Infantry
Type Corsairs Type Crossbowmen Type Sailors Type Spearmen
Skirmishers
Type Archers Type Looter
Artillery
Type Balista Type Catapult Type Scorpios
Characters
Type Captain Type Adventurer Type Great banner bearer Type Quartermaster Type Raid leader
Named Characters
Type Garkan Type Kaldarion Type Karissa Type Jorath Type Mordran

Corsairs of Draxis


infantry


Corsairs
MGTWSvB PtsQt
5"5 | 6+8 | 9+246+9+
Pts
Melee weaponsRkPSA
Blade3-4-28
Melee fighter
Halberd1-2-48+4.5
Wall of Spears
Axe3-2-48+4
EquipmentHeavy armor, Shield, Blade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Eldrakar
Keywords
Rare
Elite
Special rules
Veteran
Fearsome
Squad Leader
+19pts
Banner bearer
+8pts
Hornblower
+11pts

Veteran

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

Fearsome

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

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

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

Melee fighter

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

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

Wall of Spears

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

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



Anti cavalry

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Crossbowmen
MGTW B PtsQt
6"5+4 | 7+247+
Pts
Melee weaponsRkPSA
Blade3-2-8
Melee fighter
Ranged weaponsRgPSA
Heavy Crossbow24"-34
Heavy Wounds
EquipmentLight armor, Pavois, Blade, Heavy Crossbow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Special rules
Soldiers of Fortune
Ranked Fire
Squad Leader
+13.5pts

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Ranked Fire

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

Melee fighter

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

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

Heavy Wounds

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

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

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

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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


Sailors
MGTW B PtsQt
6"5+4 | 5+247+
Pts
ArmorsMGTW
Light armor--5 | 6+-+1
Melee weaponsRkPSA
Blade3-2-8
Melee fighter
Dagger5--18
Melee fighter
Devastator
Ranged weaponsRgPSA
Throwing daggers6"-1-8+5
Throwing weapon
EquipmentSkin, Shield, Blade, Dagger
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Special rules
Soldiers of Fortune
Melee fighter
Relief
Ready for Action
Banner bearer
+7.5pts
Hornblower
+4.5pts
Squad Leader
+10pts

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Melee fighter

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

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

Relief

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

Ready for Action

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

Devastator

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

Throwing weapon

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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


Spearmen
MGTW B PtsQt
6"5+3+247+
Pts
ArmorsMGTW
Light armor--4+-+1
Melee weaponsRkPSA
Two-Handed Spear1-1-28
Wall of Spears
Blade3-2-8
Melee fighter
Dagger5--18
Melee fighter
Devastator
Ranged weaponsRgPSA
Throwing daggers6"-1-8+3.5
Throwing weapon
EquipmentSkin, Two-Handed Spear, Blade, Dagger
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Special rules
Soldiers of Fortune
Banner bearer
+7.5pts
Hornblower
+5pts
Squad Leader
+10.5pts

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Wall of Spears

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

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



Anti cavalry

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

Melee fighter

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

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

Devastator

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

Throwing weapon

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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



skirmishers


Archers
MGTW B PtsQt
6"5 | 6+3+247+
Pts
Melee weaponsRkPSA
Dagger5--18
Melee fighter
Devastator
Ranged weaponsRgPSA
Recurved bow30"-2-18
EquipmentSkin, Dagger, Recurved bow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Soldiers of Fortune
Scout
+10pts
Guerrilla
+1.5pts
Ambusher
+1pts
Squad Leader
+20.5pts

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Melee fighter

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

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

Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Scout

+4Scp per Scout entity.

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

Guerrilla

Before 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.


characters


You can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad.

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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




Looter
MGTWSvB PtsQt
6"6 | 7+6+245+9+
Pts
Melee weaponsRkPSA
x2 Blade3-3-112
Melee fighter
Ranged weaponsRgPSA
Throwing daggers6"-2-18
Throwing weapon
Recurved bow30"-3-18+8
EquipmentArmor, x2 Blade, Throwing daggers
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Keywords
Elite
Special rules
Veteran
Soldiers of Fortune
Bloodlust
Fearsome
Reinforcement
+9.5pts
Scout
+10pts
Squad Leader
+32.5pts

Veteran

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

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Bloodlust

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

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

Fearsome

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

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

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

Melee fighter

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

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

Throwing weapon

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

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Scout

+4Scp per Scout entity.

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


artillery


Balista
MGTW B PtsQt
2"5+4 | 7+97+
Pts
Melee weaponsRkPSA
Blade3-2-3
Melee fighter
Ranged weaponsRgPSA
Ballista - Arrows36"-2-71
Traumatic
2D6 Wounds
Blast
Slow Reload
EquipmentLight armor, Pavois, Blade, Ballista - Arrows
Base100mm Round Individual model
Category
Artillery
Species
Human
Keywords
Elite
Special rules

Melee fighter

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

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

Traumatic

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

2D6 Wounds

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

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

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

Slow Reload

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

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

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

Catapult
MGTW B PtsQt
2"5+4 | 7+97+
Pts
Melee weaponsRkPSA
Blade3-2-3
Melee fighter
Ranged weaponsRgPSA
Catapult - Rocks36"--120.5
Traumatic
4D6 Wounds
Catapult - Fire Balls30"-8
Traumatic
Plasma
Slow Reload
EquipmentLight armor, Pavois, Blade, Catapult - Rocks, Catapult - Fire Balls
Base95x120mm Oval Individual model
Category
Artillery
Species
Human
Keywords
Elite
Special rules

Melee fighter

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

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

Traumatic

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

4D6 Wounds

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

Plasma

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

Burn


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

Slow Reload

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

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

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

Scorpios
MGTW B PtsQt
2"5+4 | 7+127+
Pts
Melee weaponsRkPSA
Blade3-2-4
Melee fighter
Ranged weaponsRgPSA
Scorpio - Arrows30"-2-42
Traumatic
Blast
1D6 Wounds
EquipmentLight armor, Pavois, Blade, Scorpio - Arrows
Base100mm (4'') Round tray1 Group x2 ModelsModel bases 50mm
Category
Artillery
Species
Human
Special rules

Melee fighter

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

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

Traumatic

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

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

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

1D6 Wounds

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


characters


Captain
MGTWSvB PtsQt
6"7 | 8+5+45+11+
Pts
Melee weaponsRkPSA
Heavy Flail5-43
Heavy Wounds
Long Blade2-4-33Replacement-2.5
Ranged weaponsRgPSA
Throwing daggers6"-22+1
Throwing weapon
EquipmentLight armor, Heavy Flail
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Leader
Special rules
Offensive Effort
Officer
Authority
Charisma
Vehemence
Surprise Attack
+6.5pts
Encirclement
+17pts

Officer

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



Motivated

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



Just like in training


Your character provides the following temporary bonus to his squad:

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

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



Coordination


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

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

Authority

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

Offensive Effort

Once per battle, this unit may choose to be activated one additional time during a same phase.

Charisma

Grants a temporary bonus of +2B to his squad.

Vehemence

Grants one of the following temporary bonus to his squad, on a skill roll of 3+.



Fury

They can reroll failed melee attack rolls.



Marksmanship

They can reroll failed shooting attack rolls.

Heavy Wounds

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

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

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

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

Throwing weapon

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

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

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

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

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

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

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

On guard



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

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

Encirclement

Grant this special rule to an allied squad before the start of deployment.



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Adventurer
MGTWSvB PtsQt
6"7 | 8+5+43+10+
Pts
Melee weaponsRkPSA
x2 Blade3-4-16
Melee fighter
Dagger5-24
Melee fighter
Devastator
Long Blade2-4-24Replacement-4
Ranged weaponsRgPSA
Throwing daggers6"-3-12
Throwing weapon
Recurved bow30"-4-12+3
EquipmentLight armor, x2 Blade, Dagger, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Heroic Fate
Fearsome
Soldiers of Fortune
Adventurer
Taking initiative
Inspiration
Timely reinforcement
+4.5pts

Heroic Fate

Regardless 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.

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.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

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



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Melee fighter

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

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

Devastator

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

Throwing weapon

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

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

Timely reinforcement

Once 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.

Great banner bearer
MGTWSvB PtsQt
6"7 | 8+4+46+9+
Pts
Melee weaponsRkPSA
Blade3-2-1
Melee fighter
Ranged weaponsRgPSA
Throwing daggers6"-1-2
Throwing weapon
EquipmentSkin, Blade, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Rare
Special rules
Great banner

Great banner

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

Banner

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

Melee fighter

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

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

Throwing weapon

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

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

Quartermaster
MGTWSvB PtsQt
6"6 | 7+5+45+8+
Pts
Melee weaponsRkPSA
Blade3-2-13
Melee fighter
Whip1-1-2+1
Mount Attacks
Ranged weaponsRgPSA
Heavy Crossbow24"-31
Heavy Wounds
EquipmentLight armor, Blade, Heavy Crossbow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Veteran
Taskmaster
Master shooter
Instructor
Summary execution

Veteran

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

Taskmaster

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



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

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



Indoctrination

+1T.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Master shooter

Before the deployment, designate 1 squad and grant it +1P for shooting.

Instructor

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

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Melee fighter

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

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

Mount Attacks

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

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

Options


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

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


Heavy Wounds

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

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

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

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

Raid leader
MGTWSvB PtsQt
6"7 | 8+5+45+9+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-2-33
Wall of Spears
Ranged weaponsRgPSA
Throwing daggers6"-2-12+1
Throwing weapon
EquipmentLight armor, Two-Handed Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Veteran
Cacique
Recon
Counter attack

Cacique

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



Fearsome

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

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

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



Motivated

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



Fury

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



Marksmanship

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



Communicative violence


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

Veteran

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

Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Wall of Spears

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

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



Anti cavalry

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

Throwing weapon

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

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


named characters


Garkan
The Pillager -Garkan, lord of Draxis, unites the pirate factions under his scarred fist. Cunning and merciless, he rules from the Stormraven, the largest terror of the southern seas. His vision is empire: coastal cities subjugated, trade routes strangled, and every horizon marked by black sails.
MGTWSvB PtsQt
6"7 | 8+6+44+12+
Pts
ArmorsMGTW
Heavier armor5"6 | 8+7+--4
Melee weaponsRkPSA
Mastercrafted Flail4-6-44
x2 Blade3-5-26Replacement+1.5
Melee fighter
Ranged weaponsRgPSA
Throwing daggers6"-3-22
Throwing weapon
EquipmentArmor, Mastercrafted Flail, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Named
Faction leader
Leader
Special rules
Forester
Resilience
General
Instructor
Authority
Charisma
Vehemence
No mercy
Reform the Ranks
Surprise Attack
+7.5pts
Encirclement
+17pts

General

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



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

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

Instructor

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

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

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

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Forester

This unit has a affinity with the Wood element.

Charisma

Grants a temporary bonus of +2B to his squad.

Vehemence

Grants one of the following temporary bonus to his squad, on a skill roll of 3+.



Fury

They can reroll failed melee attack rolls.



Marksmanship

They can reroll failed shooting attack rolls.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

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

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

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

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

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

Throwing weapon

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

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

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

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

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

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

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

On guard



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

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

Encirclement

Grant this special rule to an allied squad before the start of deployment.



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Kaldarion
The Crimson Admiral -Kaldarion, the Eldrakar exile, commands the disciplined Crimson Armada. A rival to Garkan’s chaotic Corsairs, his fleet sails with precision and loyalty, seeking to restore an Eldrakar-dominated naval empire. His clashes with the Pillager are legendary, his ambition relentless.
MGTWSvB PtsQt
6"7 | 8+4+44+11+
Pts
ArmorsMGTW
Heavy armor5"6 | 8+7+--5
Melee weaponsRkPSA
Mastercrafted Magical Blade3-6-34
Melee fighter
Magical
x2 Blade3-5-26+1
Melee fighter
Ranged weaponsRgPSA
Throwing daggers6"-3-22
Throwing weapon
Mastercrafted Recurved bow36"-5-22+5.5
EquipmentSkin, Mastercrafted Magical Blade, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Faction leader
Leader
Special rules
Forester
Deadly dance
Resilience
Warlord
Taking initiative
Strategist
Epic speach
Army of legends
Spoils of War
Timely reinforcement

Warlord

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



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

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

Forester

This unit has a affinity with the Wood element.

Deadly dance

Each 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.

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Grant this special rule to an allied squad during the deployment.

Army of legends

If this character is included in your army, you may recruit an unlimited number of rare non-character units in your army.

Spoils of War

Grants a temporary bonus of +2B to up to the 5 eligible closest squads within 12'', when you have more Vp than you opponent.

Timely reinforcement

Once 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.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

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

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

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Throwing weapon

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

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

Karissa
The Bloodtide -Karissa, mistress of storm and steel, wields weather magic to shatter her foes at sea. A feared captain and Tharnak’s fiercest lieutenant, she strikes swift and brutal from her Tidebreaker. Loyal for now, whispers say her rising power may one day challenge even the Pillager himself.
MGTWSvB PtsQt
6"7 | 8+5+54+10+
Pts
Melee weaponsRkPSA
Magical Blade3-4-23
Melee fighter
Magical
Ranged weaponsRgPSA
Crossbow18"-4-21
EquipmentLight armor, Magical Blade, Crossbow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Named
Leader
Special rules
Resilience
Adventurer
Magic
Nature magic
Tactician
Inspiration

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

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



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Magic

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



Mystical protection

Before the deployment, designate 1 squad and grant it +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 2Sv, refer to the save roll rule in the rulebook.



Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.




Magic shield

Defense improved by +1.

Nature magic

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



Hinders

Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase.

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

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

If the target unit is worth less than 50Pts, the penalty is -3M instead.

Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule.



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Bestial nature

Unit target's defense reduced by -1, or unit defense improved by +1.



Earthquake

Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

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

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

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Jorath
The Ironclad -Jorath, master shipwright of Draxis, forges the fleet’s unmatched strength. His designs—reinforced hulls, deadly ballistae, flawless rigs—make the Corsairs the masters of naval war. A recluse who craves perfection over gold, his genius sustains the terror of the black sails.
MGTWSvB PtsQt
5"5 | 7+6+46+8+
Pts
Melee weaponsRkPSA
Mastercrafted Warhammer3-1-43
Ranged weaponsRgPSA
Mastercrafted Heavy Crossbow30"-5-41
Heavy Wounds
EquipmentHeavy armor, Mastercrafted Warhammer, Mastercrafted Heavy Crossbow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Leader
Special rules
Resilience
Artillery Master
Renowned blacksmith

Artillery Master

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

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



+1P.



+1S.



Repairer

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

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

Renowned blacksmith

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Heavy Wounds

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

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

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

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

Mordran
The Puppetmaster -Mordran, spy of Qarath’s clans, hides a dagger beneath every smile. With silver tongue and secret fleet, he bends Draxis’ fury toward his master’s enemies while plotting his own rise. Walking the knife’s edge between loyalty and betrayal, he thrives where shadows rule the seas.
MGTWSvB PtsQt
6"7 | 8+5+43+10+
Pts
Melee weaponsRkPSA
Poisoned Blade3-4-14
Melee fighter
Poison
Poisoned Dagger5-24+1.5
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Throwing daggers6"-3-12
Throwing weapon
EquipmentLight armor, Poisoned Blade, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Leader
Special rules
Heroic Fate
Fearsome
Resilience
Adventurer
Tactician
Kagemusha
Corruption
Inspiration
Shroud of mist

Heroic Fate

Regardless 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.

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.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

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



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.

Corruption

You can use the following two rules.

Desertion



Before 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 Traitors



You 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.

Shroud of mist

Grants a temporary bonus of +1G to his squad.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

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

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

Poison

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

Dead Metal


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

Devastator

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

Throwing weapon

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

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