| Dunwine | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 7 | 9+ | 9 | 10+ | 4 | 5+ 6+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -4 | -3 | 3 | ||||||
| Mastercrafted Blade | 3 | -6 | -3 | 3 | ||||||
| Equipment | Heavy armor, Shield, Spear, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Patriot Choleric Steadfast warrior Resilience Officer Taking initiative Melee Master Authority Vehemence | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.CholericEach 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 warriorUnits 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. Taking initiativeGrants 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 MasterBefore the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.VehemenceGrants 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. ResilienceThis 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 SpearsIf 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 fighterThe 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. | ||||||||||
| Eadric on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Noble Heir -Eadric, son of Cynric, is a young warrior admired for his courage and honor. Unproven as a ruler, he must win victories of his own to claim the throne, even as rivals whisper that his cousin Eofric bears the strength Storrhold truly needs. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 8+ | 6 | 7+ | 12 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Enchanted Blade | 3 | -5 | -3 | -4 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Spear (mounted) | 2 | -3 | -3 | -5 | 3 | +0.8 | |||||
|
Anti cavalry
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -3 | 2 | |||||||
| Equipment | Heavy armor, Shield, War horse , Mastercrafted Enchanted Blade, Hooves, Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Reckless Motivated Resilience Officer Surprise Attack Authority Charisma | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.RecklessIf 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. MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Surprise AttackWhen 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 guardSome 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. CharismaGrants a temporary bonus of +2B to his squad.ResilienceThis 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 fighterThe 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. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Mount AttacksWhen 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 OptionsIf 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Heavy WoundsMultiply 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 weaponIf 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. | ||||||||||
| Eadric | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 7 | 9+ | 9 | 10+ | 4 | 5+ 6+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Enchanted Blade | 3 | -5 | -3 | 3 | ||||||
| Spear | 1 | -3 | 3 | +0.8 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -3 | 2 | |||||||
| Equipment | Heavy armor, Shield, Mastercrafted Enchanted Blade, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Reckless Motivated Resilience Officer Surprise Attack Authority Charisma | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.RecklessIf 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. MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Surprise AttackWhen 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 guardSome 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. CharismaGrants a temporary bonus of +2B to his squad.ResilienceThis 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 fighterThe 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. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Wall of SpearsIf 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 WoundsMultiply 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 weaponIf 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. | ||||||||||
| Elfwald on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Young Lion -Elfwald, fiery lord of the Eastern Marches, rides with unmatched boldness. Reckless yet beloved, he leads his riders from the front, striking Ironwatch’s vanguard with fury. A warrior of daring heart, his blade burns brighter than his caution. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 8+ | 6 | 7+ | 12 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -3 | -3 | -5 | 4 | ||||||
| Mastercrafted Blade | 3 | -5 | -3 | -4 | 4 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -4 | -3 | 2 | ||||||
| Equipment | Heavy armor, Shield, War horse , Mastercrafted Blade, Spear (mounted), Hooves, Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Marksmanship Reckless Resilience Cacique Taking initiative War cry Counter attack | |||||||||
CaciqueOnce 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. MarksmanshipThey can reroll failed shooting attack rolls.RecklessIf 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. Taking initiativeGrants 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. War cryGrants the following temporary bonus to his squad.Tumultuous charge Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges. Counter attackOnce 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. ResilienceThis 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 fighterThe 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 cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen 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 OptionsIf 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 WoundsMultiply 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 weaponIf 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. | ||||||||||
| Elfwald | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 7 | 9+ | 9 | 10+ | 4 | 5+ 6+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -3 | 4 | |||||||
| Mastercrafted Blade | 3 | -5 | -3 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -4 | -3 | 2 | ||||||
| Equipment | Heavy armor, Shield, Mastercrafted Blade, Spear, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Marksmanship Reckless Resilience Cacique Taking initiative War cry Counter attack | |||||||||
CaciqueOnce 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. MarksmanshipThey can reroll failed shooting attack rolls.RecklessIf 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. Taking initiativeGrants 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. War cryGrants the following temporary bonus to his squad.Tumultuous charge Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges. Counter attackOnce 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. ResilienceThis 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 fighterThe 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 SpearsIf 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 WoundsMultiply 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 weaponIf 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. | ||||||||||
| Eofric on horseback | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Warlord of the March -Eofric, nephew of Cynric, is fearless, ambitious, and relentless in war. Favored by many lords, he dreams not of defense but conquest, believing Storrhold must strike Ironwatch first—or fall. To him, hesitation is weakness. | |||||||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||||||
| 4" | 6 | 7+ | 12 | 5+ 6+ | 11+ | |||||||||||||
| Pts | |||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||
| Spear (mounted) | 2 | -4 | -3 | -5 | 6 | |||||||||||||
| Mastercrafted Blade | 3 | -6 | -3 | -4 | 6 | |||||||||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | |||||||||||||
| Ranged weapons | Rg | P | S | A | |||||||||||||
| Heavy Javelins | 9" | -4 | 2 | ||||||||||||||
| Equipment | Armor, Shield, Caparisoned war horse , Mastercrafted Blade, Spear (mounted), Hooves, Heavy Javelins | ||||||||||||||||
| Base | 40mm Round | Individual model | |||||||||||||||
| Category | Rider Skirmisher | Species | Human | ||||||||||||||
| Keywords | Character Named Elite Leader | ||||||||||||||||
| Special rules | Push Resilience Warlord Taking initiative Tactician Epic speach Charisma Inspiration Encirclement
+35.5pts Timely reinforcement
+13pts | ||||||||||||||||
WarlordOnce 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:
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 initiativeGrants 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 speachBefore 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. TacticianDuring the Movement Phase, when the character is activated, you can:
CharismaGrants a temporary bonus of +2B to his squad.InspirationIf 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. PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. ResilienceThis 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 fighterThe 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 cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen 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 OptionsIf 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 WoundsMultiply 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 weaponIf 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. EncirclementGrant this special rule to an allied squad before the start of deployment.Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Timely reinforcementOnce per battle, when you succeed on a panic roll of 6+ or higher,:- Gain 2VP until the end of the battle. - Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. | |||||||||||||||||
| Eofric | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||||||
| 3" | 8 | 9+ | 4 | 4+ 6+ | 11+ | |||||||||||||
| Pts | |||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||
| Spear | 1 | -4 | -3 | 6 | |||||||||||||
| Mastercrafted Blade | 3 | -6 | -3 | 6 | |||||||||||||
| Ranged weapons | Rg | P | S | A | |||||||||||||
| Heavy Javelins | 9" | -4 | 2 | ||||||||||||||
| Equipment | Armor, Shield, Mastercrafted Blade, Spear, Heavy Javelins | ||||||||||||||||
| Base | 25mm Round | Individual model | |||||||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||||||
| Keywords | Character Named Elite Leader | ||||||||||||||||
| Special rules | Resilience Warlord Taking initiative Tactician Epic speach Charisma Inspiration Encirclement
+35pts Timely reinforcement
+8pts | ||||||||||||||||
WarlordOnce 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:
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 initiativeGrants 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 speachBefore 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. TacticianDuring the Movement Phase, when the character is activated, you can:
CharismaGrants a temporary bonus of +2B to his squad.InspirationIf 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. ResilienceThis 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 fighterThe 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 SpearsIf 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 WoundsMultiply 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 weaponIf 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. EncirclementGrant this special rule to an allied squad before the start of deployment.Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Timely reinforcementOnce per battle, when you succeed on a panic roll of 6+ or higher,:- Gain 2VP until the end of the battle. - Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. | |||||||||||||||||
| Garmund on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The King’s Standard -Garmund, last of Cynric’s old companions, bears the royal banner into battle. A veteran of countless wars, his loyalty is unshakable, his honor unbreakable. He stands as the living soul of Storrhold, guarding its throne to his final breath. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5+ | 12 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | -2 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Armor, War horse , Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Rare | |||||||||
| Special rules | Last stand Resilience Great banner Rallying | |||||||||
Great bannerGrants 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. Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.RallyingOnce 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.ResilienceThis 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 fighterThe 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 AttacksWhen 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 OptionsIf 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. | ||||||||||
| Garmund | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 7+ | 4 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | 1 | ||||||
| Equipment | Armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Elite Rare | |||||||||
| Special rules | Last stand Resilience Great banner Rallying | |||||||||
Great bannerGrants 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. Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.RallyingOnce 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.ResilienceThis 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 fighterThe 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. | ||||||||||
| Grimwald | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Sentinel of Darkfell -Grimwald, lord of Darkfell Keep, embodies iron discipline. His Helmguards hold the mountain passes against endless orc sieges. Unshakable as stone, he asks no aid and yields no ground, a wall of steel between Storrhold and annihilation. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 8 | 9+ | 7+ | 4 | 3+ | 12+ | ||||||||
| Pts | |||||||||||||
| Armors | M | G | T | W | |||||||||
| Heavier armor | 2.5" | 7 | 9+ | 8+ | - | -16 | ||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Heavy Two-Handed Axe | 4 | -4 | -8 | 4 | |||||||||
| Blade | 3 | -5 | -3 | 4 | +3.2 | ||||||||
|
Melee fighter
|
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| Equipment | Armor, Mastercrafted Heavy Two-Handed Axe | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||
| Keywords | Character Elite Named Leader | ||||||||||||
| Special rules | Rage Steadfast warrior Resilience Warlord Taking initiative Epic speach Army of legends War cry | ||||||||||||
WarlordOnce 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:
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 initiativeGrants 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 speachBefore 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. Steadfast warriorUnits 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. Army of legendsIf this character is included in your army, you may recruit an unlimited number of rare non-character units in your army.War cryGrants the following temporary bonus to his squad.Tumultuous charge Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges. ResilienceThis 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 WoundsMultiply 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. Melee fighterThe 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. | |||||||||||||
| Hareth on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Merchant Lord -Hareth of Southwatch, diplomat and trader, wields gold where others wield steel. Master of negotiations, he keeps Storrhold supplied and its enemies divided, turning commerce into power, even as some lords scorn his love of peace over war. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5+ | 12 | 6+ | 6+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | 6 | 7+ | - | - | ||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -3 | -1 | -2 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Armor, War horse , Mastercrafted Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Soldiers of Fortune Resilience Logistician Resupply Summon Corruption
+188.8pts Summon
+0pts | |||||||||
LogisticianOnce 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. ResupplyBefore the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining. SummonBefore the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.Alternatively, you can attempt to add 2d6x10pts. If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. RearguardIf you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round. Soldiers of FortuneStarting 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. ResilienceThis 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 fighterThe 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 AttacksWhen 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 OptionsIf 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. CorruptionYou can use the following two rules.DesertionBefore the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts. If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed. Passive TraitorsYou may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally. Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative. SummonBefore the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.Alternatively, you can attempt to add 2d6x10pts. If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. RearguardIf you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round. | ||||||||||
| Hareth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 6+ | 4 | 6+ | 6+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | 7 | 8+ | - | - | ||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -3 | -1 | 1 | ||||||
| Equipment | Armor, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Soldiers of Fortune Resilience Logistician Resupply Summon Corruption
+188.8pts Summon
+0pts | |||||||||
LogisticianOnce 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. ResupplyBefore the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining. SummonBefore the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.Alternatively, you can attempt to add 2d6x10pts. If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. RearguardIf you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round. Soldiers of FortuneStarting 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. ResilienceThis 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 fighterThe 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. CorruptionYou can use the following two rules.DesertionBefore the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts. If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed. Passive TraitorsYou may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally. Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative. SummonBefore the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.Alternatively, you can attempt to add 2d6x10pts. If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. RearguardIf you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round. | ||||||||||
| Lady Arwyn on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Unbreakable Shield -Lady Arwyn, warrior princess of Storrhold, rides and fights as fiercely as any knight. Scorned by tradition yet revered for her skill, she defends her people with lance and steel, proof that honor and strength are not bound by blood or gender. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 7+ | 5 | 6+ | 12 | 4+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Blade | 3 | -6 | -1 | -2 | 4 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | -3 | - | 2 | ||||||
| Equipment | Armor, Shield, War horse , Mastercrafted Magical Blade, Hooves, Javelin | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Heroic Fate Fearsome Deadly dance Tireless Good fortune Resilience Adventurer Epic speach Inspiration | |||||||||
Heroic FateRegardless of modifiers, this unit’s defense can never be reduced below 6+.This means an attack roll of 5- can never inflict a wound on it. FearsomeRout 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. AdventurerOnce 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 killerThis 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 angleThe 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. InspirationIf 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. Deadly danceEach time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.Natural 6s on these additional attack rolls do generate extra attack rolls. TirelessDuring 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+.Good fortuneGood fortuneYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 3+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. Epic speachBefore 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. ResilienceThis 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 fighterThe 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. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Mount AttacksWhen 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 OptionsIf 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 WoundsMultiply 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 weaponIf 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. | ||||||||||
| Lady Arwyn | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4 | 3+ | 11+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Blade | 3 | -6 | -1 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | -3 | - | 2 | ||||||
| Equipment | Armor, Shield, Mastercrafted Magical Blade, Javelin | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Heroic Fate Fearsome Deadly dance Tireless Good fortune Resilience Adventurer Epic speach Inspiration | |||||||||
Heroic FateRegardless of modifiers, this unit’s defense can never be reduced below 6+.This means an attack roll of 5- can never inflict a wound on it. FearsomeRout 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. AdventurerOnce 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 killerThis 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 angleThe 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. InspirationIf 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. Deadly danceEach time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.Natural 6s on these additional attack rolls do generate extra attack rolls. TirelessDuring 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+.Good fortuneGood fortuneYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 3+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. Epic speachBefore 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. ResilienceThis 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 fighterThe 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. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Heavy WoundsMultiply 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 weaponIf 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. | ||||||||||




